More with Less:”Efficient” Renoise Music Tracks and Tips, Deadline Extended to 10/25

You don’t actually have to put foliage on your desktop to inspire you to conserve energy, unless it, you know, helps. A lovely Ubuntu screenshot by Akira Ohgaki.

A challenge to efficiency brings some terrific results. We’ve got tracks for you to hear, a few quick tips on production with Renoise, a place to go talk about the tracks and how to optimize them for netbooks, and a new extended deadline. And if you’re curious what kinds of music can be made with trackers, now’s a perfect chance to give folks from this community a listen. You may be surprised by the breadth of what you hear.

The forward march of transistors has led to maximalist ideas in music technology. The only problem: musical composition often benefits from efficiency. I remember in the early days of Cakewalk for DOS wondering what I would do with their thousands of promised tracks – and that was before digital audio, soft synths, 64-bit, and the like.

The Creative Commons-licensed Indamixx + Renoise + CDM music competition we introduced last month returns to that idea of efficiency. You use a tool with a different creative approach (Renoise, a modern tracker), then work to conserve computer resources instead of squander them. The music can then successfully run on – and you can win – a lovely, ultra-compact Indamixx Netbook.

And while you’re doing more with less, we’ve decided to give you a little more … time. We didn’t want to exclude anyone from getting in entries, so the deadline has been extended – meaning if you submitted already, you have a chance to revise and polish or respond to feedback (including, importantly, CPU optimization feedback).

New deadline: SUNDAY, OCTOBER 25

New full-blown entry + discussion site (with audio, full XRNS files, and plenty of chatter on improving production quality and optimization):
http://www.renoise.com/competitions/indamixx/

Need help with testing? Once you’ve got an entry in, Ronald Stewart of Indamixx has offered a free download of their Transmission OS (based on Linux), which you can run on your laptop for testing purposes. Contact him via the inquiry form, and be sure to mention you’re entering the contest!

And folks, so far, some brilliant work. The contest organizers (myself, plus the folks from 64 Studio, Indamixx, and Renoise) have been going through entries and are blown away.

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Beautiful Music Performed by Mexican Jumping Beans (Really)

jumping beans & .tape. from la bisogno on Vimeo.

What might a jar full of Mexican jumping beans sound like if composing their own ambient music? Scott Worley points us to a musical experiment by his labelmate Daniel Romero aka .tape, on netlabel yo.yo.pang!.
.tape programmed a sound environment in the free multimedia patching environment Pd (Pure Data). Contact microphones listen for the beans to jump, then use Pd’s onset detection (an analysis for transients) to trigger the sounds. Daniel reports the technique is “easy, but wholly effective.”

I’ll say – the music winds up being quite lovely, and rather than having a boring software-based random event generator, there’s something mesmerizing about watching the beans. You can download a free MP3/OGG file of the track, as well (and it sounds as though more projects may be coming):

pet-o-matic [asociación cultural la bisogno]

Descripción original en Español:

empezamos esta serie con la picante unión entre el músico Daniel Romero (aka .tape. ) y Pancho, Emiliano y Marcos, tres frijoles saltarines mexicanos

Sonidos y programación por .tape. secuenciación en directo por los 3 frijoles saltarines mexicanos micrófono de contacto + un “onset detection” en pd para disparar los sonidos. fácil pero rotundamente efectivo.

In other Pd news, the creators of the RjDj interactive/generative iPhone music app, which employs Pd patches, will be holding another sprint. This one will be located in London October 2-4.

Brainpipe Interview: Creators of Trippy Indie Game Talk Interactive Sound

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Funny, I’m usually able to “acheive” that most days. Ummm… art imitates life?

Brainpipe is a psychedellic journey down the neural pathways, a long, strange trip into the minds of an unusual band of independent game designers. And while some games demand muscular graphics cards or brilliant flat panels, this is one that requires playing with headphones. The immersive sense of the descent down this brain’s pathway is entirely dependent on its sound. While even big development houses often license sound engines, the band of hard-core designers at Digital Eel also rolled their own interactive audio code to make the sounds fully seamless.

Designers and developers Iikka Keränen (the primary coder) and Rich Carlson spoke to me about their work. (They make reference to artist Bill “Phosphorous” Sears, as well.) In the process, they have a lot to say about the design process, about ambient sound design and composition, that goes well beyond just the gaming world. This isn’t just about gaming: it’s truly about digital music.

Digital Eel has won three excellence in audio awards over the past six years from the Independent Games Festival, including, most recently, a nomination for the psychedellic hit “Brainpipe” at the Game Developer Conference this spring. Incredibly, though, says Digital Eel’s Brainpipe, in that time no one has interviewed them about the sound in their games. Independent of the interview, Rich concede to me the challenge of getting people to focus on sound:

People are focused on graphics –and gameplay– and, you know, sound always gets the short shrift, even at game companies.  Sound and music are always the smallest slice of the development budget pie.

But not so at Digital Eel.  Sound and music are integral and integrated with design from the first moment we have something happening on the screen.  We feel it must be, and not just sfx but music, especially music which so often sounds like something….like dressing, something painted on, like makeup or apartment paint to help cover up the picture holes on the walls.

Brainpipe Game Page (with Mac/Windows download links – demos available so if you hate this, you’ll find out!)

Brainpipe on Steam (Windows only)

At a glance:

Engine: Custom

Favorite inspiration: demoscene, The Dig, Star Control II, Stockhausen, Varese, Morton Subotnick, Ussachevsky

Special acheivements: hiding loop points, creating a seamless acoustic descent, tapping into your subconscious

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Favorite Artists on Productivity, Process: Jonathan Coulton, New Imogen Heap Album

Food for thought: if we didn’t still make “albums,” we’d never know when the album was done. Sure, the delivery mechanism that spawned the album may be disappearing – “LP’s” in particular are long gone. But perhaps, like so many ubiquitous technologies, the album was a fortuitous coincidence of physical practicality and human scale, happenstance generating some unit of creativity that just makes sense to artist and listener alike.

For Imogen Heap, the beloved artist who’s just finished her latest, it’s cause to literally dance and sing, accompanied by a generative Buddha Box. (We can dance around when we get the album in August.)

http://www.imogenheap.com/

Jonathan Coulton in Dublin, with – code monkeys? Photo (CC) crazyjaf.

It’s not the only approach. Geek troubador Jonathan Coulton rose to Interweb fame partly through the creation of his Creative Commons-licensed Thing-a-Week podcast, which fired up his productivity as he released 52 (get it?) tracks in the space of a year. The episodic form helped him build a following and created a new unit of musical output.

From other parts of the online world, we get a little insight from each of these favorite artists. Imogen Heap videoblogs her latest album and talks promise at top, as found via the lads of SonicState.

Jonathan Coulton talks to one of my favorite non-music blogs, Lifehacker, about staying musically productive – and keeping other productivity away from his musical process. He talks about using Google apps and MobileMe as an intelligent cloud he can share with his assistant and PR person.

He also speaks to musical process:

It’s a combination of things. I generally write when I have guitar in my hand, but, capturing ideas is like … I do use the voice recorder app on my iPhone like crazy. I’ve learned that whenever you get one of those little song fragments, out of the ether, it’s like a dream—no matter how much you’re going to remember it, you’re going to forget it, in like five minutes. And I’ve lost too many of those, so wherever I am, I take my phone out, I pretend that I’m making a phone call, so that people don’t think I’m crazy, and I sing into the voice recorder, and then I have it available later on.

If I want to do a more involved quick capture of something, my MacBook has a piece of software on it called Ableton Live. It’s meant for loop-based composition, but it does recording as well. It’s very easy to capture an idea and sort of rough something out, even if you don’t have a bunch of gear handy. You can use the built-in microphone, use your keyboard as a MIDI keyboard. It’s a nice way to put together a quick demo, and capture some ideas about arrangements.

And, comfortingly, he doesn’t have enough time for music, either, and winding up wasting time on latency problems. (Jonathan, we feel your pain. And if you came to this site and didn’t find your answer, well… sorry. I need to put together a better reference for that stuff; open to suggestions!) He dives into finance, career goals, the game Rock Band and “accidental” discovery of music – all fantastic stuff. Thanks to Kevin Purdy for a great interview – who says you need music publications for great music magazines?

Jonathan Coulton on Making Songs and Geeking Out [Lifehacker]

Into the Woods: Wolfgang Voigt’s GAS, an Audiovisual Black Forest at MUTEK

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All this week, I’ll be talking about the artists and events at Montreal’s MUTEK audiovisual festival. There’s nowhere better to begin than at the launch evening of their a/visions series.

Natural landscapes are recurrent themes in electronic music and the metaphors we use to describe them – glaciers and jetstreams. But the Black Forest of Wolfgang Voigt’s GAS, the audiovisual “experience” from the Cologne electronic legend, is an unusually potent descriptor. It’s not so much the real Black Forest’s twigs or leaves or babbling brooks that defines GAS; it’s its density. From its elaborate twirling visual forestry to the saturated sound, GAS is ambient without ever being static, and as deeply enevloping of its visitors as its subject matter.

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