Obsessive Windows 7 Under-the-Hood Guide for Music; Can You Finally Dump XP?

Windows 7 running on a laptop, as photographed by / (CC) Luke Roberts. Windows 7 makes far subtler changes than Vista did, which gives it an opportunity to refine features by the ship date. And it’s been tested unusually widely, by testers like Luke.

Windows matters. It’s what roughly half of CDM readers use, and – for all the attention Apple gets – it’s a big part of the computer music world. Windows today also faces many of the same under-the-hood challenges that other operating systems do, so even if you’re a die-hard Linux or Mac user, you may want to pay attention.  You don’t need to love Windows, and you certainly won’t be hosting a Windows 7 launch party. You want to know if the OS will get out of your way and let you get to work.

Windows Vista proved what happens when an operating system’s many interconnected pieces are out of alignment. Even a graphics driver out of sync with underlying changes in the OS could render audio unusable, because just one missed sample can produce an audible glitch or dropout. Part of why I’m optimistic about Windows 7 is that Vista today is a radically different picture, thanks to many, many fixes delivered by Microsoft in updates and more mature audio and video drivers. But that means not just whether 7 is better than XP, but whether 7 is also better than Vista.

Vista wasn’t entirely alone: Mac and Linux have all had their share of growing pains in recent years. The devil is usually in the details. So, I again turn to one of the best guys in the business for sorting out all those technical details. Noel Borthwick, the CTO for Cakewalk, probably has a better big-picture view of how music and audio work in Windows than anyone on the planet. He’s a person hardware and software vendors outside Cakewalk often rely upon as a resource. Noel kept us technically honest on Vista, and he’s doing it again on Windows 7, with some exclusive information for CDM.

Those details get mighty technical, so here’s the punchline: Windows 7 is an OS Noel would use himself. It was hard to get anyone to recommend Vista over XP; loyal Windows-using developers I know still largely stick to XP. But would Noel switch from XP to 7?

Yes, absolutely. Windows 7 finally delivers on the stability and performance that users hoped for from Vista. The kernel changes and optimizations for large scale multi-core processors make it very attractive to DAW users who are interested in better low latency performance. I will be building a new DAW soon and Windows 7 X64 will be my OS of choice.

What’s new in Windows 7?

  • Better multithreading: Improved performance of highly-multithreaded software and hardware by removing a significant bottleneck, especially relevant to a tool like SONAR
  • Better memory management: Improved memory management when working with multiple threads
  • Less nagging: More customization over UAC prompts (meaning they don’t have to nag you more than you want)
  • More lightweight: Fewer system services run by default on a stock system, plus a leaner footprint of the OS
  • Media support: More native media format support, including QuickTime MOV and H.264, plus drag-and-drop media transcoding
  • Composite devices: More logical display of hardware with multiple functions (like audio and MIDI).
  • FireWire: Enhanced FireWire support, with IEEE 1394b
  • Multi-touch: Multi-touch display support
  • Usability improvements: An improved user interface, task bar, and Libraries for managing files

If you’re ready for all the gory details, read on – including a frank appraisal of how all of this compares to XP in real-world performance, and what compatibility issues to look out for if upgrading from either Vista or XP.

Noel Borthwick of Cakewalk effectively wrote this story in response to my questions, so these answers all come from him. Microsoft has not responded to my requests for a review copy, so I’ll be able to evaluate this on my own system – albeit far less scientifically than Noel can – closer to launch.

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Plogue Bidule Modular Music App: Get Started, Meet the Creators


PEMF Lessons: Bidule – Direct Cabling & Your Default Layout from Primus Luta on Vimeo.

The DJ Booth at Bily Kun where Bidule was first conceived.

The DJ Booth at Bily Kun where Bidule was first conceived.

Ed.: Music creation is all about the special relationship we have with certain, powerful tools. And one app that gets very little attention is unquestionably the deep but elegant modular patching environment Plogue Bidule. CDM turns to power user Primus Luta to kick off a series on learning this tool, starting with an exclusive interview with Bidule’s creators. And if the interview sounds, at times, more than a little pro-Plogue in bias, make no mistake: this is love. Primus Luta takes it away, as we look forward to his upcoming how-to series. -PK

In the modular future, the Bily Kun will be a leading tourist attraction for Montreal. Patrons will come with laptops tucked under their arms sporting fork bomb t-shirts. The bartenders by then will be used to answering the question only tourists ask with a slight wave of the hand toward seats on the other side of the bar. The tourists will follow that wave to the ultimate destination of their pilgrimage, open their laptop, and broadcast their location to bidulers everywhere, before reenacting some sort of virtual cabling ritual to mark their presence at the conception place of Plogue.

“It all started what seems a long time ago,” Sebastien Beaulieu, Plogue co-founder tells me. “David (Viens of Plogue) was coding a few VST plugins to add new toys to Ross Bencina’s AudioMulch. We would meet up one evening a week to code a few cool bits then head up for beer afterwards at the minimal techno pub in Montreal called Bily Kun, where most of the ideas for the future came into place.”

It was the late 1990’s. Modular audio was just coming out of a clumsy adolescence. Miller Puckette rewrote his then decade old MAX software in a new open source format to create Pd. David Zicarelli founded Cycling ‘74 to continue development of the original MAX codebase beginning with a new audio processing engine – MSP. Ross Bencina released the first of thirty six public beta versions of AudioMulch. It was a developing frontier, still early enough that the horizon couldn’t completely be made out. And while working on what would be the first Plogue product, the VST plugin ReBuilder, what would become the Plogue team started envisioning a horizon they could paint themselves.

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Apple Sees Light, Drops NDA; Let’s Start Talking!

To any of you who get tired of incessant griping, remember: sometimes, people listen — especially if the griping is well-reasoned and constructive. Such seems to be the case with Apple’s NDA on mobile application development. Apple announced today:

…the NDA has created too much of a burden on developers, authors and others interested in helping further the iPhone’s success, so we are dropping it for released software. Developers will receive a new agreement without an NDA covering released software within a week or so. Please note that unreleased software and features will remain under NDA until they are released.

To Our Developers

I would be remiss if I didn’t give Apple some credit for making this move. This is what really matters: being responsive to criticism. We’re seeing some tremendous innovation in development for the iPhone and iPod touch, and in the mobile arena in general, from new kinds of synths and music making applications to Star Trek-like controllers. It’ll make a big difference to those developers to be able to talk.

And, speaking of which, this now means we can have all of those developer discussions that were crippled by the NDA. So, developers, we’d love to hear from you.

iPhone Ups and Downs, Unhappy Developers, and the MIDI Controllers You Can’t Have Yet

Whether you care about the iPhone or not, the Summer of iPhone Development reveals a lot about where mobile computing, and mobile music creation, might be headed. That includes Apple’s challenges as well as its accomplishments.

Despite the hype around Apple’s platform, the iPhone and iPod Touch have some strengths and weaknesses, just as any platform does. The strengths you probably know well by now: slick UIs, rich, mobile-optimized developer tools, and a device people love. That has given us some interesting, genuinely-useful music tools amidst the toys and novelties, demonstrating how even a niche can benefit from development capabilities. But the tight development and distribution restrictions, imposed by Apple and their exclusive US service provider AT&T, have compounded some of the negatives of the device. The result is a platform that has some developers raving and some ranting (sometimes simultaneously).

The big news for digital musicians, specifically, is that restrictions created by Apple may keep some music apps from shipping, or for supporting Apple’s official, exclusive SDK and store.

Case in point: the tasty-looking MIDI controller you see above hasn’t made it into the store – and it’s not alone. If the developer were able to distribute it, you’d have it right now. With Apple controlling the store, you might have it tomorrow, or next month, or never – the frustrating thing being, the developer doesn’t even know. And poor communication in regards to the store is just one challenge that’s turning some developers off from Apple’s device.

Digital music creation was built on the openness of the Windows, Mac, Linux, and even Palm and Windows Mobile platforms. That means the situation with Apple’s locked-down development channels is one to watch closely. It also could mean the jailbroken, hacked iPhone platform is here to stay — and that competing platforms could gain some ammunition from Apple’s relatively closed nature.

Not All Developers Are Happy

It goes without saying that some of Apple’s moves have made some developers very happy indeed. The iPhone/iPod Touch is a platform that strikes a unique balance between desktop-class functionality and what’s needed on a mobile device. Developers have complained that platforms like PalmOS or Java ME are overly stripped-down for mobiles, whereas Windows Mobile isn’t optimized enough and is too much like the desktop OS. Apple has done a lot to balance those concerns and wrap it into a beautifully-designed UI and hardware. (To see just how much they’ve done, look no further than AppleInsider’s iPhone 2.0 critique. Even as they complain about the iPhone’s flaws, they note the ways in which competing devices are worse.)

But that doesn’t mean all of Apple’s developers are happy campers. Here’s a quick round-up of some of the complaints:

Hello, world. Hello, annoyed developers. (Hey, the squeaky wheel gets the grease, right? So keep complaining!) SDK photo: Phil Dokas.

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Life After Giga: A Call for Open Source Sampling Development

In case you missed it in comments, amidst the news of a major pro sampling product being discontinued, reader Darren Landrum is interested in offering a free/GPL open source framework for samplers:

The LinuxSampler project offers GigaSampler 3 compatibility for Linux and Windows, so it’s already an open alternative for dealing with your orphaned Giga sampler files. (Naturally, you could also look to a number of Giga-compatibility samplers on the market.)

But the open source community has long been under fire — often rightly so — for simply copying proprietary software rather than doing something new and innovative. I enjoy "new and powerful," so that sounds like a great idea, and that’s what Darren is proposing. He writes:

What I want to do is build a code framework (not to be confused with a library) that will contain classes for handling streaming sample playback, resampling, and all that fun stuff, as well as directed graph building for DSP. From here, the framework can be used to build monolithic applications for sampling and synthesis, as well as a Reaktor-like application, if we do it right.

Yes, it would be better to split things out into libraries, but that takes a lot more work, and I’m tired of things not happening. The sooner we can get some code working, the better.

I should also mention that there are existing open source libraries we can and will leverage, like libsndfile, libsamplerate, libfftw3, and the Rubber Band library, so we won’t be starting completely from scratch.

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