Rant – Congratulations, Apple: “Syncing” Music Now Means “Using iTunes”

Photo (CC) Tim Douglas.

Critics frequently attach the phrase “lock-in” to Apple’s iTunes Store – iTunes – iPod/iPhone combination. But, in the post-DRM age, what does that mean, exactly?

First, you have to recall that while for many of us the manual drag-and-drop music management is appealing, it isn’t so for many average consumers. They want sync. That means that music will be stored in iTunes and synced to Apple devices and nothing else. Apple is serious about locking you to their store and their devices, enough so that they frequently update their software with special keys that prevent the use of devices. iTunes is “free,” but Apple determines which mobile devices you can use and which you can’t. And Apple has gone after anyone who dares give you the ability to use your own music software or own devices, including efforts (ironically) to make their iPhone and iPod work with Linux and open source players.

These efforts don’t protect the music or prevent privacy – they protect users of Apple’s software and mobile devices from using anything but Apple’s tools. Yet Apple has used the Digital Millenium Copyright Act to take legal action over anyone who dares to even talk about how to use legally-purchased music and hardware:

OdioWorks v Apple

Perhaps suspecting their case was too thin to defend, Apple eventually backed off that particular claim — after, says the Electronic Frontier Foundation, “7 months of censorship and a lawsuit.”

Apple Withdraws Threats Against Wiki Site

But the software and hardware locks are unchanged. And Apple has won, in my view, an even more important battle: they have a monopoly over mindshare.

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Digital Sales Up, But is Apple Monopoly the Price? NPD, Mint Data, Editorial Analysis

digitalsales

Data and images courtesy Mint.com.

Mint.com, the online financial management tool, has put its numbers together with market researchers NPD Group to analyze music spending. The results: when it comes to consuming recorded music, digital music continues to rise. At the same time, so does Apple’s grip on the music consumption market, a combination that includes proprietary control of a music store, a music player, and the leading mobile device.

marketshare

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Going Mobile: Velocity-Sensitive Touch Pads – on an iPhone? iGOG Says Yes

The iPhone’s glass touchscreen may be a thing of beauty, but despite its multi-touch capabilities, it would seem this device is incapable of responding to how hard you tap it. But the developers at Wave Machines Labs apparently didn’t want to take no for an answer.

The iGOG drum suite for iPhone provides drum pads and sample triggering in unique ways, most notably in its velocity-sensitive VelAUcity. How do you get velocity response from a device that’s supposedly not pressure-sensitive? Presumably there’s additional data in the touch events that makes this possible, but for now Wave Labs aren’t saying:

iGOG’s proprietary VelAUcity technology does the unthinkable and turns the iPhone’s screen into touch sensitive drum pads. Play loud, play soft, or play a full-blown crescendo on a crash cymbal, iGOG will capture every nuance of your performance. Just plug in your headphones and start playing.

Here’s the interesting twist: generally, when any of us say “iPhone,” what we really mean is “iPhone or iPod touch.” That’s not true in this case: “NOTE: VelAUcity is only available on iPhone devices. if you’re using an iPod Touch, VelAUcity is disabled.” That seems to suggest that the trick is the built-in mic, or at the very least some private API that’s iPhone-specific. (Audio triggering is most likely, as this app comes from a developer with drum replacement experience.) That would also suggest to me that you might be able to pull this off with non-Apple mobile devices and controllers in the future.

As a result, though, I can’t test it – I have only the iPod touch.

Unconvinced or uninterested? iGOG has some other approaches to how the small Apple handheld can be made more useful as a set of pads:

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

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

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

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

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

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

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

Physical Sequencer from Marek Bereza on Vimeo.

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

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

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iPhone Day: Star6 Demonstrates Elegance of Mobile UI, Live Mobile Music with Style

star6_hand

The novelty of the iPhone or [your favorite device here] may fade. But part of what matters in mobile design is thinking about how to create interfaces and uses that can scale to the size of your palm. That can mean embracing radical simplicity, and reducing an interactive, digital musical object down to its essential noise-making functions. In acoustic instrument design, that means economizing sound production in a form. In the digital world, it means finding the interactive role you’d want to bring with you onstage, in the length roughly equivalent your fingertips to your wrist.

I’m a few weeks overdue actually writing about it, but one design I really admire is Star6, developed by Jason Forrest and Agile Partners. There are no awkward, gimmicky emulations of hardware interfaces here; it’s clear this was an interface that was illustrated in two-dimensions. It has funky nerdster chic color combos, with neon pink atop wood grain. It demonstrates that, in the space of a grid, you can fit triangles. It makes use of computer wifi capability to easily load samples without mucking around with over-designed clients – or record right on the iPhone. And it’s – surprisingly – one of the few apps to make heavy use of the accelerometer, which means rather than looking like you’re trying to text message someone, you can move it around. There’s a “grain” mode so that you can randomize sounds and not have everything synced all the time. I also enjoy the “reset” button. These are all design decisions that could make sense in more commercial software – and our own home-brewed Max/Pd patches and such, too.

Apparently Agile Partners were also influenced by the brightly-colored, handheld fun of the Buddha Machine, too; see their interview with the creator.

Star6
A lovely lineup of free samples, including the Buddha Machine

It’s not a perfect app (no mobile app really can be – that’s the fun of it), and it doesn’t do everything, but I find Star6’s personality rather irresistible. The real test of all of this is whether you can use it in real music-making. And, while my inbox is full of cheezy bands trying to ride the iPhone wave, I love the offbeat Star6 music launch party from Berlin, as documented in the video below. It ranges from Jason’s own work to Warp Records artist Jackson and ex-Chicks on Speed Kiki Moorse. And there’s a crazy iPhone + banjo + accordion cover of Katy Perry’s “I Kissed a Girl.” There are even some genuinely experimental sounds – not the sort of thing you’d expect at a launch event, sadly. (I wish we could have more of that.)

An Evening With Star6 – Berlin (Compilation) from Star6 on Vimeo.

More on the artists, and some of Star6 creator Jason Forrest’s own unique work:

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