<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Create Digital Music &#187; interactive-music</title>
	<atom:link href="http://createdigitalmusic.com/tag/interactive-music/feed/" rel="self" type="application/rss+xml" />
	<link>http://createdigitalmusic.com</link>
	<description>Making music with technology</description>
	<lastBuildDate>Fri, 25 May 2012 21:05:58 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.4</generator>
		<item>
		<title>How to Make a Music App for iOS, Free, with libpd: Exclusive Book Excerpt</title>
		<link>http://createdigitalmusic.com/2012/03/how-to-make-a-music-app-for-ios-free-with-libpd-exclusive-book-excerpt/</link>
		<comments>http://createdigitalmusic.com/2012/03/how-to-make-a-music-app-for-ios-free-with-libpd-exclusive-book-excerpt/#comments</comments>
		<pubDate>Thu, 08 Mar 2012 19:21:00 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[apps]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[downloads]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[game-audio]]></category>
		<category><![CDATA[game-design]]></category>
		<category><![CDATA[game-sound]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[how-to]]></category>
		<category><![CDATA[interactive-music]]></category>
		<category><![CDATA[interactive-sound]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod-touch]]></category>
		<category><![CDATA[libpd]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[o'reilly]]></category>
		<category><![CDATA[objective-c]]></category>
		<category><![CDATA[patching]]></category>
		<category><![CDATA[Pd]]></category>
		<category><![CDATA[peter-brinkmann]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[pure-data]]></category>
		<category><![CDATA[reading]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Sound-design]]></category>
		<category><![CDATA[tutorials]]></category>
		<category><![CDATA[xcode]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22994</guid>
		<description><![CDATA[What will you do with this blank slate? Photo (CC-BY) Yutaka Tsutano. Apple yesterday described their iPad as &#8220;this magical pane of glass that can become anything you want it to be.&#8221; So &#8211; how about making mobile devices into what you want it to be? With the help of author Peter Brinkmann and publisher &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/03/how-to-make-a-music-app-for-ios-free-with-libpd-exclusive-book-excerpt/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2012/03/iphones.jpg"><img src="http://createdigitalmusic.com/files/2012/03/iphones.jpg" alt="" title="iphones" width="640" height="427" class="alignnone size-full wp-image-22996" /></a></p>
<div class="imgcaption">What will you do with this blank slate? Photo (<a href="http://creativecommons.org/licenses/by/2.0/">CC-BY</a>) <a href="http://www.flickr.com/photos/ivyfield/">Yutaka Tsutano</a>.</div>
<p>Apple yesterday described their iPad as &#8220;this magical pane of glass that can become anything you want it to be.&#8221; So &#8211; how about making mobile devices into what you want it to be?</p>
<p>With the help of author Peter Brinkmann and publisher O&#8217;Reilly, we&#8217;d like to give you a taste of Peter&#8217;s new book, <em>Making Musical Apps: Real-time audio synthesis on Android and iOS</em>. Imagining that a lot of you are especially curious about iOS, we&#8217;ll include the chapter on how to get started with development. It really gives you a sense of how easy this can be; the challenge is, as it should be, coming up with musical ideas. And Apple did say that they thought that technology was at its best when it was &#8220;invisible,&#8221; not when it was &#8220;inaudible.&#8221; So let&#8217;s make it make some noise.</p>
<p><em>(Android developers, libpd actually got its start on Android and runs quite well even on very primitive Android handsets, so consider this a sample; the full book &#8211; and the <a href="http://libpd.cc">libpd site</a> &#8211; include loads of examples on the Android side, too. In fact, because libpd works basically identically on the two platforms, it&#8217;s a great choice for making cross-platform development easier.)</em></p>
<p>In this excerpt, Peter covers:</p>
<ul>
<li>How to set up your development environment</li>
<li>Starting a project with Xcode, and including Pd</li>
<li>How to make a Pd patch run in your app</li>
<li>Making the Pd patch and your UI connect with each other (here, from the app&#8217;s UI to Pd; the book covers both directions)</li>
</ul>
<p>In fact, in just a few pages, you&#8217;ll have a working guitar tuner for iOS. Have a look:<span id="more-22994"></span></p>
<p>Read it on CDM&#8217;s Scribd page:</p>
<p><a title="View Making Musical Apps (Excerpt: How to Build a Music App for iOS) on Scribd" href="http://www.scribd.com/doc/84526020/Making-Musical-Apps-Excerpt-How-to-Build-a-Music-App-for-iOS" style="margin: 12px auto 6px auto; font-family: Helvetica,Arial,Sans-serif; font-style: normal; font-variant: normal; font-weight: normal; font-size: 14px; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none; display: block; text-decoration: underline;">Making Musical Apps (Excerpt: How to Build a Music App for iOS)</a><iframe class="scribd_iframe_embed" src="http://www.scribd.com/embeds/84526020/content?start_page=1&#038;view_mode=list&#038;access_key=key-1980jjdp4pnq79z6lisu" data-auto-height="true" data-aspect-ratio="0.772727272727273" scrolling="no" id="doc_89236" width="100%" height="600" frameborder="0"></iframe></p>
<p>Direct PDF download link, hosted by CDM (please don&#8217;t link to this file directly):<br />
<a href="http://createdigitalmusic.com/files/2012/03/MakingMusicalAppsExcerpt.pdf">Making Musical Apps (Excerpt)</a> [PDF]</p>
<p>I&#8217;ve read an advance copy of the whole book, and my review is simple: if you&#8217;re curious about this stuff, get this book. Peter&#8217;s style is friendly and precise; no technical detail is left out, and yet those details aren&#8217;t overwhelming. The book can be accessible to those new to development, which is essential for a title that&#8217;s likely to be read by people who are used to Pd, but dipping their toes into Java and Objective-C for the first time in order to get their patches running on a device.</p>
<p>Ready for the full book?</p>
<p>Get a printed copy on Amazon:</p>
<p><iframe src="http://rcm.amazon.com/e/cm?lt1=_blank&#038;bc1=000000&#038;IS2=1&#038;nou=1&#038;bg1=FFFFFF&#038;fc1=000000&#038;lc1=0000FF&#038;t=createdigital-20&#038;o=1&#038;p=8&#038;l=as4&#038;m=amazon&#038;f=ifr&#038;ref=ss_til&#038;asins=1449314902" style="width:120px;height:240px;" scrolling="no" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p>Or read the Kindle edition:</p>
<p><iframe src="http://rcm.amazon.com/e/cm?lt1=_blank&#038;bc1=000000&#038;IS2=1&#038;nou=1&#038;bg1=FFFFFF&#038;fc1=000000&#038;lc1=0000FF&#038;t=createdigital-20&#038;o=1&#038;p=8&#038;l=as4&#038;m=amazon&#038;f=ifr&#038;ref=ss_til&#038;asins=B007C5TUGQ" style="width:120px;height:240px;" scrolling="no" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p>For multi-platform epub, mobi, and PDF formats, head straight to the O&#8217;Reilly page:<br />
<a href="http://shop.oreilly.com/product/0636920022503.do">Making Musical Apps</a> [shop.oreilly.com]</p>
<p><a href="http://libpd.cc/read-the-book/">http://libpd.cc/read-the-book/</a></p>
<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2012/03/how-to-make-a-music-app-for-ios-free-with-libpd-exclusive-book-excerpt/&via=cdmblogs&text=How to Make a Music App for iOS, Free, with libpd: Exclusive Book Excerpt&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2012/03/how-to-make-a-music-app-for-ios-free-with-libpd-exclusive-book-excerpt/&via=cdmblogs&text=How to Make a Music App for iOS, Free, with libpd: Exclusive Book Excerpt&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div class='wpfblike' style='height: 40px;'><iframe src='http://www.facebook.com/plugins/like.php?href=http://createdigitalmusic.com/2012/03/how-to-make-a-music-app-for-ios-free-with-libpd-exclusive-book-excerpt/&amp;layout=default&amp;show_faces=false&amp;width=400&amp;action=like&amp;colorscheme=light&amp;send=false' scrolling='no' frameborder='0' allowTransparency='true' style='border:none; overflow:hidden; width:400px;'></iframe></div>]]></content:encoded>
			<wfw:commentRss>http://createdigitalmusic.com/2012/03/how-to-make-a-music-app-for-ios-free-with-libpd-exclusive-book-excerpt/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Pd, Everywhere: Free libpd Gets a New Site, New Book on Making Mobile Music Apps</title>
		<link>http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/</link>
		<comments>http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/#comments</comments>
		<pubDate>Thu, 08 Mar 2012 18:41:57 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[dataflow]]></category>
		<category><![CDATA[free-software]]></category>
		<category><![CDATA[game-sound]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[generative]]></category>
		<category><![CDATA[how-to]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[interactive-music]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[o'reilly]]></category>
		<category><![CDATA[open-source]]></category>
		<category><![CDATA[patching]]></category>
		<category><![CDATA[Pd]]></category>
		<category><![CDATA[peter-brinkmann]]></category>
		<category><![CDATA[pure-data]]></category>
		<category><![CDATA[reading]]></category>
		<category><![CDATA[responsive]]></category>
		<category><![CDATA[Sound-design]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22986</guid>
		<description><![CDATA[Pure Data (Pd) is already a free, convenient tool for making synths, effects, and sequencers and other musical generators. But imagine stripping away all the things that tie it to a platform &#8211; UI, specific hardware support &#8211; so it will run just about anywhere, on anything, in any context. That&#8217;s what libpd, a free, &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2012/03/libpd_site.jpg"><img src="http://createdigitalmusic.com/files/2012/03/libpd_site-640x320.jpg" alt="" title="libpd_site" width="640" height="320" class="alignnone size-large wp-image-22988" /></a></p>
<p>Pure Data (Pd) is already a free, convenient tool for making synths, effects, and sequencers and other musical generators. But imagine stripping away all the things that tie it to a platform &#8211; UI, specific hardware support &#8211; so it will run just about anywhere, on anything, in any context. </p>
<p>That&#8217;s what libpd, a free, embeddable, open source (BSD) tool for making interactive music, does. Coders can take their favorite language and their favorite platform, and just plug in the power of Pd. They don&#8217;t even have to <em>know</em> almost anything about Pd &#8211; they can let an intrepid Pd patcher create the interactive sound effects and dynamic music for their game and just drop a patch into their assets.</p>
<p>One of the most powerful applications for this is the ability to add interactive music and sound to mobile apps, on iOS and Android, without writing and testing a bunch of custom DSP code. And that has enabled the use of libpd in apps as successful as <em>Inception: The App</em>. With music by Hans Zimmer and a custom &#8220;dream&#8221; experience created by RjDj, that app racked up millions of downloads in under a couple of months, and then, far from sitting idle on the app launch screen, went on to clock in over a century of user &#8220;dreamtime.&#8221; </p>
<p>Okay, so, you&#8217;re sold. You want to see what this thing can do, and maybe try it out, and you&#8217;re wondering where to start. So, here&#8217;s some good news: there&#8217;s a new site and a new book to get you going.</p>
<p><strong>The site: libpd.cc</strong></p>
<p>libpd has a new home on the Web, both in the form of a new GitHub repository to organize all the code and docs and samples, and a site that brings together a showcase of what the apps does and points you to where to learn more. The single destination is now hosted here by CDM:</p>
<p><a href="http://libpd.cc">http://libpd.cc</a></p>
<p>I built that site, so please, if there&#8217;s anything you&#8217;d like to see or you&#8217;ve got your own work created with libpd, let me know about it.</p>
<p>Even just having selected a few key highlights of apps built with libpd, it&#8217;s impressive what people are already doing with this tool:</p>
<p><a href="http://libpd.cc/portfolio/showcase/">libpd Showcase</a></p>
<p><strong>The book, and a chat with its author</strong></p>
<p>A new book published by O&#8217;Reilly focuses on building mobile apps using libpd, for iOS and Android. (iPhone, iPod touch, Android phones and tablets, and yes, even that &#8220;new iPad&#8221; introduced yesterday are therefore all fair game.)</p>
<p>You can read a section of the book right here on CDM, for a taste of what&#8217;s in store:<br />
<a href="http://createdigitalmusic.com/2012/03/how-to-make-a-music-app-for-ios-free-with-libpd-exclusive-book-excerpt/">How to Make a Music App for iOS, Free, with libpd: Exclusive Book Excerpt</a><span id="more-22986"></span></p>
<p>It&#8217;s an exceptional, comprehensive look at development using libpd, covering iOS and Android, but also a complete look at the libpd API and how to use it. For Pd patchers just getting started with iOS and Android, it includes all of the basics of how to use libpd in your mobile development environment. For mobile developers new to Pd and patching, it makes clear how you&#8217;d communicate with Pd, so you can either dive into Pd yourself or properly interface with patches made by musicians, composers, and sound designers with whom you may be collaborating. It&#8217;s an ideal title for anyone interested in taking a game and giving it a more dynamic soundtrack &#8211; in sound effects, music or both &#8211; or for people building mobile musical instruments and effects, sonic toys, interactive albums, or, really, anything at all that involves sound or music. Since it walks you through the entire development experience, you can sit down with it in the course of a few evenings, and get a complete picture of how to integrate Pd with your development workflow.</p>
<p>Dr. Peter Brinkmann, the principal developer of libpd, is the author of the title. I asked Peter to explain a little bit about the book, who it&#8217;s for (hint: you!), and what&#8217;s in it (hint: stuff you want to read!) &#8230;</p>
<p><a href="http://createdigitalmusic.com/files/2012/03/libpdbookcover.jpg"><img src="http://createdigitalmusic.com/files/2012/03/libpdbookcover.jpg" alt="" title="libpdbookcover" width="487" height="640" class="alignnone size-full wp-image-22991" /></a></p>
<p><strong>CDM: How did this book come about? And the book process really helped drive improvements to libpd, too?</strong></p>
<p>Peter B.: Shawn Wallace, an editor at O&#8217;Reilly, contacted me last summer and asked whether I would be interested in writing a short book on libpd. I was interested, and so I talked to my [Google] manager (&#8220;No conflict &#8212; we all have time-consuming hobbies!&#8221;) as well as a couple of colleagues who had written books for O&#8217;Reilly.  They made a token attempt to dissuade me, but it was clear that they had enjoyed writing their books, and they seemed quite proud of the result, too.</p>
<p>Once I had made up my mind to write a book, the next question was whether to self-publish or go with O&#8217;Reilly.  Self-publishing is a viable option these days, but then I decided that I really wanted an animal on the cover.  Besides, I had never written a book before, and having the support of O&#8217;Reilly&#8217;s editorial staff made the prospect seem less daunting.</p>
<p>The first draft was done in mid-November, but at that time it was basically science fiction because it presented libpd the way I wanted it to be, not the way it was at the time.</p>
<p>So, after the bulk of the writing was done, libpd needed to be revised so that it would actually be in agreement with the book.  In particular, Rich Eakin and I rewrote the iOS components for better performance and usability.  That delayed the book by a month or so, which turned out to be a great stroke of luck because that was when I discovered that Xcode 4.2 had changed the entire development model by introducing automatic reference counting, instantly rendering existing<br />
texts obsolete.  That included my chapter on iOS, and so I had to sit down and rewrite it.</p>
<p>After that, the rest happened rather quickly &#8212; getting reviews, revising the draft, going through the production process.  O&#8217;Reilly&#8217;s toolchain is remarkably efficient, using asciidoc and docbook in a Subversion repository.  The editorial staff is great, too.  I&#8217;m amazed to see how quickly it all came together.</p>
<p><strong>How did you approach writing the book?</strong></p>
<p>For the first draft, I just imagined that I was teaching a class on libpd.  When you&#8217;re lecturing in front of an audience, you don&#8217;t have time to polish every sentence; you just have to talk and maintain some sense of momentum.  That approach helps a lot when facing a blank page.  After that, it&#8217;s many, many rounds of revisions to eliminate weak or redundant sentences.</p>
<p>For the sample code, I picked one project that uses all major components of libpd.  That provided a natural progression from idea to completion, while touching on all important points in their proper context.  I&#8217;m basically providing running commentary on my thought process when making an app, including common mistakes and pitfalls. Like this, readers will know how to recognize and work around most problems.</p>
<p>Another trick is to write more than necessary.  The first draft contained a lot of gratuitous editorializing.  Those parts were never meant to make it into the finished text, but they were fun to write and they kept me going when I wasn&#8217;t quite sure what to write next.</p>
<p><strong>Who it&#8217;s for?</strong></p>
<p>The book explains how to patch for libpd, and how to write apps with libpd, with special emphasis on the interface between Pd patches and application code.  It&#8217;s for mobile developers who want to add real-time audio synthesis to their projects, as well as sound designers who want to deploy their work on mobile devices.  It&#8217;s light on prerequisites; if you know how to write a basic app for Android or iOS, you&#8217;re ready to read the book.</p>
<p><em>Ed.: I&#8217;d add to that, given that there are such great tutorials on app development for Android and iOS &#8211; even many of them free, including some very worthwhile documentation from Google and Apple &#8212; if you&#8217;ve messed with Pd, you should give the book a try. And if you haven&#8217;t messed with Pd, this could be a great excuse. This book won&#8217;t teach you Pd, but it&#8217;ll make very clear how to glue everything together. -PK</em></p>
<p><strong>Why does a book like this matter? What do you hope will come out of it?</strong></p>
<p>I hope that the book will help popularize real-time procedural audio, in games and other apps.  I&#8217;m thrilled to see all the projects that use libpd, and I hope that the book will help people create even more awesomeness of this kind.  One thing I only fully realized when writing the book is that libpd lets developers use DSP code like a media file: An audio developer creates a Pd patch, and the app developer just drops it into the resources of the app and loads and<br />
triggers it as needed.  I guess this was implicit in a blog post I wrote on workflow and prototyping a year ago, but I think the DSP-as-media angle is even more powerful.  I hope that the book will bring this out.</p>
<p>The book project has already improved libpd.  Whenever I faced the choice between fixing an awkward bit of code or explaining the awkwardness in the book, I chose to fix the code.  That took care of all the little things that were sort of bothering me but didn&#8217;t seem significant enough to spend time on.  It also gave us a deadline for a number of related things that we wanted to do, such as migrating to GitHub and launching the new website, libpd.cc. <em>Ed.: Cough. Yes, glad that gave me that deadline &#8211; and thanks to Peter B. for the extra push! -PK</em></p>
<p><strong>Congrats to Peter on his first animal-on-a-cover!</strong> It&#8217;s really a great book: you read it, and feel like making more new things, inventing new creations that produce sound and music. And that&#8217;s a very good thing.</p>
<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/&via=cdmblogs&text=Pd, Everywhere: Free libpd Gets a New Site, New Book on Making Mobile Music Apps&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/&via=cdmblogs&text=Pd, Everywhere: Free libpd Gets a New Site, New Book on Making Mobile Music Apps&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div class='wpfblike' style='height: 40px;'><iframe src='http://www.facebook.com/plugins/like.php?href=http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/&amp;layout=default&amp;show_faces=false&amp;width=400&amp;action=like&amp;colorscheme=light&amp;send=false' scrolling='no' frameborder='0' allowTransparency='true' style='border:none; overflow:hidden; width:400px;'></iframe></div>]]></content:encoded>
			<wfw:commentRss>http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>InvisiBall: Play Tennis with Sound, Blindfolded &#8211; or Blind</title>
		<link>http://createdigitalmusic.com/2012/02/invisiball-play-tennis-with-sound-blindfolded-or-blind/</link>
		<comments>http://createdigitalmusic.com/2012/02/invisiball-play-tennis-with-sound-blindfolded-or-blind/#comments</comments>
		<pubDate>Fri, 17 Feb 2012 18:03:22 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[audio-games]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[game-design]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[gestural]]></category>
		<category><![CDATA[infrared]]></category>
		<category><![CDATA[interaction-design]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[interactive-music]]></category>
		<category><![CDATA[IR]]></category>
		<category><![CDATA[Sensors]]></category>
		<category><![CDATA[sound-games]]></category>
		<category><![CDATA[sweden]]></category>
		<category><![CDATA[wii]]></category>
		<category><![CDATA[wiimote]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22744</guid>
		<description><![CDATA[Trust your ears. It seems a simple instruction, in the teaser video for this project by Stockholm-based producer/composer Håkan Libdo. But for those of us used to having vision, focusing in on one sense &#8211; even the sense on which we rely for music and sound &#8211; can be an extraordinary experience. If digital interface &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/02/invisiball-play-tennis-with-sound-blindfolded-or-blind/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/34333300?title=0&amp;byline=0&amp;portrait=0" width="640" height="480" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Trust your ears.</p>
<p>It seems a simple instruction, in the teaser video for this project by Stockholm-based producer/composer Håkan Libdo. But for those of us used to having vision, focusing in on one sense &#8211; even the sense on which we rely for music and sound &#8211; can be an extraordinary experience. If digital interface design has done anything, it has forced new ways of looking at design across senses, and not just in a weary repetition of &#8220;we always do it this way.&#8221;</p>
<p>Playing tennis in InvisiBall becomes a new experience. Sonic cues along direct the ball from side to side. And apart from experiencing the game &#8211; blindfolded or even as a non-seeing person &#8211; the result can be a performance. Developed with programmers Magnus Frenning and Jonatan Liljedahl, the game relies on three-dimensional sound and senses user play, a new musical game. </p>
<p>A computer, while tracking the players, seamlessly mixes sonic cues with a musical soundtrack, so that the results are melodic and not only sound effects. Played in a darkened room, the rackets emit infrared light. Wiimotes here don&#8217;t move, as they do when playing games like Nintendo&#8217;s Wii Tennis; instead, they&#8217;re just IR sensors.</p>
<p>An audience gets to &#8220;see&#8221; the position of that invisible ball, so that spectating is a slightly different sensation; a TV displays where the ball would be.</p>
<p>More information on Håkan Libdo&#8217;s site; he tells us this could be making appearances at festivals this year. (So&#8230; if you&#8217;ve got a festival, and you&#8217;re reading&#8230; uh, send CDM some tix, too, and we&#8217;ll visit?)</p>
<p><a href="http://hakanlidbo.com/archives/2075">http://hakanlidbo.com/archives/2075</a></p>
<p><a href="http://createdigitalmusic.com/files/2012/02/invisiball_ball_pos_2.jpg"><img src="http://createdigitalmusic.com/files/2012/02/invisiball_ball_pos_2-640x305.jpg" alt="" title="invisiball_ball_pos_2" width="640" height="305" class="alignnone size-large wp-image-22745" /></a></p>
<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2012/02/invisiball-play-tennis-with-sound-blindfolded-or-blind/&via=cdmblogs&text=InvisiBall: Play Tennis with Sound, Blindfolded - or Blind&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2012/02/invisiball-play-tennis-with-sound-blindfolded-or-blind/&via=cdmblogs&text=InvisiBall: Play Tennis with Sound, Blindfolded - or Blind&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div class='wpfblike' style='height: 40px;'><iframe src='http://www.facebook.com/plugins/like.php?href=http://createdigitalmusic.com/2012/02/invisiball-play-tennis-with-sound-blindfolded-or-blind/&amp;layout=default&amp;show_faces=false&amp;width=400&amp;action=like&amp;colorscheme=light&amp;send=false' scrolling='no' frameborder='0' allowTransparency='true' style='border:none; overflow:hidden; width:400px;'></iframe></div>]]></content:encoded>
			<wfw:commentRss>http://createdigitalmusic.com/2012/02/invisiball-play-tennis-with-sound-blindfolded-or-blind/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Pugs Luv Beats Marries Music, Gaming on iOS: How it Was Made, How Free libpd Music Tool Helped</title>
		<link>http://createdigitalmusic.com/2011/12/pugs-luv-beats-marries-music-gaming-on-ios-how-it-was-made-how-free-libpd-music-tool-helped/</link>
		<comments>http://createdigitalmusic.com/2011/12/pugs-luv-beats-marries-music-gaming-on-ios-how-it-was-made-how-free-libpd-music-tool-helped/#comments</comments>
		<pubDate>Mon, 19 Dec 2011 12:51:44 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Artists]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[behind-the-scenes]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[free-software]]></category>
		<category><![CDATA[game-design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[generative-music]]></category>
		<category><![CDATA[grids]]></category>
		<category><![CDATA[interactive-music]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[libpd]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[open-source]]></category>
		<category><![CDATA[patching]]></category>
		<category><![CDATA[Pd]]></category>
		<category><![CDATA[phones]]></category>
		<category><![CDATA[pure-data]]></category>
		<category><![CDATA[sequencing]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[tablets]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21910</guid>
		<description><![CDATA[The iPad becomes a canvas for a game with an atypically-musical, interactive sound score. All images courtesy the developers. Photos by whatkristensaw. Truly generative musical scores in games have been few and far between, and &#8220;music games&#8221; has traditionally meant arcade-style rhythm games in which you repeat phrases or whole songs as accurately as possible. &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/12/pugs-luv-beats-marries-music-gaming-on-ios-how-it-was-made-how-free-libpd-music-tool-helped/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/12/pugsipadhandson.jpg"><img src="http://createdigitalmusic.com/files/2011/12/pugsipadhandson-640x426.jpg" alt="" title="pugsipadhandson" width="640" height="426" class="alignnone size-large wp-image-21928" /></a></p>
<div class="imgcaption">The iPad becomes a canvas for a game with an atypically-musical, interactive sound score. All images courtesy the developers. Photos by <a href="http://whatkristensaw.blogspot.com/">whatkristensaw</a>.</div>
<p>Truly generative musical scores in games have been few and far between, and &#8220;music games&#8221; has traditionally meant arcade-style rhythm games in which you repeat phrases or whole songs as accurately as possible. Pugs Luv Beats breaks those molds. Part of a vanguard of new gaming creations that generate dynamic music on the fly, it marries grid-based sequencing and resource-gathering gaming, as music making and gameplay blur together. The interactively-produced music could itself become a new way of delivering a musical signature with sound packs.</p>
<p>And beneath it all lurks a free and open source library, libpd &#8211; the embeddable version of tried-and-true free graphical music environment Pure Data. (That library is <a href="http://github.com/libpd">now on GitHub</a>, and vastly updated, by the way, and we&#8217;re expecting a book soon from the library&#8217;s principle author Peter Brinkmann.)</p>
<p>Oh, yeah, and don&#8217;t forget about some seriously addictive gameplay and adorable pugs. I&#8217;m suddenly not concerned about the 15 hours Europe-to-North-America travel I&#8217;m doing tomorrow.</p>
<p>Here&#8217;s what the gameplay looks like, since it&#8217;s much easier to see:</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/V0i18_--8Yc?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>Pugs Luv Beats was just approved on the <a href="http://search.itunes.apple.com/WebObjects/MZContentLink.woa/wa/link?path=apps%2fpugsluvbeats">iTunes App Store for iPhone and iPad</a>.</p>
<p>Co-creator Yann Seznec (<a href="http://www.theamazingrolo.net/">The Amazing Rolo</a>) is a terrific musician; I just caught up with him in Edinburgh and Berlin and watched him play a homebrewed pig gut instrument with Matthew Herbert for the performance piece &#8220;One Pig,&#8221; on tour at Berghain. Working with Pd allowed Yann to focus on those musical impulses and not just engineering, and to let him try things he otherwise would never have imagined on a mobile title. So I asked Yann to walk us through how the project was built. He responded with an exhaustively-detailed examination of the evolution of this title, right down to the Pd patches. (Click through for high-res versions.) If your New Year&#8217;s Resolution is doing something with patching, you might want to hang onto these answers. Here&#8217;s Yann:<span id="more-21910"></span></p>
<p><a href="http://createdigitalmusic.com/files/2011/12/pugs_screen1.jpg"><img src="http://createdigitalmusic.com/files/2011/12/pugs_screen1-480x640.jpg" alt="" title="pugs_screen1" width="480" height="640" class="alignnone size-large wp-image-21936" /></a></p>
<blockquote><p>The origins of Pugs Luv Beats date back about two years. After making [musical iPhone game] <a href="http://itunes.apple.com/app/mujik/id324895775?mt=8">Mujik</a>, Jon (Jonathan Brodsky, aka <a href="http://jonbro.tk/">jonbro</a>) and I were trying to think of other approaches to music mobile app design, and we started thinking more and more about games. Music games, as a whole, are an oddly passive and traditionalist experience &#8211; you play along with a premade track, and you are judged on your accuracy and flair (which is strangely reminiscent of music conservatory mindset&#8230;). Obviously there are exceptions (RjDj’s <a href="http://createdigitalmusic.com/2011/12/dimensions-ios-app-powered-by-pd-and-hans-zimmer-is-sound-augmented-reality-game-behind-the-scenes/">Dimensions</a>, <a href="http://en.wikipedia.org/wiki/Electroplankton">Elektroplankton</a>, etc.),  but there you go.</p>
<p>Particularly interesting to me was the idea that game mechanics are often very similar to compositional techniques. So for example, when Sonic runs at a normal speed he collects rings at one rate. However when he powers up and goes super fast, he collects rings at a much higher rate. This could be compared to introducing a melody and then speeding it up  &#8211; and when there are two players, doing this with two melodies. Instant fugue!</p>
<p>We started looking at how we could make a music game where the music and the game elements were fully intertwined and augmented by each other. So Jon prototyped a space shooter drum machine. It was awesome.</p>
<p>To make a (very very very long and boring) story short, our idea and prototype landed us some funding from Channel 4 and Creative Scotland to work on games that focus on musical creativity and composition.</p>
<p>For various reasons, we decided to put aside the space shooter drum machine for a while, and start from scratch. After going through several full prototyping iterations we eventually settled on a core game mechanic that turned out to be in many ways similar to a <a href="http://www.global.yamaha.com/tenori-on/">Tenori-on</a> [Yamaha grid instrument]/<a href="http://docs.monome.org/doku.php?id=app:boiingg">Boiingg</a>-style [monome hardware patch] music generation system &#8211; in our final prototype, you controlled a series of little dots that moved around the screen, creating loops. This is super fun from a musical perspective because it’s easy and rewarding within a few seconds, and when you have several loops going it can gain some pretty serious rhythmic and melodic depth.</p>
<p>The key from there for us was turning this into a game. We had been using free Internet graphics packs up until then (we hadn’t hired our artist Sean yet) which featured a ladybug, so we had been referring to the main characters as ‘bugs’. During some discussion one of us accidentally said ‘pugs’, and the game idea was born. We constructed a story about pugs and their love for beets (like the vegetables) which create beats (ha!), and how their love turned into greed and got out of control, destroying their world. The game, therefore, is about helping the pugs rebuild their lost civilization by guiding them to create beats. You grow your galaxy by collecting beats, which you do most efficiently when you dress your pugs up in costumes. What’s not to like?</p>
<p><a href="http://createdigitalmusic.com/files/2011/12/pugs_screen2.jpg"><img src="http://createdigitalmusic.com/files/2011/12/pugs_screen2-480x640.jpg" alt="" title="pugs_screen2" width="480" height="640" class="alignnone size-large wp-image-21935" /></a></p>
<p>To get to the part that I imagine CDM readers are most interested in, the app development was done by Jon using <a href="http://www.openframeworks.cc/">openFrameworks</a>, [lightweight language] <a href="http://www.lua.org/">Lua</a>, our own game engine called Blud, and the audio is all done in Pure Data using <a href="https://github.com/libpd">libpd</a> (through <a href="https://github.com/danomatika/ofxPd">ofxPd</a>). In hindsight we started using libpd really late in the game, just at the very end of the prototyping stage, which was rather silly. Our adoption of libpd basically made our dev cycle about a million times more efficient. My background is as a musician and sound designer, and I have very little coding knowledge. I do, however, have lots of knowledge of <a href="http://cycling74.com/">Max/MSP</a>, so picking up <a href="http://puredata.info">Pure Data</a> was pretty easy. This allowed Jon to completely pass off all the audio processing (not to mention aesthetic sound design choices) to me, saving him loads of time, giving me direct control over the sound, and letting me test and prototype different approaches to audio within an environment that I knew would be recreated in the game. Also, as Jon mentioned to me recently, by using PD we are able to take advantage of 20 years of audio DSP research and development. Pretty amazing. </p>
<p><strong>How it all works:</strong></p>
<p><a href="http://createdigitalmusic.com/files/2011/12/1-mainaudio.png"><img src="http://createdigitalmusic.com/files/2011/12/1-mainaudio-640x371.png" alt="" title="1 mainaudio" width="640" height="371" class="alignnone size-large wp-image-21917" /></a></p>
<p>The entire audio engine is contained within this patch. Pardon the messiness.</p>
<p><a href="http://createdigitalmusic.com/files/2011/12/2-sounds.png"><img src="http://createdigitalmusic.com/files/2011/12/2-sounds-388x640.png" alt="" title="2 sounds" width="388" height="640" class="alignnone size-large wp-image-21918" /></a></p>
<p>The simplest part of the patch is the “sounds” section, which is used to playback simple sound effects, for the most part linked with interface actions in the game. I did this by creating a very simple patch which plays a sound when it receives a bang. Which sound it plays is dictated by the argument (in this case, the sound of discovering a new capsule). The process for adding a new sound, then, is as simple as adding the sound file to the /assets/sounds/ folder, and making a new instance of “sounds.pd” and naming it the same as the new sound. Jon, in the project code, created a list called “sounds” which is sent into Pure Data. When that list contains “capsule”, a bang is sent into that subpatch, and the sound is played. </p>
<p><a href="http://createdigitalmusic.com/files/2011/12/3-pugglesynth.png"><img src="http://createdigitalmusic.com/files/2011/12/3-pugglesynth-612x640.png" alt="" title="3 pugglesynth" width="612" height="640" class="alignnone size-large wp-image-21920" /></a></p>
<p>A more complex version of what could be done with this type of data is seen in the voice of Mr Puggles, who helps you learn how to play the game. Mr Puggles pops on and off the screen to guide you through the first few worlds, and when he does he send Pure Data a “puggleShow” and “puggleHide” signal. I wanted to give Puggles a funny synthesizer voice that was different every time &#8211; dead simple in PD. To do that, I take the puggleShow bang and use it to trigger five more bangs, spaced out over a second. Each of these bangs triggers a random number which is translated into a MIDI note. This note controls the pitch of two oscillators (a sine and a sawtooth), one of which is slightly modified to make them slightly different pitches. These are played through a short volume envelope and a filter which is also controlled by a random number generator. Result? Hilarious beeping boopy Mr Puggles voice, all coming from one bang. </p>
<p><a href="http://createdigitalmusic.com/files/2011/12/4-mode.png"><img src="http://createdigitalmusic.com/files/2011/12/4-mode-640x338.png" alt="" title="4 mode" width="640" height="338" class="alignnone size-large wp-image-21921" /></a></p>
<p>Every time a player buys or selects a planet, a short list is sent to Pure Data comprised of the planet BPM and a random number seed. The BPM is used to calculate delay times and such, and the random number seed is used to create a sort of musical identity for the planet. This is done by choosing a “beat library” and a musical mode. </p>
<p><a href="http://createdigitalmusic.com/files/2011/12/5-tables.png"><img src="http://createdigitalmusic.com/files/2011/12/5-tables-640x466.png" alt="" title="5 tables" width="640" height="466" class="alignnone size-large wp-image-21922" /></a></p>
<p>The mode is created by building a lookup table that chooses the notes from a chromatic scale that would be used in a particular mode. For example, a major scale (ionian mode) uses notes 1, 3, 5, 6, 8, 10, and 12. Each melodic sound library I used is comprised of a full chromatic octave, and the notes that are played on any given planet are controlled by this table. This ensures not only that all of the different sound libraries being played on a planet will be in the same key, but also that a planet will have a strong melodic identity.</p>
<p><a href="http://createdigitalmusic.com/files/2011/12/6-modeplayer.png"><img src="http://createdigitalmusic.com/files/2011/12/6-modeplayer-640x574.png" alt="" title="6 modeplayer" width="640" height="574" class="alignnone size-large wp-image-21923" /></a></p>
<p>The sound libraries in the game are all controlled by the pugs on the planets. As they run around, each time they land they will trigger a sound. The type of sound is dependent on what terrain they are on &#8211; thus, if they run through the snow they play a toy piano, if they run through lava a distorted guitar, etc. There are two states of playing the sound, one if the player deliberately tells the pug to go to that tile, and the second if the pug is traveling over that tile to get somewhere else. It’s super easy to do that kind of thing in Pd; just set up two different ‘play sound’ envelopes, maybe a little extra delay or reverb, and you’re done!</p>
<p>The final piece of the puzzle for making the pugs running around into music is to make each tile be a different note. The terrain of each planet is created by making a sort of height map, where different heights correspond with different terrain types (grass, water, snow, etc). This also means that each tile has a unique number between 0 and 1. When the player buys or selects a planet, a giant random number table is generated in Pure Data which creates a number between 1 and 13 for each possible value between 0 and 1. That value is what is used to pick the note of the mode. This somewhat convoluted approach again lets us make sure that each planet will have a unique, but fully reproducible, musical character. </p>
<p>The actual playing of the sounds is probably the messiest part of the patch structure. Purists look away now. </p>
<p><a href="http://createdigitalmusic.com/files/2011/12/7-coresampler.png"><img src="http://createdigitalmusic.com/files/2011/12/7-coresampler-640x400.png" alt="" title="7 coresampler" width="640" height="400" class="alignnone size-large wp-image-21924" /></a></p>
<p>I wanted to make sure this part of the patch was as flexible as possible, so I ended up using the soundfiler and tabread~ objects, rather than tabplay~, which is great in practice though does look rather uncouth. Additionally, I had some limitations imposed upon the structure of the patch &#8211; namely, I had to keep the number of tables down as much as possible, to save on memory. So each sound bank has two voice polyphony &#8211; there are many sound banks, and the beats and sound effects aren’t counted in this, so that limitation is not really heard in the final product at all. It did mean I had to work out a decent voice allocation system though! </p>
<p>I think my memory issues were probably my only problem with using PD in this project &#8211; though only indirectly. As I mentioned, they were hardly a problem artistically, however it took me a while to get used to the idea that not everything I patched on a computer would work on an iPhone. Similarly, I had to be very careful about things like relative volumes. In a generative music game like Pugs Luv Beats, the player could quite easily send 15 pugs running around making sound, which mounts up pretty quickly. It means that all of the patches and sound need to be designed to withstand lots of triggering without distorting. None of these things are problems, really, all they require is regular testing on devices and simulators &#8211; something that every mobile developer is already used to.</p>
<p>That’s the Pure Data audio engine in a nutshell. The end result is a flexible and powerful audio engine that sounds really great and is fully integrated into Pugs Luv Beats. The game is a great combination of music, silliness, and strategy &#8211; there’s a bit of something in there for everyone. You can definitely just play with the game to make beats, or you can try and collect all of the costumes, or you can try and make the most efficient planet ever. You can also explore the galaxies being made by your Game Center friends, to hear what they’re up to.</p></blockquote>
<p>The background story:</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/SkU8RLf53G8?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>And, just for fun, a silly promo featuring real pugs. Anyone traumatized by the sight of Pd patches, these should relax you.</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/auiY1oFcDC4?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>More information at the developer site:<br />
<a href="http://luckyframe.co.uk/pugsluvbeats/game.html">http://luckyframe.co.uk/pugsluvbeats/game.html</a></p>
<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2011/12/pugs-luv-beats-marries-music-gaming-on-ios-how-it-was-made-how-free-libpd-music-tool-helped/&via=cdmblogs&text=Pugs Luv Beats Marries Music, Gaming on iOS: How it Was Made, How Free libpd Music Tool Helped&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2011/12/pugs-luv-beats-marries-music-gaming-on-ios-how-it-was-made-how-free-libpd-music-tool-helped/&via=cdmblogs&text=Pugs Luv Beats Marries Music, Gaming on iOS: How it Was Made, How Free libpd Music Tool Helped&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div class='wpfblike' style='height: 40px;'><iframe src='http://www.facebook.com/plugins/like.php?href=http://createdigitalmusic.com/2011/12/pugs-luv-beats-marries-music-gaming-on-ios-how-it-was-made-how-free-libpd-music-tool-helped/&amp;layout=default&amp;show_faces=false&amp;width=400&amp;action=like&amp;colorscheme=light&amp;send=false' scrolling='no' frameborder='0' allowTransparency='true' style='border:none; overflow:hidden; width:400px;'></iframe></div>]]></content:encoded>
			<wfw:commentRss>http://createdigitalmusic.com/2011/12/pugs-luv-beats-marries-music-gaming-on-ios-how-it-was-made-how-free-libpd-music-tool-helped/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>An Album That Can Be Heard Only in One Location, in Interactive Ode to Washington, D.C.</title>
		<link>http://createdigitalmusic.com/2011/05/an-album-that-can-be-heard-only-in-one-location-in-interactive-ode-to-washington-d-c/</link>
		<comments>http://createdigitalmusic.com/2011/05/an-album-that-can-be-heard-only-in-one-location-in-interactive-ode-to-washington-d-c/#comments</comments>
		<pubDate>Mon, 30 May 2011 04:18:49 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Artists]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[album]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[artists]]></category>
		<category><![CDATA[bluebrain]]></category>
		<category><![CDATA[downloads]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[generative-music]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[interactive-music]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[listening]]></category>
		<category><![CDATA[location]]></category>
		<category><![CDATA[locative]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[responsive]]></category>
		<category><![CDATA[Software]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=19234</guid>
		<description><![CDATA[&#8220;You had to be there.&#8221; Live performance has always been dictated by being present in a particular place, at a particular time. Now, the same is true of an interactive album produced by brothers Hays and Ryan Holladay, aka Bluebrain. Both a two-man band and a two-man development team, there&#8217;s no clear dividing line between &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/05/an-album-that-can-be-heard-only-in-one-location-in-interactive-ode-to-washington-d-c/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/24250620?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0"></iframe></p>
<p>&#8220;You had to be there.&#8221; Live performance has always been dictated by being present in a particular place, at a particular time. Now, the same is true of an interactive album produced by brothers Hays and Ryan Holladay, aka Bluebrain.</p>
<p>Both a two-man band and a two-man development team, there&#8217;s no clear dividing line between &#8220;coder&#8221; and &#8220;musician&#8221; for the artists on this project. But the only way to hear the work is to physically go to Washington, D.C.&#8217;s National Mall, and begin walking around. The satellites that populate the GPS received in your smartphone,  currently on iOS but with an Android release planned, realize the work. You, and your device, then, participate in a kind of performance. The album is the first of a series; New York&#8217;s Flushing Meadows, site of a World&#8217;s Fair and a failed Olympics bid, is next.</p>
<p><em>The Washington Post</em>&#8216;s Chris Richards talk with the two artists; I&#8217;m quoted as the story pans back to look at music technology in general:<span id="more-19234"></span><br />
<a href="http://www.washingtonpost.com/blogs/click-track/post/bluebrain-make-magic-with-the-worlds-first-location-aware-album/2011/05/28/AGSVQSDH_blog.html">Bluebrain make magic with the world’s first location aware album</a> [Washington Post]</p>
<p>It&#8217;s well worth a full read, as the artists describe some of their intentions, and claim they&#8217;re uninterested in this as technological gimmick. Richards also explains the experience of hearing the work, since not all of us can go to DC:</p>
<blockquote><p>Approach that crazy-looking thing while listening to “The National Mall,” and you’ll hear a keyboard weep. Get closer and digital cellos begin to trace a regal melody. Closer. There’s percussion. Keep going. The volume creeps up. The drums push toward anarchy. Walk right up to the monument, press your hand against the cool, smooth stone and listen, as if the obelisk were a giant radio needle receiving some riotous transmission from deep space.
</p></blockquote>
<p>At one point when Richards interviewed me for the story, he asked me point blank whether technology&#8217;s greater impact has been on distribution or production. Caught off guard &#8211; it&#8217;s a question so fundamental I hadn&#8217;t really thought to choose &#8211; I found myself choosing production. After all, while distribution has been profound, the advent of recording, not the advent of the computer, is the fundamental breakthrough. But with computer music software, the ability to re-imagine what music actually <em>is</em> has taken the grandest leap since the gramophone.</p>
<p>Ironically, though, Bluebrain are taking the same approach to conventional recording technology as they are the new smartphone &#8211; they&#8217;re intervening to ensure music is limited and local. A &#8220;surprise&#8221; record release earlier this year not only went straight-to-vinyl (see previous editorial here), but required that you go to an actual store in the DC area.</p>
<p><iframe src="http://player.vimeo.com/video/22083556?title=0&amp;byline=0&amp;portrait=0&amp;color=9dca68" width="640" height="280" frameborder="0"></iframe></p>
<p>In vinyl, the approach is an intentional throwback. In digital, it suggests a new way of making music for a space with a device as the medium rather than live performance.</p>
<p>There have certainly been locative digital works before this one, but I couldn&#8217;t think of one that was introduced as an album in this way. Then again, if the idea is worthwhile, it may prove worth repeating. </p>
<p>Follow Bluebrain&#8217;s work via their blog and site (and you may have to literally <em>follow</em> it, geographically):<br />
<a href="http://bluebrainmusic.blogspot.com/">http://bluebrainmusic.blogspot.com/</a><br />
<a href="http://bluebra.in/">http://bluebra.in/</a></p>
<p>And do point us to other examples of locative work &#8211; including anything that might challenge their claim of being first, at least for our historical benefit.</p>
<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2011/05/an-album-that-can-be-heard-only-in-one-location-in-interactive-ode-to-washington-d-c/&via=cdmblogs&text=An Album That Can Be Heard Only in One Location, in Interactive Ode to Washington, D.C.&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2011/05/an-album-that-can-be-heard-only-in-one-location-in-interactive-ode-to-washington-d-c/&via=cdmblogs&text=An Album That Can Be Heard Only in One Location, in Interactive Ode to Washington, D.C.&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div class='wpfblike' style='height: 40px;'><iframe src='http://www.facebook.com/plugins/like.php?href=http://createdigitalmusic.com/2011/05/an-album-that-can-be-heard-only-in-one-location-in-interactive-ode-to-washington-d-c/&amp;layout=default&amp;show_faces=false&amp;width=400&amp;action=like&amp;colorscheme=light&amp;send=false' scrolling='no' frameborder='0' allowTransparency='true' style='border:none; overflow:hidden; width:400px;'></iframe></div>]]></content:encoded>
			<wfw:commentRss>http://createdigitalmusic.com/2011/05/an-album-that-can-be-heard-only-in-one-location-in-interactive-ode-to-washington-d-c/feed/</wfw:commentRss>
		<slash:comments>20</slash:comments>
		</item>
		<item>
		<title>Portal 2&#8242;s Musical World, Available Free, in Non-Adaptive Form &#8220;For Testing&#8221;</title>
		<link>http://createdigitalmusic.com/2011/05/portal-2s-musical-world-available-free-in-non-adaptive-form-for-testing/</link>
		<comments>http://createdigitalmusic.com/2011/05/portal-2s-musical-world-available-free-in-non-adaptive-form-for-testing/#comments</comments>
		<pubDate>Mon, 30 May 2011 03:27:19 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Artists]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[adaptive]]></category>
		<category><![CDATA[adaptive-music]]></category>
		<category><![CDATA[downloads]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[game-music]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[interactive-music]]></category>
		<category><![CDATA[listening]]></category>
		<category><![CDATA[mike-morasky]]></category>
		<category><![CDATA[portal]]></category>
		<category><![CDATA[portal-2]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=19213</guid>
		<description><![CDATA[Portal 2? It&#8217;s only love, and that is all. Following the score in adaptive &#8211; and freely-downloadable non-adaptive &#8211; form. Photo (CC-BY-ND) _Superbeast_. Game lovers may lap up anything the title Portal touches as though it&#8217;s covered in powdered sugar, but resident Valve Software composer Mike Morasky deserves special mention. His music for Portal, and &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/05/portal-2s-musical-world-available-free-in-non-adaptive-form-for-testing/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/05/portallove.jpg"><img src="http://createdigitalmusic.com/files/2011/05/portallove.jpg" alt="" title="portallove" width="640" height="480" class="alignnone size-full wp-image-19220" /></a></p>
<div class="imgcaption">Portal 2? It&#8217;s only love, and that is all. Following the score in adaptive &#8211; and freely-downloadable non-adaptive &#8211; form. Photo (<a href="http://creativecommons.org/licenses/by-nd/2.0/">CC-BY-ND</a>) <a href="http://www.flickr.com/people/26362833@N02/">_Superbeast_</a>.</div>
<p>Game lovers may lap up anything the title <em>Portal</em> touches as though it&#8217;s covered in powdered sugar, but resident Valve Software composer <a href="http://www.last.fm/music/Mike+Morasky">Mike Morasky</a> deserves special mention. His music for <em>Portal</em>, and now <em>Portal 2</em>, is dead-on: chilly, atmospheric, dystopian, but also pulsing with energy and able to capture the gaming blockbuster&#8217;s strange combination of diabolical cerebral puzzles with wit. It&#8217;s all the more impressive, as Morasky has straight-up parodied musical styles in his whimsical <em>Team Fortress</em> or horror movie-cinematic <em>Left 4 Dead</em> scores.</p>
<p>Developer Valve quietly released 22 instrumental tracks from <em>Portal 2</em> as &#8220;Soundtrack Volume 1: Songs to Test By,&#8221; free in 320 kpbs MP3 form. &#8220;Music to Code By&#8221; could be just as appropriate. Even if you ignore this post, know that this score will be racking up Last.fm playcount as it pipes into the headphones of nerd boys and girls.</p>
<p>GamesRadar published an <a href="http://www.gamesradar.com/f/portal-2s-dynamic-music-an-interview-with-composer-mike-morasky-and-five-tracks-to-listen-to-now/a-201104121507877073">interview with Morasky</a>. Interestingly, while this is being released in soundtrack form, <em>Portal 2</em> is in fact adaptive in the game. The system is in the foreground only in a few scenes, but there, multiple layers give a sense of progression. Any musicians who have been &#8230; erm &#8230; sucked into this game no doubt found these scenes highlights already, but here&#8217;s Morasky&#8217;s explanation to GamesRadar:<span id="more-19213"></span></p>
<blockquote><p>There are several cases where the music adds channels and complexity as you successfully solve portions of the puzzle, with each additional piece of music actually coming from the device that is participating in the activated game play mechanic. Obviously, this can heighten the sense of achievement as one completes the puzzle but also turns the mechanics of the puzzle into a sort of interactive music instrument that you can explore by selectively triggering the different channels of music with differing timings and configurations. Most of the interactive music is also positional so that as you move through the space you also change the mix and volume of the music you are hearing, which invites explorations of the space as well.</p></blockquote>
<p>Morasky and Valve have been at the forefront of adaptive music in games &#8211; an area still left surprisingly unexplored &#8211; in particular in <em>Left 4 Dead&#8217;s</em> use of cinematic cues to heighten suspense and integrate with actual gameplay.</p>
<p>But that doesn&#8217;t make the soundtrack to me any less satisfying. With nods to spooky scifi and electronica convention alike, it nonetheless emerges with a distinctive voice &#8211; much like the game itself. In a world of cookie-cutter mainstream gaming, at least in the triple-A territory, the success of the title could be encouraging. Find it here:<br />
<a href="http://www.thinkwithportals.com/music.php">http://www.thinkwithportals.com/music.php</a></p>
<p>Found via the superb gaming blog <a href="http://www.rockpapershotgun.com/2011/05/25/portal-2-soundtrack-free/?utm_source=feedburner">Rock, Paper, Shotgun</a>; who also note two additional volumes are on the way. Follow <a href="http://twitter.com/#!/cdmblogs">CDM&#8217;s Twitter feed</a> and we&#8217;ll let you know when those hit.</p>
<p>And if you&#8217;d like to see more covered than in the interview above, let us know.</p>
<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2011/05/portal-2s-musical-world-available-free-in-non-adaptive-form-for-testing/&via=cdmblogs&text=Portal 2's Musical World, Available Free, in Non-Adaptive Form "For Testing"&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2011/05/portal-2s-musical-world-available-free-in-non-adaptive-form-for-testing/&via=cdmblogs&text=Portal 2's Musical World, Available Free, in Non-Adaptive Form "For Testing"&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div class='wpfblike' style='height: 40px;'><iframe src='http://www.facebook.com/plugins/like.php?href=http://createdigitalmusic.com/2011/05/portal-2s-musical-world-available-free-in-non-adaptive-form-for-testing/&amp;layout=default&amp;show_faces=false&amp;width=400&amp;action=like&amp;colorscheme=light&amp;send=false' scrolling='no' frameborder='0' allowTransparency='true' style='border:none; overflow:hidden; width:400px;'></iframe></div>]]></content:encoded>
			<wfw:commentRss>http://createdigitalmusic.com/2011/05/portal-2s-musical-world-available-free-in-non-adaptive-form-for-testing/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Android Music, Swedish Musical Good Times, Stockholm Wednesday</title>
		<link>http://createdigitalmusic.com/2010/09/android-music-swedish-musical-good-times-stockholm-wednesday/</link>
		<comments>http://createdigitalmusic.com/2010/09/android-music-swedish-musical-good-times-stockholm-wednesday/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 08:23:48 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[artists]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[interactive-music]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[rjdj]]></category>
		<category><![CDATA[sweden]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=13834</guid>
		<description><![CDATA[It&#8217;s a week of mobile geekery and music as I travel to Stockholm. I&#8217;m speaking at the Android Only developer conference; I&#8217;m excited that there&#8217;s discussion not only of Android development per se, but also networking, the open-source CouchDB database (which itself has some promise for music projects), cross-platform development in JavaScript and dynamic languages, &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/09/android-music-swedish-musical-good-times-stockholm-wednesday/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s a week of mobile geekery and music as I travel to Stockholm. I&#8217;m speaking at the <a href="http://swdc-central.com/androidonly/index.html">Android Only</a> developer conference; I&#8217;m excited that there&#8217;s discussion not only of Android development per se, but also networking, the open-source CouchDB database (which itself has some promise for music projects), cross-platform development in JavaScript and dynamic languages, audio development, 2D acceleration, and more.  Fans of Pd and/or RjDj also have plenty to anticipate; the creators of this interactive music tool for mobiles have been hard at work, and there&#8217;s good stuff happening on both Android and iOS. I&#8217;m looking forward to meeting RjDj&#8217;s Martin Roth for the first time face-to-face.</p>
<p>And we&#8217;re having a music party, as well. Martin Roth and I will be making noises with Android; I hope to show in a couple of minutes why taking Pd mobile could be a powerful option for musicians. Also in the lineup, some fantastic Swedish artists: Anders Ilar (Pinesky), Pavan, (Flogsta Dancehall), and my own favorite, Håkan Lidbo (Container/P2 Ström). Flyer below. For those of you music hardware and software developers in Stockholm &#8211; you know who you are &#8211; hope you can make it out. (See also: <a href="http://www.facebook.com/event.php?eid=104121979650639">Facebook</a>.) It&#8217;s open to all, not just Android Only conference attendees.</p>
<p>Since the vast majority of you aren&#8217;t in Stockholm, I&#8217;ll try to bring as much of this to you as I can on Music and Motion by next week.</p>
<p><img src="http://createdigitalmusic.com/files/2010/09/androidattack.jpg" alt="" title="androidattack" width="449" height="820" class="alignnone size-full wp-image-13835" /></p>
<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2010/09/android-music-swedish-musical-good-times-stockholm-wednesday/&via=cdmblogs&text=Android Music, Swedish Musical Good Times, Stockholm Wednesday&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2010/09/android-music-swedish-musical-good-times-stockholm-wednesday/&via=cdmblogs&text=Android Music, Swedish Musical Good Times, Stockholm Wednesday&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div class='wpfblike' style='height: 40px;'><iframe src='http://www.facebook.com/plugins/like.php?href=http://createdigitalmusic.com/2010/09/android-music-swedish-musical-good-times-stockholm-wednesday/&amp;layout=default&amp;show_faces=false&amp;width=400&amp;action=like&amp;colorscheme=light&amp;send=false' scrolling='no' frameborder='0' allowTransparency='true' style='border:none; overflow:hidden; width:400px;'></iframe></div>]]></content:encoded>
			<wfw:commentRss>http://createdigitalmusic.com/2010/09/android-music-swedish-musical-good-times-stockholm-wednesday/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Unity Game Engine 3 Adds Real-time Audio, Mod Tracker Features</title>
		<link>http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/</link>
		<comments>http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 16:35:13 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[DSP]]></category>
		<category><![CDATA[game-engines]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[interactive-audio]]></category>
		<category><![CDATA[interactive-music]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod-touch]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[responsive]]></category>
		<category><![CDATA[trackers]]></category>
		<category><![CDATA[Web]]></category>
		<category><![CDATA[wii]]></category>
		<category><![CDATA[Windows]]></category>
		<category><![CDATA[xbox-360]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=13106</guid>
		<description><![CDATA[Nearing the release of Unity 3, the popular multi-platform game engine, the dev team offers thoughts on what excites them most in the upgrade. Amongst those features are some tasty introductions in sound. Real-time audio features could make Unity an appealing environment for people working on experimental 3D interfaces for sound or adding more interactive &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p>Nearing the release of Unity 3, the popular multi-platform game engine, the dev team offers thoughts on what excites them most in the upgrade. Amongst those features are some tasty introductions in sound. Real-time audio features could make Unity an appealing environment for people working on experimental 3D interfaces for sound or adding more interactive sonic and music elements to games. And a MOD tracker &#8230; well, if you have to ask, you probably don&#8217;t care, but some heart rates in a particular community just shot way up.</p>
<p>From the blog:</p>
<blockquote><p><strong>Samantha Kalman</strong><br />
I’m most thrilled about the new audio features. Big things like fx filters and reverb zones to add atmosphere to your audio are awesome, but little things like reliable synching of multiple playing sources is completely wonderful. Combined with spectrum analysis you can do things like procedurally modify colors, meshes, lighting, or anything else based on audio playback. As someone who wants to make synaesthesia-invoking music games, I am so happy that these features made it into 3.0.</p>
<p><strong>Nicolaj Schweitz<br />
</strong>I love the new audio features, especially the possibility to use audio to affect any runtime variable. I can’t wait to see what people get out of this.</p>
<p>The mod tracker file support might start a new epoch in music for games — or should I say a revival of the demo scene trackers.</p></blockquote>
<p><a href="http://blogs.unity3d.com/2010/08/23/unity-3-what-feature-are-the-dev-team-most-proud-of/">Unity 3 – What Feature is The Dev Team Most Proud Of?</a> [Unity blog]</p>
<p>Thanks to <a href="http://dontnormally.com">Zyler Vega</a> for the tip!</p>
<p>From Unity&#8217;s site, a description of the &#8220;Audio Magic&#8221; coming in version 3:</p>
<blockquote><p>Unity 3 brings Reverb Zones, filters, tracker file support and a bunch of other goodies to the table. We&#8217;re also introducing editable falloff curves for all major audio parameters, so you get complete control over your sound ambience.</p></blockquote>
<p><a href="http://createdigitalmotion.com/2010/08/unity-3-game-engine-approaches-mind-blowing-upgrade/">More on the upgrade</a> at Create Digital Motion.</p>
<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/&via=cdmblogs&text=Unity Game Engine 3 Adds Real-time Audio, Mod Tracker Features&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/&via=cdmblogs&text=Unity Game Engine 3 Adds Real-time Audio, Mod Tracker Features&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div class='wpfblike' style='height: 40px;'><iframe src='http://www.facebook.com/plugins/like.php?href=http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/&amp;layout=default&amp;show_faces=false&amp;width=400&amp;action=like&amp;colorscheme=light&amp;send=false' scrolling='no' frameborder='0' allowTransparency='true' style='border:none; overflow:hidden; width:400px;'></iframe></div>]]></content:encoded>
			<wfw:commentRss>http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Tim Exile Starts Video Blog, Makes Beatbox Light Art with Reaktor</title>
		<link>http://createdigitalmusic.com/2010/05/tim-exile-starts-video-blog-makes-beatbox-light-art-with-reaktor/</link>
		<comments>http://createdigitalmusic.com/2010/05/tim-exile-starts-video-blog-makes-beatbox-light-art-with-reaktor/#comments</comments>
		<pubDate>Thu, 20 May 2010 10:20:28 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[beatbox]]></category>
		<category><![CDATA[blogs]]></category>
		<category><![CDATA[interactive-music]]></category>
		<category><![CDATA[Reaktor]]></category>
		<category><![CDATA[tim-exile]]></category>
		<category><![CDATA[videos]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=11101</guid>
		<description><![CDATA[Tim Exile, talented musician, Reaktor guru, and mad genius of interactive live performance, has started a video blog. It&#8217;s tough to describe what&#8217;s covered in the video, other than to say Tim is starting more or less an open house in his brain, which can only lead to good things. He talks live, music making, &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/05/tim-exile-starts-video-blog-makes-beatbox-light-art-with-reaktor/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="349"><param name="movie" value="http://www.youtube.com/v/ZhkjDGwobyw&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ZhkjDGwobyw&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="349"></embed></object></p>
<p>Tim Exile, talented musician, Reaktor guru, and mad genius of interactive live performance, has started a video blog. It&#8217;s tough to describe what&#8217;s covered in the video, other than to say Tim is starting more or less an open house in his brain, which can only lead to good things. He talks live, music making, and his current plans, including a tasty-sounding open studio series in London. And through the whole thing, he has a Lite-Brite-style visualization he programmed in Reaktor, well beyond what I&#8217;ve ever been able to make Reaktor do. </p>
<p>It&#8217;s clearly more Tim talking directly to fans than a properly-formatted video blog, but it is starting a conversation, meaning if there&#8217;s something you&#8217;d like to see Tim do with the medium of video, now&#8217;s the time to tell him.</p>
<p>&#8220;Interactive music &#8230; well, well, well&#8230;&#8221;</p>
<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2010/05/tim-exile-starts-video-blog-makes-beatbox-light-art-with-reaktor/&via=cdmblogs&text=Tim Exile Starts Video Blog, Makes Beatbox Light Art with Reaktor&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2010/05/tim-exile-starts-video-blog-makes-beatbox-light-art-with-reaktor/&via=cdmblogs&text=Tim Exile Starts Video Blog, Makes Beatbox Light Art with Reaktor&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div class='wpfblike' style='height: 40px;'><iframe src='http://www.facebook.com/plugins/like.php?href=http://createdigitalmusic.com/2010/05/tim-exile-starts-video-blog-makes-beatbox-light-art-with-reaktor/&amp;layout=default&amp;show_faces=false&amp;width=400&amp;action=like&amp;colorscheme=light&amp;send=false' scrolling='no' frameborder='0' allowTransparency='true' style='border:none; overflow:hidden; width:400px;'></iframe></div>]]></content:encoded>
			<wfw:commentRss>http://createdigitalmusic.com/2010/05/tim-exile-starts-video-blog-makes-beatbox-light-art-with-reaktor/feed/</wfw:commentRss>
		<slash:comments>24</slash:comments>
		</item>
		<item>
		<title>Kids Making Music: Interactive Music Box Draws Experience from Games</title>
		<link>http://createdigitalmusic.com/2009/09/kids-making-music-interactive-music-box-draws-experience-from-games/</link>
		<comments>http://createdigitalmusic.com/2009/09/kids-making-music-interactive-music-box-draws-experience-from-games/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 15:57:00 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-controllers]]></category>
		<category><![CDATA[alternative-interfaces]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[game-design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[guitar-hero]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[interaction-design]]></category>
		<category><![CDATA[interactive-music]]></category>
		<category><![CDATA[kids]]></category>
		<category><![CDATA[music-box]]></category>
		<category><![CDATA[openframeworks]]></category>
		<category><![CDATA[rock-band]]></category>
		<category><![CDATA[trends]]></category>
		<category><![CDATA[UK]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2009/09/01/kids-making-music-interactive-music-box-draws-experience-from-games/</guid>
		<description><![CDATA[Ten minutes. Four or five kids (or adults). Make a song. Go. That’s the idea behind the Youth Music Box, developed by Silent Studios and Chris O’Shea. (Our friend Chris you may recall from various interactive projects and the blog pixelsumo; he sends this project our way.) The software is build in openFrameworks, the C++-based &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/09/kids-making-music-interactive-music-box-draws-experience-from-games/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/silentstudios/3856790030/in/set-72157622017398407/"><img src="http://farm4.static.flickr.com/3548/3856790030_fa279837bd.jpg" /></a></p>
<p>Ten minutes. Four or five kids (or adults). Make a song. Go.</p>
<p>That’s the idea behind the Youth Music Box, developed by Silent Studios and Chris O’Shea. (Our friend Chris you may recall from various interactive projects and the blog <a href="http://www.pixelsumo.com/">pixelsumo</a>; he sends this project our way.) The software is build in <a href="http://www.openframeworks.cc/">openFrameworks</a>, the C++-based creative coding environment for artists.</p>
<p>With keys, drums, and yes, even a scratching DJ-style interface, the music box brings together kids for quick music making, inspired by the phenomenon of musical games. The experience is guided by genre, with some effort to make sure whatever they do sounds good, but it’s extraordinary how effective it is at conveying the experience of the successful jam. It’s a bit of a confidence builder, in other words, for a group musical experience, perhaps more so than those ear-splitting, cheap plastic recorder consorts I recall from my youth.</p>
<p>And oh yeah, those kids look super cute once they get rocking out. (See video below.)</p>
<p> <object width="580" height="334"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6210259&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=6210259&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="334"></embed></object>
<p><a href="http://vimeo.com/6210259">Youth Music Box Experience</a> from <a href="http://vimeo.com/silentstudios">Silent Studios | Resonate</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>All of this raises some fascinating questions, and not always with the answers you might expect. In a normal musical ensemble, you begin sounding like crap, amp up difficulty, and eventually sound something like this – at least as far as coherence goes, assuming you’re not aiming for experimental free jazz. But with the addition of technology, whether musical games or the presets on our favorite synths or the quantization and beat-synced loops of our sequencers, it goes something in reverse. You start out sounding like this, pull apart the mechanisms that make you sound a certain way, and eventually find your way to your own personal approach. (And at some point, you get some of the readers on this site, writing code to produce their own sounds and musical structures line by line.) In fact, one could imagine scaling difficulty of even this particular setup, gradually adding greater musical freedom and taking away the “training wheels” of all the rules-based restrictions that make the results sound a particular way.</p>
<p> <span id="more-7240"></span>
<p><object width="580" height="435"><param name="flashvars" value="offsite=true&lang;=en-us&amp;page_show_url=%2Fphotos%2Fsilentstudios%2Fsets%2F72157622017398407%2Fshow%2F&amp;page_show_back_url=%2Fphotos%2Fsilentstudios%2Fsets%2F72157622017398407%2F&amp;set_id=72157622017398407&amp;jump_to="></param><param name="movie" value="http://www.flickr.com/apps/slideshow/show.swf?v=71649"></param><param name="allowFullScreen" value="true"></param><embed type="application/x-shockwave-flash" src="http://www.flickr.com/apps/slideshow/show.swf?v=71649" allowFullScreen="true" flashvars="offsite=true&#038;lang=en-us&#038;page_show_url=%2Fphotos%2Fsilentstudios%2Fsets%2F72157622017398407%2Fshow%2F&#038;page_show_back_url=%2Fphotos%2Fsilentstudios%2Fsets%2F72157622017398407%2F&#038;set_id=72157622017398407&#038;jump_to=" width="580" height="435"></embed></object></p>
<p>Skeptical about the connection of music-based games and actual music making? Think again – even as music education unravels worldwide, games are actually encouraging real music. That revelation was the <a href="http://musicispower.youthmusic.org.uk/blog/24/youthmusicboxlaunchesatlondonssouthbankcentre/">impetus of the music box project</a>: </p>
<blockquote><p>Research commissioned by Youth Music found that up to 2.5 million young people in the UK – or 1 million aged between 12 and 18 – have been inspired to progress into &#8216;real&#8217; music-making because they have played music-based console games.</p>
</blockquote>
<p>You got it – they hit those plastic buttons, got inspired, got bored, then decided to go to the real thing. And otherwise, they might have remained passive musical consumers: the game was a gateway drug. Of course, that means that any such interactive experience has to stand up to polished <em>Guitar Hero</em> and <em>Rock Band</em>-style games. But anyone who believes the music games genre has peaked and is on its way out may be dead wrong on many, many levels. On the contrary, this may only be getting started – and the real growth could come in music beyond the realm of games, as people graduate to the unlimited set of possible music experiences.</p>
<p><object width="580" height="435"><param name="flashvars" value="offsite=true&lang;=en-us&amp;page_show_url=%2Fphotos%2Fpixelsumo%2Fsets%2F72157621404410234%2Fshow%2F&amp;page_show_back_url=%2Fphotos%2Fpixelsumo%2Fsets%2F72157621404410234%2F&amp;set_id=72157621404410234&amp;jump_to="></param><param name="movie" value="http://www.flickr.com/apps/slideshow/show.swf?v=71649"></param><param name="allowFullScreen" value="true"></param><embed type="application/x-shockwave-flash" src="http://www.flickr.com/apps/slideshow/show.swf?v=71649" allowFullScreen="true" flashvars="offsite=true&#038;lang=en-us&#038;page_show_url=%2Fphotos%2Fpixelsumo%2Fsets%2F72157621404410234%2Fshow%2F&#038;page_show_back_url=%2Fphotos%2Fpixelsumo%2Fsets%2F72157621404410234%2F&#038;set_id=72157621404410234&#038;jump_to=" width="580" height="435"></embed></object></p>
<p>Chris sends lots more documentation of this project, if you’d like to learn more:</p>
<blockquote><p>by silent studios and me for uk charity youth music to get kids turned on to music      <br /><a href="http://www.vimeo.com/6210259">http://www.vimeo.com/6210259</a></p>
<p>watch some bbc coverage here      <br /><a href="http://news.bbc.co.uk/cbbcnews/hi/newsid_8160000/newsid_8168800/8168881.stm">http://news.bbc.co.uk/cbbcnews/hi/newsid_8160000/newsid_8168800/8168881.stm</a>       <br /><a href="http://news.bbc.co.uk/1/hi/technology/8154449.stm">http://news.bbc.co.uk/1/hi/technology/8154449.stm</a></p>
<p><em>Ed.: The video at top doesn’t play outside the UK, because we don’t pay BBC license fees. What, all those Doctor Who videos I bought in the 80s and 90s didn’t make up for it?</em></p>
<p>here is a press release from roland. the box is &#8216;powered by roland&#8217;      <br /><a href="http://www.audioprointernational.com/news/1329/Roland-unveils-Music-Box-for-Youth-Music">http://www.audioprointernational.com/news/1329/Roland-unveils-Music-Box-for-Youth-Music</a></p>
<p>some launch pics      <br /><a href="http://www.flickr.com/photos/pixelsumo/sets/72157621466657993/">http://www.flickr.com/photos/pixelsumo/sets/72157621466657993/</a></p>
<p>making of pics      <br /><a href="http://www.flickr.com/photos/pixelsumo/sets/72157621404410234/">http://www.flickr.com/photos/pixelsumo/sets/72157621404410234/</a></p>
<p>this goes into some of the ideas and details about the musical kit      <br /><a href="http://musicispower.youthmusic.org.uk/blog/24/youthmusicboxlaunchesatlondonssouthbankcentre/">http://musicispower.youthmusic.org.uk/blog/24/youthmusicboxlaunchesatlondonssouthbankcentre/</a></p>
<p>on the website there is a very simplified flash version you can try out on a mini timeline, just click play online <img src='http://createdigitalmusic.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>its quite funny to read these comments on it      <br /><a href="http://www.hypebot.com/hypebot/2009/07/youth-music-box-democratizes-music-creation.html">http://www.hypebot.com/hypebot/2009/07/youth-music-box-democratizes-music-creation.html</a></p>
</blockquote>
<p>And yes, you can try this yourself and play online! The official site:</p>
<p><a href="http://musicispower.youthmusic.org.uk/youth_music_box/">http://musicispower.youthmusic.org.uk/youth_music_box/</a></p>
<p>The production company:</p>
<p><a href="http://www.silentstudios.co.uk/">http://www.silentstudios.co.uk/</a></p>
<p>And Chris’ own site:</p>
<p><a href="http://www.chrisoshea.org/">http://www.chrisoshea.org/</a></p>
<p>Roland is involved, and donated an E-09 Interactive Music Arranger to give kids some toys to explore.</p>
<p>And yes, I did notice a certain kindred spirit in the form of Moldover’s <a href="http://moldover.com/collaborations/collab_om.php">Octamasher</a>. The underlying technology and its results are different, but to me what’s most interesting isn’t the superficial similarity of these projects, but the fact that they array the instruments in a circle. Computer production often simply orients a single person to a screen – not so ideal for collaboration. And even <em>Rock Band </em>and <em>Guitar Hero</em>, like an onstage band, line up artists for a (now nonexitent) audience. Perhaps the circle is about to make a comeback as music restores its social aspect.</p>
<p>Curious to hear other thoughts on these projects as they evolve.</p>
<p> <object width="580" height="435"><param name="flashvars" value="offsite=true&lang;=en-us&amp;page_show_url=%2Fphotos%2Fpixelsumo%2Fsets%2F72157621466657993%2Fshow%2F&amp;page_show_back_url=%2Fphotos%2Fpixelsumo%2Fsets%2F72157621466657993%2F&amp;set_id=72157621466657993&amp;jump_to="></param><param name="movie" value="http://www.flickr.com/apps/slideshow/show.swf?v=71649"></param><param name="allowFullScreen" value="true"></param><embed type="application/x-shockwave-flash" src="http://www.flickr.com/apps/slideshow/show.swf?v=71649" allowFullScreen="true" flashvars="offsite=true&#038;lang=en-us&#038;page_show_url=%2Fphotos%2Fpixelsumo%2Fsets%2F72157621466657993%2Fshow%2F&#038;page_show_back_url=%2Fphotos%2Fpixelsumo%2Fsets%2F72157621466657993%2F&#038;set_id=72157621466657993&#038;jump_to=" width="580" height="435"></embed></object></p>
<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2009/09/kids-making-music-interactive-music-box-draws-experience-from-games/&via=cdmblogs&text=Kids Making Music: Interactive Music Box Draws Experience from Games&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2009/09/kids-making-music-interactive-music-box-draws-experience-from-games/&via=cdmblogs&text=Kids Making Music: Interactive Music Box Draws Experience from Games&related=:&lang=en&count=horizontal" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div class='wpfblike' style='height: 40px;'><iframe src='http://www.facebook.com/plugins/like.php?href=http://createdigitalmusic.com/2009/09/kids-making-music-interactive-music-box-draws-experience-from-games/&amp;layout=default&amp;show_faces=false&amp;width=400&amp;action=like&amp;colorscheme=light&amp;send=false' scrolling='no' frameborder='0' allowTransparency='true' style='border:none; overflow:hidden; width:400px;'></iframe></div>]]></content:encoded>
			<wfw:commentRss>http://createdigitalmusic.com/2009/09/kids-making-music-interactive-music-box-draws-experience-from-games/feed/</wfw:commentRss>
		<slash:comments>16</slash:comments>
		</item>
	</channel>
</rss>

