Pro Tools Bundles: $99-129, Hardware for Vocals, Recording, Keys

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For people looking to get into music recording and production on a computer, for the first time, there’s a bundle that says “Pro Tools” on the box that costs correction: as little as just $99. It really is Pro Tools software; it’s certainly streamlined (some basic track limits, no multitrack recording), but still with a serious complement of recording, mixing, and effects, and even some nice virtual instruments. Beyond that, your choice is which hardware you’d like in your “value meal”:

For vocalists: The Vocal Studio has a cardoid condenser mic – that’s a USB mic you can connect directly – plus a stand and a case.

For “recording:” The Recording Studio gives you a simple 2-in/2-out audio interface so you can connect your own mic/line/instrument input.

For keyboardists: The KeyStudio is a 49-key synth-action keyboard with mod and pitch bend, plus and an audio interface (the 1-in, 1-out M-Audio USB Micro).

Correction: $99 is the price for the keyboard and vocal bundles, $129 for the recording bundle with Fast Track. (I had an early press release that said pricing was $129 for all three.)

The target readership for CDM may not be in the market for this bundle — though it is a ridiculously cheap way to add Pro Tools compatibility to your rig, if you just need to trade session files. But I know we also have a lot of readers who offer expertise to other folks. Do let us know what they think – if they’re turned on, or turned off.

See additional analysis on what the larger implications of Avid’s strategic shift may be.

If you’re a beginning user, I don’t doubt that this software will get you started. You get over 5 GB of instruments and loops, 60 virtual instrument sounds, reverb / chorus / delay / flanger / phaser / compression / EQ effects, reasonable track counts (16 audio, 8 instrument, 8 MIDI), 3 insert slots per track for “up to 3 simultaneous effects,” buses and send/return routing, and 2 simultaneous audio inputs and outputs. So you can’t do simultaneous multitrack input or surround hardware, but you’d need a different audio interface for that, anyway.

Actually, so that you can email this story to your nephew or niece who’s just starting out and considering options, let me translate to English:

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Pro Tools Essentials and the Big Picture

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A young, aspiring musician walks into a consumer electronics store. (Let’s call it Big Buy, and imagine people wearing… red polo shirts.) They wander into the game aisle and muse at the latest music games in the video game section – $60-100 in price. But there’s an endcap with something else: a box of Pro Tools that’ll run on their computer, plus a ready-to-use audio interface, for $99-129. Instead of Guitar Hero, they leave with Pro Tools – a name they already knew.

See full details of the new lineup, with photos.

This idea is nothing new – for many years, it’s been possible to do great stuff with $100 on a computer. But the most powerful brand in music production (Pro Tools) has remained notably absent. Instead, that hypothetical consumer would find a smattering of consumer-only choices with names they likely wouldn’t recognize. Meanwhile, the name “Pro Tools,” and the software interface that made it popular, have been limited to more complex offerings sold through specialists.

Today changes all of that. Gone is the idea that “Pro Tools” is only for the high end. Gone is the iLok hardware dongle. (You still need either the Micro or Fast Track interface plugged in, but the target market for this product may not care.)

There are three offerings:

A vocal studio, bundled with a USB mic (similar to M-Audio’s Luna).

A “recording” studio, bundled with a simple USB bus-powered audio interface (the previously-available Fast Track.

The “KeyStudio”, bundled with a 49-key USB keyboard. The software comes with 60+ virtual instruments, says Avid, so you’ve got quite a lot to play.

The software included in each has some limitations – it has 32 tracks (16 audio, 8 instrument, and 8 MIDI), and more basic routing options (3 inserts per track, 2 audio inputs, and 2 outputs). The absence of multitrack recording is probably the biggest restriction. But you nonetheless get a range of virtual instrument sounds and effects, plus a full complement of editing and mixing features.

On the same day that people are rediscovering The Beatles through a video game, and video games are causing people to rediscover music making, you can buy a studio for about the same price.

Now, if you’re reading this site, that’s probably not news. But it could be news to quite a lot of people who haven’t discovered computer music making. And it represents a tectonic shift in how the titan of music making software treats its flagship.

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Paper, Drawing as Musical Controller: A Round-Up

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Imagine drawing an interface on paper, then being able to use it as a musical interface. Or, heck, don’t imagine it – do it. Unfortunately, the kinds of intelligence necessary to make the music video in yesterday’s post just aren’t practical yet. (That is, you could draw a picture of a keyboard, and even use the picture as a music controller, but while you or I could recognize a keyboard from a drum pad and know that line is a fader, a computer would need some sort of advance structure for any recognition to work.) But you can do some really clever things, as folks have shared in comments.

And using some basic paper interfaces, you can make entire instruments for just a few dollars.

Of course, the awesomest way to do anything is with LAZORS. Greg Kellum and Alain Crevoisier presented a paper at last year’s NIME (a conference for new interface designs for music) proposing a system for making any surface a control surface. Like the music video yesterday, you can configure your surface to function however you like – even dividing it up into pads and faders.

By now, you’e likely seen plenty of multi-touch interfaces or means of tracking hands. But, to paraphrase the NIME paper, these either require a special surface (or transparent surface), or they can’t actually detect when you’re touching. You can even use multiple cameras or an IR beam, but there are limitations to accuracy and the size of the usable surface that would result. Kellum and Crevoisier use an infrared camera and two illuminators, each built by pointing a laser at a mirrors.

Yawn, you say, been there, done that, seen Jeff Han’s video… The advantage of this system is that you can use any surface, like your dining room table. And you can configure that surface however you like. There’s even a freely-downloadable Surface Editor you can extend in Java and Processing. The creators claim they can even get input latency down to a reasonable 10 ms using high-speed cameras.

Transforming Ordinary Surfaces into Multi-touch Controllers [PDF paper, NIME 2008]
Future Instruments > Projects
Thanks, Randy Jones!

db3ll has created a keyboard out of paper, and of course it works better than those flimsy rubber “roll-up” pianos you see for sale. “Conductive ink is what I used,” he says, “painted on as traces on the non-printed side of the paper.” That’s the twist – I had assumed you’d use the top of the paper, but the trick is to use the reverse side to provide the “wiring.” He also offers advice for making a fader:

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“I Am T-Pain” Brings Auto-Tune to iPhone, “I’m on a Boat” To You

Smule, the iPhone/iPod touch development house that has released an Ocarina and a Leaf Trombone to the iPhone, has now partnered with T-Pain and Auto-Tune to bring a T-Pain-branded app to the mobile platform. I interviewed Ge Wang earlier; he gets exceptional music geek cred for the creation of the real-time synthesis language ChucK.

But this app goes further. It isn’t just called Auto-Tune for iPhone, or T-Pain Presents Auto-Tune by Smule or something like that. It actually promises to turn you into T-Pain, sort of like the toys that make you sound like Darth Vader. And that means it has exactly one application – one essential application, I’d say. It means you can do amazing covers of “I’m on a Boat.”


Something has jumped a shark here, but I’m not sure which. Maybe it jumped over the shark onto the boat.

Two more serious observations:

One, this theoretically could be a useful addition to your mobile arsenal. Mike Una uses Auto-Tune to map the continuously-varying pitch of his “Beep-It” optical Theremin to a scale. Of course, the problem is that the iPhone lacks an audio input jack, though maybe someone has an idea for how to solve that.

Two, a question: just when, exactly, will we get basic audio DSP coding on a platform that’s not the iPhone? Sony’s PSP is arguably more powerful, but requires you to take your game system into a back alley to modify it to run homebrewed software. Google’s Android has more powerful hardware in the pipeline, at least, but there’s still not really official support for running native audio code (even though that’s how the phone’s own audio system was built). People are starting to simply say “iPhone app” when what they mean is “mobile app,” and that’s a shame.

nanoKONTROL Myr for Ableton Live: Free, Powerful Control for Live

The nanoKONTROL set up on a desktop. Photo (CC) Danny Ku.

Getting handy with the $60 KORG Nano Series controllers and Ableton Live keeps getting more sophisticated. I did a "quick hack" using the text-based MIDI Remote Scripts with the nano as an example, and provided a download. Next, Raymond Weitekamp modified those scripts and added a monome for a full-blown Live performance. But now James Waterworth aka Myralfur takes the whole idea to the next level, with a fully custom set of scripts with control of additional channels, more control over tracks, and most importantly, interactive scene triggers.

I’ve built a custom python script for the nanoKontrol based on the hacked python scripts for the Axiom controller decompyled from live 7. It adds the ability to switch up to controlling channels 9-16 by changing midi channel (or changing up to scene 2 on the nanokontrol, which I had sending out on midi channel 2 instead of 1). It also has track on/off, solo/cue, panning, and also has the bottom row of buttons triggering clips on the relevant track, with forward and reverse skipping up and down scenes, and the loop button triggering the selected scene.

Best of all, you really don’t need to know – ahem – what you’re doing with scripting to make this work. Just follow the instructions below, and you’re ready to play – so you can get back to your set.

Now, James has polished off the script and fixed compatibility with Ableton Live 8, and this is ready for public testing. Give it a go and let us know what you think. I’ll work on a permanent home for all of this stuff, but for now, let’s just use comments for any issues. For some insane sounds, be sure to check out Myralfur’s music and DJ mixes on Soundcloud, too! He’s working on a rig that also incorporates a Sony PlayStation 3 controller.

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