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	<title>Create Digital Music &#187; composition</title>
	<atom:link href="http://createdigitalmusic.com/tag/composition/feed/" rel="self" type="application/rss+xml" />
	<link>http://createdigitalmusic.com</link>
	<description>The latest gear, software, and techniques for electronic music production and performance</description>
	<lastBuildDate>Fri, 06 Nov 2009 17:51:51 +0000</lastBuildDate>
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		<title>More with Less:&#8221;Efficient&#8221; Renoise Music Tracks and Tips, Deadline Extended to 10/25</title>
		<link>http://createdigitalmusic.com/2009/10/16/more-with-lessefficient-renoise-music-tracks-and-tips-deadline-extended-to-1025/</link>
		<comments>http://createdigitalmusic.com/2009/10/16/more-with-lessefficient-renoise-music-tracks-and-tips-deadline-extended-to-1025/#comments</comments>
		<pubDate>Fri, 16 Oct 2009 14:13:36 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[contests]]></category>
		<category><![CDATA[Creative-Commons]]></category>
		<category><![CDATA[indamixx]]></category>
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		<category><![CDATA[Renoise]]></category>
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		<category><![CDATA[tips]]></category>
		<category><![CDATA[trackers]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=8003</guid>
		<description><![CDATA[You don&#8217;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&#8217;ve got tracks for you to hear, a few quick tips on production with Renoise, a place to go talk [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/akiraohgaki/2248790569/"><img src="http://farm3.static.flickr.com/2129/2248790569_60fec57460.jpg"></a></p>
<div class="imgcaption">You don&#8217;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.</div>
<p>A challenge to efficiency brings some terrific results. We&#8217;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&#8217;re curious what kinds of music can be made with trackers, now&#8217;s a perfect chance to give folks from this community a listen. You may be surprised by the breadth of what you hear.</p>
<p>The <a href="http://en.wikipedia.org/wiki/Moore's_law">forward march of transistors</a> 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 &#8211; and that was before digital audio, soft synths, 64-bit, and the like. </p>
<p>The Creative Commons-licensed Indamixx + Renoise + CDM music competition we <a href="http://createdigitalmusic.com/2009/09/22/indamixx-renoise-cdm-music-production-contest-tracker-ninjas-nows-your-chance/">introduced last month</a> 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 &#8211; and you can win &#8211; a lovely, ultra-compact <a href="http://indamixx.com">Indamixx Netbook</a>. </p>
<p>And while you&#8217;re doing more with less, we&#8217;ve decided to give you a little more &#8230; time. We didn&#8217;t want to exclude anyone from getting in entries, so the deadline has been extended &#8211; meaning if you submitted already, you have a chance to revise and polish or respond to feedback (including, importantly, CPU optimization feedback).</p>
<p><strong>New deadline: SUNDAY, OCTOBER 25</strong></p>
<p><strong>New full-blown entry + discussion site </strong>(with audio, full XRNS files, and plenty of chatter on improving production quality and optimization):<br />
<a href="http://www.renoise.com/competitions/indamixx/">http://www.renoise.com/competitions/indamixx/</a></p>
<p><strong>Need help with testing?</strong> Once you&#8217;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 <a href="http://www.indamixx.com/shop-102.html">via the inquiry form</a>, and be sure to mention you&#8217;re entering the contest!</p>
<p>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.<span id="more-8003"></span></p>
<h3>Tips</h3>
<p>We got some tips from users contributing I wanted to share:</p>
<blockquote><p>Cmd+C, V, and P will help you a lot!</p></blockquote>
<p><em>-subtacted aka Steven Nguyen</em></p>
<blockquote><p>Generating Drum Kits in the instrument mode is definitely something some one should look into if they&#8217;re slicing beats like an old school tracker (fast-tracker II? It&#8217;s before my time, that&#8217;s for sure). It&#8217;s definitely helped me plug in breaks super fast. </p>
<p>And learn your effect columns! They can help you achieve some of the coolest sounds that I find are really hard to emulate outside of Renoise. </p></blockquote>
<p><em>-Dave Smith-Hayes </em></p>
<blockquote><p>I&#8217;ve used the effects columns to balance out the bass, midrange, and treble parts of the sound, it helps to give me a balanced sound in a quick-and-dirty fashion.</p>
<p>Vocoder is Vocov2, vocals recorded using Ardour.</p></blockquote>
<p><em>-chunter</em></p>
<blockquote><p>This contest has been a great learning experience. I wrote a quick summation on John&#8217;s site that approximates my account.</p>
<p>what else&#8230;.hmmm&#8230; I guess that, as usual, the mp3 is not as great as the .wav or listening in Renoise. I recommend listening in Renoise.</p>
<p>Renoise is time and again the program that I really go to get my work done. I don&#8217;t feel like there are a lot of hip hop makers out here that use Renoise but it really has helped me do good work. If you don&#8217;t use Renoise yet, download the demo, open the tutorials and demos and restart your creativity!</p></blockquote>
<p><em>-84 Caprice</em></p>
<blockquote><p>This track for the competition I used Renoise as a Live improvisation tool with traditional and non traditional instruments. After many layers of improvised live piano, synthesis, and machines, Renoise allowed me to cut up what I wanted and used.</p></blockquote>
<p><em>-Silent Strangers</em></p>
<blockquote><p>Don&#8217;t rely too heavily on vsts, remember tracking all started by sampling. Also, if you enjoy vst instruments a lot but want to optimize for lower cpu usage, don&#8217;t forget that you can render your channels and turn that instrument sound into a sample &#8211; great for live play efficiency and great for techy edits. ;p</p></blockquote>
<p><em>-K-Rai</em></p>
<blockquote><p>Tips?  Hmm&#8230; Just do your own thing and don&#8217;t give a f*k about what others are doing.. If it sounds right, do it. And always use the flux capacitor mixdown technique.</p></blockquote>
<p><em>-Custard</em></p>
<p>See, every time I mix that way, I wind up back in 1985.</p>
<p>Also, don&#8217;t forget to make use of file optimization with this free, omni-platform utility:<br />
<a href="http://www.atomsk.nl/renoise/xrniripper/">XRNIRipper &#8211; Renoise XRNS/XRNI inspector, ripper and OGG compressor for Java</a></p>
<h3>Blog Journals and Process</h3>
<p>A couple of people were inspired enough to blog about their efforts:</p>
<blockquote><p>These days I typically use a piano to work out ideas and then graduate into software to execute them. Renoise tends to be my favorite place to land as it loads up like butter and is quick for nailing down concepts. The implied constraints of this contest, however, had hoisted a series of difficulties in my process. The first being that while I like to use VST/VSTi’s in the process, non-native sound creators or effectors were not to be used in the final version. The second concern was the size of the Renoise file as the winning entry will be used as one of the demos within the program (I haven’t had to deal with file size since I turned my 1.44meg floppies into coasters). Third concern – CPU usage. I was shooting for a great track weighing in under 5 megs. My rough track was loaded with complex VST/VSTi’s and was well over 20 megs.</p>
<p>The process was actually more focusing than I imagined. </p></blockquote>
<p><a href="http://audiocookbook.org/audio_news/84-caprice-featuring-prof-karma-the-uh-oh-beat/">84 Caprice Featuring Prof – Karma the Uh Oh Beat</a> [AudioCookbook]</p>
<blockquote><p>Me being who I am had to enter. Not that I&#8217;m in it to win the computer, nor a Renoise license because I&#8217;m perfectly happy with my Mac and I already own a Renoise license. So why then? because it&#8217;s fun, and I should really start using Renoise now that I bought it.</p>
<p>The result is &#8220;Cow in a can&#8221;</p></blockquote>
<p><a href="http://www.larsby.com/johan/?p=113">Cow in a can, my entry in the Renoise-compo.</a> [Johan Larsby]</p>
<h3>The Music</h3>
<p>In no particular order, I wanted to compile some of the latest tracks I&#8217;ve got. Of course, you should absolutely go vote and discuss these tracks on the <a href="http://www.renoise.com/competitions/indamixx/">official competition site</a>.</p>
<p><object height="80" width="100%"><param name="movie" value="http://a1.soundcloud.com/player.swf?g=wi&#038;url=http%3A//soundcloud.com/custard/renegade-jazz&#038;player_type=null"></param><param name="wmode" value="transparent"></param><param name="allowscriptaccess" value="always"></param><embed allowscriptaccess="always" height="80" width="100%" src="http://a1.soundcloud.com/player.swf?g=wi&#038;url=http%3A//soundcloud.com/custard/renegade-jazz&#038;player_type=null" type="application/x-shockwave-flash" wmode="transparent"></embed></object><span><a href="http://soundcloud.com/custard/renegade-jazz/">Renegade Jazz</a> by <a href="http://soundcloud.com/custard">Custard</a></span></p>
<p><object height="80" width="100%"><param name="movie" value="http://a1.soundcloud.com/player.swf?g=wi&#038;url=http%3A//soundcloud.com/void-pointer/void-pointer-rampensau-192-1&#038;player_type=null"></param><param name="wmode" value="transparent"></param><param name="allowscriptaccess" value="always"></param><embed allowscriptaccess="always" height="80" width="100%" src="http://a1.soundcloud.com/player.swf?g=wi&#038;url=http%3A//soundcloud.com/void-pointer/void-pointer-rampensau-192-1&#038;player_type=null" type="application/x-shockwave-flash" wmode="transparent"></embed></object><span><a href="http://soundcloud.com/void-pointer/void-pointer-rampensau-192-1/">Void Pointer &#8211; Rampensau (192)</a> by <a href="http://soundcloud.com/void-pointer">Void Pointer</a></span></p>
<p><object height="80" width="100%"><param name="movie" value="http://a1.soundcloud.com/player.swf?g=wi&#038;url=http%3A//soundcloud.com/fengland/acrossworlds&#038;player_type=null"></param><param name="wmode" value="transparent"></param><param name="allowscriptaccess" value="always"></param><embed allowscriptaccess="always" height="80" width="100%" src="http://a1.soundcloud.com/player.swf?g=wi&#038;url=http%3A//soundcloud.com/fengland/acrossworlds&#038;player_type=null" type="application/x-shockwave-flash" wmode="transparent"></embed></object><span><a href="http://soundcloud.com/fengland/acrossworlds/">AcrossWorlds</a> by <a href="http://soundcloud.com/fengland">fengland</a></span></p>
<p><object height="80" width="100%"><param name="movie" value="http://a1.soundcloud.com/player.swf?g=wi&#038;url=http%3A//soundcloud.com/chunter/compact-electronic-desktop-music&#038;player_type=null"></param><param name="wmode" value="transparent"></param><param name="allowscriptaccess" value="always"></param><embed allowscriptaccess="always" height="80" width="100%" src="http://a1.soundcloud.com/player.swf?g=wi&#038;url=http%3A//soundcloud.com/chunter/compact-electronic-desktop-music&#038;player_type=null" type="application/x-shockwave-flash" wmode="transparent"></embed></object><span><a href="http://soundcloud.com/chunter/compact-electronic-desktop-music/">Compact Electronic Desktop Music</a> by <a href="http://soundcloud.com/chunter">chunter</a></span></p>
<p>Tangeble by dvoraktunes (on <a href="http://drop.io/dvoraktunes8190">drop.io</a>)</p>
<div>
<div style="text-align: left; color: #595653; font-size: 11px; font-family: Verdana, sans-serif; padding-top: 10px; padding-right: 5px;">  Discover Simple, Private Sharing at <a href="http://drop.io">Drop.io</a>  </div>
<p>  <object width="400" height="100"><param name="movie" value="http://s3.amazonaws.com/stlth/static/production/swf/audio_controller.swf"></param><param name="wmode" value="opaque"></param><param name="flashvars" value="song_label=converted-tangeble_converted.mp3&amp;music_track=http://drop.io/download/public/evzctrkjark31cd4j1wc/7c64d2328cb7f7290c0a686a663c3c33f6346c3b/4d005060-94d8-012c-348e-fe10d326fca4/cc07df00-94d8-012c-dffb-f9bfd3b23ef2/v2/content&amp;autoplay=false"></param>  <embed src="http://s3.amazonaws.com/stlth/static/production/swf/audio_controller.swf" type="application/x-shockwave-flash" wmode="opaque" width="400" height="100"     flashvars="song_label=converted-tangeble_converted.mp3&amp;music_track=http://drop.io/download/public/evzctrkjark31cd4j1wc/7c64d2328cb7f7290c0a686a663c3c33f6346c3b/4d005060-94d8-012c-348e-fe10d326fca4/cc07df00-94d8-012c-dffb-f9bfd3b23ef2/v2/content&amp;autoplay=false"></embed></object></div>
<p>Persecution Theory by phila (on <a href="http://drop.io/PhilaRenoiseSong">drop.io</a>)</p>
<div>
<div style="text-align: left; color: #595653; font-size: 11px; font-family: Verdana, sans-serif; padding-top: 10px; padding-right: 5px;">  Discover Simple, Private Sharing at <a href="http://drop.io">Drop.io</a>  </div>
<p>    <a href="http://drop.io/download/public/dac5okyqmvmzaalsfx2u/a7bdf22547b523584c93218ef2fe64ac2cc20afc/1d289200-8f45-012c-3ad2-fcd30228721a/38eaa690-8f45-012c-d185-f51800476f0c/v2/content">Save File: persecution-theory_ogg.xrns</a>  </p>
</div>
<p><object height="81" width="100%"><param name="movie" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fmegadrives%2Funghpsycho2009-140bpm"></param><param name="allowscriptaccess" value="always"></param> <embed allowscriptaccess="always" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fmegadrives%2Funghpsycho2009-140bpm" type="application/x-shockwave-flash" width="100%"></embed></object>  <span><a href="http://soundcloud.com/megadrives/unghpsycho2009-140bpm">UNGHpsycho2009-140bpm</a>  by  <a href="http://soundcloud.com/megadrives">megadrives</a></span> </p>
<p>Space Shuffle by ASCII Death Star (<a href="http://drop.io/asciideathstar">on drop.io</a>)</p>
<div>
<div style="text-align: left; color: #595653; font-size: 11px; font-family: Verdana, sans-serif; padding-top: 10px; padding-right: 5px;">  Discover Simple, Private Sharing at <a href="http://drop.io">Drop.io</a>  </div>
<p>  <object width="400" height="100"><param name="movie" value="http://s3.amazonaws.com/stlth/static/production/swf/audio_controller.swf"></param><param name="wmode" value="opaque"></param><param name="flashvars" value="song_label=converted-ascii death star - space shuffle_converted.mp3&amp;music_track=http://drop.io/download/public/uro6ukwdkddjurnqpetk/fbd49dd7b7c52e2df75904f389137f767454c2df/9b8e6cd0-9a7a-012c-b5ad-ffa117a41671/5ac074d0-9a7c-012c-9172-f7625b23916c/v2/content&amp;autoplay=false"></param>  <embed src="http://s3.amazonaws.com/stlth/static/production/swf/audio_controller.swf" type="application/x-shockwave-flash" wmode="opaque" width="400" height="100"     flashvars="song_label=converted-ascii death star - space shuffle_converted.mp3&amp;music_track=http://drop.io/download/public/uro6ukwdkddjurnqpetk/fbd49dd7b7c52e2df75904f389137f767454c2df/9b8e6cd0-9a7a-012c-b5ad-ffa117a41671/5ac074d0-9a7c-012c-9172-f7625b23916c/v2/content&amp;autoplay=false"></embed></object></div>
<p>I think this track is Renoise-based, if separate from the competition.<br />
<object height="81" width="100%"><param name="movie" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fsilentstrangers%2Fthe-love-affair-of-man-and-machine-synthesizer-quartet-and-solo-piano"></param><param name="allowscriptaccess" value="always"></param> <embed allowscriptaccess="always" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fsilentstrangers%2Fthe-love-affair-of-man-and-machine-synthesizer-quartet-and-solo-piano" type="application/x-shockwave-flash" width="100%"></embed></object>  <span><a href="http://soundcloud.com/silentstrangers/the-love-affair-of-man-and-machine-synthesizer-quartet-and-solo-piano">The Love Affair of Man and Machine (Synthesizer Quartet and Solo Piano)</a>  by  <a href="http://soundcloud.com/silentstrangers">SilentStrangers</a></span> </p>
<p>Oh yeah, and I do love the title of this track:</p>
<p><object height="81" width="100%"><param name="movie" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fsubtracted%2Fyou-know-cdm"></param><param name="allowscriptaccess" value="always"></param> <embed allowscriptaccess="always" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fsubtracted%2Fyou-know-cdm" type="application/x-shockwave-flash" width="100%"></embed></object>  <span><a href="http://soundcloud.com/subtracted/you-know-cdm">You Know CDM</a>  by  <a href="http://soundcloud.com/subtracted">subtracted</a></span> </p>
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		<slash:comments>18</slash:comments>
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		<item>
		<title>Beautiful Music Performed by Mexican Jumping Beans (Really)</title>
		<link>http://createdigitalmusic.com/2009/09/28/beautiful-music-performed-by-mexican-jumping-beans-really/</link>
		<comments>http://createdigitalmusic.com/2009/09/28/beautiful-music-performed-by-mexican-jumping-beans-really/#comments</comments>
		<pubDate>Mon, 28 Sep 2009 14:36:11 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ambient]]></category>
		<category><![CDATA[animals]]></category>
		<category><![CDATA[artists]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[DIY]]></category>
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		<category><![CDATA[jumping-beans]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7645</guid>
		<description><![CDATA[jumping beans &#038; .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 [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="464"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6768600&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=6768600&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="464"></embed></object>
<p><a href="http://vimeo.com/6768600">jumping beans &#038; .tape.</a> from <a href="http://vimeo.com/user2359907">la bisogno</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>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 <a href="http://www.ambulatore.com/yoyo">yo.yo.pang!</a>.<br />
.tape programmed a sound environment in the free multimedia patching environment Pd (<a href="http://puredata.info/">Pure Data</a>). Contact microphones listen for the beans to jump, then use Pd&#8217;s onset detection (an analysis for transients) to trigger the sounds. Daniel reports the technique is &#8220;easy, but wholly effective.&#8221; </p>
<p>I&#8217;ll say &#8211; the music winds up being quite lovely, and rather than having a boring software-based random event generator, there&#8217;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):</p>
<p><a href="http://labisogno.org/index.php?s=content&#038;p=pet_o_matic">pet-o-matic</a> [asociación cultural la bisogno]</p>
<p>Descripción original en Español:</p>
<blockquote><p>empezamos esta serie con la picante unión entre el músico Daniel Romero (aka .tape. ) y Pancho, Emiliano y Marcos, tres frijoles saltarines mexicanos</p>
<p>Sonidos y programación por .tape. secuenciación en directo por los 3 frijoles saltarines mexicanos micrófono de contacto + un &#8220;onset detection&#8221; en pd para disparar los sonidos. fácil pero rotundamente efectivo.</p></blockquote>
<p>In other Pd news, the creators of the RjDj interactive/generative iPhone music app, which employs Pd patches, will be holding another <a href="http://more.rjdj.me/2009/09/08/reactive-music-and-augmented-audio-sprint-in-the-rjdj-london-offices-october-2-4/">sprint</a>. This one will be located in London October 2-4.</p>
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		<slash:comments>9</slash:comments>
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		<item>
		<title>Brainpipe Interview: Creators of Trippy Indie Game Talk Interactive Sound</title>
		<link>http://createdigitalmusic.com/2009/09/11/brainpipe-interview-creators-of-trippy-indie-game-talk-interactive-sound/</link>
		<comments>http://createdigitalmusic.com/2009/09/11/brainpipe-interview-creators-of-trippy-indie-game-talk-interactive-sound/#comments</comments>
		<pubDate>Fri, 11 Sep 2009 16:09:06 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[ 
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 [...]]]></description>
			<content:encoded><![CDATA[<p><em><a href="http://createdigitalmusic.com/images/2009/09/brainpipe_confusion.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="brainpipe_confusion" border="0" alt="brainpipe_confusion" src="http://createdigitalmusic.com/images/2009/09/brainpipe_confusion_thumb.jpg" width="539" height="404" /></a> </em></p>
<div class="imgcaption">Funny, I’m usually able to “acheive” that most days. Ummm… art imitates life?</div>
<p><em>Brainpipe</em> 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.</p>
<p>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.</p>
<p>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:</p>
<blockquote><p>People are focused on graphics &#8211;and gameplay&#8211; and, you know, sound always gets the short shrift, even at game companies.&#160; Sound and music are always the smallest slice of the development budget pie.</p>
<p>But not so at Digital Eel.&#160; Sound and music are integral and integrated with design from the first moment we have something happening on the screen.&#160; We feel it must be, and not just sfx but music, especially music which so often sounds like something&#8230;.like dressing, something painted on, like makeup or apartment paint to help cover up the picture holes on the walls.</p>
</blockquote>
<p><a href="http://www.shrapnelgames.com/Digital_Eel/BP/BP_page.html">Brainpipe</a> Game Page (with Mac/Windows download links – demos available so if you hate this, you’ll find out!)</p>
<p><a href="http://store.steampowered.com/app/35800/">Brainpipe on Steam</a> (Windows only)</p>
<p><strong>At a glance:</strong></p>
<p><em><strong>Engine: </strong>Custom</em></p>
<p><em><strong>Favorite inspiration: </strong>demoscene,<strong> </strong>The Dig, Star Control II, Stockhausen, Varese, Morton Subotnick, Ussachevsky</em></p>
<p><em><strong>Special acheivements: </strong>hiding loop points, creating a seamless acoustic descent, tapping into your subconscious</em></p>
<p> <object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/eYdeYIqNStY&amp;hl=en&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/eYdeYIqNStY&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object><span id="more-7447"></span>
<p><strong>Peter: Let’s talk about the game mechanic. Some of it feels familiar – this descent through a cylindrical pipe – but there’s something quirky and unique about your take on it. How did you settle on the interaction mechanic?</strong></p>
<p><strong>Iikka:</strong> This was quite literally the first thing I programmed for Brainpipe. We were trying to come up with a new &quot;short&quot; game after putting another larger project on the back burner because we didn&#8217;t have enough free time to work on it. Within a few hours I had the basic control scheme and the moving pipe running on the screen. This is similar to how some of our other short games (<em><a href="http://www.manifestogames.com/plasmaworm">Plasmaworm</a></em>, <em><a href="http://www.digital-eel.com/organism/">Dr. Blob&#8217;s Organism</a></em>) got started; the first prototype is something you can play with. After that there were tweaks of course, but the feel stayed much the same.</p>
<p><strong>Rich: </strong>Everybody likes the &quot;wormhole effect&quot; you see in space shows and movies, and we do, too, so we wanted to do something like that.&#160; Iikka got the pipe happening and we began to play with it as a prototype. Originally, we just wanted the player to fly down the pipe having a kind of zen experience as the speed slowly increased, and that&#8217;s all.&#160; Not much of game there, though.</p>
<p>We were talking about music right away and how the sound, the intensity of the patterns and colors on the pipe walls, and the speed of traveling through the pipe should all work together. [We wanted] a kind of triple whammy to suck the player in deeper and deeper &#8212; a strong, cumulative effect.</p>
<p>We did add obstacles and specials, things to scoop up, and plenty of things to avoid that look pretty but are lethal.&#160; But the blend of music, color and pattern complexity, and speed remained as we&#8217;d originally intended &#8212; this began very early on in the game&#8217;s development.</p>
<p>Making sure each obstacle has a sustained sound so you can hear it coming in the distance in front of you and then hear it pass by and recede with Doppler shift certainly adds to the audio illusion.    <br />I think the kicker is the way the intensity ramps in the game.&#160; It&#8217;s sort of like a rising sawtooth waveform-shaped thing.&#160; During each level, the intensity, the speed increases, Then, between each level, the intensity drops to give you a breather before the next level begins.&#160; Each time the intensity drops, it is still at a higher intensity level than during the previous level break, and all of this ramps upward.</p>
<p>It kind of coaxes you along.&#160; You might not realize that you&#8217;re actually moving faster and faster each level for a few levels.&#160; It&#8217;s a good training system.&#160; Eventually you&#8217;ll get it as the game approaches its highest intensity levels and speeds.&#160; Anyway, I still think it&#8217;s really cool.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/brainpipe_pink.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="brainpipe_pink" border="0" alt="brainpipe_pink" src="http://createdigitalmusic.com/images/2009/09/brainpipe_pink_thumb.jpg" width="539" height="404" /></a> </p>
<p><strong>The sensation of synesthesia is something a handful of game designers have tried to achieve. What are some of the games that have inspired you? Are there games you feel have reached that fusion of sound and visuals?</strong></p>
<p><strong>Iikka</strong>:&#160; My personal influence is the &quot;demoscene&quot; that I was a part of when I was younger; it&#8217;s a subculture of programmers and artists using computers to create non-interactive but real time audio-visual experiences.</p>
<p><strong>Rich:</strong>&#160; For me, LucasArts&#8217; adventure game, <em><a href="http://dig.mixnmojo.com/">The Dig</a></em>, with its seamless looping of various Wagner themes and so on. The music would morph as scenes changed.&#160; It was an amazing piece of work.&#160; </p>
<p>The music from <em><a href="http://en.wikipedia.org/wiki/Star_Control_II">Star Control II</a></em> innovated with music and visuals, and it directly inspired the music for <em><a href="http://www.digital-eel.com/sais/">Strange Adventures in Infinite Space</a></em> and <em><a href="http://www.digital-eel.com/weird/">Weird Worlds: Return to Infinite Space</a></em>.&#160; The idea that each alien race should have their own theme music came from there (though this kind of thing is less unusual now than it was when SC2 was originally released), as did the idea to attach separate and distinctly different music to each thing, category of thing, item, window, pop up announcement &#8211;every action in the game and every flick of the interface … like a toddler’s &quot;busy box&quot; of sound. </p>
<p>Back to <em>Brainpipe</em>, other areas of music outside of games inspired us as well.&#160; Aleatoric, <em>musique concrete</em>, avant garde &#8212; stuff Bill just naturally creates and stuff I&#8217;ve always loved since I was a kid. [I checked] out the LP&#8217;s at the library by Stockhausen, Varese, Morton Subotnick, Ussachevsky, all these wonderful pre-synthsizer electronic sound and found sound composers. And the records were awesome because they were always in pristine condition &#8212; relatively few others ever checked them out.</p>
<p>[It’s] mindblowing stuff to listen to while you&#8217;re listening to Steppenwolf on your Japanese transistor radio and playing John Phillips Sousa in your Junior High band.&#160; Liberating.&#160; Of course this stuff scares some people and some people react to it negatively &#8211;all strongly&#8211; but if you listen to it, put together by someone who pays attention to details while intuitively knowing what they&#8217;re doing, you can hear the music in the sighing of pond reeds, or on the heavy end, the music within industrial clamor and the beauty in the beast.</p>
<p>That seemed perfect for <em>Brainpipe </em>which really demanded a whole different musical approach and completely different kinds of music produced in ways that are not normal &#8212; not typical at all.</p>
<p><strong>I love that you talk about sound being integral with the design process. Even for a musician, though, thinking in more than one medium can be a challenge. How do you approach this in terms of design; how do you make it part of the process in practice?</strong></p>
<p><strong>Rich</strong>:&#160; When we make a game, music and sound are in right away.&#160; From the first couple of hours, the basic prototype is on the screen, so they began to shape the sonic style of the game immediately.</p>
<p>Because sound and music are growing up at the same time as the art and programming is, all these elements influence each other pretty equally, so you don&#8217;t get music and sound that sound &quot;separate&quot; or tacked-on.&#160; You get sound you can&#8217;t turn off, and you don&#8217;t want to, because it&#8217;s actually part of the game.</p>
<p>Sounds can also influence and inspire and change things.&#160; You might be after a certain sound effect, but then you stumble across something else that&#8217;s much cooler, so the animation of a visual effect is changed to match the sound.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/brainpipe_title.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="brainpipe_title" border="0" alt="brainpipe_title" src="http://createdigitalmusic.com/images/2009/09/brainpipe_title_thumb.jpg" width="539" height="404" /></a> </p>
<p><strong>What was the compositional process like on this game? The sound design / sound score clearly fuse &#8211; with these recurrent &quot;whooshing&quot; sounds as an added layer. How were these assembled?</strong></p>
<p><strong>Rich</strong>:&#160; Basically what you&#8217;re hearing is a series of loops.&#160; Most of them are 16-second loops. </p>
<p>I knew right away that &quot;music&quot; with beats wasn&#8217;t the way to go.&#160; The music had to create a soundscape, something that supports a mindscape, really &#8212; pun intended &#8212; rather than making you want to tap your foot.&#160; It had to smoothly transition just as the &quot;art&quot; on the pipe wall and the speed of traveling through the pipe smoothly transition in the game.</p>
<p>I also knew that the music had to have a kind of primal power and evoke a sense of mystery about what is supposed to be going on and what is being revealed.&#160; Bill was very much into this too.</p>
<p>At the same time, we wanted it to reflect the random thoughts floating through and bouncing around inside your brain.&#160; One of the best ways to accomplish this was to leave conventional music behind, which is what Bill and I ended up doing.</p>
<p>It was important that the loops be seamless.&#160; If you&#8217;re working with beats and grooves, that&#8217;s a very easy thing to do &#8212; it starts on one and ends on four.&#160; You simply loop that, attaching the end to the beginning and it sounds fine because, for the most part, that&#8217;s how a bass/drums/guitar combo plays.</p>
<p>On top of that I knew we needed loops that didn&#8217;t sound like loops.&#160; Loops gamers wouldn&#8217;t notice were loops, with no obvious &quot;breaks&quot; where the end of a loop would be obviously attached to the beginning, or the beginning of another.&#160; The loops had to have no beginning or end!</p>
<p>The sources for the loops were varied. There are very successful loops in the game that are extremely simple, comprised of only two or three tracks or elements.&#160; [But] some of them are monsters mapping out to 32 tracks or more.&#160; Again, the idea was to create loops that don&#8217;t sound like loops with a range that would reach an orchestral level of density.</p>
<p>Finally, the soundtrack loops had to blend seamlessly with each other while increasing in intensity. One way to do this, of course, is to cross fade them, but that wasn&#8217;t going to be enough. The intensity and the components of each loop needed to be gauged so a dramatic and appropriate intensity ramp was reached.&#160; I think we came very close to nailing it, but I want to keep experimenting with this.&#160; We can go farther now, having only scratched the surface.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/brainpipe_threading.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="brainpipe_threading" border="0" alt="brainpipe_threading" src="http://createdigitalmusic.com/images/2009/09/brainpipe_threading_thumb.jpg" width="539" height="404" /></a> </p>
<p><strong>Can you talk about some of the found sounds that are collaged into the result? (I&#8217;m hearing the TARDIS materializing&#8230;)</strong></p>
<p><strong>Rich</strong>:&#160; I don&#8217;t want to spoil the magic trick but, like most who do music and audio, I collect sounds from all kinds of sources.&#160; I&#8217;ve been doing it for a long time, so if you listen carefully you&#8217;ll hear things from old TV shows, records, radio shows, interviews, sound effects records, and God knows what else folded in there.&#160; </p>
<p>The soundtrack is meant to represent the background music of your own brain so references to &quot;real life&quot; should resonate &#8211;especially, we hoped, on an unconscious level.</p>
<p>I don&#8217;t want to list all the sources &#8212; some of them are in the credits &#8211;&#160; because what is going on is also a sound trivia game.&#160; It&#8217;s the Mystery Science Theater of game music, but the gamer is provoked to make guesses and speculate.</p>
<p><strong>You noted that part of why you embarked on building your own sound engine was that <a href="http://connect.creativelabs.com/openal/default.aspx">OpenAL</a> [a standard, open, cross-platform API for spatial audio] wound up being inadequate. What were some of the obstacles you encountered? Have you found other independent game creators dealing with the same issues?</strong></p>
<p><strong>Iikka</strong>:&#160; We had to switch away from OpenAL because it made repeating clicking sounds on common integrated audio hardware. The lack of features is not terribly important, as you can always just use OpenAL as the output channel for your own sound mixing system. My sound code would be perfectly happy living on top of OpenAL if it was universally supported.</p>
<p>Sound is a rather underappreciated and underdeveloped area in games. To many game developers, especially smaller ones, it&#8217;s enough that it &quot;makes a sound when something happens&quot;. The focus of development is very much on the visuals.</p>
<p><strong>It seems like game audio lacks a functioning standard. OpenAL is promising but lacks some of the maturity of, say, the OpenGL API which game visuals can use. What’s your take on the landscape? Is there hope that a new standard or engine could address these issues, and result perhaps in better sound and music design in games?</strong></p>
<p><strong>Iikka</strong>:&#160; I think it&#8217;s possible that OpenAL will mature to a point that it will work reliably on all common hardware some day, and at least form a standard foundation for people to base their sound engines on so they won&#8217;t need to learn a new API for each operating system they support.</p>
<p>As for workflow and design, I don&#8217;t view these as dependent on what is under the hood; they are the result of the mindset among the team members. Certainly one could imagine development tools that allow an audio artist to work more directly with the game, but a good first step is just making sure that everybody involved in the project is involved in designing the work flow.</p>
<p><a href="http://www.flickr.com/photos/nixiepixel/3425326329/"><img src="http://farm4.static.flickr.com/3358/3425326329_e0fc139d6a.jpg" /></a></p>
<p><a href="http://www.flickr.com/photos/nixiepixel/3425323991/"><img src="http://farm4.static.flickr.com/3384/3425323991_af9ccf7649.jpg" /></a></p>
<div class="imgcaption">Brainpipe wins IGF’s Excellence in Audio this spring. Photo (<a href="http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/nixiepixel/">nixiepixel</a>.</div>
<p><strong>Can you describe your custom sound engine? What functionality did you find you wanted to build into it? What would you want to put in the next iteration?</strong></p>
<p><strong>Iikka</strong>: I call it &quot;eelmix&quot;. It&#8217;s a modular sound system in which sound sources, filters and mixers are arranged in a tree structure, like a scene graph of sorts. It&#8217;s analogous to musical instruments wired together, eventually converging to a master output to speakers.</p>
<p>The main goal was the modularity, the system makes it easy to make a &quot;box&quot; that takes a sound output (from any source), mangles it in some interesting way, and then feeds it to where it was originally going, without modifying either the source or the destination. We haven&#8217;t really used the full capabilities of this yet but the modular system is also useful for things like separating UI (&quot;2d&quot;) sounds from the game (&quot;3d&quot;) sounds that makes balancing them easier. And it eliminates the need to conform to some preset number of &quot;channels&quot;.</p>
<p>There are other lesser goals, like eliminating clipping by using 32-bit precision internally and simulating a non-linear response curve when rendering the final output. This is a very simple and useful bit of code that really improves sound quality when there&#8217;s tons of sounds being played.    <br />Going into the future, what&#8217;s left is mostly just filling in some blanks like including basic prefab filters, making sure that every kind of sound source can use every kind of sound sample, that sort of stuff.</p>
<p><strong>Indie games it seems, like larger games, have struggled a bit on sound and music &#8211; perhaps because of the lack of better tools. But what are some smaller, experimental, or independent titles you feel have done good things with their soundtracks?</strong></p>
<p><strong>Rich</strong>:&#160; A couple of indie games have had sound and music that was really special, I thought.&#160; I loved the music from <em>Saints &amp; Sinners Bowling </em>a few years ago.&#160; Just great stuff that nestled right in there so you didn&#8217;t want to turn off, and that&#8217;s the true test.</p>
<p><em><a href="http://store.steampowered.com/app/29130/">Musaic Box</a> </em>which I encountered at this year&#8217;s IGF [<a href="http://www.igf.com/">Independent Games Festival</a>] uses conventional music ingeniously.&#160; You solve musical puzzles by ear, assembling melodies to reach certain goals. I think music is actually more integral to this game than it is in <em>Brainpipe </em>because it&#8217;s directly a part of gameplay.&#160; You couldn&#8217;t play Musaic Box without it.</p>
<p><em><a href="http://www.jenovachen.com/flowingames/flowing.htm">Flow</a> </em>stood out to me for doing something really quite gentle and tasteful and, well, flowy &#8212; even the soundtrack lived up to the game&#8217;s name.&#160; That&#8217;s important I think, and that gets back to some of the things I&#8217;ve already said here.</p>
<h3>Sounds to Hear</h3>
<p>To head deeper into the strange sonic world the Digital Eels inhabit, Rich sent along some additional sonic resources:</p>
<blockquote><p>Weird Worlds stuff      <br /><a href="http://www.digital-eel.com/files/vault/the_single.mp3">http://www.digital-eel.com/files/vault/the_single.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/mfbtpv2_320Kbps.mp3">http://www.digital-eel.com/files/vault/mfbtpv2_320Kbps.mp3</a></p>
<p>Misc. stuff from different games old &amp; new:      <br /><a href="http://www.digital-eel.com/files/voidprobe.mp3">http://www.digital-eel.com/files/voidprobe.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/blok.mp3">http://www.digital-eel.com/files/vault/blok.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/drblob.mp3">http://www.digital-eel.com/files/vault/drblob.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/forest.mp3">http://www.digital-eel.com/files/vault/forest.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/plasmaworm.mp3">http://www.digital-eel.com/files/vault/plasmaworm.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/haircut.mp3">http://www.digital-eel.com/files/vault/haircut.mp3</a></p>
<p>An interview (Omaha Sternberg interviewing Bill, &quot;Phosphorous&quot;) with a couple snippets of Brainpipe music in it:      <br /><a href="http://www.digital-eel.com/files/omahaphos_intermix1_160.mp3">http://www.digital-eel.com/files/omahaphos_intermix1_160.mp3</a></p>
</blockquote>
<p>Enjoy. The game is really unusual, so I look forward to hearing what CDM readers think of the experience. And if you have other games (or other interactive experiences) about which you’d like to learn more or get an interview, let us know.</p>
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		<title>Favorite Artists on Productivity, Process: Jonathan Coulton, New Imogen Heap Album</title>
		<link>http://createdigitalmusic.com/2009/06/19/favorite-artists-on-productivity-process-jonathan-coulton-new-imogen-heap-album/</link>
		<comments>http://createdigitalmusic.com/2009/06/19/favorite-artists-on-productivity-process-jonathan-coulton-new-imogen-heap-album/#comments</comments>
		<pubDate>Fri, 19 Jun 2009 16:04:11 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/06/19/favorite-artists-on-productivity-process-jonathan-coulton-new-imogen-heap-album/</guid>
		<description><![CDATA[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 &#8211; “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 [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/EWwSJh2vk4s&amp;hl=en&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/EWwSJh2vk4s&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p>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 &#8211; “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. </p>
<p>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.)</p>
<p><a title="http://www.imogenheap.com/" href="http://www.imogenheap.com/">http://www.imogenheap.com/</a></p>
<p><a href="http://www.flickr.com/photos/crazyjaf/2970661506/"><img src="http://farm4.static.flickr.com/3207/2970661506_70def8c333.jpg?v=0" /></a></p>
<div class="imgcaption">Jonathan Coulton in Dublin, with – code monkeys? Photo (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/crazyjaf/">crazyjaf</a>.</div>
<p>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.</p>
<p>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 <a href="http://www.sonicstate.com/news/2009/06/19/imogen-heap-has-finished-her-album/">SonicState</a>.</p>
<p>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.</p>
<p>He also speaks to musical process:</p>
<blockquote><p>It&#8217;s a combination of things. I generally write when I have guitar in my hand, but, capturing ideas is like &#8230; I do use the voice recorder app on my iPhone like crazy. I&#8217;ve learned that whenever you get one of those little song fragments, out of the ether, it&#8217;s like a dream—no matter how much you&#8217;re going to remember it, you&#8217;re going to forget it, in like five minutes. And I&#8217;ve lost too many of those, so wherever I am, I take my phone out, I pretend that I&#8217;m making a phone call, so that people don&#8217;t think I&#8217;m crazy, and I sing into the voice recorder, and then I have it available later on.</p>
<p>If I want to do a more involved quick capture of something, my MacBook has a piece of software on it called <a href="http://www.ableton.com/">Ableton Live</a>. It&#8217;s meant for loop-based composition, but it does recording as well. It&#8217;s very easy to capture an idea and sort of rough something out, even if you don&#8217;t have a bunch of gear handy. You can use the built-in microphone, use your keyboard as a MIDI keyboard. It&#8217;s a nice way to put together a quick demo, and capture some ideas about arrangements.</p>
</blockquote>
<p>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 <em>Rock Band</em> 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?</p>
<p><a href="http://lifehacker.com/5294280/jonathan-coulton-on-making-songs-and-geeking-out">Jonathan Coulton on Making Songs and Geeking Out</a> [Lifehacker]</p>
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		<title>Into the Woods: Wolfgang Voigt&#8217;s GAS, an Audiovisual Black Forest at MUTEK</title>
		<link>http://createdigitalmusic.com/2009/06/01/into-the-woods-wolfgang-voigts-gas-an-audiovisual-black-forest-at-mutek/</link>
		<comments>http://createdigitalmusic.com/2009/06/01/into-the-woods-wolfgang-voigts-gas-an-audiovisual-black-forest-at-mutek/#comments</comments>
		<pubDate>Mon, 01 Jun 2009 11:51:00 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ambient]]></category>
		<category><![CDATA[artists]]></category>
		<category><![CDATA[audiovisual]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[electronic-music]]></category>
		<category><![CDATA[electronica]]></category>
		<category><![CDATA[inspiration]]></category>
		<category><![CDATA[kompakt]]></category>
		<category><![CDATA[minimalism]]></category>
		<category><![CDATA[music-reviews]]></category>
		<category><![CDATA[mutek]]></category>
		<category><![CDATA[mutek09]]></category>
		<category><![CDATA[wolfgang-voigt]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6046</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/05/gas1.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="gas1" border="0" alt="gas1" src="http://createdigitalmusic.com/images/2009/05/gas1-thumb.jpg" width="580" height="435" /></a></p>
<p><em>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.</em></p>
<p>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.</p>
<p> <span id="more-6046"></span>
</p>
<p>For his part, Voigt himself was a motionless shadow through much of the piece. Occasionally, the slightest motion of his forearm suggested he was tweaking something subtly in his Ableton Live set. Otherwise he seemed only a reference of the diminuitive human scale against a sometimes blinding projection behind him.</p>
<p>Listening to Voigt’s music requires active effort, like holding your breath underwater. (Underwater bodies turned out to be the theme of the piece that would follow.) The bass below becomes a kind of sonic ground, though occasionally it materializes into a recognizable pulsing beat, like a distant tribal drum call. The inscrutable density of the Dark Forest is embodied mainly in a wash of sound, sometimes obscured by a relentless hiss of noise with which it is mixed. The combination seems like should overwhelm, but somehow details become clear, bouncing off the walls of Montreal’s Monument National theater. Turn your head slightly, and like sounds in the underbrush, the murky becomes clear. With the occasional digital crackle popping out of the underbrush and the shimmer of sounds that float above the mud, the effect is magical.</p>
<p>Oddly, though, to me it was really the visual experience that made GAS so dazzling. Built on Voigt’s own photographs, thickly layered outlines of twigs and leaves twhirled on top of one another in abstract kaleidoscopes. Particularly at the piece’s opening, they became as thick as Voigt’s soundscapes, but would pull apart in regular patterns to form crystalline structures and skeletal architectures. The fusion of this visual effect with the sound allows details of the soundscape to emerge, like shining a light onto the forest. Close your eyes, and the sound loses a whole dimension.</p>
<p>The visuals were derived from Voigt’s own photos, but the credit to the live visualist was missing. A woman appeared onstage, evidently the designer and performer, but no one seemed to know her identity – a real injustice to her work. I’m working to find out who she was. <strong>Updated: </strong>In fact, it was Petra Hollenbach. Incredibly, I believe she may have been the <em>only</em> headline artist in all of a/visions to be a woman. That makes the fact that MUTEK seemed not to know who she was and credited the piece exclusively to Mr. Voigt – even given his reputation – even more unfortunate. That’s not to suggest that MUTEK was being intentionally or even unintentionally sexist, but the simple reality was that, whatever the intention, women seemed generally invisible and nameless at the festival.</p>
<p>The whole evening is tightly controlled, though so much so that it sometimes seems repetitive – certain stretches of this forest are traversed in circles. For all its minimalism, though, the piece is spectacular first. Perhaps that explains why the piece explodes into an eye-numbing strobe at its conclusion. Most effective was the simple addition of a scrim at the front of the stage. The brilliant color-on-black combination turned the proscenium stage space into a three-dimensional illusion. </p>
<p>Getting out of the woods seems to be the piece’s one stumbling block; it seemed unable to find a structural definition that would bring the piece to a conclusion, leaving some of the final scenes feeling redundant. The appearance of the name “GAS” at the end, and an oddly-abrupt fade out of the audio, also seemed odd after such an eloquently refined performance. But to me, the sheer sonic and visual textural spectacle was irresistible. It’s hard to think of a better way to start MUTEK than with a complete, imagined world.</p>
<p><a href="http://www.kompakt.fm/artists/wolfgang_voigt">Wolfgang Voigt at Kompakt</a> (of which he’s co-founder) </p>
<p><a href="http://createdigitalmusic.com/images/2009/05/gas2.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="gas2" border="0" alt="gas2" src="http://createdigitalmusic.com/images/2009/05/gas2-thumb.jpg" width="580" height="218" /></a></p>
<p>I’m working on finding out if we can get officially-released video documentation, but in the meantime, the original album classic is now available with a nice color book:</p>
<p> <a href="http://www.amazon.com/gp/product/B001CV19RE?ie=UTF8&amp;tag=createdigital-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=B001CV19RE">Gas</a><img style="border-bottom-style: none !important; border-right-style: none !important; margin: 0px; border-top-style: none !important; border-left-style: none !important" border="0" alt="" src="http://www.assoc-amazon.com/e/ir?t=createdigital-20&amp;l=as2&amp;o=1&amp;a=B001CV19RE" width="1" height="1" /></p>
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		<slash:comments>12</slash:comments>
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		<title>Pixelh8 Game Boy Software Now Free for Your Vintage Nintendo Handheld</title>
		<link>http://createdigitalmusic.com/2009/04/15/pixelh8-game-boy-software-now-free-for-your-vintage-nintendo-handheld/</link>
		<comments>http://createdigitalmusic.com/2009/04/15/pixelh8-game-boy-software-now-free-for-your-vintage-nintendo-handheld/#comments</comments>
		<pubDate>Wed, 15 Apr 2009 14:18:58 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[8-bit]]></category>
		<category><![CDATA[chip]]></category>
		<category><![CDATA[chiptune]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[Game-Boy]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[listening]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[videos]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2009/04/15/pixelh8-game-boy-software-now-free-for-your-vintage-nintendo-handheld/</guid>
		<description><![CDATA[    Monster from Pixelh8 on Vimeo.
Game Boy superstar Pixelh8 is releasing his fantastic 8-bit music software into the wild. And it’s even being picked up in music education. From True Chip Till Death:
Pixelh8 sez:
After lengthy consideration, I decided I would rather have my Game Boy / Game Boy Advance music software be [...]]]></description>
			<content:encoded><![CDATA[<p><object width="579" height="391"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3965027&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3965027&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="579" height="391"></embed></object>    <br /><a href="http://vimeo.com/3965027">Monster</a> from <a href="http://vimeo.com/user367366">Pixelh8</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Game Boy superstar Pixelh8 is releasing his fantastic 8-bit music software into the wild. And it’s even being picked up in music education. From <a href="http://truechiptilldeath.com/2009/04/pixelh8-gameboy-software-now-freeware/">True Chip Till Death</a>:</p>
<p>Pixelh8 sez:</p>
<blockquote><p>After lengthy consideration, I decided I would rather have my Game Boy / Game Boy Advance music software be used by everyone it can be used by, instead of just the few.</p>
<p>All of my software Music Tech V2.0, Pro Performer and more are all free for download at <a href="http://pixelh8.co.uk/software/">http://pixelh8.co.uk/software/</a> Enjoy! Please read the FAQ before emailing me questions about it, it’s pretty straight forward. I am doing a lot of work in music and music education, the software is now even being used in some UK schools for students to do their GCSE music composition on.</p>
</blockquote>
<p>There are also <a href="http://pixelh8.co.uk/obsolete-videos/">new videos</a> in his archives for your viewing pleasure. (Check out the BBC Radio 1 appearance on the Pixel8 site. And yes, that’s Radio <em>One</em>.)</p>
<p><a href="http://createdigitalmusic.com/images/2009/04/pixelh8.jpg" rel="lightbox"><img title="pixelh8" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="262" alt="pixelh8" src="http://createdigitalmusic.com/images/2009/04/pixelh8-thumb.jpg" width="580" border="0" /></a></p>
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		<title>The Internet, as an Avant-Garde Orchestral Suite – YouTube Mash-Ups</title>
		<link>http://createdigitalmusic.com/2009/04/15/the-internet-as-an-avant-garde-orchestral-suite-youtube-mash-ups/</link>
		<comments>http://createdigitalmusic.com/2009/04/15/the-internet-as-an-avant-garde-orchestral-suite-youtube-mash-ups/#comments</comments>
		<pubDate>Wed, 15 Apr 2009 11:04:55 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[composers]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[mash-up]]></category>
		<category><![CDATA[oddities]]></category>
		<category><![CDATA[orchestral]]></category>
		<category><![CDATA[remix]]></category>
		<category><![CDATA[Tan-Dun]]></category>
		<category><![CDATA[trends]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[youtube]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2009/04/15/the-internet-as-an-avant-garde-orchestral-suite-youtube-mash-ups/</guid>
		<description><![CDATA[Via YouTube Doubler, a twisted online YouTube mash-up tool created by digital artist and Emergency Broadcast Network veteran Brian Kane, comes a strange new &#8230; orchestral composition. (EBN, for those not in the know, should translate as &#34;video mash-ups before you knew what video mash-ups were.&#34;) Charlie Rose interviews Charlie Rose. &#34;Google&#8230;&#34; Just watch. (The [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/oC4FAyg64OI&amp;hl=en&amp;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/oC4FAyg64OI&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object>
<p>Via <a href="http://www.youtubedoubler.com/">YouTube Doubler</a>, a twisted online YouTube mash-up tool created by digital artist and Emergency Broadcast Network veteran Brian Kane, comes a strange new &#8230; orchestral composition. (<a href="http://en.wikipedia.org/wiki/Emergency_Broadcast_Network">EBN</a>, for those not in the know, should translate as &quot;video mash-ups before you knew what video mash-ups were.&quot;) Charlie Rose interviews Charlie Rose. &quot;Google&#8230;&quot; Just watch. (The video is embedded after the break, as it’s essential that both clips start up at the same time. Video will therefore naturally autoplay.)</p>
<p>We’ve got two layers of mashing-up going on: the first layer of this mashed … cake is a new composition by Tan Dun.</p>
<p>ThruYou / Kutiman already showed us what happens when an elaborate video mix pieces together imaginative songs from tiny clips of YouTube uploads – a potentially gimmicky concept, but brilliant when <a href="http://createdigitalmusic.com/2009/03/05/video-mashed-kutiman-funk-what-if-all-of-youtube-played-a-song/">done right</a>. Noted composer Tan Dun has gone that route, as well, with his Internet Symphony.</p>
<p>Using thousands of submissions to <a href="http://youtube.com/symphony">http://youtube.com/symphony</a>, the resulting composition is entitled “Internet Symphony, Eroica.” See top.</p>
<p>But all this gets much better when the mash-up is squared in YouTube Doubler. In addition to the Tan Dun composition, a short film has Charlie Rose interviewing Charlie Rose about the Internet. Rose appears as the spoken word narrator on top of Tan Dun’s score, and what results is an odd, reflective commentary on our times, adding a certain nervous uncertainty to Tan Dun’s Internet optimism.</p>
<p>Enjoy.</p>
<p> <span id="more-5632"></span><br />
<table cellspacing="0" cellpadding="0" border="0">
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<td valign="top" width="290" height="242"><object width="290" height="242"><param name="movie" value="http://www.youtube.com/v/oC4FAyg64OI&amp;autoplay=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/oC4FAyg64OI&amp;autoplay=1" type="application/x-shockwave-flash" wmode="transparent" width="290" height="242"></embed></object></td>
<td valign="top" width="290" height="242"><object width="290" height="242"><param name="movie" value="http://www.youtube.com/v/LFE2CCfAP1o&amp;autoplay=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/LFE2CCfAP1o&amp;autoplay=1" type="application/x-shockwave-flash" wmode="transparent" width="290" height="242"></embed></object></td>
</tr>
<tr>
<td colspane="2">
<p><span style="font-size: 8pt; font-family: arial, helvetica, verdana, sans-serif"><a href="http://www.youtubedoubler.com">YouTube Doubler</a></span></p>
</td>
</tr>
</tbody>
</table>
<p><P>If you don&#8217;t like Charlie Rose, well, there&#8217;s always <a href="http://www.youtubedoubler.com/?video1=http://www.youtube.com/v/oC4FAyg64OI&#038;video2=http://www.youtube.com/watch%3Fv%3DHypmW4Yd7SY">John Cage</a>. [YouTube Doubler autoplay]</P></p>
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		<slash:comments>7</slash:comments>
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		<title>The Generative iPhone-iPod Touch: RjDj Updates, Albums, Free Downloads</title>
		<link>http://createdigitalmusic.com/2009/04/06/the-generative-iphone-ipod-touch-rjdj-updates-albums-free-downloads/</link>
		<comments>http://createdigitalmusic.com/2009/04/06/the-generative-iphone-ipod-touch-rjdj-updates-albums-free-downloads/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 03:51:50 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[composition]]></category>
		<category><![CDATA[generative]]></category>
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		<category><![CDATA[interactive]]></category>
		<category><![CDATA[iphone]]></category>
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		<category><![CDATA[mobile]]></category>
		<category><![CDATA[reactive]]></category>
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		<category><![CDATA[rjdj]]></category>
		<category><![CDATA[Software]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5553</guid>
		<description><![CDATA[Dreaming of a future in which music, instead of just being rendered audio files, arrives in fully generative, interactive form? Albums might &#8220;listen&#8221; to the world around you, and listeners could record their own alternate versions of music and share with others.
RjDj, the generative mobile music platform for Apple devices, realizes that future right now, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/04/rjdj.jpg"></p>
<p>Dreaming of a future in which music, instead of just being rendered audio files, arrives in fully generative, interactive form? Albums might &#8220;listen&#8221; to the world around you, and listeners could record their own alternate versions of music and share with others.</p>
<p>RjDj, the generative mobile music platform for Apple devices, realizes that future right now, instead of at some nebulous time in the future. In addition to the iPhone, you can make use of a second-generation iPod to use it. (You&#8217;ll need a headset with a mic; I have one by Griffin I&#8217;m testing.) And the RjDj folks have a whole bevy of significant updates to share:</p>
<ul>
<li><strong>Free downloads (limited time):</strong> All three RjDj releases are available now for free. That includes the RjDj app itself (from which you can now grab and share releases), as well as RjDj Album (with a selection of generative/interactive/reactive releases) and the new RjDj shake.</li>
<li><strong>Download &#8220;scenes&#8221;:</strong> From the beginning, we knew that RjDj was imagined as a platform for other people to release interactive music. Now you can download scenes for free or fee. (Paid scenes currently redirect to the browser, but with iPhone SDK 3.0, you&#8217;ll be able to buy right from the app.)</li>
<li><strong>Share recordings:</strong> Because RjDj-generated music is controlled by the user and often records from the environment, the music may sound different each time. You can now share recordings with others from the device and the new social site.</li>
<li><strong>RjDj.me community:</strong> The RjDj folks have built a little community where you can share your favorite scenes and upload recordings, and keep track of scenes coming out from other artists. </li>
</ul>
<p><object width="580" height="465"><param name="movie" value="http://www.youtube.com/v/IqEB9q5ljSQ&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/IqEB9q5ljSQ&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="465"></embed></object><span id="more-5553"></span></p>
<p>By the way, with all of these releases, I know there&#8217;s some confusion. <strong>RjDj </strong>is the main app &#8212; the platform from which you&#8217;ll be able to grab scenes in the future. <strong>RjDj Album</strong> is a collection of &#8220;player&#8221;-style RjDj scenes &#8212; ones we have seen released previously. <strong>RjDj Shake</strong> is a newer, accelerometer-powered set of scenes. It comes with the amusing admonition that you should &#8220;PLEASE TAKE CARE, DON&#8217;T HURT ANYONE AND DON&#8217;T SMASH YOUR DEVICE.&#8221; If you missed Shake before, it now also has the recording sharing features. But the main RjDj app is the big release going forward.</p>
<p>We&#8217;re also awaiting news on more &#8220;sprints,&#8221; community-driven development efforts for making new scenes. And if you&#8217;re a fan of this sort of thing, RjDj isn&#8217;t the only game in town. RjDj itself is powered on Pure Data, the open source patching cousin of Max/MSP. Pd is making its way to other mobile devices; I even have it working on the BUG Labs gadget. At the same time, I&#8217;m curious to see if the RjDj gang can succeed in building a platform for lots of people doing this sort of work.</p>
<p>Regardless of how you look at it, more mobile generative / responsive music is most definitely in your future. Stay tuned.</p>
<p>Elsewhere:<br />
<a href="http://www.offworld.com/2009/04/free-trip-into-the-rainbow-vei.html">Free trip into the rainbow vein: reality-enhancing iPhone app RjDj free with social update</a> [Boing Boing Offworld]</p>
<p><a href="http://rjdj.me/">RjDj.me community site</a><br />
<a href="http://more.rjdj.me/2009/04/02/rjdj-07-out-now/">RjDj 0.7 out now</a> [RjDj News]</p>
<p><a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=290626964&#038;mt=8">RjDj</a> [iTunes]<br />
<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=292800319&#038;mt=8">RjDj Album</a> [iTunes]<br />
<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=300718434&#038;mt=8">RjDj Shake</a> [iTunes]</p>
<p>Be sure to see our previous interview with the creators:<br />
<a href="http://createdigitalmusic.com/2008/10/10/exclusive-rjdj-interview-interactive-music-listening-everywhere-you-go/">Exclusive RjDj Interview: Interactive Music Listening, Everywhere You Go</a></p>
<p>Also, expect more iPod/iPhone news and hands-on&#8217;s soon &#8212; I&#8217;m way behind, but let&#8217;s assume that means the best stuff will rise to the top.</p>
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		<title>Immersive Music: Revo:oveR Installation, Lightbent Synth, Max + Unity</title>
		<link>http://createdigitalmusic.com/2009/04/06/immersive-music-revoover-installation-max-unity/</link>
		<comments>http://createdigitalmusic.com/2009/04/06/immersive-music-revoover-installation-max-unity/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 03:21:29 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[computer-music]]></category>
		<category><![CDATA[computer-vision]]></category>
		<category><![CDATA[downsampled]]></category>
		<category><![CDATA[experimental]]></category>
		<category><![CDATA[game-development]]></category>
		<category><![CDATA[generative]]></category>
		<category><![CDATA[generative-music]]></category>
		<category><![CDATA[immersive]]></category>
		<category><![CDATA[installations]]></category>
		<category><![CDATA[Max/MSP]]></category>
		<category><![CDATA[physical-modeling]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[sound-art]]></category>
		<category><![CDATA[surround]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5556</guid>
		<description><![CDATA[As an addendum to the last story, Ivica Ico Bukvic sends along an example of the [myu] Max/MSP + Unity game engine combination in action. Here&#8217;s the surprise: Unity isn&#8217;t generating visuals. Instead, Unity simulates ripples created by movement in the space, and builds physical models that are sonified and spatialized by Max/MSP. 
Speaking of [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="465"><param name="movie" value="http://www.youtube.com/v/PA-9BOgc1gk&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/PA-9BOgc1gk&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="465"></embed></object></p>
<p>As an addendum to the <a href="http://createdigitalmusic.com/2009/04/06/more-maxunity-game-engine-goodness-with-powerful-toolkit-for-max-jitter-pd/">last story</a>, <a href="http://www.music.vt.edu/faculty/bukvic/">Ivica Ico Bukvic </a>sends along an example of the [myu] Max/MSP + Unity game engine combination in action. Here&rsquo;s the surprise: Unity <em>isn&rsquo;t</em> generating visuals. Instead, Unity simulates ripples created by movement in the space, and builds physical models that are sonified and spatialized by Max/MSP. </p>
<p>Speaking of work involving art museums and the combination of Max and Unity, <a href="http://vjanomolee.com/">VJ Anomolee</a> notes in comments his own work with the pairing. <a href="http://web.me.com/vjanomolee/VJ_Anomolee/Blog/Entries/2009/3/6_max_msp_to_unity_.html">Lightbent Synth</a> is an in-progress piece with alternative controllers and sensors that produces sound with a novel visual representation (sound&#8217;s very quiet in this preview &#8212; more hopefully once it progresses):</p>
<p><object width="579" height="232"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3503932&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3503932&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="579" height="232"></embed></object><br /><a href="http://vimeo.com/3503932">Lightbent Synth</a> from <a href="http://vimeo.com/vjanomolee">VJ Anomolee</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Ivica explains the top work:</p>
<p><span id="more-5556"></span><br />
<blockquote>
<p>This past fall [myu] had seen its first real-world implementation in an exhibit that was a part of the grand opening of the Taubman Museum of Art in Roanoke, VA (<a href="http://www.taubmanmuseum.org/">http://www.taubmanmuseum.org/</a>). The exhibit utilized [myu] as part of an interactive aural installation titled &quot;elemental.&quot; An online tech      <br />demo video of the installation, including written synopsis is available also via Youtube at <a href="http://www.youtube.com/watch?v=PA-9BOgc1gk">http://www.youtube.com/watch?v=PA-9BOgc1gk</a>. Below is a brief synopsis of the installation:</p>
<p>&quot;elemental&quot; interactive communal soundscape premiered in November 2008 as part of the Revo:oveR collection commissioned for the grand opening of the Taubman Museum of Art in Roanoke, VA. The Youtube video focuses primarily on the technical aspects of the installation. Using Max/MSP/Jitter, a homebrew IR webcam with fish eye lens and a LED-based IR spotlights, entire 24&#215;36-foot exhibit space is converted into an aural sandbox giving visitors an opportunity to generate and shape the     <br />ensuing soundscape. Positional data of up to 20 visitors is forwarded to Unity3d using [myu] Max-Unity interoperability toolkit developed at DISIS (<a href="http://disis.music.vt.edu">http://disis.music.vt.edu</a>). Unity is used for physical simulation of ensuing ripples and the resulting data is sent back to Max for spatialization across a 12-channel (4&#215;3) ceiling-mounted speaker array. Driven by communal interaction, virtual ripples refract from each other spawning an algorithmically generated aural fireworks. The exhibit ran non-stop for approximately 5 months until March 2009.</p>
</blockquote>
<p>Bonus video below: an early prototype that did include visuals. After days of looking at emulated knobs and faders, it certainly does speak to some of the possibilities for musical interface and expression.</p>
<p><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/qBCY6pCnqCw&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/qBCY6pCnqCw&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
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		<title>Free Nodal Generative Sequencer: Now on Windows, Too; Live Improvisation Video</title>
		<link>http://createdigitalmusic.com/2009/04/06/free-nodal-generative-sequencer-now-on-windows-too-live-improvisation-video/</link>
		<comments>http://createdigitalmusic.com/2009/04/06/free-nodal-generative-sequencer-now-on-windows-too-live-improvisation-video/#comments</comments>
		<pubDate>Mon, 06 Apr 2009 15:58:26 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-sequencers]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[free-as-in-beer]]></category>
		<category><![CDATA[generative]]></category>
		<category><![CDATA[generative-music]]></category>
		<category><![CDATA[improvisation]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[nodal]]></category>
		<category><![CDATA[sequencers]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5539</guid>
		<description><![CDATA[ 
Sequencers by definition traditionally lock musical patterns into repetitive, unchanging blocks of time. But a new generation of generative sequencers can instead form organic patterns that change and transform. 
Nodal is a totally free-as-in-beer (closed-source) sequencer for composing music. (A license is needed for commercial use.) As the name implies, it uses a matrix [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/04/nodalscreen.jpg" /> </p>
<p>Sequencers by definition traditionally lock musical patterns into repetitive, unchanging blocks of time. But a new generation of generative sequencers can instead form organic patterns that change and transform. </p>
<p>Nodal is a totally free-as-in-beer (closed-source) sequencer for composing music. (A license is needed for commercial use.) As the name implies, it uses a matrix of nodes to represent musical structure. The best way to understand what that means exactly is to check out the examples and give the app a shot, but is good fun &ndash; and capable of creating some lovely, unusual musical textures.</p>
<p>The good news now is that if you&rsquo;re on Windows XP/Vista, you&rsquo;re no longer left out of the fun: the app now runs Universal on Mac and on Windows, as well.</p>
<p>Aside from Windows support, also new in version 1.1:</p>
<ul>
<li>New, more polished UI</li>
<li>Keyboard shortcuts</li>
<li>Internal MIDI synth support on Windows</li>
</ul>
<p>It does sound as though Nodal may not remain free-as-in-beer, but with some significant updates coming later this year will move into the cheap-as-in-beer territory. Stay tuned.</p>
<div class="wlWriterEditableSmartContent" id="scid:5737277B-5D6D-4f48-ABFC-DD9C333F4C5D:df240887-7326-4591-92ef-d29d049142a6" style="padding-right: 0px; display: inline; padding-left: 0px; float: none; padding-bottom: 0px; margin: 0px; padding-top: 0px">
<div><object width="580" height="484"><param name="movie" value="http://www.youtube.com/v/VbFwJB-YF_k&amp;hl=en&amp;fs=1&amp;hl=en"></param><embed src="http://www.youtube.com/v/VbFwJB-YF_k&amp;hl=en&amp;fs=1&amp;hl=en" type="application/x-shockwave-flash" width="580" height="484"></embed></object></div>
</div>
<p>Composer and co-developer Peter Mcilwain sends along the video here with a live improvisation made in the software. It&rsquo;s a bit Minimalist-influenced, but shows how you can use Nodal to drive some musical inspiration. Peter also explains just what Nodal means musically to him and the small but growing collection of users taking advantage of Nodal&rsquo;s paradigm:</p>
<p> <span id="more-5539"></span><br />
<blockquote>
<p>Interest in Nodal probably centres around the fact that the software enables sophisticated, or &ldquo;deep&rdquo;, generative approaches within an intuitive graphical user interface that is simple and easy to use. Many users say that the program can be learnt within a short space of time and that is fun, inspiring and is fascinating to use. Once a little experience is gained people come to recognize the rich possibilities that the network approach gives them. Nodal offers a wealth of compositional possibilities that enable users to explore transformations of musical ideas quickly and easily.</p>
<p>Much music has been made using processes such as looping. Nodal does this too, but with a number significant additions. For example, it is possible to have loops within loops. The musical diversity that is possible takes Nodal beyond from the concept of a loop into a territory that is more like creating maps of musical pathways with which musical possibilities can be navigated. Musical materials can be played forwards and backwards, recombined or played with different rhythms. All of these transformations can happen in real-time making it a rich tool for computer assisted improvisation.     <br />In fact working with Nodal can be very similar to more traditional composition processes. Here a small musical cell might be created which is then developed, elaborated or transformed into new material. Seen in this way, composing does not necessarily involve making a string of new ideas but instead it is the exploration of different aspects of a single idea. By limiting a composition to a small number of ideas the music maintains coherence and a sense of unity. While composers have done this manually, and in some cases masterfully, Nodal enables the transformation of idea to be automated and extended to transformational processes that would be very difficult to achieve with pen and paper.</p>
</blockquote>
<p><a href="http://www.csse.monash.edu.au/~cema/nodal/">Nodal: Generative Music Software</a></p>
<p>Previously: </p>
<p><a href="http://createdigitalmusic.com/2008/08/13/nodal-generative-music-software-for-mac-free-for-non-commercial-use/">Nodal: Generative Music Software for Mac (Free for Non-Commercial Use)</a></p>
<p><a href="http://createdigitalmusic.com/2008/09/19/tiction-animated-nodal-generative-music-app-in-progress-in-processing/">Tiction: Animated, Nodal Generative Music App in Progress, in Processing</a></p>
</p>
<p><a href="http://createdigitalmusic.com/2009/01/13/alternative-sequencers-elysium-generative-mac-app-and-the-joy-of-hex/">Alternative Sequencers: Elysium Generative Mac App and the Joy of Hex</a></p>
<p><a href="http://createdigitalmusic.com/2009/02/02/a-mutating-drum-step-sequencer-new-midi-library-for-processing/">A Mutating Drum Step Sequencer, New MIDI Library for Processing</a></p>
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