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	<title>Create Digital Music &#187; indie</title>
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		<title>Brainpipe Interview: Creators of Trippy Indie Game Talk Interactive Sound</title>
		<link>http://createdigitalmusic.com/2009/09/11/brainpipe-interview-creators-of-trippy-indie-game-talk-interactive-sound/</link>
		<comments>http://createdigitalmusic.com/2009/09/11/brainpipe-interview-creators-of-trippy-indie-game-talk-interactive-sound/#comments</comments>
		<pubDate>Fri, 11 Sep 2009 16:09:06 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[ 
Funny, I’m usually able to “acheive” that most days. Ummm… art imitates life?
Brainpipe is a psychedellic journey down the neural pathways, a long, strange trip into the minds of an unusual band of independent game designers. And while some games demand muscular graphics cards or brilliant flat panels, this is one that requires playing [...]]]></description>
			<content:encoded><![CDATA[<p><em><a href="http://createdigitalmusic.com/images/2009/09/brainpipe_confusion.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="brainpipe_confusion" border="0" alt="brainpipe_confusion" src="http://createdigitalmusic.com/images/2009/09/brainpipe_confusion_thumb.jpg" width="539" height="404" /></a> </em></p>
<div class="imgcaption">Funny, I’m usually able to “acheive” that most days. Ummm… art imitates life?</div>
<p><em>Brainpipe</em> is a psychedellic journey down the neural pathways, a long, strange trip into the minds of an unusual band of independent game designers. And while some games demand muscular graphics cards or brilliant flat panels, this is one that requires playing with headphones. The immersive sense of the descent down this brain’s pathway is entirely dependent on its sound. While even big development houses often license sound engines, the band of hard-core designers at Digital Eel also rolled their own interactive audio code to make the sounds fully seamless.</p>
<p>Designers and developers Iikka Keränen (the primary coder) and Rich Carlson spoke to me about their work. (They make reference to artist Bill “Phosphorous” Sears, as well.) In the process, they have a lot to say about the design process, about ambient sound design and composition, that goes well beyond just the gaming world. This isn’t just about gaming: it’s truly about digital music.</p>
<p>Digital Eel has won three excellence in audio awards over the past six years from the Independent Games Festival, including, most recently, a nomination for the psychedellic hit “Brainpipe” at the Game Developer Conference this spring. Incredibly, though, says Digital Eel’s Brainpipe, in that time no one has interviewed them about the sound in their games. Independent of the interview, Rich concede to me the challenge of getting people to focus on sound:</p>
<blockquote><p>People are focused on graphics &#8211;and gameplay&#8211; and, you know, sound always gets the short shrift, even at game companies.&#160; Sound and music are always the smallest slice of the development budget pie.</p>
<p>But not so at Digital Eel.&#160; Sound and music are integral and integrated with design from the first moment we have something happening on the screen.&#160; We feel it must be, and not just sfx but music, especially music which so often sounds like something&#8230;.like dressing, something painted on, like makeup or apartment paint to help cover up the picture holes on the walls.</p>
</blockquote>
<p><a href="http://www.shrapnelgames.com/Digital_Eel/BP/BP_page.html">Brainpipe</a> Game Page (with Mac/Windows download links – demos available so if you hate this, you’ll find out!)</p>
<p><a href="http://store.steampowered.com/app/35800/">Brainpipe on Steam</a> (Windows only)</p>
<p><strong>At a glance:</strong></p>
<p><em><strong>Engine: </strong>Custom</em></p>
<p><em><strong>Favorite inspiration: </strong>demoscene,<strong> </strong>The Dig, Star Control II, Stockhausen, Varese, Morton Subotnick, Ussachevsky</em></p>
<p><em><strong>Special acheivements: </strong>hiding loop points, creating a seamless acoustic descent, tapping into your subconscious</em></p>
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<p><strong>Peter: Let’s talk about the game mechanic. Some of it feels familiar – this descent through a cylindrical pipe – but there’s something quirky and unique about your take on it. How did you settle on the interaction mechanic?</strong></p>
<p><strong>Iikka:</strong> This was quite literally the first thing I programmed for Brainpipe. We were trying to come up with a new &quot;short&quot; game after putting another larger project on the back burner because we didn&#8217;t have enough free time to work on it. Within a few hours I had the basic control scheme and the moving pipe running on the screen. This is similar to how some of our other short games (<em><a href="http://www.manifestogames.com/plasmaworm">Plasmaworm</a></em>, <em><a href="http://www.digital-eel.com/organism/">Dr. Blob&#8217;s Organism</a></em>) got started; the first prototype is something you can play with. After that there were tweaks of course, but the feel stayed much the same.</p>
<p><strong>Rich: </strong>Everybody likes the &quot;wormhole effect&quot; you see in space shows and movies, and we do, too, so we wanted to do something like that.&#160; Iikka got the pipe happening and we began to play with it as a prototype. Originally, we just wanted the player to fly down the pipe having a kind of zen experience as the speed slowly increased, and that&#8217;s all.&#160; Not much of game there, though.</p>
<p>We were talking about music right away and how the sound, the intensity of the patterns and colors on the pipe walls, and the speed of traveling through the pipe should all work together. [We wanted] a kind of triple whammy to suck the player in deeper and deeper &#8212; a strong, cumulative effect.</p>
<p>We did add obstacles and specials, things to scoop up, and plenty of things to avoid that look pretty but are lethal.&#160; But the blend of music, color and pattern complexity, and speed remained as we&#8217;d originally intended &#8212; this began very early on in the game&#8217;s development.</p>
<p>Making sure each obstacle has a sustained sound so you can hear it coming in the distance in front of you and then hear it pass by and recede with Doppler shift certainly adds to the audio illusion.    <br />I think the kicker is the way the intensity ramps in the game.&#160; It&#8217;s sort of like a rising sawtooth waveform-shaped thing.&#160; During each level, the intensity, the speed increases, Then, between each level, the intensity drops to give you a breather before the next level begins.&#160; Each time the intensity drops, it is still at a higher intensity level than during the previous level break, and all of this ramps upward.</p>
<p>It kind of coaxes you along.&#160; You might not realize that you&#8217;re actually moving faster and faster each level for a few levels.&#160; It&#8217;s a good training system.&#160; Eventually you&#8217;ll get it as the game approaches its highest intensity levels and speeds.&#160; Anyway, I still think it&#8217;s really cool.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/brainpipe_pink.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="brainpipe_pink" border="0" alt="brainpipe_pink" src="http://createdigitalmusic.com/images/2009/09/brainpipe_pink_thumb.jpg" width="539" height="404" /></a> </p>
<p><strong>The sensation of synesthesia is something a handful of game designers have tried to achieve. What are some of the games that have inspired you? Are there games you feel have reached that fusion of sound and visuals?</strong></p>
<p><strong>Iikka</strong>:&#160; My personal influence is the &quot;demoscene&quot; that I was a part of when I was younger; it&#8217;s a subculture of programmers and artists using computers to create non-interactive but real time audio-visual experiences.</p>
<p><strong>Rich:</strong>&#160; For me, LucasArts&#8217; adventure game, <em><a href="http://dig.mixnmojo.com/">The Dig</a></em>, with its seamless looping of various Wagner themes and so on. The music would morph as scenes changed.&#160; It was an amazing piece of work.&#160; </p>
<p>The music from <em><a href="http://en.wikipedia.org/wiki/Star_Control_II">Star Control II</a></em> innovated with music and visuals, and it directly inspired the music for <em><a href="http://www.digital-eel.com/sais/">Strange Adventures in Infinite Space</a></em> and <em><a href="http://www.digital-eel.com/weird/">Weird Worlds: Return to Infinite Space</a></em>.&#160; The idea that each alien race should have their own theme music came from there (though this kind of thing is less unusual now than it was when SC2 was originally released), as did the idea to attach separate and distinctly different music to each thing, category of thing, item, window, pop up announcement &#8211;every action in the game and every flick of the interface … like a toddler’s &quot;busy box&quot; of sound. </p>
<p>Back to <em>Brainpipe</em>, other areas of music outside of games inspired us as well.&#160; Aleatoric, <em>musique concrete</em>, avant garde &#8212; stuff Bill just naturally creates and stuff I&#8217;ve always loved since I was a kid. [I checked] out the LP&#8217;s at the library by Stockhausen, Varese, Morton Subotnick, Ussachevsky, all these wonderful pre-synthsizer electronic sound and found sound composers. And the records were awesome because they were always in pristine condition &#8212; relatively few others ever checked them out.</p>
<p>[It’s] mindblowing stuff to listen to while you&#8217;re listening to Steppenwolf on your Japanese transistor radio and playing John Phillips Sousa in your Junior High band.&#160; Liberating.&#160; Of course this stuff scares some people and some people react to it negatively &#8211;all strongly&#8211; but if you listen to it, put together by someone who pays attention to details while intuitively knowing what they&#8217;re doing, you can hear the music in the sighing of pond reeds, or on the heavy end, the music within industrial clamor and the beauty in the beast.</p>
<p>That seemed perfect for <em>Brainpipe </em>which really demanded a whole different musical approach and completely different kinds of music produced in ways that are not normal &#8212; not typical at all.</p>
<p><strong>I love that you talk about sound being integral with the design process. Even for a musician, though, thinking in more than one medium can be a challenge. How do you approach this in terms of design; how do you make it part of the process in practice?</strong></p>
<p><strong>Rich</strong>:&#160; When we make a game, music and sound are in right away.&#160; From the first couple of hours, the basic prototype is on the screen, so they began to shape the sonic style of the game immediately.</p>
<p>Because sound and music are growing up at the same time as the art and programming is, all these elements influence each other pretty equally, so you don&#8217;t get music and sound that sound &quot;separate&quot; or tacked-on.&#160; You get sound you can&#8217;t turn off, and you don&#8217;t want to, because it&#8217;s actually part of the game.</p>
<p>Sounds can also influence and inspire and change things.&#160; You might be after a certain sound effect, but then you stumble across something else that&#8217;s much cooler, so the animation of a visual effect is changed to match the sound.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/brainpipe_title.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="brainpipe_title" border="0" alt="brainpipe_title" src="http://createdigitalmusic.com/images/2009/09/brainpipe_title_thumb.jpg" width="539" height="404" /></a> </p>
<p><strong>What was the compositional process like on this game? The sound design / sound score clearly fuse &#8211; with these recurrent &quot;whooshing&quot; sounds as an added layer. How were these assembled?</strong></p>
<p><strong>Rich</strong>:&#160; Basically what you&#8217;re hearing is a series of loops.&#160; Most of them are 16-second loops. </p>
<p>I knew right away that &quot;music&quot; with beats wasn&#8217;t the way to go.&#160; The music had to create a soundscape, something that supports a mindscape, really &#8212; pun intended &#8212; rather than making you want to tap your foot.&#160; It had to smoothly transition just as the &quot;art&quot; on the pipe wall and the speed of traveling through the pipe smoothly transition in the game.</p>
<p>I also knew that the music had to have a kind of primal power and evoke a sense of mystery about what is supposed to be going on and what is being revealed.&#160; Bill was very much into this too.</p>
<p>At the same time, we wanted it to reflect the random thoughts floating through and bouncing around inside your brain.&#160; One of the best ways to accomplish this was to leave conventional music behind, which is what Bill and I ended up doing.</p>
<p>It was important that the loops be seamless.&#160; If you&#8217;re working with beats and grooves, that&#8217;s a very easy thing to do &#8212; it starts on one and ends on four.&#160; You simply loop that, attaching the end to the beginning and it sounds fine because, for the most part, that&#8217;s how a bass/drums/guitar combo plays.</p>
<p>On top of that I knew we needed loops that didn&#8217;t sound like loops.&#160; Loops gamers wouldn&#8217;t notice were loops, with no obvious &quot;breaks&quot; where the end of a loop would be obviously attached to the beginning, or the beginning of another.&#160; The loops had to have no beginning or end!</p>
<p>The sources for the loops were varied. There are very successful loops in the game that are extremely simple, comprised of only two or three tracks or elements.&#160; [But] some of them are monsters mapping out to 32 tracks or more.&#160; Again, the idea was to create loops that don&#8217;t sound like loops with a range that would reach an orchestral level of density.</p>
<p>Finally, the soundtrack loops had to blend seamlessly with each other while increasing in intensity. One way to do this, of course, is to cross fade them, but that wasn&#8217;t going to be enough. The intensity and the components of each loop needed to be gauged so a dramatic and appropriate intensity ramp was reached.&#160; I think we came very close to nailing it, but I want to keep experimenting with this.&#160; We can go farther now, having only scratched the surface.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/brainpipe_threading.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="brainpipe_threading" border="0" alt="brainpipe_threading" src="http://createdigitalmusic.com/images/2009/09/brainpipe_threading_thumb.jpg" width="539" height="404" /></a> </p>
<p><strong>Can you talk about some of the found sounds that are collaged into the result? (I&#8217;m hearing the TARDIS materializing&#8230;)</strong></p>
<p><strong>Rich</strong>:&#160; I don&#8217;t want to spoil the magic trick but, like most who do music and audio, I collect sounds from all kinds of sources.&#160; I&#8217;ve been doing it for a long time, so if you listen carefully you&#8217;ll hear things from old TV shows, records, radio shows, interviews, sound effects records, and God knows what else folded in there.&#160; </p>
<p>The soundtrack is meant to represent the background music of your own brain so references to &quot;real life&quot; should resonate &#8211;especially, we hoped, on an unconscious level.</p>
<p>I don&#8217;t want to list all the sources &#8212; some of them are in the credits &#8211;&#160; because what is going on is also a sound trivia game.&#160; It&#8217;s the Mystery Science Theater of game music, but the gamer is provoked to make guesses and speculate.</p>
<p><strong>You noted that part of why you embarked on building your own sound engine was that <a href="http://connect.creativelabs.com/openal/default.aspx">OpenAL</a> [a standard, open, cross-platform API for spatial audio] wound up being inadequate. What were some of the obstacles you encountered? Have you found other independent game creators dealing with the same issues?</strong></p>
<p><strong>Iikka</strong>:&#160; We had to switch away from OpenAL because it made repeating clicking sounds on common integrated audio hardware. The lack of features is not terribly important, as you can always just use OpenAL as the output channel for your own sound mixing system. My sound code would be perfectly happy living on top of OpenAL if it was universally supported.</p>
<p>Sound is a rather underappreciated and underdeveloped area in games. To many game developers, especially smaller ones, it&#8217;s enough that it &quot;makes a sound when something happens&quot;. The focus of development is very much on the visuals.</p>
<p><strong>It seems like game audio lacks a functioning standard. OpenAL is promising but lacks some of the maturity of, say, the OpenGL API which game visuals can use. What’s your take on the landscape? Is there hope that a new standard or engine could address these issues, and result perhaps in better sound and music design in games?</strong></p>
<p><strong>Iikka</strong>:&#160; I think it&#8217;s possible that OpenAL will mature to a point that it will work reliably on all common hardware some day, and at least form a standard foundation for people to base their sound engines on so they won&#8217;t need to learn a new API for each operating system they support.</p>
<p>As for workflow and design, I don&#8217;t view these as dependent on what is under the hood; they are the result of the mindset among the team members. Certainly one could imagine development tools that allow an audio artist to work more directly with the game, but a good first step is just making sure that everybody involved in the project is involved in designing the work flow.</p>
<p><a href="http://www.flickr.com/photos/nixiepixel/3425326329/"><img src="http://farm4.static.flickr.com/3358/3425326329_e0fc139d6a.jpg" /></a></p>
<p><a href="http://www.flickr.com/photos/nixiepixel/3425323991/"><img src="http://farm4.static.flickr.com/3384/3425323991_af9ccf7649.jpg" /></a></p>
<div class="imgcaption">Brainpipe wins IGF’s Excellence in Audio this spring. Photo (<a href="http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/nixiepixel/">nixiepixel</a>.</div>
<p><strong>Can you describe your custom sound engine? What functionality did you find you wanted to build into it? What would you want to put in the next iteration?</strong></p>
<p><strong>Iikka</strong>: I call it &quot;eelmix&quot;. It&#8217;s a modular sound system in which sound sources, filters and mixers are arranged in a tree structure, like a scene graph of sorts. It&#8217;s analogous to musical instruments wired together, eventually converging to a master output to speakers.</p>
<p>The main goal was the modularity, the system makes it easy to make a &quot;box&quot; that takes a sound output (from any source), mangles it in some interesting way, and then feeds it to where it was originally going, without modifying either the source or the destination. We haven&#8217;t really used the full capabilities of this yet but the modular system is also useful for things like separating UI (&quot;2d&quot;) sounds from the game (&quot;3d&quot;) sounds that makes balancing them easier. And it eliminates the need to conform to some preset number of &quot;channels&quot;.</p>
<p>There are other lesser goals, like eliminating clipping by using 32-bit precision internally and simulating a non-linear response curve when rendering the final output. This is a very simple and useful bit of code that really improves sound quality when there&#8217;s tons of sounds being played.    <br />Going into the future, what&#8217;s left is mostly just filling in some blanks like including basic prefab filters, making sure that every kind of sound source can use every kind of sound sample, that sort of stuff.</p>
<p><strong>Indie games it seems, like larger games, have struggled a bit on sound and music &#8211; perhaps because of the lack of better tools. But what are some smaller, experimental, or independent titles you feel have done good things with their soundtracks?</strong></p>
<p><strong>Rich</strong>:&#160; A couple of indie games have had sound and music that was really special, I thought.&#160; I loved the music from <em>Saints &amp; Sinners Bowling </em>a few years ago.&#160; Just great stuff that nestled right in there so you didn&#8217;t want to turn off, and that&#8217;s the true test.</p>
<p><em><a href="http://store.steampowered.com/app/29130/">Musaic Box</a> </em>which I encountered at this year&#8217;s IGF [<a href="http://www.igf.com/">Independent Games Festival</a>] uses conventional music ingeniously.&#160; You solve musical puzzles by ear, assembling melodies to reach certain goals. I think music is actually more integral to this game than it is in <em>Brainpipe </em>because it&#8217;s directly a part of gameplay.&#160; You couldn&#8217;t play Musaic Box without it.</p>
<p><em><a href="http://www.jenovachen.com/flowingames/flowing.htm">Flow</a> </em>stood out to me for doing something really quite gentle and tasteful and, well, flowy &#8212; even the soundtrack lived up to the game&#8217;s name.&#160; That&#8217;s important I think, and that gets back to some of the things I&#8217;ve already said here.</p>
<h3>Sounds to Hear</h3>
<p>To head deeper into the strange sonic world the Digital Eels inhabit, Rich sent along some additional sonic resources:</p>
<blockquote><p>Weird Worlds stuff      <br /><a href="http://www.digital-eel.com/files/vault/the_single.mp3">http://www.digital-eel.com/files/vault/the_single.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/mfbtpv2_320Kbps.mp3">http://www.digital-eel.com/files/vault/mfbtpv2_320Kbps.mp3</a></p>
<p>Misc. stuff from different games old &amp; new:      <br /><a href="http://www.digital-eel.com/files/voidprobe.mp3">http://www.digital-eel.com/files/voidprobe.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/blok.mp3">http://www.digital-eel.com/files/vault/blok.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/drblob.mp3">http://www.digital-eel.com/files/vault/drblob.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/forest.mp3">http://www.digital-eel.com/files/vault/forest.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/plasmaworm.mp3">http://www.digital-eel.com/files/vault/plasmaworm.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/haircut.mp3">http://www.digital-eel.com/files/vault/haircut.mp3</a></p>
<p>An interview (Omaha Sternberg interviewing Bill, &quot;Phosphorous&quot;) with a couple snippets of Brainpipe music in it:      <br /><a href="http://www.digital-eel.com/files/omahaphos_intermix1_160.mp3">http://www.digital-eel.com/files/omahaphos_intermix1_160.mp3</a></p>
</blockquote>
<p>Enjoy. The game is really unusual, so I look forward to hearing what CDM readers think of the experience. And if you have other games (or other interactive experiences) about which you’d like to learn more or get an interview, let us know.</p>
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		<title>Super Cute: Indie Rock Coloring Book</title>
		<link>http://createdigitalmusic.com/2009/09/10/super-cute-indie-rock-coloring-book/</link>
		<comments>http://createdigitalmusic.com/2009/09/10/super-cute-indie-rock-coloring-book/#comments</comments>
		<pubDate>Thu, 10 Sep 2009 17:13:28 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<category><![CDATA[indie]]></category>
		<category><![CDATA[indie-rock]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7424</guid>
		<description><![CDATA[Super Cute Thursday (unplanned) continues, with an adorable indie rock coloring book. It&#8217;s hardly the first. STS9 and recently the lovely Riceboy Sleeps limited edition by Sigur Ros&#8217; Jonsi and Alex came with coloring books. Perhaps inspired by musicians entering parenthood, it&#8217;s all the rage.
If you can&#8217;t be pressured to select just one band for [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/09/page5.jpg" alt="page5" title="page5" width="450" height="563" class="alignright size-full wp-image-7425" /></p>
<p>Super Cute Thursday (unplanned) continues, with an adorable indie rock coloring book. It&#8217;s hardly the first. STS9 and recently the lovely <a href="http://www.sigur-ros.co.uk/board/viewthread.php?tid=28150">Riceboy Sleeps limited edition </a>by Sigur Ros&#8217; Jonsi and Alex came with coloring books. Perhaps inspired by musicians entering parenthood, it&#8217;s all the rage.</p>
<p>If you can&#8217;t be pressured to select just one band for your (or your kids&#8217;) coloring pleasure, here&#8217;s <em>The Indie Rock Coloring Book</em>, a project of the Yellow Bird Project, which gives to artists&#8217; charities. You get to not only color but solve mazes and connect-the-dots.</p>
<p>Hey, with music increasingly intangible in the digital age and record sales dropping, it seems the kids&#8217; activity book could be the future. And you get artists like MGMT, Iron &#038; Wine, Bon Iver, and &#8211; pictured here &#8211; Joseph Arthur with his various stompboxes. Other artists involved with the project include faves like Au Revoir Simone, Broken Social Scene, Of Montreal, Rilo Kiley, and &#8230; many other goodies.</p>
<p>Electronic artists have been having a wave of babies themselves, so it seems an all-electronic coloring book is next. Perhaps a maze in Ableton Live&#8217;s Clip View, color-the-oscilloscope, monome Sodoku, fold-your-own-Moog&#8230; I could go on, but I&#8217;ll let you suggest some ideas and artists. (CDM Activity Book, perfect for long tours?)</p>
<p><a href="http://flavorwire.com/37952/indie-rock-coloring-book">Daily Dose Pick: The Indie Rock Coloring Book</a> [Flavorpill]<br />
<a href="http://www.yellowbirdproject.com/products/indie-rock-coloring-book">Coloring Book</a><br />
<a href="http://www.yellowbirdproject.com/theme_song">Yellow Bird Themesong</a></p>
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		<title>Osmos Game Available, with Brilliant Electronic Score</title>
		<link>http://createdigitalmusic.com/2009/08/19/osmos-game-available-with-brilliant-electronic-score/</link>
		<comments>http://createdigitalmusic.com/2009/08/19/osmos-game-available-with-brilliant-electronic-score/#comments</comments>
		<pubDate>Wed, 19 Aug 2009 18:51:21 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ambient]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/08/19/osmos-game-available-with-brilliant-electronic-score/</guid>
		<description><![CDATA[Osmos Trailer from hemisphere games on Vimeo.
Osmos is a glorious glimpse of the fusion of electronic sound and game design many of us anticipate. It is built around a (challenging!) physics-based gameplay style – in the same vein as float-around-the-world games like flOw (and long before that, Asteroids) with procedural design and a perfect, liquid [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="435"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5892502&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=5892502&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="435"></embed></object>
<p><a href="http://vimeo.com/5892502">Osmos Trailer</a> from <a href="http://vimeo.com/user989434">hemisphere games</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p><em>Osmos</em> is a glorious glimpse of the fusion of electronic sound and game design many of us anticipate. It is built around a (challenging!) physics-based gameplay style – in the same vein as float-around-the-world games like <a href="http://www.jenovachen.com/flowingames/flowing.htm">flOw</a> (and long before that, <em>Asteroids</em>) with procedural design and a perfect, liquid electronic soundtrack. <em>Osmos</em> became available DRM-free yesterday on Valve’s terrific Steam service for US$10 (on sale for a little less this week), and <del datetime="2009-08-20T05:59:01+00:00">you can buy worldwide from the developer</del> on <a href="http://www.direct2drive.com/">Direct2Drive</a>. (<del datetime="2009-08-23T01:01:45+00:00">The developer has temporarily suspended direct sales from their site.</del> <strong>Updated: the game is available again direct from the developer.</strong> It&#8217;s worth buying direct if you want to get a free coupon for the Mac and Linux licenses when they become available. Steam and D2D are great stores that support indie developers, though, and in the case of Osmos you don&#8217;t get any DRM with either one.) There’s also a free demo available. Versions for Mac and Linux are coming soon.</p>
<p>The roster of artists working on the music is simply a dream, including <a href="http://www.myspace.com/loscil">Loscil</a>, <a href="http://microscopics.co.uk/">Gas/High Skies</a>, <a href="http://profile.myspace.com/index.cfm?fuseaction=user.viewProfile&amp;friendID=71175222">Julien Neto</a>, and <a href="http://www.biosphere.no/">Biosphere</a>.</p>
<p>I’ve already lost myself in the opening levels, and can’t wait to get deeper. CDM will have an interview with the creators by next week, once they recover from the launch.</p>
<p>And yes, indie gaming looks like a very fertile ground for digital artists and musicians, indeed.</p>
<p>Now, I’m not going to say anything else, because I want some time to play the game.</p>
<p><a href="http://www.hemispheregames.com/osmos/">http://www.hemispheregames.com/osmos/</a></p>
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		<title>Signs of Change, Ingenuity in Music Distribution</title>
		<link>http://createdigitalmusic.com/2009/07/14/signs-of-change-ingenuity-in-music-distribution/</link>
		<comments>http://createdigitalmusic.com/2009/07/14/signs-of-change-ingenuity-in-music-distribution/#comments</comments>
		<pubDate>Tue, 14 Jul 2009 11:16:14 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[cassettes]]></category>
		<category><![CDATA[distribution]]></category>
		<category><![CDATA[indie]]></category>
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		<category><![CDATA[streaming]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6476</guid>
		<description><![CDATA[Photo (CC) Clonny. Details on Flickr.
With the weakened world economy, content in general faces plenty of gloom and doom. Advertising models are severely weakened. But, oddly, in the world of music, there are some positive signs that the shift to decentralized, online distribution might actually be going well &#8212; and maybe economic pressures are simply [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/07/tapealbums.jpg" alt="tapealbums" title="tapealbums" width="580" height="462" class="alignnone size-full wp-image-6480" /></p>
<div class="imgcaption">Photo (<a href="http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/clonpop/">Clonny</a>. <a href="http://www.flickr.com/photos/clonpop/195884423/">Details on Flickr</a>.</div>
<p>With the weakened world economy, content in general faces plenty of gloom and doom. Advertising models are severely weakened. But, oddly, in the world of music, there are some positive signs that the shift to decentralized, online distribution might actually be going <em>well</em> &#8212; and maybe economic pressures are simply ensuring the parties involved find some way to make the adjustment.</p>
<p>And music distribution is becoming wonderfully weird and diverse &#8211; maybe far more so than in recording&#8217;s so-called golden age, an era in the past dominated by racial division, predatory labels, and a few dominant big businesses. (Money is tough as always, but it does make you wonder why we complain so.)<span id="more-6476"></span></p>
<p>One sign of the shifting landscape: online streaming site Pandora is now actually calling for <em>more</em> performance fees &#8212; for terrestrial (AM/FM) radio, anyway. Ars Technica has been doing a great job of following the issue:</p>
<p><a href="http://arstechnica.com/tech-policy/news/2009/07/pandora-now-pushing-radio-to-pay-for-music-too.ars">Pandora now pushing radio to pay for music, too</a></p>
<p>It seems Pandora &#8211; along with other webcasters &#8211; was able to <a href="http://arstechnica.com/media/news/2009/07/soundexchange-cuts-deal-on-music-webcasting-rates.ars">cut a deal on webcasting rates</a>, in a battle that put music listeners and makers at the center of a legislative struggle. Legislators had been the ones to <a href="http://createdigitalmusic.com/2007/04/27/may-15-could-be-end-of-internet-radio-us-legislation-to-intervene/">intervene and save webcasting</a>, under pressure from listener constituents and even musicians. Pandora founder Tim Westergren <a href="http://createdigitalmusic.com/2007/03/16/if-streaming-rates-stand-well-have-to-shutter-says-pandora-founder/">told CDM how dire a failure on these rates could be</a>.</p>
<p><a href="http://www.flickr.com/photos/thomashawk/3348503903/"><img src="http://farm4.static.flickr.com/3601/3348503903_f472c1bd00.jpg?v=0"></a></p>
<div class="imgcaption">Pandora&#8217;s CD-ripping facility. Photo (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/thomashawk/">Thomas Hawk</a>; <a href="http://thomashawk.com/2009/03/pandora-rocks-the-casbah.html">blog post</a>.</div>
<p>What the deal means is that we can return to the rosier vision of how online streaming could help promote indie musicians, something <a href="http://createdigitalmusic.com/2007/03/16/pandoras-founder-on-decoding-taste-and-promoting-indie-music/">Westergren put eloquently in a 2007 interview with CDM</a>. But looking back at Tim&#8217;s arguments from two years ago, a central tenant was fairness &#8212; meaning big, corporate radio broadcasters really ought to face a level playing field and start paying musical rights owners. (Public radio in the US, by contrast, is likely to benefit from the online deal, as public stations increasingly rely upon wider online distribution and even pledges from loyal online listeners. Moved from Omaha to Montreal? You can still listen to your favorite station.)</p>
<p>There are signs that not only have online music pirates moved to download stores like iTunes, eMusic, and Amazon, but to streaming solutions, as well. In one of a number of recent studies, for instance, the UK is showing <a href="http://www.hollywoodreporter.com/hr/content_display/technology/news/e3i30319b161b10e5dcbf86ab0a0a4c96da">online file sharing down markedly</a> as legal streaming grows. To me, the most interesting thing about this is that it disproves a long-held industry assumption that habits, once set, wouldn&#8217;t change. For better or worse, the online world doesn&#8217;t seem to work that way.</p>
<p>Meanwhile, the lines between &#8220;indie&#8221; and &#8220;major&#8221; are blurring quickly. Again, Ars Technica:</p>
<p><a href="http://arstechnica.com/media/news/2009/07/universaltunecore-deal-opens-major-doors-for-indie-artists.ars">Universal/TuneCore deal opens major doors for indie artists</a></p>
<p>The surprise there is that it&#8217;s not so much about distributing Universal artists exclusively &#8211; online artist services firm TuneCore is now opening its membership base to Universal and visa versa, so that Universal can discover new artists and artists get licensing and mastering services from UMG without the need for exclusive contracts with the major label. In fact, if there&#8217;s one word that sums up the future of music deals, &#8220;non-exclusivity&#8221; seems to be it. </p>
<p><strong>(clarification)</strong> As kj notes in comments, I think saying this opens &#8220;major doors&#8221; is a bit of a stretch. It opens a small door at a major. But on the other hand, the idea of a label becoming an open service shop for artists &#8211; for offering, say, mastering for a fee as part of their revenue &#8211; is new and, provided it actually works, interesting. And it&#8217;s clearly part of a larger trend.</p>
<p><img src="http://createdigitalmusic.com/images/2009/07/musiconsoup.jpg" alt="musiconsoup" title="musiconsoup" width="405" height="540" class="alignnone size-full wp-image-6481" /></p>
<div class="imgcaption">Just in time for a new global recession &#8211; it&#8217;s <a href="http://www.dominorecordco.com/uk/albums/15-09-08/parallax-error-beheads-you-special-edition-soup-can/">music distributed via soup cans</a>!</div>
<p>But I think the best news is the spread of unusual means of musical distribution. Eliot Van Buskirk writes a round-up of favorites for Wired Magazine. (And yes, while top ten lists are overused, they&#8217;re brilliantly appropriate when you actually have ten really awesome things.)</p>
<p><a href="http://www.wired.com/epicenter/2009/07/the-10-weirdest-ways-to-distribute-music/">10 Weird Ways to Distribute Music</a></p>
<p>From soup cans to music boxes to iPhone apps, there are a few underlying trends in there. One is experimentation in the delivery mechanism itself (including 8-tracks and cassettes, really). The other is in what you can do with the media, as with the interactive remixable iTunes album, or even art books that extend what an album actually is.</p>
<p>As these spread, though, I have to optimistically think that this is more than desperation or brief novelty. Distribution media haven&#8217;t just shifted from one popular form to another; they&#8217;ve imploded. We&#8217;re rapidly approaching a &#8220;minority majority&#8221; situation in which no one format dominates the others. We haven&#8217;t gone from the compact cassette to the CD to the MP3. We&#8217;ve gone from the CD to MP3s, MP4s, lossless files for aficionados and lossy streams for kids who love on-demand, vintage formats, physical media and art books and software. Instead of being strange anomalies, these other formats may actually be the new normal. I think in a way the business model doesn&#8217;t matter, because, let&#8217;s face it, a lot of art making is about losing money. What drives artists is loving sharing the thing they&#8217;re making, and finding someone who wants to love it, too. Some people will make a great business model around that, while others won&#8217;t.</p>
<p>But if you&#8217;re a music lover, we could be facing a new golden age. And if you missed compact cassettes, good news &#8211; they&#8217;re back.</p>
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		<title>Game Music Making: Kongregate Collabs to Connect Music Makers with Indie Games</title>
		<link>http://createdigitalmusic.com/2009/06/09/game-music-making-kongregate-collabs-to-connect-music-makers-with-indie-games/</link>
		<comments>http://createdigitalmusic.com/2009/06/09/game-music-making-kongregate-collabs-to-connect-music-makers-with-indie-games/#comments</comments>
		<pubDate>Tue, 09 Jun 2009 08:48:54 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[collaboration]]></category>
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		<description><![CDATA[ Speaking of games, you can expect game production to start to attract the attention of musicians and web publishers. Whereas a few short years ago, targeting musicians might mean dangling rock club gigs or album sales, now a lot of those same music makers want to break into gaming, too.
Kongregate is a bit like [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/06/image.png" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="image" border="0" alt="image" src="http://createdigitalmusic.com/images/2009/06/image-thumb.png" width="536" height="404" /></a> Speaking of games, you can expect game production to start to attract the attention of musicians and web publishers. Whereas a few short years ago, targeting musicians might mean dangling rock club gigs or album sales, now a lot of those same music makers want to break into gaming, too.</p>
<p>Kongregate is a bit like public access, only on steroids and for games. The idea is this: get indie game makers in one place contributing games, then get lots of people playing those games, then support the system with ad revenue shared with the game makers. The model has grown rapidly, with millions of users and over 15,000 original games.</p>
<p>The newest project from Kongregate looks to connect artistic talent on projects, including musicians, composers, and sound designers wanting to work on game projects. The Collabs section will see artists and sound and music creators uploading their work to find collaborators. Initially, there’s a contest on, with competition for attention, cash, and studio prizes. </p>
<p><a href="http://www.kongregate.com/collabs">http://www.kongregate.com/collabs</a></p>
<p>The competition aside, this could be the beginning of a successful community for collaboration in the indie Flash gaming world. Assets are often uploaded under a Creative Commons license, and I see one of the top sounds draws on samples from <a href="http://freesound.org">Freesound.org</a>. While career success is an obvious goal, the contributors so far appear to see sharing as a way to get there – in stark contrast to the model in the mainstream, big-business game industry. Quality is, of course, variable, but ask anyone in the game industry how to become successful and the answer is always <em>make as much as you can</em>. Getting work out there, even primitive, can be part of a learning process. So I’m eager to see what transpires as these kinds of communities grow.</p>
<p>There is an invariable comparison to <a href="http://deviantart.com">Deviant Art</a> – and you’ll see they’ve already begun to invade. </p>
<p>Oh yeah, and I quite like these <a href="http://www.kongregate.com/collabs/art/Chaosdeath/aqua-v2">glassy tendrils</a>, rendered in Cinema 4D. Image (<a href="http://creativecommons.org/licenses/by-nc/3.0/us/">CC</a>) <a href="http://www.kongregate.com/accounts/Chaosdeath#my_art">Chaodeath</a>. Now, make that run real-time. Or, erm, imagine those are virtual renderings of artists … collaborating.</p>
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		<title>REAPER v3: From MIDI to Automation to Guitar Hero Control, the Alt DAW Improves</title>
		<link>http://createdigitalmusic.com/2009/06/01/reaper-v3-from-midi-to-automation-to-guitar-hero-control-the-alt-daw-improves/</link>
		<comments>http://createdigitalmusic.com/2009/06/01/reaper-v3-from-midi-to-automation-to-guitar-hero-control-the-alt-daw-improves/#comments</comments>
		<pubDate>Mon, 01 Jun 2009 11:39:27 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alt-DAW]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/06/01/reaper-v3-from-midi-to-automation-to-guitar-hero-control-the-alt-daw-improves/</guid>
		<description><![CDATA[Welcome to the alt-DAW scene. Last week, not only did Renoise continue its rebirth of the forgotten “tracker” genre of music making software with ReWire support, but we saw a big new version of REAPER, the beloved lightweight audio production tool from the original creator of Winamp.
What makes an “alt DAW”, or “indie” production software? [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.reaper.fm/screenshots3/Shredders-Titanium-Theme-Rpr-v3.0_2.png" width="580" height="370" /></p>
<p>Welcome to the alt-DAW scene. Last week, not only did Renoise continue its rebirth of the forgotten “tracker” genre of music making software with ReWire support, but we saw a big new version of REAPER, the beloved lightweight audio production tool from the original creator of Winamp.</p>
<p>What makes an “alt DAW”, or “indie” production software? To me, it’s:</p>
<ul>
<li>small development teams of a few people </li>
<li>tightly-integrated communities directly involved in feature requests </li>
<li>trusting users instead of adding significant DRM, returning to the traditional “shareware” business model of old </li>
<li>affordable pricing </li>
</ul>
<p>That’s not to take away from some of the bigger players – I was struck this week with the (unsurprising) ubiquity of Ableton Live at MUTEK; it’s a real testament to what they have accomplished. But choice is essential, and looking at the history of music technology, it’s in the periods of real choice that the most interesting things have happened. It makes everything better when developers really have to compete.</p>
<p>Cockos REAPER has spread almost virally as an underground DAW, partly because you can download the thing and get started with without any restrictions, then buy it for as little as US$60 for personal use.</p>
<p><a href="http://www.reaper.fm/index.php">http://www.reaper.fm/index.php</a></p>
<p>It’s not just for Windows people any more, either – the Mac version is now officially supported. You can run on Windows 7 or Windows 2000 or even 98 (with limited support). You can run on 10.4 Macs, or even PowerPC (though Intel is recommended). You can even run on Linux with official WINE support, though I’d still like to see a native Linux version, especially as Linux on netbooks is getting so lovely.</p>
<p><img src="http://www.reaper.fm/screenshots3/REAP%20SCREEN8.jpg" width="580" height="220" /></p>
<p>Version 3.0 came out this week. There are a huge number of improvements:</p>
<p> <span id="more-6050"></span>
<ul>
<li>MIDI editing with inline editing, event filtering, Sysex, controller automation – finally, REAPER is getting as good with MIDI as it is with audio </li>
<li>Automation lanes </li>
<li>Unlimited folder nesting </li>
<li>Multichannel audio support </li>
<li>User-created track and mixer control panels and macros </li>
<li>Game controller support, including joysticks and even Guitar Hero controllers, which you can integrate with existing MIDI and macro facilities </li>
<li>New graphics engine, new theming </li>
</ul>
<p>And that’s just a few examples; see the full changelog:</p>
<p><a href="http://www.reaper.fm/whatsnew-300.txt">http://www.reaper.fm/whatsnew-300.txt</a></p>
<p>You can script your own audio and MIDI plug-ins using JS, and use 64-bit plug-ins included with the package. And all of this is a 4MB download. And there’s no DRM.</p>
<p>While some software increases memory and resource consumption with new versions, REAPER reverses the trend: it’s getting <em>more </em>lightweight and faster as it develops. That’s something we need more of; it’s absolutely possible with the right development approach, and is a welcome change from the “get fatter as computers get faster” approach that infected decades of software development.</p>
<p>Upgrades are $149 if you bought Reaper after September 1, $199 otherwise, or EUR249 for Europe, or $99 if your favorite color is blue, or $123.5 * PI / 2 if you had LE, or $999 for REAPER Suite, or $699 for a Grande REAPERccino Latte, unless you don’t want all the plug-ins, in which case you can get Tall as an upgrade for $119.3587 plus a $150 fuel surcharge, unless you bought your license on a full moon…</p>
<p>Oh, okay, actually, <strong>upgrades are free for two major upgrades</strong> – meaning if you buy now, you’re covered through 4.99. And there’s one version, called REAPER, which includes… REAPER.</p>
</p>
<p>You’re seeing what this hype is about, right? And, if you’re like me, you’re wondering why, you know, other things can’t be a <em>little</em> more like this?</p>
<p><strong>Updated: </strong>Sorry, I lost my mind and wrote “JavaScript” instead of the unrelated scripting language JS. Here’s a good explanation from the JS Programming Reference to what this is.</p>
<blockquote><p>JS is a scripting language which is compiled on the fly and allows you to modify and/or generate audio and MIDI, as well as draw custom vector based UI and analysis displays.     <br />JS effects are simple text files, which when loaded in REAPER become full featured plug-ins. You can try loading existing JS effects and since they are distributed in source form, you can also edit existing effects to suit your needs (we recommend if editing an existing effect you save it as something with a new name&#8211;if you do not you may lose your changes when upgrading REAPER).</p>
</blockquote>
<p><a href="http://www.reaper.fm/reference.php">JS Programming Guide</a></p>
<p>There’s also an extensions SDK in C++ <em>and</em> an LGPL-licensed SDK for control surfaces. You can contrast this with Ableton, which will charge extra for its Max for Live runtime and has no officially supported or documented API for control surfaces, which means that support for more exotic devices routinely breaks, and trying it yourself is harder.</p>
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		<title>Indie Bands: Taco Bell Wants to Feed You Burritos, Promote You on Hot Sauce</title>
		<link>http://createdigitalmusic.com/2008/09/04/indie-bands-taco-bell-wants-to-feed-you-burritos-promote-you-on-hot-sauce/</link>
		<comments>http://createdigitalmusic.com/2008/09/04/indie-bands-taco-bell-wants-to-feed-you-burritos-promote-you-on-hot-sauce/#comments</comments>
		<pubDate>Thu, 04 Sep 2008 16:23:55 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Bands]]></category>
		<category><![CDATA[food]]></category>
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		<description><![CDATA[Photo: Morgan Tepsic. Does that mean South Korea has Taco Bells?
I usually try to steer clear of the marketing crud, but this is too bizarre to pass up. Taco Bell, anxious to jump on this whole &#8220;indie music&#8221; bandwagon, is using the only currency it has: combinations of refried beans, cheese, rehydrated ground meat, and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://flickr.com/photos/morgantepsic/101299524/"><img src="http://farm1.static.flickr.com/34/101299524_85688afebf.jpg?v=0"></a></p>
<div class="imgcaption">Photo: <a href="http://flickr.com/people/morgantepsic/">Morgan Tepsic</a>. Does that mean South Korea has Taco Bells?</div>
<p>I usually try to steer clear of the marketing crud, but this is too bizarre to pass up. Taco Bell, anxious to jump on this whole &#8220;indie music&#8221; bandwagon, is using the only currency it has: combinations of refried beans, cheese, rehydrated ground meat, and tortillas.</p>
<p>Here&#8217;s the plan: they find 100 bands, and give them $500 in Taco Bell food while they&#8217;re on tour &#8212; just in case the burritos were the one thing breaking your tour budget. (Okay, there is that whole fuel cost and lodging thing, but get some bikes and a tent and you should be fine.)</p>
<p>The grand prize: the kind of fame that can only come from including hot sauce packets in your marketing plan. And to think, all this time people have been chasing music press and blogs and word of mouth and such. PR helpfully tell us that they&#8217;ll get &#8220;a well-known indie rock producer&#8221; to record the single. (Wait &#8212; aren&#8217;t &#8220;indie&#8221; and &#8220;well-known producer&#8221; supposed to be mutually exclusive?) But it&#8217;s really the <em>hot sauce packets</em> that seal the deal:</p>
<blockquote><p>The singles will then be promoted on www.feedthebeat.com and through online advertising and in-store efforts in the Spring of 2009, as the Web site address will be featured on Taco Bell&rsquo;s iconic Sauce Packet, which reaches more than 208 million people in about a month. </p></blockquote>
<p>Oddly, talking about this has only made me hungry. I know, I know &#8212; I&#8217;ll try to find a real burrito, not a Taco Bell.</p>
<p>If a CDM reader happens to win this, we&#8217;ll be proud to see your name in <strike>lights</strike> extra spicy.</p>
<p><a href="http://feedthebeat.com">feedthebeat.com</a></p>
<p>Reader <a href="http://www.mcbrown.info">Mark</a> notes that, as covered in Pitchfork, Girl Talk got the right idea after last year&#8217;s contest and <a href="http://www.pitchforkmedia.com/article/news/50609-girl-talk-throws-taco-bell-party-in-pittsburgh">shared their taco winnings with fans</a>. Now <em>that&#8217;s</em> good publicity.</p>
<p>Readers: got better ideas for viral condiment marketing? (Oooh, wait, I shouldn&#8217;t say the word &#8220;viral&#8221; in the same breath as a fast food joint, should I?)</p>
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		<title>Indie Developers Show Fanciful Music Games, Interfaces at GDC</title>
		<link>http://createdigitalmusic.com/2008/03/07/indie-developers-show-fanciful-music-games-interfaces-at-gdc/</link>
		<comments>http://createdigitalmusic.com/2008/03/07/indie-developers-show-fanciful-music-games-interfaces-at-gdc/#comments</comments>
		<pubDate>Fri, 07 Mar 2008 16:30:00 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Features]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2008/03/07/indie-developers-show-fanciful-music-games-interfaces-at-gdc/</guid>
		<description><![CDATA[<img src="http://createdigitalmusic.com/images/featured/0308_gaming.jpg">]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images//2008/03/fez-screenshot-2-by-phishy.jpg"><img height="362" alt="fez_screenshot_2_by_phishy" src="http://media.createdigitalmedia.net/cdmu/images//2008/03/fez-screenshot-2-by-phishy-thumb.jpg" width="580" border="0"></a>
<p>Imagine this: you have a real-time interface that must be responsive and satisfying, simple enough to be approachable, but sophisticated enough that you&#8217;ll want to finely hone your skills over time. You&#8217;ll juggle a variety of elements to control with split-second accuracy, but even with elaborate mechanics under the hood, the whole thing, above all, <strong>has to be fun</strong>.</p>
<p>Sound familiar? It&#8217;s a description that&#8217;s equally apt for traditional music instruments and modern music software, as much as it is for games. The fact that, once they&#8217;re done, a game is often very <em>not</em> like familiar music software and instruments suggests the range of possible solutions to these design challenges. And suddenly, after years in which the games industry clung conservatively to tied and tested models, indie game designers with oddball game designs are grabbing the headlines. Some continue to tackle the meeting point of game and music making. Others offer inspiration for what futuristic 3D musical interfaces might look like.</p>
<p>I unfortunately didn&#8217;t make it to the game developer pow-wow that is GDC, but our friend Josh Randall at Harmonix tipped us off with these top picks. Given the blog buzz they&#8217;re earning, you may have seen some already, proving great independent game design may not be constrained to obscurity any longer.</p>
<p>Some games are playable on Windows now; Mac users may want to hit up Boot Camp, or watch for release on a console near you. (The pattern seems to be, prototype on PC but ship on consoles where better money can be made.)</p>
<p><span id="more-3120"></span></p>
<p><strong>Fez</strong>, pictured above, is here for two reasons. One, it promises some brilliant game mechanics. The Wii addition to the <em>Paper Mario</em> series from Nintendo suggested some of the game play mechanics of switching from 2D to 3D. Most of the actual execution only hinted at the possibilities. Fez goes further, with mind-bending shifts from two to three dimensions. Rather than see the lack of depth perception in imagined game worlds as a limitation, it makes it part of the game play &#8212; and reminds us of the gap in perception in 2D and 3D worlds, something that should raise the attention of anyone doing interface design (musical, sonic, or otherwise). The second reason is simple &#8212; the retro-tinged music score, apparently from producer/musician Jason DeGroot, <a href="http://www.kokoromi.org/fez/fez-live/" target="_blank">sounds brilliant</a>. Follow the game&#8217;s development at Kokoromi&#8217;s site:</p>
<p><a href="http://www.kokoromi.org/fez" target="_blank">Fez @ Kokoromi</a></p>
<p><a href="http://createdigitalmusic.com/images//2008/03/synesthete.jpg">&nbsp;<img height="363" alt="audiosurf" src="http://media.createdigitalmedia.net/cdmu/images//2008/03/audiosurf-thumb.jpg" width="580" border="0"></a></p>
<p><strong>Audiosurf</strong> perhaps got the most attention in the music games category. Pop in music from your collection, and race through a score generated by the music. It&#8217;s tough to resist this one at US$9.95 from Steam, especially for game music fans &#8212; the soundtrack from The Orange Box is included. The game is described thusly:</p>
<blockquote><p>Audiosurf is a music-adapting puzzle racer where you use your own music to create your own experience. The shape, the speed, and the mood of each ride is determined by the song you choose. You earn points for clustering together blocks of the same color on the highway, and compete with others on the internet for the high score on your favorite songs.</p>
</blockquote>
<p>And it&#8217;s got lots of extras: characters, strategy, and Steam Acheivements support. My only disappointment in this game is that the actual gameplay mechanic doesn&#8217;t deviate much from games we&#8217;ve already seen &#8212; though, then again, if you miss the design of Harmonix&#8217;s earlier <em>Amplitude</em> or <em>Frequency</em> from the days before <em>Guitar Hero</em> and <em>Rock Band</em>, this brings back the fun &#8220;interactive racer.&#8221; But I do hope that as indie developers come up with a truly interactive music remixer for the age of Ableton Live &#8212; and perhaps some fly mechanics that don&#8217;t come straight out of Wipeout XL. Not that either of those is likely to stop me from playing with Audiosurf, mind you.</p>
<p><a href="http://www.steampowered.com/v/index.php?area=game&amp;AppId=12900" target="_blank">Audiosurf @ Steam</a></p>
<p>PS &#8211; Audiosurf wins major extra points for being available now, which a lot of this other, tantalizing stuff is not.</p>
<p><a href="http://createdigitalmusic.com/images//2008/03/fret.jpg"><img height="419" alt="fret" src="http://media.createdigitalmedia.net/cdmu/images//2008/03/fret-thumb.jpg" width="573" border="0"></a></p>
<p>With so many games focusing on making music into games, Fret Nice takes a different approach: it&#8217;s a platformer that allows you to play the game &#8220;as if it was a rock song.&#8221; Currently in prototype phase, it already looks terrific visually. Unlike Nintendo&#8217;s somewhat flawed attempt to do platformers with its bongo controller, the physical movement looks satisfying. And back to what this could mean for musicians, it is evocative of what could be possible with futuristic, interactive music scores.</p>
<p><a href="http://www.fretnice.com/" target="_blank">Fret Nice</a></p>
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<div><a href="http://www.youtube.com/watch?v=5PfzgTkZndE" target="_new"><img src="http://media.createdigitalmedia.net/cdmu/images//2008/03/video5f1e20d3a718.jpg" galleryimg="no" onload="var downlevelDiv = document.getElementById('b52c3337-5623-47a6-a276-693e17f5dd3c'); downlevelDiv.innerHTML = &quot;&lt;div&gt;&lt;object width=\&quot;425\&quot; height=\&quot;350\&quot;&gt;&lt;param name=\&quot;movie\&quot; value=\&quot;http://www.youtube.com/v/5PfzgTkZndE\&quot;&gt;&lt;\/param&gt;&lt;param name=\&quot;wmode\&quot; value=\&quot;transparent\&quot;&gt;&lt;\/param&gt;&lt;embed src=\&quot;http://www.youtube.com/v/5PfzgTkZndE\&quot; type=\&quot;application/x-shockwave-flash\&quot; wmode=\&quot;transparent\&quot; width=\&quot;425\&quot; height=\&quot;350\&quot;&gt;&lt;\/embed&gt;&lt;\/object&gt;&lt;\/div&gt;&quot;;" alt=""></a></div>
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<p>Available now in an early-ish build for Windows, the frenetic <a href="https://typo3.digipen.edu/index.php?id=986" target="_blank">Synesthete</a> is perhaps the most ambitious of the games here as far as mechanics. Yes, some of the conventions of rhythmic music games are there &#8212; synchronized motions and falling bricks. But rather than resist that convention, Synesthete explodes it onto an isometric-projection gameboard, with power-ups and magical charm blasts and &#8230; well, have a look at the video. It looks as though you&#8217;ve jacked into the brain-powered computer system in <em>Ghost in the Shell</em>.</p>
<p><a href="https://typo3.digipen.edu/index.php?id=986" target="_blank">Synesthete</a></p>
<p><a href="http://createdigitalmusic.com/images//2008/03/crayonphysics.jpg"><img height="419" alt="crayonphysics" src="http://media.createdigitalmedia.net/cdmu/images//2008/03/crayonphysics-thumb.jpg" width="559" border="0"></a></p>
<p><strong>Crayon Physics</strong> is not a music game, but I&#8217;ll close on it because, like Fez, it&#8217;s notable for its soundtrack and its gameplay / interface design. The design has you solving puzzles by drawing physics-driven illustrations, as the name suggests &#8212; if you enjoyed our look at <a href="http://createdigitalmusic.com/2008/03/03/strange-new-musical-interfaces-built-in-processing/" target="_blank">new music interfaces built in Processing</a>, you&#8217;ll draw (ahem, sorry) plenty of inspiration from this. And, of course, it&#8217;s very possible to do stuff like this in Processing, Flash, and the like, and make a game that&#8217;s a musical or sonic interface. The music in question in this game demonstrates the potential of Creative Commons music, making use of a non-commercial license for the lovely <a href="http://ccmixter.org/media/files/_ghost/3631" target="_blank">Lullaby</a> by _ghost on open music site ccMixter. Think that&#8217;s just giving your money away? Think again: many bands actually <em>pay</em> for exposure in big-budget games. In this case, the artist just got a load of publicity along with the game &#8212; and since it&#8217;s a non-commercial license, such things could lead to commercial collaborations in the future.</p>
<p>Oh, and most importantly, the game is fun. (The prototype is available, but a higher-quality game is forthcoming)</p>
<p><a href="http://www.kloonigames.com/blog/games/crayon" target="_blank">Crayon Physics @ Kloonigames</a> (original prototype)</p>
<p><a href="http://www.kloonigames.com/crayon/" target="_blank">Crayon Physics Deluxe</a> (the version shown at the Independent Game Festival)</p>
<p>Got some indie &#8212; or vintage, or otherwise &#8212; games that inspire you musically / interactively? Let us know.</p>
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		<title>Torrent: Listen to 700 Songs from South by Southwest</title>
		<link>http://createdigitalmusic.com/2008/02/28/torrent-listen-to-700-songs-from-south-by-southwest/</link>
		<comments>http://createdigitalmusic.com/2008/02/28/torrent-listen-to-700-songs-from-south-by-southwest/#comments</comments>
		<pubDate>Fri, 29 Feb 2008 02:05:07 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2008/02/28/torrent-listen-to-700-songs-from-south-by-southwest/</guid>
		<description><![CDATA[Correction: the South by Southwest Music Festival in Austin is not making a preview of all the bands playing the festival this year, so someone else has done it for them (Thanks, Wells in comments, for setting me straight). But, hey, perhaps this not-so-kosher torrent will lead you to some good music &#8212; or, best [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://farm1.static.flickr.com/176/425434087_90b2d14d7a_m.jpg" align="right">Correction: the South by Southwest Music Festival in Austin is <em>not</em> making a preview of all the bands playing the festival this year, so someone else has done it for them (Thanks, Wells in comments, for setting me straight). But, hey, perhaps this not-so-kosher torrent will lead you to some good music &#8212; or, best of all, motivate you to go hear someone live. I&#8217;m sure <em>somewhere </em>in there there&#8217;s even an electronic artist or two. You&#8217;ve got 700 songs &#8212; nearly 4 GB of stuff. Just get ready to hit the &#8220;skip&#8221; button to find the stuff you like. </p>
<p>Use it as a preview of what you want to hear if you&#8217;re lucky enough to be going to Austin, or use it as a free virtual South by Southwest and save on the hotel, air, and pass costs.</p>
<p><a href="http://hewgill.com/sxsw/">SXSW Showcasing Music Torrents</a></p>
<p>via: <a href="http://www.garagespin.com/archives/south-by-southwest-sxsw-2008-700-song-torrent.html">South By Southwest (SXSW) 2008 700 Song Torrent</a> [GarageSpin]</p>
<p>In fact, if you are going to Austin, let me know &#8212; I&#8217;d love to have a write-up of the music portion, as I&#8217;m going just to interactive / film / gaming. </p>
<p>Photo: <a href="http://flickr.com/photos/hometowninvasion/">Hometown Invasion Tour</a>.</p>
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		<title>Web2 Watch: Mixaloo Launches &#8220;Digital Mix Tapes&#8221;</title>
		<link>http://createdigitalmusic.com/2007/11/15/web2-watch-mixaloo-launches-digital-mix-tapes/</link>
		<comments>http://createdigitalmusic.com/2007/11/15/web2-watch-mixaloo-launches-digital-mix-tapes/#comments</comments>
		<pubDate>Thu, 15 Nov 2007 15:50:54 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2007/11/15/web2-watch-mixaloo-launches-digital-mix-tapes/</guid>
		<description><![CDATA[Mixaloo is a new service for building digital mix tapes. Counter-clockwise from upper left: assemble tracks, get recommendations and previews (or add your own recommendations), promote your mix online (via an embeddable widget), and make custom skins and cover art.
The Web holds huge potential for music sharing and music discovery, but figuring out how to [...]]]></description>
			<content:encoded><![CDATA[<p><img id="image2701" src="http://media.createdigitalmedia.net/cdmu/images//2007/11/mixaloo.jpg" alt="Mixaloo web mix tape demo" /></p>
<div class="imgcaption">Mixaloo is a new service for building digital mix tapes. Counter-clockwise from upper left: assemble tracks, get recommendations and previews (or add your own recommendations), promote your mix online (via an embeddable widget), and make custom skins and cover art.</div>
<p>The Web holds huge potential for music sharing and music discovery, but figuring out how to make that potential work &#8212; and how to navigate copyright and licensing laws in the process &#8211; has been a major challenge. This week, the creators of the website Mixaloo promised to &#8220;bring mix tapes into the digital age.&#8221; Whether you buy into that concept or not, or their particular implementation, the site does demonstrate both some of the opportunities and legal hurdles in Web sharing. They also inherit the closed model supported by labels (no full streams, previews only, DRM), but already that&#8217;s changing (MP3, and the promise, hopefully, of full-length tracks soon). It&#8217;s like a microcosm of the whole business at the moment.</p>
<p><a href="http://mixaloo.com/index.php">Mixaloo.com</a></p>
<p>I spoke to the founders shortly before launch, and they described how their approach differs from the online radio model, which is constrained in part by the law:</p>
<blockquote><p>There&#8217;s the streaming radio camp &#8230; you have a minimum of forty tracks, you can&#8217;t have the same artist twice in a row, and then you get into the whole mess of royalties. Then there&#8217;s the way we&#8217;re going &#8212; user-generated albums. And we like that because it&#8217;s personalized.&#8221;</p></blockquote>
<p>The basic model:<br />
<UL><LI>10 or more tracks on the &#8220;mix tape&#8221;</li>
<p><LI>Mix your album from 3.5 million + tracks.</li>
<p><LI>Majors and indie music &#8212; the founders say they have &#8220;deals with all the major labels&#8221; but also &#8220;a ton of independent aggregators like CD Baby, The Orchard, and Iota</li>
<p><LI>Embed players and market mixes on Blogger, MySpace, Facebook, Friendster, etc.</li>
<p><LI>Sell tracks via any of your players and earn a 50% commission</li>
<li>For now, 30-second previews &#8212; but hopefully that will change? (more in a moment)</li>
</ul>
<p><img id="image2702" src="http://media.createdigitalmedia.net/cdmu/images//2007/11/mixaloo2.jpg" alt="Mixaloo widget" /></p>
<div class="imgcaption">Mix Tape 2.0: skinnable Web widgets. But with 30-second songs, you may be looking for your Panasonic tape boom box; I know I am. So, labels, get it together &#8212; especially since commerce here is the aim.</div>
<p><span id="more-2700"></span></p>
<p>To make it easier to compile mixes, the tool incorporates a recommendation engine, so when you select a track, Mixaloo guesses other likely artists and tracks. You can also add custom feedback to the engine if you disagree, which is a badly-needed outlet missing from a lot of online music sites. When you&#8217;re ready to purchase tracks, the major option now is Windows Media files with PlaysForSure DRM &#8212; but that&#8217;s changing. 600,000 tracks are already on DRM-free MP3, that number is growing, and the service gives preference to MP3 over WMA. (The big picture: I think DRM might remain for subscription tracks or rental, but purchases will likely all be DRM-free in the near future via any outlet that wants to stay in business.)</p>
<p>So that&#8217;s the good news &#8212; now the deal-killer. For now, Mixaloo supports only 30-second previews, which to me pretty much defeats the purpose. (Mixaloo says that &#8220;the feedback we&#8217;ve gotten across the board has been positive&#8221; after several thousand users on the beta, but I think the service will fail to catch on until they can get full-length streams.) They do say full-length tracks are something they&#8217;re talking to the labels about, without making any specific promises.</p>
<p>That said, as we discussed in regards to Pandora, there is a potential for artists to make these tools work for them. Using playlists of artists you like, artists who influenced you, artists like you (artists who are copying you?) could be a great promotional tool. Why wait for iTunes to call and make you a celebrity playlist author when you can dub yourself a celebrity? (Seriously.) </p>
<p>The trick with all of this is not necessarily to sign with a major label, but simply to get hooked up with the right online distribution outlets. Once you do that, you can connected with any number of online music outlets. There&#8217;s no saying whether Mixaloo will or won&#8217;t take off, but you&#8217;ve got plenty of other online tools to try. The Mixaloo team advises that &#8220;for an independent artist, the path of least resistance would be to register with a <a href="http://cdbaby.com/">CD Baby</a> for digital distribution,&#8221; while indie labels (of which we have a few reading this site) might work through <a href="http://www.iota-music.co.uk/index.shtml">Iota Music Publishers</a> or <a href="http://theorchard.com/">The Orchard</a>. And this approach also works for sites like Pandora; see our interview there for thoughts about how people might use these various tools, and how musicians could benefit from them.</p>
<p><B>Previously:</b></p>
<p><a href="http://createdigitalmusic.com/2007/03/16/pandoras-founder-on-decoding-taste-and-promoting-indie-music/">Pandora&rsquo;s Founder on Decoding Taste and Promoting Indie Music</a></p>
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