Apogee ONE: USB Interface with Internal Mic, Guitar, Mic In, $249

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What do most musicians really need out of an audio interface? The answer to that question can vary wildly, but for a whole lot of people, it’s as simple as wanting to get an instrument and/or vocals in, and a basic, high-quality stereo mix out. That’s it.

That’s part of why Apogee’s new compact ONE audio interface could be a huge hit on the Mac. Let’s reduce its specs to the basics:

  • It lets you plug in a mic, with a preamp and phantom power
  • It lets you plug in an instrument (high impedance — so think your guitar or bass)
  • It has an internal condenser mic, so you can record on the go even if you don’t have a mic handy
  • It has a stereo output for headphones or powered monitors
  • It has a nice big, shiny knob and lights for levels.
  • It’s really small.

Apogee’s converters are some of the most respected in the business. If this is up to their usual quality, that could make this a really special box – as a basic audio interface or an addition to your gig bag. This interface does 44.1/48kHz, 24-bit.

And it plugs in via USB with USB power support, so if you got one of Apple’s FireWire-less MacBooks — before the recent refresh returned FireWire — you can actually use this.

There is some bad news. This is really a single-input box; you can’t even use the instrument in and the mic in (even the internal mic) at the same time. That seems an odd choice, as it wipes out a whole bunch of singer-songwriters. The output, likewise, is unbalanced and out of a single 1/8″ jack, which isn’t always what you want out gigging. And the ONE, pretty as it looks, has some stiff competition in the affordable USB market. On the other hand, if these specs do fit what you need, the ONE’s stablemate Duet had fantastic quality and uncommonly plug-and-play operation and Mac OS integration, making this really appealing for the Mac crowd.

And you’ve got to love that optional mic stand mount and design. It’s also really, really small – 4″ W x 6.3″ L x 1.5″. Apogee says “pocket-sized” which is a stretch unless they mean overalls or someone’s metric conversion is off, but it is nonetheless very portable.

Now, Apogee, if we could just get a ONE AND A HALF for people who like this but want balanced 1/4″ outs and two simultaneous ins instead of one… (Yeah, I know, you can’t please everyone.)

The ONE ships in late July.

http://www.apogeedigital.com/one

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Thanks to Kevin Vanwulpen for the tip!

Tangible Interfaces: Beat Sequencing with Beer Bottle Caps

Digital technology has made music oddly invisible, virtualized somewhere inside a screen – but it also allows music to be mapped more literally to the physical world than ever before. Some of these experiments may even be silly, but they suggest a lot of possibilities.

From Poland, BeatMachine is a project that sequences beats in a step sequencer using discarded beer bottle caps. Would-be Internet haters, I suggest you count the number of beer bottle caps on the table, and start drinking that number while watching. I guarantee eventually it’ll seem like a brilliant idea.

Make sure you keep watching to the clever-looking software they’ve evidently developed for the task.

http://mw.boo.pl/beatmachine/

If this seems familiar, it was in fact inspired by the Bubblegum Sequencer featured here previously, and its rival I Eat Beats. Through the power of the Internet, iterating and improving ideas isn’t just something you do for yourself alone – it’s something you can share with others. That’s the idea behind our own tangible interface hackday coming up on Saturday:

http://hackday.noisepages.com

Thanks to Artur Nowak for the tip. I know we have a number of readers in Poland, so is there anyone who could help with a quick translation?

(Oh, and Poland, by the way – my book was actually translated into your language!)

Mac USB Audio: M-Audio Says Avoid the Left-hand USB Port, All Ports Not Equal

MacBook USB port, under scrutiny. Photo: Kevin Hiscott.

Is your MacBook Pro a rightie?

Something’s going on with the one or two left-hand USB ports on all MacBook Pros. I’ve heard some issues with hard disks, and now some problems with audio. (Controllers are evidently just fine.) The solution: use the right-hand USB port for audio instead.

Updated: Reader Adam suggests that this is probably due to a difference in power delivered to the respective ports. USB audio requires more power, and so odds are you’re under-delivering on the left-hand ports. I’m inclined to think that this is exactly what’s going on – unless someone knows something else. (Easy way to test: try plugging in the power adapter. Note that this can be an issue with FireWire, too.)

In fact, even if for some reason M-Audio has found another reason behind this, Andy Ihnatko noted the issue with different USB ports and power variation way back in 2008. It affects non-Pro MacBooks, and I expect likely many PCs, too.

The MacBook. All USB Ports Are Not Equal [Wired Gadget Lab]

M-Audio (now Avid) has gone as far as to tell its customers officially to avoid the use of that port for audio entirely. Native Instruments forum users have evidently had similar discussions. Via matt_bot on Twitter:

The use of USB Audio Devices on the Left-Hand USB Port Is Not Recommended.  This applies to ALL MacBook Pro Models (Core Duo and Core 2 Duo).

•    The 15" MacBook Pro models have 1 USB port on the left side, and one USB port on the right side.
•    The 17" MacBook Pro models have 2 USB ports on the left side, and one USB port on the right side.

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Roll Your Own Multitouch Screens, Tables: Max Multitouch Framework, PyMT

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Ever feel like you’ve found the seam dividing past and future?

The past: restrictive UI frameworks requiring pages and pages of code to produce dated-look 2D displays. Proprietary software with rigid interfaces. Input bottlenecked through the x and y coordinates of a single mouse pointer.

The future: UIs whipped together graphically or with a few lines of code. 3D mixed with 2D. Open-source, friendly frameworks. Creating your own interface or drawing upon a community of creative software makers. Input that uses multitouch for gestures, collaborative input, manipulation of 2D and 3D space, and … well, just a lot more fun.

There’s no need to wait around for the future. Creative software inventors are building it for themselves. Here are two of the most promising multitouch interface projects I’ve seen in my inbox.

In no time at all, you’ll be painting a cow! (Okay, more on that in a moment…)

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Sequencing with Smart Interactive Blocks: Siftables at TED

David Merrill, working with Jeevan Kalanithi and (for the audio engine) Josh Kopin, wowed audiences at the TED conference with his Siftables interactive blocks. These strike me as what the Audiocubes have tried, sometimes unsuccessfully, to be — physical objects that react to the proximity of other objects, allowing you to manipulate music and media by moving around tangible blocks. Siftables are gifted with multiple expressive controls (tilt helping them break the plane of the surface), and intelligent screens that make them more adaptable and provide more visual feedback.

The music sequencer is very cool, though I think it’s actually the Scrabble-like game that may be the winner among the demos. But while TED celebrates all things cool and futuristic for their easily-digestible novelty, sometimes I think the most important design achievements are as significant in their shortcomings as their successes. Siftables raises some important questions. Sure, you can now use two hands, as opposed to the single mouse pointer. But do those same tangible blocks actually limit the kinds of interactions you can have, even compared to a traditional UI? Does it sound any different/ And note that — a little bit of tilting aside — the interface is still essentially two-dimensional. I’m personally really stumped by the question of how you can make a successful three-dimensional controller. Yet three dimensions is how all of us interact with space and movement daily. Maybe it’s the fact that we do so much of this, comprehend movement so richly, and take it for granted, that makes mapping those gestures so challenging.

That’s not a criticism of the project – or a claim that I can do any better. On the contrary, I think it’s important to do this sort of work because it can raise those kinds of questions. We’re gifted as a generation to try out and test these ideas with flexibility that was never before possible — and the intelligence built into these objects shows the potential of that power.

More of Siftables after the jump. And it’s well worth checking out David’s other projects, too – when I last ran into him, he was showing off the totable, Linux-powered Audiopint sound-processing box. Oh, yeah — and he’s the face control for guitar guy!

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