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	<title>Create Digital Music &#187; DS</title>
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	<link>http://createdigitalmusic.com</link>
	<description>The latest gear, software, and techniques for electronic music production and performance</description>
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		<title>Going Mobile: Nintendo DS-10 Comes to North America</title>
		<link>http://createdigitalmusic.com/2009/10/21/going-mobile-nintendo-ds-10-comes-to-north-america/</link>
		<comments>http://createdigitalmusic.com/2009/10/21/going-mobile-nintendo-ds-10-comes-to-north-america/#comments</comments>
		<pubDate>Thu, 22 Oct 2009 03:18:24 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=8053</guid>
		<description><![CDATA[Today was full of good news for people interested in carrying pads in the palm of their hand.
Fans of the Nintendo DS in North America, the Korg DS-10 Plus synthesizer for Big N&#8217;s game system is now coming to your side of the Pacific Ocean. (That also bodes well, I think, for other parts of [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/10/ds10.jpg"><img src="http://createdigitalmusic.com/images/2009/10/ds10.jpg" alt="ds10" title="ds10" width="580" height="386" class="alignright size-full wp-image-8055" /></a></p>
<p>Today was full of good news for people interested in carrying pads in the palm of their hand.</p>
<p>Fans of the Nintendo DS in North America, the Korg DS-10 Plus synthesizer for Big N&#8217;s game system is now coming to your side of the Pacific Ocean. (That also bodes well, I think, for other parts of the world.) The DS-10 I think really deserves some credit for making a straight-up music title a hit on gaming platforms, and its success certainly surpassed my own expectations. It&#8217;s not a game, it&#8217;s not an interactive experience, it&#8217;s not a music game &#8211; it&#8217;s actually a synth and music workstation that happens to run on a game platform. The DS-10 Plus beefs up the original&#8217;s features, though it now has a commercially-available rival in the form of Rockstar&#8217;s Beaterator for PSP.</p>
<p>In Plus for <em>both the DS and DSi</em>:</p>
<ul>
<li>MUTE/SOLO built into the SONG mode</li>
<li>EDIT/PLAY enabled for all modes within the SONG mode</li>
</ul>
<p>Apparently DSi-exclusive (as I had speculated in the original story on the new edition):</p>
<ul>
<li>Twice the analog synths (4 of them, instead of 2)</li>
<li>Twice the drum machines (8 instead of 4)</li>
<li>Twice the tracks (12 instead of 6)</li>
<li>Expanded song mode: programmable track mute, realtime editing (that is, edit parameters inside the song mode</li>
<li>Two effects layers instead of just the usual effects routing (the equivalent of running two instances of DS-10)</li>
</ul>
<p>(Previously: <a href="http://createdigitalmusic.com/2009/06/25/korg-ds-10-plus-coming-with-beefed-up-features-for-nintendo-dsi/">Korg DS-10 Plus Coming, with Beefed-Up Features for Nintendo DSi</a>)</p>
<p>I&#8217;m also pleased that, <del datetime="2009-10-22T15:20:50+00:00">if the Joystiq story confirming North American distribution is correct, only the extra effects layers require the newer-model Nintendo DSi. It sounds as though the rest of this functionality works just fine on other DS models.</del> </p>
<p><strong>Correction:</strong> As Liam notes in comments, and as I&#8217;ve clarified above, many of the new features are indeed DSi-exclusive. That means this is probably worth upgrading if you have a DSi, and a reasonable purchase if you don&#8217;t already have DS-10, but something you&#8217;ll ignore if you have a pre-DSi system and the earlier DS-10 title. Joystiq apparently mis-interpreted the press release, which is easy enough to do; it&#8217;s confusingly written.</p>
<p><a href="http://www.xseedgames.com/news.php?id=88">XSEED press release</a></p>
<p>Via Joystiq&#8217;s David Hinkle:<br />
<a href="http://www.joystiq.com/2009/10/21/xseed-bringing-korg-ds-10-plus-to-north-america/">XSEED bringing Korg DS-10 Plus to North America</a></p>
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		<slash:comments>10</slash:comments>
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		<title>Multi-Player Drumming: Handheld Open-Source Music for Nintendo DS</title>
		<link>http://createdigitalmusic.com/2009/10/13/multi-player-drumming-handheld-open-source-music-for-nintendo-ds/</link>
		<comments>http://createdigitalmusic.com/2009/10/13/multi-player-drumming-handheld-open-source-music-for-nintendo-ds/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 18:51:49 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[drumming]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7928</guid>
		<description><![CDATA[It&#8217;s drumming, the multi-player game. The Drummer is an open-source application for the Nintendo DS handheld, developed by Andrea Bianchi and Woon Seung Yeo and presented alongside a paper earlier this year at the NIME Conference (The International Conference on New Interfaces for Musical Expression). As with any Nintendo homebrew software, you&#8217;ll need a special [...]]]></description>
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<p>It&#8217;s drumming, the multi-player game. The Drummer is an open-source application for the Nintendo DS handheld, developed by Andrea Bianchi and Woon Seung Yeo and presented alongside a paper earlier this year at the <a href="http://www.nime.org/">NIME Conference</a> (The International Conference on New Interfaces for Musical Expression). As with any Nintendo homebrew software, you&#8217;ll need a special DS cartridge capable of loading software from flash memory &#8211; though if this app were developed more, it could make a terrific DSi app.</p>
<p>The idea is this: while making a handheld game system into an instrument, why not take advantage of its networking features? Grab a friend (or friends) with the Nintendo DS, whip up a drum kit that&#8217;s to your liking, then play along. </p>
<p>Oddly, while we live in a networked, Internet age, the client-server model rarely gets applied to music.<span id="more-7928"></span> One of the things I try to explain about the protocol OSC (OpenSoundControl), aside from the fact that it doesn&#8217;t have to be about sound, is that it&#8217;s really a collection of best practices in open networking communication. It&#8217;s not simply about connecting devices to one another in serial fashion, as with MIDI, but forming a network &#8211; an idea familiar to anyone who uses instant messaging online. True, latency considerations and other complications can add another dimension of challenge. But I think there&#8217;s plenty to explore when it comes to networking devices, and it promises to make computer music a less solitary experience. The Drummer is a good step in that direction. </p>
<p><a href="http://soundlab.kaist.ac.kr/~woony/projects/semi/drummer/Drummer/Drummer.html">The Drummer project page + NIME paper</a><br />
<a href="http://code.google.com/p/drummer/">Google Code page</a></p>
<p>Thanks to <a href="http://alsoplantsfly.com">Andrea</a> for sending this our way!</p>
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		<title>Korg DS-10 Plus Coming, with Beefed-Up Features for Nintendo DSi</title>
		<link>http://createdigitalmusic.com/2009/06/25/korg-ds-10-plus-coming-with-beefed-up-features-for-nintendo-dsi/</link>
		<comments>http://createdigitalmusic.com/2009/06/25/korg-ds-10-plus-coming-with-beefed-up-features-for-nintendo-dsi/#comments</comments>
		<pubDate>Thu, 25 Jun 2009 15:18:30 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6312</guid>
		<description><![CDATA[Fans of the Nintendo DS may have been immune to the siren song of Nintendo&#8217;s tweaked DSi model. Unfortunately, I have a feeling a bunch of you are about to upgrade your handheld game system. Why? Because the folks at AQ Interactive are doing an upgraded version of the DS-10 software synth for the game [...]]]></description>
			<content:encoded><![CDATA[<p><object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/c_4YOTTiIME&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/c_4YOTTiIME&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></p>
<p>Fans of the Nintendo DS may have been immune to the siren song of Nintendo&#8217;s tweaked DSi model. Unfortunately, I have a feeling a bunch of you are about to upgrade your handheld game system. Why? Because the folks at AQ Interactive are doing an upgraded version of the DS-10 software synth for the game platform, now on the DSi. <a href="http://the-palm-sound.blogspot.com/2009/06/korg-ds-10-plus.html">Palm Sounds gets the scoop</a>.</p>
<p>New in this version:</p>
<ul>
<li>Twice the analog synths (4 of them, instead of 2)</li>
<li>Twice the drum machines (8 instead of 4)</li>
<li>Twice the tracks (12 instead of 6)</li>
<li>Expanded song mode: programmable track mute, realtime editing (that is, edit parameters <em>inside</em> the song mode</li>
</ul>
<p>They&#8217;re also announcing distribution through retailers. The new features appear to be platform-specific &#8212; that is, all this doubling business appears to be thanks to the greater horsepower of the DSi. My guess &#8211; though this is unconfirmed &#8211; is that if you can get this for the pre-DSi DS, you won&#8217;t be able to switch to the &#8220;Dual Mode.&#8221; The other slight disappointment is that it doesn&#8217;t sound as though online features or collaborative features have been enhanced. On the other hand, AQ is promising that they&#8217;ll be in brick-and-mortar retailers, not the online-only distribution they had on the original. I&#8217;m hopeful that may also mean distribution outside the US &#8212; either for an online DSi purchase, perhaps, or for the cartridge. (The DSi still supports physical carts &#8211; hence the mention of retailers.)</p>
<p>The best part of all of this, though, is watching Nobuyoshi Sano &#8211; the composer/arranger behind Namco games like Ridge Racer and Tekken &#8211; do a Steve Jobs keynote impression.</p>
<p>Via <a href="http://www.offworld.com/2009/06/aqi-parody-jobs-keynote-to-ann.html">Brandon at the best-game-blog Offworld</a>, who notes that in US dollars this represents a $10 discount.</p>
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		<slash:comments>27</slash:comments>
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		<title>Jamie Lidell &#8220;Remixes&#8221; the Nintendo DSi; How About DSiTracker in an App Store?</title>
		<link>http://createdigitalmusic.com/2009/04/28/jamie-lidell-remixes-the-nintendo-dsi-how-about-dsitracker-in-an-app-store/</link>
		<comments>http://createdigitalmusic.com/2009/04/28/jamie-lidell-remixes-the-nintendo-dsi-how-about-dsitracker-in-an-app-store/#comments</comments>
		<pubDate>Tue, 28 Apr 2009 20:10:23 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/04/28/jamie-lidell-remixes-the-nintendo-dsi-how-about-dsitracker-in-an-app-store/</guid>
		<description><![CDATA[Well, fine, Jamie Lidell. Now you go and ruin it for the rest of us. See, none of us playing with a Nintendo DSi will possibly look as good as you do.
I jest, of course. Jamie Lidell, the wildly-talented vocalist, picks up the new, online-savvy take of the Nintendo DS and breathes cool into it. [...]]]></description>
			<content:encoded><![CDATA[<p><object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/0GixXDzLPfo&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/0GixXDzLPfo&amp;hl=en&amp;fs=1&amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></p>
<p>Well, fine, Jamie Lidell. Now you go and ruin it for the rest of us. See, none of us playing with a Nintendo DSi will possibly look as good as you do.</p>
<p>I jest, of course. Jamie Lidell, the wildly-talented vocalist, picks up the new, online-savvy take of the Nintendo DS and breathes cool into it. This is what Sony ads <em>tried</em> to do, but Jamie does masterfully. And, okay, don’t expect the built-in sound app on the DSi to do as much as it appears to be doing here – there’s quite a lot of non-real-time, non-DSi remixing going on, even though what he does do with the simple app is genius.</p>
<p>Thanks to <a href="http://www.lizrevision.com/jamie-lidell-figured-me-out-nintendo-dsi-remix.html">Liz Revision</a> for finding this one.</p>
<p>This does bring us to a burning question: Nintendo and Sony, I’m looking at you. When will we be able to run eccentric and niche music creation apps as official software on your machine? Imagine NitroTracker on the DSi download store or PSPSEQ and PSPRhythm on the Sony Store.</p>
<p> <span id="more-5752"></span>
</p>
<p>It’s not lost on me, either, that I’ve complained about Apple’s App Store approval for iPhone and iPod touch as being vague and inconsistent with a <em>few</em> apps, while Nintendo and Sony and Microsoft’s Xbox only allow a few apps to ever see distribution. But now that the game makers have online distribution, I wonder if that could change. Movie multiplexes once promised that, amidst a few dozen screens, one would show Bollywood and experimental film. Perhaps these stores could have an “enter at your own risk” category for homebrew. Sony, after all, is desperate to recover sales lost on its PSP. And I have to admit, I think homebrew is, sadly, partly at fault. Homebrew developers and users painstakingly document hacking steps because it’s the only way to get their software on the device – only to have the same system abused by people who don’t want to pay for games.</p>
<p>Korg came out with its DS-10 app for the Nintendo handheld officially, and it was an enormous, runaway success, spawning YouTube virals and entire bands. Now, granted, the app had a major commercial publisher behind it (AQ Interactive), adding credibility – but distribution was limited by the physical cartridge, and the app itself didn’t shy away from Big Boy, niche soft synth controls.</p>
<p>8-bit musicians will likely never touch the DSi, preferring the vintage Game Boy. But a few hard-core gamers are also hard-core handheld musicians. Underground is great, and there’s a certain ethos around hacking. But access isn’t such a bad thing. If just one advocate at Sony or Nintendo would consider it, I think wonderful things could happen.</p>
<p>Now, if you’ll excuse me, I have to see if it’s possible to get a DS homebrew music app running in an emulator on my Android.</p>
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		<slash:comments>16</slash:comments>
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		<title>GDC: Nintendo&#8217;s Iwata on Iterative Prototypes, Teaching Programmers Rhythm</title>
		<link>http://createdigitalmusic.com/2009/03/30/gdc-nintendos-iwata-on-iterative-prototypes-teaching-programmers-rhythm/</link>
		<comments>http://createdigitalmusic.com/2009/03/30/gdc-nintendos-iwata-on-iterative-prototypes-teaching-programmers-rhythm/#comments</comments>
		<pubDate>Mon, 30 Mar 2009 21:11:59 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/03/30/gdc-nintendos-iwata-on-iterative-prototypes-teaching-programmers-rhythm/</guid>
		<description><![CDATA[ 
A real highlight for me at the Game Developer Conference was getting to hear Satoru Iwata deliver the keynote. Aside from being CEO of Nintendo as they have launched their most successful console ever, Iwata-san has left a sizable development legacy as a veteran of HAL Laboratory (Balloon Fight, Kirby). In the game community, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/03/iwata_keynote.jpg" /> </p>
<p>A real highlight for me at the Game Developer Conference was getting to hear Satoru Iwata deliver the keynote. Aside from being CEO of Nintendo as they have launched their most successful console ever, Iwata-san has left a sizable development legacy as a veteran of HAL Laboratory (Balloon Fight, Kirby). In the game community, I think the reception to his keynote was mixed &ndash; mostly, it introduced long-overdue storage solutions for Wiiware titles, along with some relatively minor game titles. But as a person interested in design and development &ndash; and what innovative interfaces could do for music and not just games &ndash; I found the rare insight into Nintendo&rsquo;s development process inspiring. </p>
<p>The surprise: despite their enormous resources, Nintendo is moving to ever-smaller development teams. And they&rsquo;re taking dance classes to work on their musical rhythm.</p>
<p> <span id="more-5490"></span>
</p>
<p>Any developer with limited resources is familiar with what Iwata described as the &ldquo;development death spiral&rdquo;: financial pressure means rushed titles with poorer quality, resulting in fewer sales, resulting in greater financial pressure. Oddly, Iwata didn&rsquo;t quite explain how do navigate out of the death spiral, explicitly. &ldquo;Once you enter the death spiral, it is difficult to escape,&rdquo; Iwata acknowledged. But the implication of his presentation was that you could do more with less, by focusing on process &ndash; not necessarily adding resources, but focusing on humans and fun. (The analog for music, perhaps, would be as much &ldquo;expressivity&rdquo; as fun.)</p>
<p>To illustrate, Iwata spoke mainly of Nintendo&rsquo;s chief designer, Shigeru Miyamoto, creator of &hellip; um, <a href="http://en.wikipedia.org/wiki/List_of_Nintendo_games_created_by_Shigeru_Miyamoto">nearly everything</a>, in fact. Now, some of Miyamoto&rsquo;s habits have been widely published, like his tendency to turn hobbies (gardening and puppies) into games. But to hear a normally-secretive Japanese company talking frankly about its process is something special.</p>
<p>Miyamoto&rsquo;s Way is what Iwata called an &ldquo;Upward Spiral.&rdquo; </p>
<blockquote><p>He observes people everywhere having fun. He thinks about how the core of that fun might come into games. But even as one project starts, he is still observing other people having fun &ndash; more ideas are born. Most developers prepare a thick design document to explain their intension to their teams. Mr. Miyamoto almost never writes one.</p>
<p>His first goal is always the same &ndash; a [prototype,] very limited and very clear. The amount of time being spent on the game&rsquo;s appearance is zero. </p>
<p>Mr Miyamoto always has multiple projects in this stage at the same time.</p>
<p>What I find most important is how in each phase of overall development, he can clearly distinguish which details must be perfectly finished in that phase, and separate them from the parts that can be tentatively prepared.</p>
</blockquote>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/03/miyamotoway.jpg" /></p>
<p>You can see just how primitive some of these prototypes are in the example below from Punch Out. I think this is actually an important issue, as many beginning developers of games and audiovisual works <em>don&rsquo;t</em> get primitive when doing early drafts, thus making it harder to make changes later. </p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/03/gdc_punchout.jpg" /> </p>
<p>Miyamoto is also notorious for randomly kidnapping employees for playtesting &ndash; playtesting without focus groups or statistics collection, but more qualitative evaluations of how people like a creation. Again, this isn&rsquo;t unheard of in the industry, but it seems not to happen enough. And Miyamoto looks very fetching in his Cowboy / Outlaw getup.</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/03/kidnapping.jpg" /> </p>
<p>Now, prototyping is nothing unique to Nintendo. But remarkably, Miyamoto&rsquo;s prototype phase can last &ldquo;more than two years.&rdquo; And while no other developer has Miyamoto working for them, I expect that this is unusual:</p>
<blockquote><p>I make it a point not to ask how [the project]&rsquo;s doing. I believe this could make the team cut corners, or settle for less than their desired outcome. </p>
<p>This is not very good for my mental health. This is because of Mr. Miyamoto&rsquo;s tendency to &hellip; upend the tea table.</p>
</blockquote>
<p>&ldquo;Upending the tea table&rdquo; &ndash; also known as the &ldquo;Miyamoto Test&rdquo; &ndash; is a signature Miyamoto move by which the designer scraps a development process in mid-stream in order to make corrections. Again, this happens in the game industry, though perhaps not as often as it should &ndash; and certainly, no one has the leeway Miyamoto does. </p>
<blockquote><p>Mr. Miyamoto is never an &hellip; angry man. He resets the dishes he had scattered, explaining just how they should be arranged on the tray.</p>
</blockquote>
<p>I know many developers and critics are increasingly becoming frustrated with the dogma of fun, believing it forces the industry into a narrow range of expression. But, then, I enjoy depressing movies. Defined as enjoyment, Nintendo&rsquo;s philosophy of fun is more a kind of commitment to its users. As Iwata puts it:</p>
<blockquote><p>We create entertainment, and entertainment is meant to be enjoyed. If it can&rsquo;t be enjoyed, it&rsquo;s not the consumer&rsquo;s fault &ndash; the fault belongs to us. </p>
</blockquote>
<p>(At this moment in the presentation, in fact, Iwata bent forward slightly and halted, as if to consider the shame of such a potential situation.)</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/03/rhythmbirds.jpg" /> </p>
<div class="imgcaption">Alternative ideas about rhythm from Nintendo&rsquo;s latest for DS.</div>
<p>The musical connection to all of this is the rhythm game, &ldquo;Rhythm Heaven.&rdquo; We were lucky enough to get a copy for DS as we left the presentation; more on how it works soon. The game has already had a life as a Japanese-only Game Boy Advance title, but is now a worldwide release on DS. Several revelations were interesting to me in this presentation:</p>
<ul>
<li><strong>Nintendo is turning to increasingly-smaller teams</strong> &ndash; as few as five on the GBA game and three on the DS. That says a lot about the way the videogame titan views effective development, and should give hope to penny-pinching indie developers and publishers, as well as us musical / visual experimenters toying with developing new interfaces. </li>
<li><strong>Rhythmic theory: </strong>The impetus for the game was designer/developer Tsunku&rsquo;s new &ldquo;rhythmic theories,&rdquo; and ideas about how to teach and play with rhythm. </li>
<li><strong>Dance instruction: </strong>To help developers learn better rhythm themselves, Nintendo turned not to music lessons but dance movements &ndash; Tsunku bet that movement would help hone the programmers&rsquo; rhythmic skills.<strong>&#160;</strong> </li>
</ul>
<p>As Iwata explained:</p>
<blockquote><p>How can a good rhythm game be created if the developers&#8217; themselves don&rsquo;t have much rhythm?</p>
<p>The quickest way to learn rhythm, [Tsunku] believes, is to dance. So the developers danced. Maybe they&rsquo;re like winners of the Japanese &lsquo;Dancing with the Stars.&rsquo;</p>
<p>This was the first time as a game producer that I had to approve a budget for dance lessons.</p>
</blockquote>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/03/dancingdevs.jpg" /> </p>
<div class="imgcaption">Dancing developers.</div>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/03/tsunku.jpg" /> </p>
<div class="imgcaption">Rhythm Heaven creator Tunsku.</div>
<p>For those of you wondering what the future of platforms for gaming or music are, Iwata had other juicy stats, as well. In 2008, female usage of the DS was up sharply to 47%. That brings hope for less male dominance of music technology. And anyone betting the iPhone would obliterate the DS as a gaming platform ought to think again. The DSi &ndash; the latest DS model with downloadable titles and a built-in camera &ndash; set a new advance-order record on Amazon for game systems. Some 90% of WiiWare titles are independent, so that makes me imagine that we could see creative new music and visual creations on both WiiWare and the DSi download service soon &ndash; a nice change from the current situation, which requires you to hack your system just to get real music apps. It&rsquo;s nowhere near as open as the iPhone, though, so installed base aside, I think the iPhone / iPod touch remains a friendlier development platform.</p>
<p>Iwata closed with a nice sentiment for all of us:</p>
<blockquote><p>Remember, in the Great Depression American inventors invented the jet engine, television, and even the chocolate chip cookie. As a developer, I believe anything is possible. The future of video games is in your hands.</p>
</blockquote>
<p>I&rsquo;m always a fan of &ldquo;off-the-fovea&rdquo; thinking, which was part of why I went to GDC. Hearing game developers tackle these problems I think has a lot of lessons for development of other creative projects &ndash; and I certainly believe a lot of these lessons are applicable to audiovisual makers, even if you don&rsquo;t intend to release an iPhone &ndash; erm, DS &#8212; music game. Prototyping, testing and observation, small teams, using movement to make music and rhythm more powerful &ndash; all of these have great lessons not only relative to the game industry&rsquo;s norms but for everyone else, too. I&rsquo;m curious to hear what you think. But, if you&rsquo;ll excuse me, I&rsquo;m going to take a DS break.</p>
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		<title>Wireless MIDI on iPhone: Open Source Motion Control Talks to Nintendo DS, Computer</title>
		<link>http://createdigitalmusic.com/2009/02/23/wireless-midi-on-iphone-open-source-motion-control-talks-to-nintendo-ds-computer/</link>
		<comments>http://createdigitalmusic.com/2009/02/23/wireless-midi-on-iphone-open-source-motion-control-talks-to-nintendo-ds-computer/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 16:17:39 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[The Cupertino-Mushroom Kingdom gap has been closed: you can now mix and match DS and iPhone/iPod touch for wireless control of music and visuals. DSMI, the homebrew library that has enabled wireless and serial MIDI connections from the Nintendo DS, has come to iPod touch and iPhone. That means anyone building instruments and controllers on [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/02/dsmiphone.jpg"></p>
<p>The Cupertino-Mushroom Kingdom gap has been closed: you can now mix and match DS and iPhone/iPod touch for wireless control of music and visuals. DSMI, the homebrew library that has enabled wireless and serial MIDI connections from the Nintendo DS, has come to iPod touch and iPhone. That means anyone building instruments and controllers on the iThing can now add wireless MIDI controllers that talk to computers &#8211; or other mobile devices, including the DS. It also means that DSMI&#8217;s acronym standing for &#8220;Nintendo DS Music Interface&#8221; has only one word that describes all the things it does.</p>
<p>If you&#8217;re a developer, you can grab the open source (LGPL-licensed) code. If you&#8217;re a user, apps are already supporting the new wireless features. There&#8217;s MIDI Motion Machine, which provides tilt and 16 triggers, and iXY, a 99-cent app for KAOSS Pad-style X/Y touch control. The MIDI Motion Machine author, TheRain, takes an interesting approach: there&#8217;s both a free and pay version, and the free version has source code.</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/02/ixy.jpg"></p>
<div class="imgcaption"><a href="http://www.cmsoftwaredesigns.com/site/index.php?option=com_content&#038;view=article&#038;id=49&#038;Itemid=59">iXY</a> has one of the cleverest interfaces I&#8217;ve seen yet for something as simple as the trusted X/Y pad controller. Who says there isn&#8217;t still some room to refine interfaces?</div>
<p>Tobias Weyand, DSMI&#8217;s original co-creator along with TheRain, writes:</p>
<blockquote><p>My friend TheRain has ported DSMI to the iPhone! This enables iPhone deveopers to easily integrate wireless MIDI in their applications, making it possible to control any MIDI application on the PC with the iPhone. The Wifi-to-MIDI bridge is the same DSMI server application that is also used for the DS, thus it works with Windows, OSX and Linux.<br />
Also, like on the DS, both OSC and MIDI are supported!</p>
<p>DSMI for iPhone is available from our Google Code site (http://code.google.com/p/dsmi/) together with an open source example application called MIDI Motion Machine that is a tilt-based xy-controller.</p>
<p>The cool thing is that this library takes away all the hassle of communicating MIDI messages to the PC and makes development of MIDI controllers very very simple. So, we hope that people will use the DSMI to create a lot of innovative iPhone MIDI controller apps.</p>
<p>Pretty cool, isn&#8217;t it? :-)</p></blockquote>
<p><span id="more-5136"></span></p>
<p>By the way, if you&#8217;re a loyal Nintendo DS developer and think this whole iNonense thing is useless, the main library for DS also got a lot of improvements, cleaner coding, and collaboration on Google Code.  </p>
<p>What about using OpenSoundControl instead of MIDI? On the iPhone/iPod, it&#8217;s a non-issue: OSC is a networking protocol, so it&#8217;s already wireless-ready. On the DS, DSMI&#8217;s source includes an OSC example, and unlike the MIDI in DSMI, you don&#8217;t need a piece of software receiving on the computer end.</p>
<p>Now, any suggestions for how to broaden the acronym DSMI so it&#8217;s more accurate? Digital Signal Multimodal Interface? Digital Sound and Music Interface? Damned Sweet Machine Instrument?</p>
<p>Or, to go recursive: DSMI Sure Means Ideas.</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/02/dsmidiag.jpg"></p>
<p><a href="http://dsmi.tobw.net">DSMI Official Site</a><br />
<a href="http://www.cmsoftwaredesigns.com/site/">CM Software Designs</a> (home of iXY, MIDI Motion Machine, more apps and tutorials &#8211; must-visit)<br />
<a href="http://code.google.com/p/dsmi/">DSMI at Google Code</a></p>
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		<title>NYC: Blip Festival Thurs-Sun; Join Our 32-bit Meetup with Boing Boing Friday 6p</title>
		<link>http://createdigitalmusic.com/2008/12/04/nyc-blip-festival-thurs-sun-join-our-32-bit-meetup-with-boing-boing-friday-6p/</link>
		<comments>http://createdigitalmusic.com/2008/12/04/nyc-blip-festival-thurs-sun-join-our-32-bit-meetup-with-boing-boing-friday-6p/#comments</comments>
		<pubDate>Thu, 04 Dec 2008 07:09:15 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[32-bit]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2008/12/04/nyc-blip-festival-thurs-sun-join-our-32-bit-meetup-with-boing-boing-friday-6p/</guid>
		<description><![CDATA[ 
Living, eating, breathing Game Boys. Meneo, visual/musical artist on Game Boys. Photo (CC) rabato.
Retro hardware? Vintage game machines? Old computers? New mobile devices? Whatever it is, we&#8217;ll make music and motion on it.
The Blip Festival, the legendary international festival of vintage music and visual tech, invades New York today (Thursday) through Sunday. There&#8217;s an [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2008/12/maneo.jpg" /> </p>
<div class="imgcaption">Living, eating, breathing Game Boys. <a href="http://www.meneo.info/">Meneo</a>, visual/musical artist on Game Boys. Photo (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) <a href="http://flickr.com/photos/rabato/">rabato</a>.</div>
<p>Retro hardware? Vintage game machines? Old computers? New mobile devices? Whatever it is, we&rsquo;ll make music and motion on it.</p>
<p>The Blip Festival, the legendary international festival of vintage music and visual tech, invades New York today (Thursday) through Sunday. There&rsquo;s an unbelievable lineup, with fantastic musicians and live visualists playing every single night Thursday, Friday, Saturday, and Sunday, from music from m-.-n to Bubblyfish and visuals from Paris Treantafales to Meneo (and many other friends). In fact, every single musician has their own live visuals, so your eyes and ears are guaranteed to be (over)stimulated at all times.</p>
<p><strong>Saturday afternoon</strong> is a lineup of workshops, including making your own visual electronics with VBLANK and putting music on NES albums with NO CARRIER. </p>
<p><strong>Sunday </strong>is the debut of <em>Reformat the Planet</em>, the documentary film.</p>
<p><a href="http://blipfestival.org/2008/" target="_blank">2008 Blip Festival</a></p>
<p>And before the Friday night Blip festival starts, get your 32-bit / mobile gaming + music device / happy hour mixer on:</p>
<p><a href="http://www.facebook.com/home.php#/event.php?eid=50069883328&amp;ref=share">Mobile Music: 32-Bit Blip Drinkup/Meetup with CDM + Boing Boing</a> [Facebook]</p>
<h3>Friday 32-bit BB/CDM Meetup @ Bell House Bar</h3>
<p><a href="http://flickr.com/photos/hsuyo/9383497/"><img src="http://farm1.static.flickr.com/4/9383497_85d6b2ffea.jpg?v=0" /></a> </p>
<div class="imgcaption">Retro&rsquo;s great, but, um, heart your PSP? Via <a href="http://flickr.com/photos/hsuyo/">hsuyo</a>.</div>
<p>Blip has a strictly 8-bit and/or retro focus. The stated mission is to:</p>
<blockquote><p>showcase emerging creative niches involving the use of legacy video game &amp; home computer hardware as modern artistic instrumentation. Devices such as the Nintendo Entertainment System, Commodore 64, Atari ST, Nintendo Game Boy and others are repurposed into the service of original, low-res, high-impact electronic music and visuals&hellip;</p>
</blockquote>
<p>Now, I love retro tech, but being the subversive character I am, I have to say, cough, &ldquo;low resolution&rdquo;? &ldquo;8-bit&rdquo;?</p>
<p>And so, with Joel Johnson (<a href="http://boingboing.net">Boing Boing</a> / <a href="http://offworld.com/">Offworld</a> / <a href="http://gadgets.boingboing.net/">Boing Boing Gadgets</a>), we&rsquo;re hosting a very informal meetup to celebrate all things mobile and 32-bit with the Boing Boing and CDM communities. If you&rsquo;ve got one, bring your PSP, your Nintendo DS, and your GamePark (or even mobile phone / PDA), and prepare to share. I&rsquo;m especially hopeful we&rsquo;ll get some wireless action with multiples of the DS, Korg DS-10, and homebrew. We may be able to unlock your PSP for homebrew (contact us first &ndash; likewise, give us a holler if you&rsquo;re good with a Pandora&rsquo;s Battery and Magic Memory Stick). If you&rsquo;ve found a way to hook your 8-bit Game Boy <em>into</em> your new DS DIY MIDI interface, all numbers of bits will be accommodated.&#160; I&rsquo;ll be bringing my PSP with the incredible <strong><a href="http://dspmusic.org/psp/">PSPSEQ</a> onboard</strong> &ndash; which sounds utterly beautiful and is really inspiring to use. I&rsquo;ll have DS homebrew, too.</p>
<p>If you just want to meet me and Joel and folks and see what&rsquo;s possible and nerd out and have a few drinks, that goes, too!</p>
<p>We&rsquo;re meeting at the bar at the Bell House, which also happens to be where Blip is happening. So you can come, get some drinks and snacks, and get your mobile music/visual geek on. Bonus: it&rsquo;s two-for-one happy hour, so bring a friend / significant other and we&rsquo;ll make them feel at home!</p>
<p><a href="http://www.thebellhouseny.com/food.php" target="_blank">Bell House Food &amp; Drink Menu</a></p>
<p><a href="http://www.facebook.com/home.php#/event.php?eid=50069883328&amp;ref=share">RSVP on Facebook</a></p>
<p><strong>When: </strong>Friday, December 5, 6-8p</p>
<p><strong>Where: </strong>149 7th Street, Brooklyn, NY 11215 [<a href="http://maps.google.com/maps?f=q&amp;hl=en&amp;geocode=&amp;q=149+7th+Street,+Brooklyn,+NY+11215&amp;sll=41.939657,-87.663651&amp;sspn=0.028603,0.0633&amp;g=149+7th+Street,+Brooklyn,+NY+11215&amp;ie=UTF8&amp;z=17&amp;iwloc=r1" target="_blank">Map</a> | <a href="http://www.thebellhouseny.com/info.php" target="_blank">Directions</a>]</p>
<p>See you there!</p>
<p>Again, <strong>very important rest of the planet</strong>, I&rsquo;ll try to stream live if WiFi cooperates in the bar! Watch <a href="http://twitter.com/cdmblogs">http://twitter.com/cdmblogs</a> for updates.</p>
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		<title>Now on the Nintendo DS: OpenSoundControl</title>
		<link>http://createdigitalmusic.com/2008/12/01/now-on-the-nintendo-ds-opensoundcontrol/</link>
		<comments>http://createdigitalmusic.com/2008/12/01/now-on-the-nintendo-ds-opensoundcontrol/#comments</comments>
		<pubDate>Mon, 01 Dec 2008 23:17:02 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[ 
Big news from the homebrew Nintendo DS scene: OpenSoundControl is now supported, thanks to a community contribution from Tim Wood. That means you can drag your stylus around and send high-resolution data straight to software running on your computer. From the DSMI site:
OSC is an emerging standard for exchanging music control signals that is [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2008/11/dsmi.jpg" /> </p>
<p>Big news from the homebrew Nintendo DS scene: OpenSoundControl is now supported, thanks to a community contribution from Tim Wood. That means you can drag your stylus around and send high-resolution data straight to software running on your computer. From the DSMI site:</p>
<blockquote><p>OSC is an emerging standard for exchanging music control signals that is much more flexible and modern than MIDI. For example, OSC can directly communicate via network, so the PC-side DSMI server is not required. </p>
<p>fishuyo also made a nice <a href="http://dsmi.tobw.net/files/oscexample-v1.0.zip">demo</a> with a Kaoss pad and sliders of the new OSC capabilities. It comes with a <a href="http://puredata.info/">pd</a> patch that is a nice little synth. Check out the demo&#8217;s source code! OSC is really easy to add to your application. And it&#8217;s the future! So, <a href="http://dsmi.tobw.net/files/libdsmi-v3.0-beta.zip">get libdsmi v3.0 now</a>!</p>
</blockquote>
<p>Add this to controller apps for the iPhone/iPod touch, and it&rsquo;s easy to turn your mobile device into an additional controller. (Think an easy-to-add X/Y pad, for instance, that you can plop on that blank space on your keyboard.)</p>
<p>Full details:</p>
<p><a title="http://dsmi.tobw.net/" href="http://dsmi.tobw.net/">http://dsmi.tobw.net/</a></p>
<p>I got lots of requests in our holiday guide survey for tutorials on Pd and tutorials on OSC, so &ndash; be sure you&rsquo;re going to get a Pd + OSC tutorial!</p>
<p>For the record, this opens up OSC to as many as <strong>84+ million units of hardware</strong>. (and that&rsquo;s <em>before</em> you decide you want to get the new model just for the color red)</p>
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		<title>Guest Blog: Software Programmer Dreams of New, Small Music Machines</title>
		<link>http://createdigitalmusic.com/2008/11/03/guest-blog-software-programmer-dreams-of-new-small-music-machines/</link>
		<comments>http://createdigitalmusic.com/2008/11/03/guest-blog-software-programmer-dreams-of-new-small-music-machines/#comments</comments>
		<pubDate>Mon, 03 Nov 2008 19:35:13 +0000</pubDate>
		<dc:creator>nostromo</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[arduino]]></category>
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		<description><![CDATA[
The Arduino Piano, as photographed here by neonarcade aka Aaron Rutledge, serves as a jumping off point for imagining the mobile music hardware machines of the future.
Marc &#8220;Nostromo&#8221; Resibois, aka &#8220;m.-.n,&#8221; lives the digital life of computers. The Belgian musician and hacker [@MySpace] is renowned as a Game Boy musician, as the inventor of legendary [...]]]></description>
			<content:encoded><![CDATA[<p><em><a href="http://flickr.com/photos/neonarcade/1323312873/"><img src="http://farm2.static.flickr.com/1334/1323312873_7f7d2fc8ae.jpg?v=0" /></a></em></p>
<div class="imgcaption">The Arduino Piano, as photographed here by <a href="http://flickr.com/people/neonarcade/">neonarcade</a> aka <a href="http://aaronrutledge.com/">Aaron Rutledge</a>, serves as a jumping off point for imagining the mobile music hardware machines of the future.</div>
<p><em>Marc &ldquo;Nostromo&rdquo; Resibois, aka &ldquo;m.-.n,&rdquo; lives the digital life of computers. The Belgian musician and hacker [<a href="http://www.myspace.com/discodirt">@MySpace</a>] is renowned as a Game Boy musician, as the inventor of legendary Nintendo tracker <a href="http://www.littlegptracker.com/">LittleGPTracker</a>, and even has a day job as a programmer for VJ software maker <a href="http://www.arkaos.net/">Arkaos</a>. But lately, his thoughts have turned to more traditional synthesis hardware &ndash; hardware that acts as tiny computers. Nothing is going to shake me from my love of computers, but that doesn&rsquo;t mean I&rsquo;m not interested in having what he describes sitting next to mine. Here&rsquo;s what he imagines &ndash; and it&rsquo;s a variation on a theme I think we&rsquo;ll see a lot in the coming weeks and months here on CDM. And without giving away the punchline, that Nintendo DS is going to make another appearance.</em></p>
<p>I&#8217;ve always loved small, self-contained units. Because I&#8217;m a software guy, I&#8217;ve been developing music software on handheld consoles for years. I love these little guys. They are tiny, fairly powerful, and their physical interface gives you a good amount of control, leading to a growing stack of interesting applications. </p>
<p>However, recently, a couple of interesting projects started to emerge from the hardware side of things. That makes it possible to start dreaming about building your own little synth, even for people like me who can&#8217;t even deal with sticky tape. </p>
<p>My first hands-on with hardware was when I started fiddling with the Arduino piano. You might argue that once it&#8217;s built, it&#8217;s still software platform, but I really enjoy working on this bit of kit. The interaction is even more straightforward than game consoles: press a button, turn a knob, and get sound. Although it might seem limited compared to software synths, it also has dimensions that a lot of virtual instruments lack. I&#8217;ll call these qualities depth and exclusivity. </p>
<p><a href="http://flickr.com/photos/crichard/2913686433/"><img src="http://farm4.static.flickr.com/3053/2913686433_3ebd1515a5.jpg?v=0" /></a></p>
<div class="imgcaption">Nintendo apps like Johan Kotlinki&#8217;s <a href="http://www.littlesounddj.com/lsd/">LSDJ</a> (and LittleGPTracker, which it inspired) have earned love for its accessibility, and, ironically in this day and age, its limitations. The very compactness of the Nintendo Game Boy and the restrictions on sound and arrangement are part of its appeal. Here, The Hollow Organ performs with LSDJ in Tomakomai, Japan. Photo: <a href="http://flickr.com/photos/crichard/">notariety</a>. </div>
<p> <span id="more-4422"></span>
<p><strong>Depth:</strong> When you turn a pot on this hardware, you&#8217;re really in control. You may argue there&#8217;s a lot of controllers out there, but compared to the 1024-level resolution of the Arduino, standard MIDI Control Changes turn out to be bogus for smoothly controlling parameters. Just playing with the default FM patch of the Arduino piano makes it obvious. <em>[Ed.: Of course, I will add there are ways around this &ndash; higher-resolution MIDI control messages, plug-in automation, OpenSoundControl, and audio-rate / audio-stream control, to mention a few, not to mention even simple interpolation of lower-resolution MIDI controll messages. But then, we&rsquo;re talking a very, very cheap piece of hardware on the Arduino, so there&rsquo;s a big point here. &ndash;PK]</em></p>
<p><strong>Exclusivity:</strong> When you play with hardware like the Arduino piano, it&#8217;s the only thing you do. You can&#8217;t fire Google or start reading your mail, and I think it&#8217;s really valuable. Every music &quot;tool&quot; should be able to immerse you enough so that the rest of the world doesn&#8217;t exist. All computer-based synths have failed to do that for me.</p>
<p>Of course, the greatest thing of all is that this domain is only at its very beginning. It&#8217;s a small spore in your hands waiting to morph to the next level. You decide its fate. And that&#8217;s where it gets exciting. Playing with the Arduino piano and looking at it as a synth development platform, I started to think about what I could dream of making with it. What would make it &quot;timeless&quot; for me, using existing available technology?</p>
<p>Here&#8217;s what I ended up with: </p>
<p>1. <strong>The core: </strong>At this point, it doesn&#8217;t really matter if we&#8217;re talking Arduino, Propeller or any other chip. The point is that there are programmable chips out there that will support development of your very own personal synth. They might run at very low sample rate, they might have the tiniest memory for programs, but they have soul. In the 80s, when digital synths hit the mainstream market, they were likewise limited in resources. Still, they were powerful enough to be admired and loved. </p>
<p>2. <strong>The engine: </strong>Ideally, the processor should be fast enough to allow a fairly configurable synth engine &#8212; something that would allow switching between &#8216;presets&#8217;. You don&#8217;t want to have to flash the chip every time you want a new sound. It doesn&#8217;t take a major CPU to be able to do something decent. For proof of that, look at Korg&rsquo;s DS-10 running 6 parameterized synths on a lowly Nintendo DS. Maybe the Arduino is too limited to be a good enough candidate for this, but there are plenty of other possible platforms. </p>
<p>3. <strong>Controllers:</strong> As I already mentioned, direct hardware control is a joy that can&rsquo;t be overstated. Having high-resolution pots connected directly to the chip provides an easy and cheap way to tweak your sounds in real-time, in ways you&#8217;ve probably forgotten (assuming you haven&rsquo;t recently used analog hardware and the like). Let&#8217;s call them generic controllers: we want them to act in the most expressive way depending on the &#8216;presets&#8217; that were built for the synth engine. </p>
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<div class="imgcaption"><a href="http://flickr.com/photos/collinmel/">Collin Cunningham</a> demonstrates hands-on control of the Arduino piano.</div>
<p>4. <strong>The keyboard:</strong> It doesn&#8217;t take long playing with the Arduino piano to realize the keyboard is not going to take you very far. Not being a keyboard player myself, my idea is to ditch it and keep a few switches for direct action like switching patches, transposing, etc. I&#8217;m pretty sure there should be a way to integrate a decent keyboard in this setup, but how to do that is beyond my reach. One could trigger the sound with just a button. A few pots and a &ldquo;push me&rdquo; button &ndash; sound familiar? <em>Ed.: See the <a href="http://createdigitalmusic.com/2008/10/15/mopho-the-400-dave-smith-analog-synth-extra-details/">Dave Smith Mopho</a>, though generally people are hooking MIDI keyboards to it so they can easily input pitch. But then, why use a keyboard at all? Quite a few synth lovers regret the addition of keyboards to synths, because they don&rsquo;t allow for expression between notes, as on instruments like violins or the human voice. I&rsquo;m not sure a single button is an improvement, but then, you could create the architecture of the synth to easily allow analog input, thus enabling anything you want. -PK</em></p>
<p>5. <strong>The deep end:</strong> This is where it gets fun. So far, we&rsquo;ve got something fairly basic &#8212; running a synth on a chip, triggering sound, and having patch-based control on expression parameters. What could make this synth totally self-contained would to some means for editing sounds from the unit itself. There was a <a href="http://www.analogindustries.com/blog/entry.jsp?msgid=1224189782804">recent post on Analog Industries</a> wondering whether people preferred a simple interface or access to all parameters. In my view, an ideal synth should provide both: when editing a patch, you should get access to all the parameters. When playing it, you should get access to only those parameters that make sense for the sound. The first example I remember of this is the Nord Modular: it provides modes geared for a sound designer or a performer. That&rsquo;s true with the wonderful morphing effect rack in Ableton Live or the generic parameters of the aforementioned Mopho. But how to do this in a small, self-contained unit? The pots give us a performance mode, but the challenge is how to navigate the deeper possibilities of editing a synth engine? I just don&#8217;t want to have to use a computer. I&#8217;d be checking Facebook or uploading moods to Twitter instead of making noise.</p>
<p>There happens to be a mobile, compact unit that could be perfect for the job, however: the Nintendo DS. It&rsquo;s got a small form factor, a few additional hardware controlers, a very playable touchscreen, and a serial interface that could enable bi-directional communication with the synth engine. By throwing the NDS in the picture, we could gain: </p>
<ul>
<li>A user interface to edit the synth&#8217;s parameters (why not implement a touchscreen based VCS3 type matrix, for example?) </li>
<li>The possibility of running a small sequencer </li>
<li>Some additional performance capabilities, a la Kaoss Pad, to control the synth. </li>
</ul>
<p><a href="http://flickr.com/photos/blackthought/2329946/"><img src="http://farm1.static.flickr.com/1/2329946_3da4292d37.jpg?v=0" /></a> </p>
<div class="imgcaption">Does the Nintendo DS get control exactly right? Photo: <a href="http://flickr.com/photos/blackthought/">Matt Watts</a>. </div>
<p>So in the end, we have a hardware/software hybrid that&rsquo;s very powerful, yet fits in a very small form factor, and whose cost (beside the blood, sweat, and tears of building the whole thing) wouldn&#8217;t go past the USD 300 mark. </p>
<p>Anyone with too much time on their hands? I&#8217;d like one, please :) </p>
<p><em>Ed.: Some really interesting ideas here. I&rsquo;m not sure I&rsquo;m so crazy about the Nintendo DS as a closed platform, though. Reimagine this more broadly as hardware DSP / embedded microcontroller synth engine plus some sort of small mobile computer, and you&rsquo;ve got lots and lots of possibilities. I&rsquo;m not tossing my computer &ndash; I can close the Internet and focus on music for a while even on a computer &ndash; but even as a lover of sound design on a computer, I find all of this very tantalizing. I also know we have some other folks working in similar directions and on other mobile ideas, so stay tuned. -PK</em></p>
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		<title>CellDS: Lua-extensible Grid Sequencer for Nintendo DS</title>
		<link>http://createdigitalmusic.com/2008/09/30/cellds-lua-extensible-grid-sequencer-for-nintendo-ds/</link>
		<comments>http://createdigitalmusic.com/2008/09/30/cellds-lua-extensible-grid-sequencer-for-nintendo-ds/#comments</comments>
		<pubDate>Tue, 30 Sep 2008 16:30:44 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<description><![CDATA[ We&#8217;re seeing all sorts of musical sequencer creations with grids, from software to hardware like the Monome and Yamaha Tenori-On. But, of course, the whole beauty of a grid is that you could map to it whatever you like. Maybe you want your sequencer to work differently than someone else&#8217;s sequencer. 
CellDS, from the [...]]]></description>
			<content:encoded><![CDATA[<p><img style="display: inline; margin-left: 0px; margin-right: 0px" src="http://media.createdigitalmedia.net/cdmu/images/2008/09/cellsds_medium.jpg" align="right" /> We&rsquo;re seeing all sorts of musical sequencer creations with grids, from software to hardware like the Monome and Yamaha Tenori-On. But, of course, the whole beauty of a grid is that you could map to it whatever you like. Maybe you want your sequencer to work differently than someone else&rsquo;s sequencer. </p>
<p>CellDS, from the creator of the popular, glitchy sample-playing homebrew DS apps glitchDS and repeaterDS, is a new DS sequencer. Out of the box, it&rsquo;s already very usable. Six sequence lines play back either one of the 175 included sounds or sounds you convert for use on the DS. You can customize the scale to whatever pitch and tuning you like. A 1.2 update announced yesterday added some bug fixes and volune sliders for each of the six &ldquo;engines.&rdquo; WiFi MIDI support isn&rsquo;t available yet, but it&rsquo;s coming.</p>
<p>If you&rsquo;re willing to write a few lines of script, each one of those sequencers can be modified to your own purposes. If &ldquo;scripting&rdquo; sends you running for the hills, don&rsquo;t fear. Lua is a dead-simple language, so writing a few lines of script can actually be far easier than deciphering a UI. (Hey, there&rsquo;s a reason we all communicate using, you know, language.)</p>
<p>Here&rsquo;s a really simple example from the developer documentation (for would-be Lua scripters):</p>
<p>Line #1: function stylus_newpress()    <br />Line #2: set_pan(X)     <br />Line #3: play_note(17-Y,16)     <br />Line #4: end</p>
<p>In other words, if you press the stylus, you get a sound, setting pan with X on your stylus and pitch with Y. Pretty easy, right?</p>
<p>I&rsquo;m quite eager to give this some quality time. If it could sync up via MIDI, of course, it&rsquo;d become far more useful as part of a bigger setup. The Tenori-On is wonderful, but customization (as also found on Monome) is often better, especially as you can think of sequencers as a kind of score.</p>
<p><a href="http://www.glitchds.com/about/cellsds/" target="_blank">http://www.glitchds.com/about/cellsds/</a></p>
<p><a href="http://www.glitchds.com/cellsds-v12-small-update/" target="_blank">cellDS 1.2 update</a></p>
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