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	<title>Create Digital Music &#187; downsampled</title>
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		<title>Gorgeous Full-Sized Hammond B3 Controller for Native Instruments B4</title>
		<link>http://createdigitalmusic.com/2009/08/gorgeous-full-sized-hammond-b3-controller-for-native-instruments-b4/</link>
		<comments>http://createdigitalmusic.com/2009/08/gorgeous-full-sized-hammond-b3-controller-for-native-instruments-b4/#comments</comments>
		<pubDate>Tue, 25 Aug 2009 15:49:01 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[awesomeness]]></category>
		<category><![CDATA[B4]]></category>
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		<category><![CDATA[hammond]]></category>
		<category><![CDATA[hammond-b3]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[instruments]]></category>
		<category><![CDATA[Native-Instruments]]></category>
		<category><![CDATA[oddities]]></category>
		<category><![CDATA[organs]]></category>
		<category><![CDATA[soft-synths]]></category>
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		<description><![CDATA[Here’s someone who really, really loves Native Instruments’ B4 (II) software rendition of the Hammond B3 organ. The work of Markus Berger, this dead-ringer for a real B3 is actually a carefully crafted replica with elaborate MIDI control inside. The body is built by hand from cherry wood. Electronics were prototyped with the open source &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/08/gorgeous-full-sized-hammond-b3-controller-for-native-instruments-b4/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="OLYMPUS DIGITAL CAMERA" border="0" alt="OLYMPUS DIGITAL CAMERA" src="http://createdigitalmusic.com/files/2009/08/b4controller.jpg" width="580" height="565" /> </p>
<p>Here’s someone who really, really loves <a href="http://www.native-instruments.com/#/en/products/producer/b4-ii/">Native Instruments’ B4</a> (II) software rendition of the Hammond B3 organ. The work of Markus Berger, this dead-ringer for a real B3 is actually a carefully crafted replica with elaborate MIDI control inside. The body is built by hand from cherry wood. Electronics were prototyped with the open source <a href="http://www.arduino.cc/">Arduino</a> platform and implemented with electronics from <a href="http://www.doepfer.de/">Doepfer</a>, then finished with manuals (that’s “keys” for you non-organists) from <a href="http://www.fatar.com/">Fatar</a> (as seen in Nord’s organs). Authentic-style drawbars finish the project. <em><strong>Correction:</strong> I got my wires crossed and originally claimed this had Fatar drawbars, but it&#8217;s Fatar manuals. Thanks to comments for spotting that.</em></p>
<p>The integration of the hardware design with the B4 is extraordinary: the creator notes that every single function is perfectly replicated, so you never have to touch a mouse or look at a screen. Of course, you can then make meticulous models tweaked on the B4 software that wouldn’t have been possible on the original hardware – and this hardware, while substantial, should be dramatically lighter.</p>
<p>More on those custom electronics:</p>
<blockquote><p>The main controller electronics were actually custom developed and prototyped with Arduino. They were complemented by electronics from Doepfer for the two manuals.</p>
<p>Most of the electronics had to be custom developed as there was and still is nothing available to cover all the functionality of a classic Hammond B3 with the full drawbars set, preset keys and all the switches.
</p></blockquote>
<p>And yes, the bottom line is that this puts every controller for everything I’ve ever seen to shame. Thanks to Germany-based Twitter reader <a href="http://twitter.com/tillephone">tillephone</a> for sending this my way.</p>
<p><a href="http://www.m-berger.de/projects/b4controller/en/index.html">B4 Controller Project Page</a></p>
<p>I hesitate to even suggest this, but – is a Leslie cabinet next?</p>
<p><a href="http://createdigitalmusic.com/files/2009/08/b4controllerinnards.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="b4controllerinnards" border="0" alt="b4controllerinnards" src="http://createdigitalmusic.com/files/2009/08/b4controllerinnards_thumb.jpg" width="532" height="399" /></a> </p>
<p>More photos after the jump:</p>
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<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2009/08/gorgeous-full-sized-hammond-b3-controller-for-native-instruments-b4/&via=cdmblogs&text=Gorgeous Full-Sized Hammond B3 Controller for Native Instruments B4&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2009/08/gorgeous-full-sized-hammond-b3-controller-for-native-instruments-b4/&via=cdmblogs&text=Gorgeous Full-Sized Hammond B3 Controller for Native Instruments B4&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div class='wpfblike' style='height: 40px;'><iframe src='http://www.facebook.com/plugins/like.php?href=http://createdigitalmusic.com/2009/08/gorgeous-full-sized-hammond-b3-controller-for-native-instruments-b4/&amp;layout=default&amp;show_faces=false&amp;width=400&amp;action=like&amp;colorscheme=light&amp;send=false' scrolling='no' frameborder='0' allowTransparency='true' style='border:none; overflow:hidden; width:400px;'></iframe></div>]]></content:encoded>
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		<title>Twitter Everywhere: More Tweet a Sound, SuperCollider Code, Richie Hawtin + Traktor</title>
		<link>http://createdigitalmusic.com/2009/04/twitter-everywhere-more-tweet-a-sound-supercollider-code-richie-hawtin-traktor/</link>
		<comments>http://createdigitalmusic.com/2009/04/twitter-everywhere-more-tweet-a-sound-supercollider-code-richie-hawtin-traktor/#comments</comments>
		<pubDate>Thu, 30 Apr 2009 10:23:27 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Features]]></category>
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		<category><![CDATA[SuperCollider]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/04/30/twitter-everywhere-more-tweet-a-sound-supercollider-code-richie-hawtin-traktor/</guid>
		<description><![CDATA[<img src="http://createdigitalmusic.com/files/featured/0509_twitter.jpg"> <a class="btn read-more" href="http://createdigitalmusic.com/2009/04/twitter-everywhere-more-tweet-a-sound-supercollider-code-richie-hawtin-traktor/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://farm4.static.flickr.com/3285/2860323141_e9157d1d4a.jpg?v=0" /> </p>
<div class="imgcaption">Sadly, Richie Hawtin’s copy of Traktor doesn’t talk to you directly. “We’re about to go on. I’ve got my files cued up.” “Oh, Richie’s hands are sweaty today. Ugh.” “Hey, who’s that hottie who just got onstage?” “I hope he uses all four of my decks.” “I’m sorry, Dave, I’m afraid I can’t do that. lolz” Photo (<a href="http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en">CC</a>) Caesar Sebastian.</div>
<p>For everyone who thought Twitter was just about “i m eating a ham sandwich lolz,” the desire to use connectivity to actually be connected continues to win out in unexpected ways. So far this month, we already saw the use of Max/MSP. Now, Twitter is showing up in the geeky, open source sound tool SuperCollider and in DJ sets in Traktor by Richie Hawtin.</p>
<h3>Tweet a Sound, to the Max</h3>
<p><a href="http://createdigitalmusic.com/files/2009/04/twitter-subpatch.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; margin-left: 0px; border-left-width: 0px; margin-right: 0px" title="twitter_subpatch" border="0" alt="twitter_subpatch" align="right" src="http://createdigitalmusic.com/files/2009/04/twitter-subpatch-thumb.jpg" width="240" height="150" /></a> First, some updates on <a href="http://createdigitalmusic.com/2009/04/20/tweak-and-tweet-make-and-share-synth-sounds-with-twitter/">Tweet a Sound</a>, the sound design tool in Max that lets you share synth presets. </p>
<p>Creator Andrew Spitz has an updated story on adding a cleaned-up subpatch to Max/MSP. It uses the Ruby programming language to access the Twitter API. (You should be able to port to Pd, too – I have to look closer at this.) <strong>Correction: Ruby </strong>is implemented as JRuby, so it runs on the Java virtual machine – and there is a Java implementation for both Max (mxj) and Pd (<a href="http://www.le-son666.com/software/pdj/">pdj</a>)</p>
<p>This means, if you’ve got a Mac or Windows copy of Max/MSP, you can now send Tweets from your patches. And that should open up still more possibilities when Max for Live becomes available, for Ableton fans.</p>
<p><a href="http://www.soundplusdesign.com/?p=1779">How To Send A Tweet From Max/MSP { sound + tutorial }</a></p>
<p>Even if you’re skeptical about Twitter per se, if you’re interested in using Ruby and Max, this should be a good starting place for other APIs, too.</p>
<p>Friends of mine like <a href="http://twitter.com/francispreve">Francis Preve</a> have gone utterly nuts for this.</p>
<p> <span id="more-5764"></span>
</p>
<h3>SuperCollider</h3>
<p><a href="http://createdigitalmusic.com/files/2009/04/supercollider-twitter.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; margin-left: 0px; border-left-width: 0px; margin-right: 0px" title="supercollider_twitter" border="0" alt="supercollider_twitter" align="right" src="http://createdigitalmusic.com/files/2009/04/supercollider-twitter-thumb.jpg" width="240" height="228" /></a> SuperCollider is an elegant, free, cross-platform synthesis language that expresses sound and sequencers as code. Since, unlike Max, its language is<em> </em>text, no conversion is necessary: savvy SuperCollider sonic programmers are simply copying and pasting code directly into Twitter.</p>
<p>You can get a feel for something of what’s happening here:</p>
<p><a title="http://search.twitter.com/search?q=%23supercollider" href="http://search.twitter.com/search?q=%23supercollider">http://search.twitter.com/search?q=%23supercollider</a></p>
<p>It’s an interesting exercise. As people have done with <a href="http://www.abstractmachine.net/blog/p5-tweets/">Processing</a> for Twitter-coded graphics, the tiny 140-character limit means the challenge of trying to do more with less.</p>
<p>Unsatisfied with picking these up manually, SuperCollider Charles Céleste Hutchins has built his own bash script, connected to Yahoo Pipes, for fetching the resulting SC sound creations:</p>
<p><a href="http://celesteh.blogspot.com/2009/04/twitter-supercollider-app.html">Twitter Supercollider App</a> [les said, the better]</p>
<p>You’ll also see in the search, in addition to code there are lots of casual exchanges of tips and advice. </p>
<p>I’m not sure anything can cure me of my own sprawling code, but there’s something soothing about everyone else’s little code snippets appear.</p>
<h3>Richie Hawtin + Traktor</h3>
<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/liGUW7QF6cQ&amp;hl=en&amp;fs=1&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/liGUW7QF6cQ&amp;hl=en&amp;fs=1&amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p>Here’s the biggest twist yet: Native Instruments’ Traktor Pro is now Twitter-enabled. Richie Hawtin’s label Minus has developed a custom Twitter application that uploads song metadata, using the Internet broadcasting functions built into Traktor Pro. (I’d love to see this using OpenSoundControl, though I think in this case it doesn’t.)</p>
<p>What this <em>doesn’t </em>mean: no, Richie Hawtin is not tapping away on a cell phone while he plays, and if we see any of you Twittering onstage, we will call in the Dead Acts police. </p>
<p>What it <em>does </em>mean: you can keep track of track listings by tuning in on Richie’s Twitter feed. Updates happen every 30 seconds.</p>
<p><a href="http://twitter.com/rhawtin">http://twitter.com/rhawtin</a></p>
<p>Now, generally, the mention of the words “Richie” and “Hawtin” seem to trigger some sort of irrational torrent of Internet hate in comments, so I’m hoping that doesn’t happen here. Personally, I think there’s some interesting potential to all of this – imagine if people who heard your live set could then go check out album versions of your songs the next day, and discover that some of you really are doing live PA stuff and not just straight DJing, too.</p>
<p>Also, Minus promises they’ll release the software to other Traktor users in the near future.</p>
<p>It’s something of a contrast with the Max users who may actually broadcast the patches and presets they’re using while playing, but that’s what makes all of this so intriguing.</p>
<p><strong>Updated:</strong></p>
<p><a href="http://twitter.com/gilesgoatboy/statuses/1662473013">Via Twitter</a>, Giles notes that Beatportal responds to the announcement:</p>
<p><a href="http://www.beatportal.com/feed/item/how-twitter-tracklist-app-will-change-everything/">How Twitter tracklist app will change everything</a> [Beatportal]</p>
<p>I agree with many of the points here on some level, but author Christen Reutens at Beatportal seems to be getting a little carried away. Online radio playlists were also supposed to change “everything” – and then didn’t. For one thing, the ability to purchase played tracks, while something that still has potential, hasn’t yet taken off in a big way. For another, legal questions have come into play. In the case of radio stations, publishing playlists in the US can make a radio station into a “jukebox” and become subject to greater licensing fees. I’m not sure what licensing considerations the DJ playlist could prompt – in the best case scenario, it could mean payments for artists; in the worst case, it might turn venues off from allowing DJs to publish playlists.</p>
<p>Also, as far as mystique, this is an entirely opt-in service. And many of the changes Christen describes have already happened because of digital files and Internet communication – with or without Twitter playlists. </p>
<p>Of course, feel free to disagree.</p>
<p>I have a simpler view, I guess. Publishing playlists is a cool idea for those who want to do it. It’s likely to be used primarily by really big fans of certain DJs. The problem with Twitter is, that information could get stuck on Twitter. Smart DJs will use RSS to pull the information into their blog and give some of that context back. And as for DJs who have hidden behind producers’ tracks while creating a false sense of mystique – well, uh, some of us who are greater fans of live PA won’t be shedding any tears. Those who are intelligently warping tracks so they’re barely recognizable, requiring a Twitter feed to follow what’s going on, we salute you. </p>
<p>I’m not sure I’d want to be glued to a Twitter feed while in a club, with all the other Tweets happening, but it’s interesting. Perhaps more interesting than the features for fans is that Hawtin and company propose to get producers paid some royalties when their tracks get played, by using this feature for more accurate tracking – see James Holden on comments here.</p>
<p>And there’s nothing stopping the smart-a** music enthusiasts from going to sets without this feature, tapping away on their cell phone to prove they actually know what they’re hearing. We might even follow you.</p>
<h3>But is There Another Way?</h3>
<p>This is all very interesting, but I have to wonder if we should all take the next step and start thinking about open ways of connecting software. Of course, it makes sense to use Twitter for quick snippets and Twitter-style communication, because people are there. (Not to mention, I like the idea of freaking out your Twitter followers with unreadable code gibberish.) Likewise, it makes sense for software makers to do some of their own online integration, as Ableton has done with Share – a feature we’ll be examining in more depth.</p>
<p>But Twitter itself, while an interesting novelty, is not ideal, because of its data limits and the proprietary, crash-prone system behind it. Here are a couple of alternatives. <a href="http://xmpp.org/">XMPP</a> is a standards-based protocol, built on XML, for bi-directional communication. For chat-style, real-time communication, XMPP – the basis of Jabber and Google Talk – makes much more sense. And there are existing, open source libraries out there with XMPP support, meaning it’s not tough to build upon. It’d be great to use XMPP to allow artists to communicate about what they’re doing in real-time.</p>
<p>For collaborating on shared projects, version control is a great way to go. Previously the domain of programmers, version control is catching on with all sorts of people, because it makes collaboration easier by tracking changes. Subversion remains the most popular way of doing this, even as Git gains some traction. And Sourceforge has beefed up its own functionality lately, while Sun’s Project Kenai is developing nicely, too.</p>
<p>See, previously:</p>
<p><a href="http://createdigitalmusic.com/2009/02/18/version-control-and-sharing-for-patching-keep-those-max-pd-patches-in-order-with-git/">Version Control and Sharing for Patching: Keep Those Max, Pd Patches in Order with Git</a></p>
<p>In other words, I hope this is all the tip of the iceberg. Ideas?</p>
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		<slash:comments>39</slash:comments>
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		<title>Immersive Music: Revo:oveR Installation, Lightbent Synth, Max + Unity</title>
		<link>http://createdigitalmusic.com/2009/04/immersive-music-revoover-installation-max-unity/</link>
		<comments>http://createdigitalmusic.com/2009/04/immersive-music-revoover-installation-max-unity/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 03:21:29 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<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 &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/04/immersive-music-revoover-installation-max-unity/">Continue &#8594;</a>]]></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>More Max+Unity Game Engine Goodness, with Powerful Toolkit for Max, Jitter, Pd</title>
		<link>http://createdigitalmusic.com/2009/04/more-maxunity-game-engine-goodness-with-powerful-toolkit-for-max-jitter-pd/</link>
		<comments>http://createdigitalmusic.com/2009/04/more-maxunity-game-engine-goodness-with-powerful-toolkit-for-max-jitter-pd/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 01:38:11 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5548</guid>
		<description><![CDATA[Take a powerful game engine (for animation, 2D and 3D graphics, physics, and on-screen interaction). Add the flexibility of a visual development environment for programming with virtual patch cords, for rich sonic and musical capabilities plus easy interaction with data and input. That&#8217;s the idea of combining something like Unity 3D with Max/MSP. In the &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/04/more-maxunity-game-engine-goodness-with-powerful-toolkit-for-max-jitter-pd/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/137huPA9sto&#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/137huPA9sto&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Take a powerful game engine (for animation, 2D and 3D graphics, physics, and on-screen interaction). Add the flexibility of a visual development environment for programming with virtual patch cords, for rich sonic and musical capabilities plus easy interaction with data and input. That&#8217;s the idea of combining something like Unity 3D with Max/MSP. In the <a href="http://createdigitalmusic.com/2009/04/06/teaching-adaptive-music-with-games-unity-maxmsp-meet-space-invaders/">example from earlier today</a>, the solution simply routed basic data from a Unity-based game to a responsive music engine in Max. </p>
<p>In the case of [myu] &#8211; the Max Unity Interoperability Toolkit &#8211; that integration goes further still. Developed at the DISIS (Digital Interactive Sound &#038; Intermedia Studio) at Virginia Tech, [myu] allows bi-directional integration of the Unity engine with Max or Pd. The two tools use netsend/netreceive to send data via TCP and glue the two together.</p>
<p>For visualists using Jitter, you can even exchange texture data, which offers some mind-blowing powers for live visuals.</p>
<p><a href="http://disis.music.vt.edu/main/portfolio.html">Download at Virginia Tech</a> &#8212; bonus, an extension of the aka.wiiremote object so you can use the lovely Wii Fit controller, among various other projects<br />
<a href="http://forum.unity3d.com/viewtopic.php?p=128069">Discussion on the Unity Community Forums</a><br />
<a href="http://www.cycling74.com/forums/index.php?t=msg&#038;goto=169429&#038;rid=0&#038;S=82ae57d2e338d4a95c61efea47e0569d">Discussion on the Cycling &#8217;74 forum</a><br />
<a href="http://disis.music.vt.edu/main/index.html">Virginia Tech DISIS</a></p>
<p>As an interactive prototyping tool, this should have a lot of potential for lovers of patch-style programming. </p>
<p>Thanks to Dr. Ivica Ico Bukvic, DISIS Director and researcher, for sending in his project. I&#8217;ll be curious to see what other people might do with this.</p>
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		<title>Teaching Adaptive Music with Games: Unity + Max/MSP, Meet Space Invaders!</title>
		<link>http://createdigitalmusic.com/2009/04/teaching-adaptive-music-with-games-unity-maxmsp-meet-space-invaders/</link>
		<comments>http://createdigitalmusic.com/2009/04/teaching-adaptive-music-with-games-unity-maxmsp-meet-space-invaders/#comments</comments>
		<pubDate>Mon, 06 Apr 2009 16:52:06 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Features]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/04/06/teaching-adaptive-music-with-games-unity-maxmsp-meet-space-invaders/</guid>
		<description><![CDATA[<img src="http://media.createdigitalmedia.net/cdmu/files/featured/0409_invader.jpg"> <a class="btn read-more" href="http://createdigitalmusic.com/2009/04/teaching-adaptive-music-with-games-unity-maxmsp-meet-space-invaders/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="579" height="333"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3963954&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=3963954&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="333"></embed></object>
<p><a href="http://vimeo.com/3963954">Game Audio: Selected Student Works</a> from <a href="http://vimeo.com/user363916">Matt Ganucheau</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>In the early days of game sound, musical soundtracks were all largely adaptive and interactive, fused with the sound effects of the game and the logic of gameplay. Scores were less Alfred Newman or John Williams, more <a href="http://en.wikipedia.org/wiki/Spike_Jones">Spike Jones</a>. Today, game music has the potential to reinvent composition itself, to help us reimagine what makes a musical score as on-screen user action drives musical ideas. But with a few, notable exceptions, most modern titles have opted for big, Hollywood-style soundtracks &ndash; and the linear composition that goes with them, as though someone just took a film score CD and hit play.</p>
<p>It&rsquo;s one thing to talk about that in theory. Better yet: give it a shot yourself. So why not teach game music as its own discipline?</p>
<p><a href="http://ganucheau.com/?page_id=9">Matt Ganucheau</a>, a composer, sound designer, and interactive developer/artist, is teaching just that, working with students at Expression College in Emeryville, California. The accelerated course works with the elegant Unity game engine and a clone of the legendary Space Invaders arcade game, adding music built in Max/MSP. If Max seems an unlikely choice, its open source cousin Pure Data (Pd) is actually integrated with the game engine for Electronic Arts&rsquo; Spore, with music by Brian Eno working with EA&rsquo;s Kent Jolly and contributor Aaron McLeran. So, this could be the wave of the future. The first problem: figuring out how to actually compose.</p>
<p>The results are astonishing, given that the students were just learning Max and had extremely limited amounts of time. I asked Matt to write up for CDM how the coursework evolved; he shares his process and what he learned as a teacher. We&rsquo;re also working on open sourcing the coursework content and the patches, which we&rsquo;ll soon provide both for Pd and Max/MSP. I&rsquo;m doing some work on the game side so that you can play with game mechanics in Processing. Stay tuned for more on that.</p>
<p>We spoke a bit about this process &ndash; and interactive music in general &ndash; with <a href="http://www.ustream.tv/recorded/1306296">Xeni Jardin and Boing Boing</a> in their Game Developer Conference livecast a week ago Friday. Edited video of that coming soon.</p>
<p>Here&rsquo;s Matt on the coursework itself:</p>
</p>
<p> <span id="more-5542"></span>
</p>
<blockquote><p>When faced with the challenge of updating our Game Audio course at Expression College, we wanted to create a course that reflected the increase of interest in adaptive and interactive audio in the current game industry. To do this successfully, we had to make sure our students had an understanding of how audio engines have evolved in the past eight years. Since our terms are only five weeks and our student body is comprised of non-programmers, this seemed like quite a daunting task. But having carefully fine-tuned the details, we feel we have a good recipe.</p>
<p>First, we begin by having the students build simple environments and place audio emitters inside the Unreal 2k environment. This shows them the restrictions of audio functionality in a proprietary engine. After a few labs with Unreal, the students are then introduced to the concepts of a middleware platform, using Audiokinetic&rsquo;s WWise connected to the game Cube. Here, they are able to explore more interactive audio such as real-time control parameters and dynamic music changes. Finally, the students are introduced to Max/MSP. Lead through labs comprised of synthesis, sampling, basic programming concepts and sound design, we are able to arm the students will all of the information needed to create their own generative audio engine inside Max/MSP. By hacking away at a <a href="http://forum.unity3d.com/viewtopic.php?t=15021&amp;view=previous&amp;sid=b7abec2b7f34298e17dc3d85045f8101">recreation of Space Invaders</a> posted to the Unity3d forums (thank you, Eric Haines), we are able to pipe all of the real-time game data to Max/MSP via the UDP transport (with help from Bjerre).</p>
</blockquote>
<p><a href="http://createdigitalmusic.com/files/2009/04/unity2max.png"><img src="http://createdigitalmusic.com/files/2009/04/unity2max_t.jpg" /></a></p>
<div class="imgcaption">Click for larger version (source patches coming soon) </div>
<blockquote><p>Inside Max/MSP, the game data is received in our Unity2Max patch. With this initial infrastructure in place, the students are able to use the real-time events to remix the classic arcade game with their own audio engine. Piece by piece, we recreate the original audio engine through tasks such as creating the alternating pitched footsteps for the invaders, and a UFO spaceship noise with a flanger and a sine-wave, as well as mapping invader&rsquo;s proximity to the music&rsquo;s speed. For their final project, the students are allowed to use these tools to go in any stylistic direction they wish, as long as the music is adaptive.</p>
<p>We did not give students access to all of the game events because we didn&rsquo;t want them to become overwhelmed with options. To our surprise, these restrictions created the opposite reaction. Students were frustrated by not having a message saying that the &ldquo;UFO was destroyed&rdquo;, so they hacked their own ways to find this out by deducing the change in points. In another example a student wanted the missile explosion to sound when the bunker was hit, so he placed a threshold on the missile flight time to be able to see if a bunker was hit. Hacks like these began to appear all over the students projects. This may seem like basic programming techniques to some, but to see this development come from a class of audio engineers is quite amazing.</p>
<p>Although this new course design has only been active for 4 months, we have seen a dramatic increase of interest from our students. Once a cultural standard like Space Invaders is deconstructed, the students become extremely excited to explore a new direction for the classic game. It still amazes me just how far students can go with only 3 weeks of Max/MSP instruction.</p>
</blockquote>
<p><img src="http://createdigitalmusic.com/files/2009/04/patchandgame.jpg" /> </p>
<p><a href="http://unity3d.com/">Unity Game Engine</a> (recently updated to 2.5, and now both on Mac and Windows)</p>
<p><a href="http://cycling74.com/">Cycling &#8217;74, Makers of Max/MSP</a></p>
<p><a href="http://www.expression.edu/">Expression College for Digital Arts</a></p>
<p>And the bits for this game, specifically:</p>
<p><a href="http://forum.unity3d.com/viewtopic.php?t=5400&amp;highlight=space+invaders">Unity Invaders</a> on the Unity Community Forum (the Space Invaders game used in the class)     <br /><a href="http://www.starscenesoftware.com/Arcade.html">Unity Invaders Site</a> with downloadable, playable versions of the game     <br /><a href="http://forum.unity3d.com/viewtopic.php?t=5291&amp;highlight=bjerre">Discussion of UDP communication between Max and Unity</a>, with the patch solution by Bjerre</p>
<p>Also, don&rsquo;t miss the fantastic Pd-based book <em>Designing Sound</em> (well worth a read for Max users, as well). It&rsquo;s an entire textbook built on the idea of doing interactive sound design in Pd, useful for games but other live and interactive sound, too &ndash; and while the emphasis is sound design rather than music per se, it remains a great reference on learning to patch and learning about audio synthesis.</p>
<p><a href="http://obiwannabe.co.uk/">Andy Farnell</a></p>
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		<title>DIY Sequencer Videos: the Foundation of Techno, Reimagined in New Hardware</title>
		<link>http://createdigitalmusic.com/2009/02/diy-sequencers-and-you-the-foundation-of-techno-reimagined-in-new-hardware/</link>
		<comments>http://createdigitalmusic.com/2009/02/diy-sequencers-and-you-the-foundation-of-techno-reimagined-in-new-hardware/#comments</comments>
		<pubDate>Wed, 25 Feb 2009 18:18:08 +0000</pubDate>
		<dc:creator>michaeluna</dc:creator>
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		<description><![CDATA[I ask you: what is the foundation for rhythmic electronic music? I suggest that the humble step-sequencer is the backbone of many of today&#8217;s musical genres and memetic evolutions. To have electronic rhythm, you need to start with a clock and go from there, dividing it into fractions and multiples. Then start assigning sounds to &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/02/diy-sequencers-and-you-the-foundation-of-techno-reimagined-in-new-hardware/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files/2009/02/technocollage.jpg"></p>
<p>I ask you:  what is the foundation for rhythmic electronic music?  I suggest that the humble step-sequencer is the backbone of many of today&#8217;s musical genres and memetic evolutions.  To have electronic rhythm, you need to start with a clock and go from there, dividing it into fractions and multiples.  Then start assigning sounds to those divisions and you&#8217;re pretty much there- techno is happening.</p>
<p>I&#8217;ve been working on prototyping a sequencer-synth and in doing research, I&#8217;ve come across numerous projects that tackle this idea with great enthusiasm.  Because a sequencer can drive any type of electronics, projects tend to fall into two categories: audio, or visual.  Additionally, I&#8217;m seeing two main drivers for the sequence itself:  the nimble arduino, and the CMOS 4017 Decade counter IC.  I&#8217;ll survey here some of the finished projects to give an idea of what&#8217;s possible.  Come with me, won&#8217;t you, on an exploration of the world of DIY sequencers.<br />
<span id="more-5166"></span><br />
First up, a few excellent <strong>audio sequencers</strong>:</p>
<p><object width="500" height="375"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2295544&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=ffffff&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=2295544&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=ffffff&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="500" height="375"></embed></object><br /><a href="http://vimeo.com/2295544">basic arduino sequencer</a> from <a href="http://vimeo.com/user954173">nikolaosh</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>This &#8220;basic arduino sequencer&#8221; by Nikolaosh is undeniably fun.  Looks like four potentiometers controlling software synth parameters, with the Arduino doing the sequencing as well.  Basic, but effective nonetheless.  You can see more details and grab the code <a href="http://www.wrdty.com/?p=10">here</a>.</p>
<p><object width="500" height="375"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3068026&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=ffffff&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3068026&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=ffffff&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="500" height="375"></embed></object><br /><a href="http://vimeo.com/3068026">BeatSequencer 1.0</a> from <a href="http://vimeo.com/kamilgarbacz">Kamil Garbacz</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>This &#8220;Beatsequencer&#8221; by <a href="http://www.helpmode.de/kamilgarbacz/wordpress/">Kamil Garbacz</a> also uses Arduino to drive a matrix of LEDs.  Looks like the top row indicates the position of the step, while the bottom 3 rows indicate on/off status for the beep assigned to that row.  A matrix of switches turns each step on and off, 808-style.  It&#8217;s a very compact design with a minimal interface, but it seems to work.</p>
<p><object width="500" height="377"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3077098&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=ffffff&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3077098&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=ffffff&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="500" height="377"></embed></object><br /><a href="http://vimeo.com/3077098">cigarduino punk console</a> from <a href="http://vimeo.com/user1245582">frogstar</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>This &#8220;Cigarduino Punk Console&#8221; from frogstar has a lot of great elements- nice pulsewave synthesis from the Arduino and a fun cigar-box case.  It&#8217;s a little light on the LEDs though- don&#8217;t we all like our sequencers to have big banks of LEDs pusling through their paces?</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/FzqrMC1cAr4&#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/FzqrMC1cAr4&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
<p>In the 4017 category, we&#8217;ve got this nice little box from <a href="http://note.monoanimal.com/">Note!</a>.  It nicely marries the Atari Punk console to the 4017 running as a 4-step sequencer.  Good glitchy tones get put through their paces.</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/5jkGBpy4rTc&#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/5jkGBpy4rTc&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
<p>This sequencer from 9volts really opens up the possibilities here- he&#8217;s using the 4017 synched to a drum sampler, triggering circuit-bent devices and controlling gating and filtering.  That&#8217;s what I&#8217;m talkin&#8217; about right there.</p>
<p><strong>Visual sequences:</strong></p>
<p><object width="500" height="375"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2926521&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=ffffff&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=2926521&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=ffffff&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="500" height="375"></embed></object><br /><a href="http://vimeo.com/2926521">PAN PC + 555 + 4017</a> from <a href="http://vimeo.com/user430427">h.cosas</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>This experiment from <a href="http://jorgecrowe.com.ar/">h.cosas</a> uses the 4017 to drive an LCD display with interesting results.  Dig those color bars!</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/8hqbkQ4qSTs&#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/8hqbkQ4qSTs&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
<p>This LED pattern sequencer by <a href="http://www.youtube.com/user/WootsPC">WootsPC</a> is very nice to look at- this should give you an idea of what can be done with a basic sequencer, some LEDs, and an eye for animation.</p>
<p>What I take away from all of these projects is the idea that a sequencer can drive pretty much anything, and the most fun and interesting projects lie not in the sequencer itself, but in what is driven by the sequencer.  </p>
<p>I&#8217;d really like to see someone who combines these LED animations with a good sounding, nicely-interfaced sequenced synth that&#8217;s syncable to MIDI clock input, but I think I might have to build that one myself- I&#8217;m working on my own like-minded project, and I&#8217;ve realized I&#8217;ve got a ways to go before I&#8217;ll be satisfied with the results.  In case you&#8217;re curious, here&#8217;s my little project as of two weeks ago.  I&#8217;ve made some modifications since then, but you get the basic idea.</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/zBufmv-jtGM&#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/zBufmv-jtGM&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
<p>Is anyone else working on a sequencer project?  Please post it in the comments and tell us what how it&#8217;s coming along.</p>
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		<title>Hexagonal Sequencer with vvvv, MIDI, Ableton, and Soon Wii, Camera Input</title>
		<link>http://createdigitalmusic.com/2009/01/hexagonal-sequencer-with-vvvv-midi-ableton-and-soon-wii-camera-input/</link>
		<comments>http://createdigitalmusic.com/2009/01/hexagonal-sequencer-with-vvvv-midi-ableton-and-soon-wii-camera-input/#comments</comments>
		<pubDate>Fri, 30 Jan 2009 17:13:23 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[Our friend and interactive hero Gustavo Bravetti must have been inspired by all the talk of hexagonal sequencers, because he&#8217;s come through with a brilliant prototype of a new interactive sequencer design. He writes: I just wanna share mi first very unfinished and at ultra alpha stage, hexagonal sequencer prototype! Between many things, I have &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/01/hexagonal-sequencer-with-vvvv-midi-ableton-and-soon-wii-camera-input/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/ZzBX9PLdwgk&#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/ZzBX9PLdwgk&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Our friend and interactive hero Gustavo Bravetti must have been inspired by all the talk of hexagonal sequencers, because he&#8217;s come through with a brilliant prototype of a new interactive sequencer design. He writes:</p>
<blockquote><p>I just wanna share mi first very unfinished and at ultra alpha stage, hexagonal sequencer prototype!</p>
<p>Between many things, I have planed to include many automatic scale definition tools, follow actions, you&#8217;ll can easily change the hexagon density,  and multi-touch support via IR (wiimote or cams) is planned also.<br />
This is just a sneak peak.</p></blockquote>
<p>For an &#8220;alpha&#8221; version, as you can see, there&#8217;s already a lot of goodness going on. The visuals and interaction are powered by vvvv, the free-for-non-commercial use (and otherwise affordable) Windows-only patching language. Max is great, but vvvv is capable of some very powerful features of its own, including particularly nice hooks into Windows&#8217; DirectX rendering engine.</p>
<p><a href="http://vvvv.org/tiki-index.php">vvvv Site + Wiki + Community</a></p>
<p>More on vvvv at Create Digital Motion, as it&#8217;s most often used on the visual side:<br />
<a href="http://createdigitalmotion.com/tag/vvvv">http://createdigitalmotion.com/tag/vvvv</a></p>
<p>As with so many of these things, vvvv&#8217;s community is more valuable than even the tool itself; we&#8217;re seeing lots of work on doing clever things with the environment. And vvvv <a href="http://createdigitalmusic.com/2008/07/17/vvvv-adds-music-features-get-your-synesthesia-patching-on-free-on-windows/">has gotten some powerful music features</a> like VST plug-in support, meaning you could build your sequencer in vvvv and skip something like Live altogether.</p>
<p>Previously on this topic:<br />
<a href="http://createdigitalmusic.com/2009/01/15/music-on-the-game-grid-interactive-arpeggiators-al-jazari-reactogon/">Music on the Game Grid: Interactive Arpeggiators Al-Jazari, reacTogon</a><br />
<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>And for more of the Awesomeness of Gustavo (pay close attention to that interview, especially):<br />
<a href="http://createdigitalmusic.com/2008/07/24/live-fm8-drum-kit-love-free-fm8-drum-kit-download/">Live + FM8 = Drum Kit Love: Free FM8 Drum Kit Download</a><br />
<a href="http://createdigitalmusic.com/2008/05/10/weekend-inspiration-ableton-live-follow-actions-dummy-clips-making-snares/">Weekend Inspiration: Ableton Live Follow Actions, Dummy Clips, Making Snares</a><br />
<a href="http://createdigitalmusic.com/2007/09/21/interview-gustavo-bravetti-playing-music-with-light-and-interactive-gloves/">Interview: Gustavo Bravetti, Playing Music with Light and Interactive Gloves</a></p>
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		<title>Music on the Game Grid: Interactive Arpeggiators Al-Jazari, reacTogon</title>
		<link>http://createdigitalmusic.com/2009/01/music-on-the-game-grid-interactive-arpeggiators-al-jazari-reactogon/</link>
		<comments>http://createdigitalmusic.com/2009/01/music-on-the-game-grid-interactive-arpeggiators-al-jazari-reactogon/#comments</comments>
		<pubDate>Thu, 15 Jan 2009 05:05:53 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-sequencers]]></category>
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		<description><![CDATA[The step sequencer. The sixteen-pad drum machine. The piano roll. The step sequencing piano roll. The waveform editor. The multi-track recording. Live music is a dynamic and changing phenomenon, but much of our technology assumes fairly predictable interfaces with time. Elysium, which we saw early this week, breaks out of that mold by defining generative &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/01/music-on-the-game-grid-interactive-arpeggiators-al-jazari-reactogon/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p>The step sequencer. The sixteen-pad drum machine. The piano roll. The step sequencing piano roll. The waveform editor. The multi-track recording. Live music is a dynamic and changing phenomenon, but much of our technology assumes fairly predictable interfaces with time. <a href="http://createdigitalmusic.com/2009/01/13/alternative-sequencers-elysium-generative-mac-app-and-the-joy-of-hex/">Elysium</a>, which we saw early this week, breaks out of that mold by defining generative systems that live on a hexagonal grid or &ldquo;honeycomb.&rdquo; There&rsquo;s lots of great <a href="http://createdigitalmusic.com/2009/01/13/alternative-sequencers-elysium-generative-mac-app-and-the-joy-of-hex/#comments">reader feedback on that story</a>, and Elysium&rsquo;s creator wrote in to talk a bit about what influenced him.</p>
<p>I want to highlight two sequencers that you play as if they&rsquo;re games. (Just don&rsquo;t play a Vulcan &ndash; they always win.)</p>
<h3></h3>
<h3>Robots on a Grid</h3>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/Uve4qStSJq4&#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/Uve4qStSJq4&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Al-Jazari is named for a 13th-Century scholar and musician who apparently invented an entire band of water-powered hydraulic robotic musicians with more than fifty facial and body movements per song. (Okay, that clearly deserves a separate post later. So, our Western education is so eager to avoid the achievements of Arabs that we skipped over the fact that he basically invented Disneyland in the Middle Ages.)</p>
<p>Al-Jazari in the 21st Century iteration takes the idea of robotic agents and builds a sequencer around them. Creator Dave built a grid on which you can give the robots symbolic instructions (like up, right, down, left), selected from a gamepad. Each grid square represents a note, with pitch modulated by moving bricks up and down. Like Elysium, the music is generated as events are triggered on the grid. And like Microsoft Research&rsquo;s (non-musical) game <a href="http://createdigitalmusic.com/2009/01/08/generative-music-interfaces-of-the-future-look-to-games/">Kodu</a>, the gamepad and a set of symbols make what is essentially scripting easy and transparent. (Few would likely call this &ldquo;programming&rdquo; because it doesn&rsquo;t look scary, but that&rsquo;s what it actually is.)</p>
<p>Al-Jazari is open source, built in the elegant coding language Scheme (a Lisp dialect) atop a game engine called Fluxus. Dave has extensive documentation on its development, and not only the code but even the textures and models. You can use this yourself on Mac and Linux, but it&rsquo;ll require some messy compiling. (Thanks for this link, MattH &ndash; this is layered with things that blow my mind!)</p>
<p><a href="http://www.pawfal.org/dave/index.cgi?Projects/Al%20Jazari">Al Jazari</a> [pawful.org]</p>
<h3>reacTogon</h3>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/14H1-en6Wrc&#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/14H1-en6Wrc&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Mark Burton&rsquo;s reacTogon was the influence for Elysium. It&rsquo;s a &ldquo;chain reactive performance arpeggiator&rdquo; &ndash; that is, it takes the usual, static, repeating patterns of an arpeggiator and turns them into something altogether different, by allowing events to transform dynamically in two dimensions across a hexagonal grid. The interface is a multi-touch controller with physical objects, so there&rsquo;s a tangible element, as well. </p>
<p>Looking at reacTogon alongside Al-Jazari really demonstrates some of the advantages of a hexagonal grid versus the more traditional square grid. (And if you think about most musical applications, most of what we have is relatively non-dynamic right-angle grids. There&rsquo;s movement, but only left to right, with start/stop or loop points. One exception: Follow Actions in Ableton Live.)</p>
<p>Al-Jazari requires movement only to tiles with adjacent edges. reacTogon, since it tiles hexagons, has six adjacent tiles instead of four. It can also map a harmonic table, as other musical hexagonal grids do. Now, that&rsquo;s not to say reacTogon is better than the other &ndash; on the contrary, it demonstrates that <em>just one choice</em> &ndash; a grid of squares or a grid of hexagons &ndash; can create very different musical possibilities. So even if you&rsquo;re not musically impressed by these examples just yet, think about the possibilities here. We&rsquo;re still early in software design and musical interface, so early that something as simple as a simple geometric pattern can become an entire composition.</p>
<p>That&rsquo;s something to ponder on the eve of the music manufacturers&rsquo; trade show.</p>
<p>(If anyone has more documentation on Mark or his creation, let me know.)</p>
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		<title>Alternative Sequencers: Elysium Generative Mac App and the Joy of Hex</title>
		<link>http://createdigitalmusic.com/2009/01/alternative-sequencers-elysium-generative-mac-app-and-the-joy-of-hex/</link>
		<comments>http://createdigitalmusic.com/2009/01/alternative-sequencers-elysium-generative-mac-app-and-the-joy-of-hex/#comments</comments>
		<pubDate>Tue, 13 Jan 2009 17:08:13 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-interfaces]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/01/13/alternative-sequencers-elysium-generative-mac-app-and-the-joy-of-hex/</guid>
		<description><![CDATA[Switching tools isn&#8217;t a panacea, but it can inspire new ideas, by changing the way you structure your music. Elysium is a powerful new sequencer in development for the Mac the creates generative patterns on a beehive-shaped hexagonal grid. For the hardcore, you can even extend the tool with Ruby and JavaScript. Elysium is a &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/01/alternative-sequencers-elysium-generative-mac-app-and-the-joy-of-hex/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files/2009/01/elysium_screen.jpg" /> </p>
<p>Switching tools isn&rsquo;t a panacea, but it can inspire new ideas, by changing the way you structure your music. Elysium is a powerful new sequencer in development for the Mac the creates generative patterns on a beehive-shaped hexagonal grid. For the hardcore, you can even extend the tool with Ruby and JavaScript.</p>
<p>Elysium is a MIDI sequencer only: it has no sound generation facility of its own. But that makes it an ideal complement to your existing tools and favorite synths; the creator shows it off with Apple Logic Studio (Sculpture physical modeling, anyone?) and Native Instruments Kore.</p>
<p><a href="http://lucidmac.com/products/elysium/">Elysium</a> [Mac-only public beta, PPC/Intel; 10.5 required]</p>
<p>Most sequencers work like a variation on a score: you compose events in time and it renders those events in precisely the same order each time. Elysium is generative: instead of creating a score, you create a system, and events are determined by the rules of the system. That means the exact deployment of events in time is variable, and things may not sound the same way &ndash; or over the same span of time &ndash; twice.</p>
<p>To do this, Elysium employs layers, cells, tokens, and callbacks. Huh?</p>
<ul>
<li><strong>Layers </strong>are roughly equivalent to a track in a traditional sequencer; it&rsquo;s a single grid of cells, each containing a note, transmitted on one MIDI channel. That means, most likely, you&rsquo;ll use a different layer for each sound you want to generate in your synth or host. </li>
<li><strong>Cells</strong> are arrayed in a 17&#215;12 honeycomb (a hexagonal grid), each transmitting one MIDI note. They&rsquo;re organized in a harmonic table &ndash; the three adjacent hexagons around a single vertex, for instance, form a triad. </li>
<li><strong>Tokens </strong>are the things that actually do stuff &ndash; they&rsquo;re what make Elysium generative and interactive. Functions currently include Start/Stop, Note (plays an actual note), Rebound (changes direction), Absorb, Split, and Spin (impact movement). Arrange these on the grid, and instead of playing left-to-right as a traditional sequencer would, playback will navigate the spaces on the grid &ndash; potentially in unusual and interesting ways. To edit tokens, Elysium uses floating inspector palettes for setting parameters. </li>
<li><strong>Callbacks</strong> give you the power to define your own musical behaviors by scripting them, making your musical world more variable. Elysium uses the same JavaScript interpreter as the Safari/WebKit browser, so you can code in JavaScript. Ruby lovers can even work in MacRuby. These code snippets don&rsquo;t have to be complex: on the contrary, they&rsquo;re quite simple and friendly to non-programmers, tantamount to saying &ldquo;Hey, sequencer, I command you to do THIS!&rdquo; </li>
</ul>
<p> <span id="more-4733"></span>
<p>Side note: I love the idea of scripting engines. Back in the day, HyperCard&rsquo;s HyperTalk had simple, scriptable events that even kids could learn. There&rsquo;s some real potential there, as we&rsquo;ve seen in Native Instruments&rsquo; Kontakt sampler. If you&rsquo;re afraid of code, <strong>don&rsquo;t be</strong>. Even if you do nothing but copy and paste some useful code borrowed from someone else, you can benefit from a scripting engine. Change one variable to suit your purposes &ndash; even one number in that code &ndash; and you&rsquo;ve just become a programmer. (Ableton? Ableton Live scripting? Please?)</p>
<p>Anyway, the resulting sequencer navigates through musical materials interactively. Add some layers, and you can create something quite dynamic. If that sounds as though it could become monotonous, consider this: you could use Elysium to trigger a sampler as well as notes on a synth, and you could modulate a synth&rsquo;s timbres while Elysium drives notes. There&rsquo;s some serious potential.</p>
<h3>Musical Applications</h3>
<p><object width="579" height="326"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2424852&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=2424852&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="326"></embed></object>    <br /><a href="http://vimeo.com/2424852">Elysium: Probabilistic Arp</a> from <a href="http://vimeo.com/giles">giles goat boy</a> on <a href="http://vimeo.com">Vimeo</a>. </p>
<p>Giles Bowkett has a fantastic hands-on feature where he couple Elysium with some hardware sound sources:</p>
<p><a href="http://gilesbowkett.blogspot.com/2008/12/driving-korg-hardware-with-elysium.html">Driving Korg Hardware With Elysium</a> [Giles Bowkett Blog]</p>
<p>He also makes note of the similarity to the wonderful-looking <a href="http://technabob.com/blog/2007/09/08/reactogon-interactive-sequencer-reminds-me-of-star-trek/">reactOgon</a> interface, which took this concept to a tangible table. That means that the actions were actually physical objects placed on the grid that controlled movement &ndash; brilliant, though apparently no one knows what happened to the project. (Too bad. I can imagine people playing Warhammer and performing music at the same time.)</p>
<p>There&rsquo;s a separate hands-on employing <a href="http://mmi-music.blogspot.com/2008/11/glockenfunmachine.html">Ableton Live, by mmi</a>.</p>
<p>If you want to try this yourself, visit the Elysium project site and be sure to try the:</p>
<p><a href="http://lucidmac.com/screencasts/elysium/intro1/index.html">Introductory screencast</a></p>
<h3>Going Hexagonal</h3>
<p>All of this brings us to the question of why hexagonal grids are so cool. It&rsquo;s been on my mind lately as I just read a fantastic chapter in the book <a href="http://www.amazon.com/gp/product/1584505273?ie=UTF8&amp;tag=createdigital-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1584505273">Game Programming Gems 7</a><img style="margin: 0px; border-top-style: none! important; border-right-style: none! important; border-left-style: none! important; border-bottom-style: none! important" height="1" alt="" src="http://www.assoc-amazon.com/e/ir?t=createdigital-20&amp;l=as2&amp;o=1&amp;a=1584505273" width="1" border="0" />, a book that could easily be titled &ldquo;A Collection of Really Cool Ideas from Game Programmers.&rdquo; Check out the chapter &ldquo;For Bees and Gamers: How to Handle Hexagonal Tiles.&rdquo; Basically, the advantages of a hexagonal grid as opposed to our usual square one:</p>
<ul>
<li>It&rsquo;s the most efficient regular tessellation &ndash; it has the highest packing density and uses the least perimeter, making for an elegant, organic pattern </li>
<li>Adjacent tiles can be described as defining a vertex (a point) or a whole edge, and you still get the same number of tiles &ndash; six. On a grid of squares, there are only four squares that are adjacent based on side (the ones above, to the right, to the left, an below), but eight squares sharing a vertex (the ones on the diagonal). That makes navigation through the grid somewhat confusing &ndash; though it does enable the games of chess and checkers. </li>
<li>The distance from one tile to an adjacent tile is the same, whichever direction you go. </li>
</ul>
<p>This comes up in game design because hexagonal grids work well for mapping movements of &hellip; well, little dudes fighting in strategy games. The advantage is the inverse of what you get in checkers and chess: you can define one kind of movement from a tile to an adjacent tile.</p>
<p>You can perhaps already see what this means for music. It means hex grids are efficient, they allow unambiguous movement to adjacent tiles, and they form neat little triads and dyads that can make sense harmonically when we&rsquo;re talking pitch.</p>
<p>At the same time, these seem advantages pose some challenges. The hex grid is so regular, it&rsquo;s a little hard to look at. There&rsquo;s a reason pianos use keys of different sizes and colors. It would be possible to use clever coloring schemes to help with this, though the shape would remain regular (and thus a little hard to look at). Elysium does have a color scheme applied, but it certainly requires some adjustment; perhaps the ability to shift on-the-fly to see pitch relationships could help.</p>
<p>I do also wonder if there aren&rsquo;t ways of using these kinds of grids aside from just putting a note on each tile. Elysium does have more going on, but you can&rsquo;t see it. It&rsquo;s all hidden behind the tiles in scripts and slightly hard-to-recognize icons. It&rsquo;d be great to see more visual representation of movement and interaction. This app is new, so perhaps there&rsquo;s still time.</p>
<p>That said, I think the capabilities here are already amazing. I was a skeptics of hexagonal grids when I first saw them, feeling as though I&rsquo;d just been dropped on an alien starship. (Greetings, fellow Cardassians!) But there is something behind the geometries we use. And I have no doubt that a lot of future experimentation with sequencers will involve more than just grids that read, as piano rolls and notation once did, in linear fashion from left to right.</p>
<h3>Related</h3>
<p>Giles Bowkett also investigates <a href="http://gilesbowkett.blogspot.com/2008/12/erratic-probabilistic-vst-drum-machine.html">the Erratic probabilistic VST drum machine</a> for Windows, which he says is better suited to drum parts than Elysium is. (Erratic is the plug-in&rsquo;s name &ndash; not that I haven&rsquo;t occasionally encountered an erratic plug-in.)</p>
<p><a href="http://createdigitalmusic.com/2008/08/13/nodal-generative-music-software-for-mac-free-for-non-commercial-use/">Nodal</a>, like Elysium, is Mac only, free, and uses a graphical interface to create interactive rules. Interestingly, it uses square grids to Elysium&rsquo;s hex grid and provides schematic-like flow diagrams of movement. Each approach, I think, has some advantages and tradeoffs.</p>
<p><a href="http://createdigitalmusic.com/2009/01/08/generative-music-interfaces-of-the-future-look-to-games/">Kodu by Microsoft Research</a> uses interactive rules for game design, not music, but I can see the interface working well for musical applications, too. What really makes it work is that you have immediate visual feedback as to what you&rsquo;ve created, which makes the kid doing the driving very pleased, indeed.</p>
<p><a href="http://createdigitalmusic.com/2008/12/23/intermorphic-mixtikl-arrives-mobile-and-desktop-generative-creative-music-suite/">Intermorphic&#8217;s own generative suite</a> draws upon a lineage that includes Eno&rsquo;s landmark <em>Ambient Music I</em>. It&rsquo;s far less graphical,but can be used to create sophisticated systems, interfaces with mobile devices, and provides deployment options (so other people can hear your generative work and not just a recorded take).</p>
<p>And be sure to check out the <a href="http://createdigitalmusic.com/tag/generative/">generative tag on CDM</a>.</p>
<p>For a hardware device using this scheme (and with a nice solution to the color / mapping challenges), check out the C-THRU Axis.</p>
<p><a href="http://www.c-thru-music.com/cgi/?page=prod_axis-64">The AXiS-64 pro MIDI controller</a> [Product Page @ C-THRU MUSIC]</p>
<p><a href="http://createdigitalmusic.com/2007/01/31/zillion-keyed-keyboards-new-musical-layouts-and-microtonal-gadgets/">Zillion-Keyed Keyboards, New Musical Layouts, and Microtonal Gadgets</a> [CDM, on NAMM 07]</p>
<p>(thanks, MattH, for the reminder to get this bit in, too!)</p>
<p><img src="http://www.createdigitalmusic.com/files/2007/jan/cthruaxis2.jpg" /></p>
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		<title>Auditorium: Free Flash Music Game Creates Music with Streams of Particles</title>
		<link>http://createdigitalmusic.com/2008/12/auditorium-free-flash-music-game-creates-music-with-streams-of-particles/</link>
		<comments>http://createdigitalmusic.com/2008/12/auditorium-free-flash-music-game-creates-music-with-streams-of-particles/#comments</comments>
		<pubDate>Wed, 03 Dec 2008 01:32:23 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2008/12/02/auditorium-free-flash-music-game-creates-music-with-streams-of-particles/</guid>
		<description><![CDATA[Auditorium is a fascinating free Flash game that turns interactive music arrangement into a series of puzzles. The center of the game is what the creators call &#8220;flow&#8221; &#8211; a visual stream of particles that can be directed to audio &#8220;containers&#8221; to create sound. The user places circles with icons signifying direction in the stream &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2008/12/auditorium-free-flash-music-game-creates-music-with-streams-of-particles/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files/2008/11/auditorium1.jpg" /> </p>
<p>Auditorium is a fascinating free Flash game that turns interactive music arrangement into a series of puzzles. The center of the game is what the creators call &ldquo;flow&rdquo; &ndash; a visual stream of particles that can be directed to audio &ldquo;containers&rdquo; to create sound. The user places circles with icons signifying direction in the stream to redirect the particles where desired. As the stream hits the containers, it produces musical patterns. The results aren&rsquo;t entirely open-ended &ndash; that is, there is a fairly fun puzzle game here, in that you can only &ldquo;clear&rdquo; a level by directing the flow of particles through all the objects. But the creators do claim that:</p>
<blockquote><p>Auditorium is about the process of discovery and play. There are no right or wrong answers; <b>there are many ways to solve every puzzle</b>. To get started, fill up the first audio level.</p>
</blockquote>
<p><a href="http://www.playauditorium.com/">playauditorium.com</a></p>
<p> <span id="more-4556"></span>
<p><img src="http://createdigitalmusic.com/files/2008/11/auditorium2.jpg" /> </p>
<p>The game so far is just a &ldquo;demo&rdquo;; the goal is to flesh out the game and deliver a more fully-functioning version. There&rsquo;s a precedent for that: games like N+ (formerly N), Crayon Physics, World of Goo (formerly Tower of Goo), fl0w, and Da Blob &ndash; even the prototype for breakout hit Portal &ndash; began their life as free games or research prototypes before becoming officially-published titles, just to name a few. In fact, a significant chunk of what&rsquo;s happening in game design these days is beginning its life in research and indie projects. That&rsquo;s likely because hardcore and casual gamers alike are hungry for new concepts, and A-list developers are saddled with epic projects and bone-crunchingly huge ambitions and budgets. I&rsquo;m not certain Auditorium will be the next big hit, but this kind of model could generate the interactive music games that future-minded music lovers have been anticipating.</p>
<p>My only criticism here, as with many similar games, is that the actual music content is fairly static. It&rsquo;s a good prototype, but it&rsquo;d be great if these particles had more influence on music. That creates a new problem for game designers: the music <em>itself</em> is really part of the game mechanics. Part of the fault here is Flash, whose sonic capabilities are fairly limited without a significant investment of effort. I&rsquo;d love to see a game environment in which it&rsquo;s easier to prototype musical ideas, with live-generated musical materials and synthesis. </p>
<p>The prototype here is promising, though. Found other interactive music games out there you like? Do let us know!</p>
<p>(Thanks, Brent!)</p>
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