Handmade Music: Cybernetics, Wireless Beats, and Ingenious Sonic Circuits

four tiny drum machines from ALH84001 on Vimeo.

Cybernetics is poised to make a comeback. The theory is, everything from electronic circuits to plants and animals can be understood in terms of feedback loops, as organisms – mechanical or organic – respond to input from their surroundings. The father of modern cybernetics, MIT mathematician Norbert Weiner, was inspired by working on the guidance systems of missiles. His writing was picked up Louis and Bebe Barron, informing their organism-like sonic circuits, as used in the film Forbidden Planet. The word cybernetic itself comes from Plato. Plato was talking about human self-governance. But designed with cybernetic ideas in mind, technology, too, becomes self-governing and autonomous – and the sonic circuits, too.

Young designers like Eric Archer are to me the newest continuation of work like the Barrons’. Inside his lab, Eric and others are creating hardware that behaves like intelligent life. In the video at top, four tiny drum machines, equipped with insect-like brains and reflexes, network together wirelessly over infrared, responding to light by way of photocells. These tiny devices form a colonial consciousness.

Eric may be a mad scientist, but he isn’t keeping his work secret or proprietary. He’s sharing the tools, sharing his methods, and with a whole growing crew of sonic DIYers in Austin, Texas, inviting anyone to join the revolution under the banner of the Handmade Music series. (More on the upcoming event shortly.) If you’re not from Texas, a lot of this documentation is also appearing online.

Here are more of the creations, plus the simple but powerful circuit that makes it all happen.

And yes, there’s a lot of potential to wireless IR sync.

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iPhone Day: Free Frameworks Make Thumping Apps, Mobile or Otherwise

Part of the beauty of the iPhone from its launch date was the notion of a Mac you could fit in the palm of your hand. That makes it ironic that, for so many developers, mobile platforms in general have turned into a way to fragment software, to make it run fewer places instead of more. There’s something to be said for designing to a specific mobile device, but on the other hand, how many developers would want to restrict where their creations run? And particularly in music, isn’t the appeal of mobile creation the ability to have your tools work in more places? Maybe targeting just one gadget is the right choice for a given tool, but it shouldn’t be the only choice.

On the iPhone, the application Thump has plenty in common with a range of mobile music making tools. It’s simple but fun, a groove box with sequencing, subtractive synths, drums, and a set of basic effects, plus the ability to load your own samples and export songs.

Thump also demonstrates how simplifying sonic capabilities can produce musically-beautiful results, by focusing on the essentials and creating something with personality. Here’s a track by its creator showing off its sounds:
thump soundreel by mazbox

Well worth checking out the app on your platform of choice:
http://www.mrkbrz.com/thump/

What might not be immediately apparent is that under the hood, Thump makes use of the open source environment openFrameworks. As a result, the same code runs on iPhone, Mac, and Windows, as well as Linux. (It’s not distributed for Linux, but it could be. Hint, hint.) Creator Marek Bereza gives back, too – he ported the openFrameworks audio library to the iPhone, where it’s available to anyone.

Updated Marek notes in comments just what this means. The video below is, essentially, the same app. In place of the iPod screen, he has used a massive lattice of physical controls. A separate installation at the same show used a large touchscreen and simplified interface. And this really demonstrates what cross-platform means. Guy Kawasaki in the 80s mocked “ports” as a cheap wine. The idea is not to simply dump your code on a different platform and hope for the best – in fact, in this case, the changes from one platform to another were radical. The key is maximizing what’s essential, what really is not specific to a single device.

Physical Sequencer from Marek Bereza on Vimeo.

Creative Applications has a detailed write-up of the installation with more documentation.

If you’re interested in creating your own projects, oF has an elegant syntax based on Processing, but adapted to C/C++ coding paradigms and libraries.

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DAW Day – SONAR 8.5 Production Tastiness, and the Smooth 64-bit Transition

sonar85_as

SONAR’s AudioSnap now has cleaner markers, and an understandable interface – and does quite a few things Logic 9’s new Flex Time does not.

SONAR 8.5, I’m sure at some point, was to be SONAR 9. There’s an enormous amount of functionality in this release. But I think the surprise is some of the stuff that won’t necessarily appeal to the widest audio production audience. Here’s a DAW that’s adding unusual new features for arranging tracks, putting an integrated arpeggiator on every track, beefing up its step sequencer (really), and dumping a bunch of class LinnDrum samples into the package. Those are the kind of treats we like in these parts.

SONAR is really a “DAW” in the traditional sense. It does everything. It doesn’t hide features. Given a choice between taking something out and putting something in, it puts the thing in. It has a lot of knobs and buttons. There are positives and negatives to the approach – it’s the reason some readers of this site return to software on game machines that has more in common with early Amiga software. But if you like the feeling of a packed studio, a tool like SONAR can be terrific. As much as I love Ableton Live for sound design and live performance, I find myself returning to something like SONAR for arrangement.

stepsequencer

SONAR had recently added a step sequencer, but improvements make this version the one to try.

Even with its competitors packing in features, SONAR 8.5 is a tool that really loves MIDI, just as other software focuses on audio. And it’s one of the best-performing tools around. Because it’s so well-tuned for Windows, that means you can drop it onto a wide variety of PC hardware without spending a lot of cash. Most importantly, it could be the first software on any platform that convinces you to try a 64-bit OS – just at about the time you may be doing a fresh install of Windows 7.

Here’s a first run-down of what’s new in 8.5 that I’m personally most interested in:

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d-touch Tangible Sequencer: Updates to Free Camera+Blocks Drum Machine

Bored with mouse pushing and knob twiddling? The d-touch tangible sequencer / drum machine makes a cheap interface (with free downloadable software) for assembling sequences. Make some (attractive) blocks, set up a webcam, and plug into your computer. I took a first look at this tool last month, and noted its use in sequencing walnuts. (Yes, the ones that fall from trees.) Since then, the developers have been hard at work on updates. Enrico writes:

We just released the d-touch sequencer, a new, more advanced, audio application. In the sequencer you can record your own samples in real time.

We also have few updates for the drum machine, which should solve the activation problems we were having at the beginning.

Go grab the markers and the software, and you have your own webcam-based drum machine.

Should you decide to go beyond their free instrument, the underlying system is really quite sophisticated. Part of what makes it beautiful is that you can design your own markers rather than settling for predefined patterns, as with most similar marker-tracking systems. There’s even a tool for correcting problems in your design. The freely-downloadable analysis software is written in C/C++, but if you use another environment (like Max or Processing or Reaktor), you can simply pipe data to your tool of choice.

The drum machine and sequencer are available now, so go download them and let you know how you fare! System requirements: a printer, a webcam, and a PC/Mac. Enjoy!

http://www.d-touch.org/

For some hands-on impressions of working with these things, the excellent PC Music Guru has a great description of the experience. Or, if you read the language, there’s a Japanese-language hands-on blog entry.

dtouchrig

iPhone Gets New Groove Boxes: Is it Live Synthesis, or is it Canned?

The iPhone has become an almost absurdly-popular platform for music apps this year, even given more capable, more plentiful PCs. But to those who don’t yet “get” the appeal, talk to a mobile music addict: having the ability to be creatively musically in corners of time that would otherwise go unused, like a cramped bus ride, can be a beautiful thing. (Now, you start talking about taking away my PC/Mac experience, and I will start screaming in agony – but that’s a topic for a separate post.) The question is, what form should that app take? Today, I’ve got an iPhone round-up going as I clear out my news inbox, but that thread lies beneath all the stories…

I’m working on putting together a collection of truly productive, non-gimmicky/non-toy music apps now that the platform is maturing. But two apps released this week I think deserve special mention, and mention together – partly because of the different angle they take.

They’re both essentially handheld grooveboxes. They’re both relatively powerful, bringing desktop-style production to the platform. They’re both good options, and at this price, you might go buy both. But as I go off to test these two apps, I’m already struck by the contrast between the two.

One is the kind of app that we’re seeing a whole lot of on the iPhone, just as we once saw it in me-too apps on desktop computers. It assumes that the way to reach more people is to give them a whole bunch of canned loops that already sound like the styles they might want to play, and assume they’ll be pretty limited in their ability to do much with those loops.

The other of the two apps eschews the obligatory audio loops for real synthesis, and strips out the usual “let’s try to look like hardware” interface for something a lot more minimal and (I think) touch device friendly. That’s a design lesson that might well be applied beyond the iPhone, too.

First, consider the looped audio approach.

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