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	<title>Create Digital Music &#187; iphone</title>
	<atom:link href="http://createdigitalmusic.com/tag/iphone/feed/" rel="self" type="application/rss+xml" />
	<link>http://createdigitalmusic.com</link>
	<description>Making music with technology</description>
	<lastBuildDate>Thu, 09 Feb 2012 18:27:53 +0000</lastBuildDate>
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		<title>Keyboard Surprise: Keytar, Control Voltage, Touch Faders in New Models by Akai/Alesis</title>
		<link>http://createdigitalmusic.com/2012/01/keyboard-surprise-keytar-control-voltage-touch-faders-in-new-models-by-akaialesis/</link>
		<comments>http://createdigitalmusic.com/2012/01/keyboard-surprise-keytar-control-voltage-touch-faders-in-new-models-by-akaialesis/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 03:28:19 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Akai]]></category>
		<category><![CDATA[Alesis]]></category>
		<category><![CDATA[analog]]></category>
		<category><![CDATA[class-compliant]]></category>
		<category><![CDATA[control-voltage]]></category>
		<category><![CDATA[controllers]]></category>
		<category><![CDATA[create-analog-music]]></category>
		<category><![CDATA[CV]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod-touch]]></category>
		<category><![CDATA[keyboard]]></category>
		<category><![CDATA[keyboards]]></category>
		<category><![CDATA[keytar]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[max49]]></category>
		<category><![CDATA[MIDI]]></category>
		<category><![CDATA[NAMM]]></category>
		<category><![CDATA[namm-12]]></category>
		<category><![CDATA[previews]]></category>
		<category><![CDATA[USB]]></category>
		<category><![CDATA[vortex]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22311</guid>
		<description><![CDATA[Imagine Also Sprach Zarathustra playing here, a la 2001. And note what this keytar has &#8211; a real pitch wheel, right on the neck. One is a keytar. One is a master controller with touch faders and real MIDI and &#8212; control voltage, for working with analog gear. Seriously. The keyboard controller market may have &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/01/keyboard-surprise-keytar-control-voltage-touch-faders-in-new-models-by-akaialesis/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2012/01/Alesis-Vortex-5.jpg"><img src="http://createdigitalmusic.com/files/2012/01/Alesis-Vortex-5-640x480.jpg" alt="" title="Alesis Vortex - 5" width="640" height="480" class="alignnone size-large wp-image-22317" /></a></p>
<div class="imgcaption">Imagine <em>Also Sprach Zarathustra</em> playing here, a la <em>2001</em>. And note what this keytar has &#8211; a real pitch wheel, right on the neck. </div>
<p>One is a keytar. One is a master controller with touch faders and real MIDI and &#8212; control voltage, for working with analog gear. Seriously. The keyboard controller market may have faded into a dull, gray blur of nearly-identical models, but under the Alesis and Akai monikers, there&#8217;s some fresh-looking variety. Love it or hate it, these are <em>not</em> the same keyboards you&#8217;ll get from anybody else at the moment. </p>
<p>I got to meet with Alesis/Akai/Numark today at the NAMM Press Preview, get my hands on a prototype of their new Vortex keytar, and talk about what they&#8217;re doing. And I have to say, I&#8217;m impressed. (I didn&#8217;t get hands on the second model, the MAX49, but will visit their booth in the next couple of days.) Finally, we get the return of the MIDI DIN port for working with a wider range of hardware, without sacrificing USB. One model even does CV for analog equipment. And both can supply their own power so you can use them with iOS. And they at least are interesting enough to have an opinion about them &#8211; even if you hate them. </p>
<p>Here&#8217;s a look at each of them and what why they&#8217;ll be on our radar when they ship later this year.</p>
<p><a href="http://createdigitalmusic.com/files/2012/01/max49_ortho_web_large.jpg"><img src="http://createdigitalmusic.com/files/2012/01/max49_ortho_web_large-640x269.jpg" alt="" title="max49_ortho_web_large" width="640" height="269" class="alignnone size-large wp-image-22327" /></a><span id="more-22311"></span></p>
<h3>Alesis Vortex Keytar</h3>
<p><a href="http://createdigitalmusic.com/files/2012/01/Vortex_angle_media.jpg"><img src="http://createdigitalmusic.com/files/2012/01/Vortex_angle_media-640x448.jpg" alt="" title="Vortex_angle_media" width="640" height="448" class="alignnone size-large wp-image-22328" /></a></p>
<p>First off, let me say it, once and for all: I don&#8217;t think there&#8217;s anything dorky about a keytar, other than the name. Us keyboardists are plenty capable of being dorky on our own, but don&#8217;t blame the instrument. </p>
<p>What keytars are &#8211; or strap-on keyboards, if you can say that without smirking &#8211; is eminently practical for one-handed playing.  For two-handed playing or more conventional piano or organ parts, of course, you&#8217;re better off without them. But the keytar lets you move around, play expressive solos, and also free up your hands if you&#8217;re using other machines, as in electronic music. Unfortunately, the options out there have been overly large, making them too unweildly for many people to play, and overly expensive, pricing them out of a lot of their market. I&#8217;ve played and advocated the Rock Band game controller because it&#8217;s lightweight, inexpensive, and nicely made, and it even has a MIDI jack. I actually hear one Harmonix veteran is now at Alesis, so that may be no coincidence. (The Vortex even has a touch strip on its neck.)</p>
<p>The Vortex, though, looks like the first really balanced keytar controller in the market &#8230; well, ever. Features:</p>
<ul>
<li>MIDI DIN and USB MIDI</li>
<li>Velocity-sensitive pads in addition to the keys</li>
<li>37 velocity-sensitive keys (good number for a keytar), plus channel aftertouch (heck, yes)</li>
<li>MIDI-assignable accelerometer. And this is cool &#8211; it&#8217;s not on all the time; you make a quick sweep of the neck to enable the accelerometer in a clever gesture control.</li>
<li>MIDI-assignable touch strip, but also a full pitch bend wheel underneath your thumb (I rather prefer the latter, but it&#8217;s nice to have a choice).</li>
<li>Assignable slider under your thumb, mapped by default to volume.</li>
<li>Dedicated sustain button, plus octave selection, transport, and patch select.</li>
</ul>
<p>With all due respect to Roland, this appears to fix effectively all of my complaints about the Roland keytars at a fraction of the price. </p>
<p>And you can add a strap via standard guitar strap pegs.</p>
<p>The best part:<br />
Q2-2012<br />
MSRP US$399<br />
Estimated street US$249</p>
<p><a href="http://www.alesis.com/vortex">http://www.alesis.com/vortex</a></p>
<p><a href="http://createdigitalmusic.com/files/2012/01/Vortex_sidepanel_media.jpg"><img src="http://createdigitalmusic.com/files/2012/01/Vortex_sidepanel_media-640x200.jpg" alt="" title="Vortex_sidepanel_media" width="640" height="200" class="alignnone size-large wp-image-22329" /></a></p>
<h3>Akai Pro MAX49: Touch Faders, CV</h3>
<p><a href="http://createdigitalmusic.com/files/2012/01/max49.jpg"><img src="http://createdigitalmusic.com/files/2012/01/max49-640x340.jpg" alt="" title="max49" width="640" height="340" class="alignnone size-large wp-image-22326" /></a></p>
<p>I&#8217;ve all but begged manufacturers to explore what an advanced or high-end MIDI controller would look like. The MAX49 likely won&#8217;t please everyone, but it&#8217;s one compelling-looking answer. Features:</p>
<ul>
<li>49 semi-weighted keys, with channel aftertouch</li>
<li>12 MPC pads, backlit, four banks each</li>
<li>8 LED touch faders in place of physical faders, four banks each</li>
<li>Control Voltage and analog Gate outputs for use with analog and vintage gear</li>
<li>Arpeggiator with latch</li>
<li>Step sequencer</li>
<li>MPC swing, Note Repeat, Full Level, navigation &#8211; and yeah, I use this stuff, even if the software can do the same<br />
USB MIDI, MIDI DIN, connect to anything</li>
<li>Control surface mappings plus full Mackie Control and HUI support &#8211; and, sorry, but for all the fancier solutions, sometimes that&#8217;s the easiest way to control a variety of software like Ableton Live, Reason, and the other DAWs</li>
</ul>
<p><a href="http://createdigitalmusic.com/files/2012/01/max49_back_web_large.jpg"><img src="http://createdigitalmusic.com/files/2012/01/max49_back_web_large-640x103.jpg" alt="" title="max49_back_web_large" width="640" height="103" class="alignnone size-large wp-image-22330" /></a></p>
<p>So, basically, all the features you want. My only questions are what it looks like in person and how the action feels, particularly those touch faders, as that can be tricky to pull off. </p>
<p>But the features are just perfect. It&#8217;s about time to bring back aftertouch and to connect with actual MIDI gear. Adding CV is a delicious addition. And honestly, features like being able to switch on an arpeggiator are far more useful and appealing to average musicians than the hard-to-configure, often-gimmicky automatic control features on many of the keyboards out there. So I&#8217;ve got my fingers crossed that the build quality and usability here are good &#8212; and that some of Akai&#8217;s rivals start taking on similar features. It&#8217;s bizarre to be applauding adding features from the 80s and 70s, but some recent progress has been steps backward, not forward.</p>
<p>Q2 2012<br />
MSRP US$699<br />
Estimated street $499</p>
<p><a href="http://www.akaipro.com/max49">http://www.akaipro.com/max49</a></p>
<p>There are <a href="http://www.alesis.com/synths">other new Alesis keyboards</a> out this week, but the Akai MAX49 pretty much steals their thunder.</p>
<h3>More Vortex Photos</h3>
<p>Back to the Vortex, since I got to snap some shots this morning in Anaheim.</p>
<p><a href="http://createdigitalmusic.com/files/2012/01/Alesis-Vortex-1.jpg"><img src="http://createdigitalmusic.com/files/2012/01/Alesis-Vortex-1-480x640.jpg" alt="" title="Alesis Vortex - 1" width="480" height="640" class="alignnone size-large wp-image-22321" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2012/01/Alesis-Vortex-2.jpg"><img src="http://createdigitalmusic.com/files/2012/01/Alesis-Vortex-2-640x480.jpg" alt="" title="Alesis Vortex - 2" width="640" height="480" class="alignnone size-large wp-image-22322" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2012/01/Alesis-Vortex-3.jpg"><img src="http://createdigitalmusic.com/files/2012/01/Alesis-Vortex-3-640x480.jpg" alt="" title="Alesis Vortex - 3" width="640" height="480" class="alignnone size-large wp-image-22323" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2012/01/Alesis-Vortex-4.jpg"><img src="http://createdigitalmusic.com/files/2012/01/Alesis-Vortex-4-640x480.jpg" alt="" title="Alesis Vortex - 4" width="640" height="480" class="alignnone size-large wp-image-22324" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2012/01/Alesis-Vortex-6.jpg"><img src="http://createdigitalmusic.com/files/2012/01/Alesis-Vortex-6-640x480.jpg" alt="" title="Alesis Vortex - 6" width="640" height="480" class="alignnone size-large wp-image-22325" /></a></p>
<p>Discuss.</p>
<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2012/01/keyboard-surprise-keytar-control-voltage-touch-faders-in-new-models-by-akaialesis/&via=cdmblogs&text=Keyboard Surprise: Keytar, Control Voltage, Touch Faders in New Models by Akai/Alesis&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/2012/01/keyboard-surprise-keytar-control-voltage-touch-faders-in-new-models-by-akaialesis/&via=cdmblogs&text=Keyboard Surprise: Keytar, Control Voltage, Touch Faders in New Models by Akai/Alesis&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/2012/01/keyboard-surprise-keytar-control-voltage-touch-faders-in-new-models-by-akaialesis/&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>
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		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>One More Teaser: KORG Kaoss in Store?</title>
		<link>http://createdigitalmusic.com/2012/01/one-more-teaser-korg-kaoss-in-store/</link>
		<comments>http://createdigitalmusic.com/2012/01/one-more-teaser-korg-kaoss-in-store/#comments</comments>
		<pubDate>Mon, 16 Jan 2012 23:05:06 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[ikaossilator]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[kaoss]]></category>
		<category><![CDATA[kaoss-pad]]></category>
		<category><![CDATA[kaossilator]]></category>
		<category><![CDATA[Korg]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[NAMM]]></category>
		<category><![CDATA[namm-2012]]></category>
		<category><![CDATA[rumors]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22253</guid>
		<description><![CDATA[I think I&#8217;m going to have to start teasing random projects I&#8217;m doing, like taking a picture of the corner of a dirty dish before I do the dishes, or showing a corner of my shoe before I tie them in the morning. But here&#8217;s one more teaser for you, especially since Americans today have &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/01/one-more-teaser-korg-kaoss-in-store/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2012/01/53392a52.jpg"><img src="http://createdigitalmusic.com/files/2012/01/53392a52-426x640.jpg" alt="" title="53392a52" width="426" height="640" class="alignnone size-large wp-image-22254" /></a></p>
<p>I think I&#8217;m going to have to start teasing random projects I&#8217;m doing, like taking a picture of the corner of a dirty dish before I do the dishes, or showing a corner of my shoe before I tie them in the morning. But here&#8217;s one more teaser for you, especially since Americans today have the day off.</p>
<p>One reader tips us off to an image inserted in iKaossilator. It sure looks like a new KAOSS product. Aaron lazytrap writes some reasonable speculation:</p>
<blockquote><p>New KP, red &#038; yellow = Kaossilator+KP in one h/w box? New `tribe (play/stop buttons)? Hrmn.</p></blockquote>
<p>I&#8217;m just hoping KORG will get some MIDI connections and MIDI sync back on their products, cough &#8211; we&#8217;ll see if this continues the trend of leaving that out.</p>
<p>Thoughts?</p>
<p>Ready to just use the gear you&#8217;ve already got and quit it with the teasers, already? (Hey, after NAMM week, I get to sit down and make music again myself, hopefully.)</p>
<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://createdigitalmusic.com/2012/01/one-more-teaser-korg-kaoss-in-store/&via=cdmblogs&text=One More Teaser: KORG Kaoss in Store?&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/2012/01/one-more-teaser-korg-kaoss-in-store/&via=cdmblogs&text=One More Teaser: KORG Kaoss in Store?&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/2012/01/one-more-teaser-korg-kaoss-in-store/&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>
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		<slash:comments>14</slash:comments>
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		<item>
		<title>Touch to Control: Usine Learns Music Parameters with the Magic of OSC</title>
		<link>http://createdigitalmusic.com/2012/01/touch-to-control-usine-learns-music-parameters-with-the-magic-of-osc/</link>
		<comments>http://createdigitalmusic.com/2012/01/touch-to-control-usine-learns-music-parameters-with-the-magic-of-osc/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 04:41:25 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[android]]></category>
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		<category><![CDATA[control-surface]]></category>
		<category><![CDATA[ios]]></category>
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		<category><![CDATA[mapping]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[modular]]></category>
		<category><![CDATA[multi-touch]]></category>
		<category><![CDATA[OpenSoundControl]]></category>
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		<category><![CDATA[PC]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[touch]]></category>
		<category><![CDATA[usine]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22172</guid>
		<description><![CDATA[Touchable tablets may be all the rage at the CES trade show, showcase to consumer-friendly gadgetry. But quietly, developer Sensomusic has accomplished multi-touch control of an open-ended music system on standard-issue PCs and accessories. They&#8217;ve pointed the way to just what this mechanism could be. The latest video isn&#8217;t terribly easy to see, but it &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/01/touch-to-control-usine-learns-music-parameters-with-the-magic-of-osc/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/WYocW0dP6u0?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>Touchable tablets may be all the rage at the CES trade show, showcase to consumer-friendly gadgetry. But quietly, developer Sensomusic has accomplished multi-touch control of an open-ended music system on standard-issue PCs and accessories. They&#8217;ve pointed the way to just what this mechanism could be.</p>
<p>The latest video isn&#8217;t terribly easy to see, but it realizes something that has been the dream of fans of the music control protocol OSC (OpenSoundControl). &#8220;Learn&#8221; functionality lets you touch a control, then assign that control to something in your music software. But because these functions have relied on MIDI, they&#8217;ve generally been a bit arbitrary &#8211; touch one thing at a time, get a number for that thing, then assign that number to a controller. It works well enough, provided you step through each control. OSC promises to do more, though: an arbitrary touch controller on, say, your iPhone (or anything else) can have a plain-English name. And you can see multiple parameters appear on the screen at once, so that a sensor or multi-touch pad could have all its messages pop up at the same time.</p>
<p>Finally, Usine does OSC Learn correctly, with messages that pop up with names and get connected to whatever you like. I still think there&#8217;s more potential here to be plumbed, but it&#8217;s a great step.</p>
<p>If you don&#8217;t follow why that&#8217;s cool, check out another mapping notion from last year &#8211; here using a touch panel to make any graphic playable. And at the end of this story, check out the clever multitouch gesture recognition they&#8217;ve added.</p>
<p>Again, all of this you can do with standard-issue hardware &#8211; Apple iOS hardware, if you like, controlling a PC, or non-Apple hardware displays with touch or Android devices and the like. (Unlike the <a href="http://createdigitalmusic.com/2012/01/bride-of-lemur-emulator-multi-touch-display-hardware-now-with-wooden-endcaps/">Emulator</a> we saw earlier today or the original Lemur device, it&#8217;s a software solution that works with your hardware of choice.) More to watch:</p>
<p><iframe width="640" height="480" src="http://www.youtube.com/embed/WT1OZNxAdKc?rel=0" frameborder="0" allowfullscreen></iframe><span id="more-22172"></span></p>
<p><iframe width="640" height="480" src="http://www.youtube.com/embed/VvX7VlZVy40?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>More information (and more videos):<br />
<a href="http://www.sensomusic.com/usine/">http://www.sensomusic.com/usine/</a></p>
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		<item>
		<title>iPhone&#8217;s Siri Plays a Real Grand Piano, Raps with Notorious B.I.G.</title>
		<link>http://createdigitalmusic.com/2011/12/iphones-siri-plays-a-real-grand-piano-raps-with-notorious-b-i-g/</link>
		<comments>http://createdigitalmusic.com/2011/12/iphones-siri-plays-a-real-grand-piano-raps-with-notorious-b-i-g/#comments</comments>
		<pubDate>Wed, 21 Dec 2011 19:27:14 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[acoustic-pianos]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[disklavier]]></category>
		<category><![CDATA[hacking]]></category>
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		<category><![CDATA[iphone]]></category>
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		<category><![CDATA[mobile]]></category>
		<category><![CDATA[music-hackday]]></category>
		<category><![CDATA[notorious-big]]></category>
		<category><![CDATA[oddities]]></category>
		<category><![CDATA[pianos]]></category>
		<category><![CDATA[player-piano]]></category>
		<category><![CDATA[rapping]]></category>
		<category><![CDATA[siri]]></category>
		<category><![CDATA[SMF]]></category>
		<category><![CDATA[voice-recognition]]></category>
		<category><![CDATA[voice-synthesis]]></category>
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		<category><![CDATA[Yamaha]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21946</guid>
		<description><![CDATA[Music lovers are hacking Apple&#8217;s Siri voice recognition technology. By connecting to some of the &#8220;intelligence&#8221; of the cloud, these tools can make your phone rap or send music files to a player piano for instant musical playback. First up: Yamaha&#8217;s piano taking requests, thanks to music grabbed online. A Yamaha rep explains: Yamaha consultant &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/12/iphones-siri-plays-a-real-grand-piano-raps-with-notorious-b-i-g/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="480" src="http://www.youtube.com/embed/dLKUcUlutRk?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>Music lovers are hacking Apple&#8217;s Siri voice recognition technology. By connecting to some of the &#8220;intelligence&#8221; of the cloud, these tools can make your phone rap or send music files to a player piano for instant musical playback. </p>
<p>First up: Yamaha&#8217;s piano taking requests, thanks to music grabbed online. A Yamaha rep explains:</p>
<blockquote><p>Yamaha consultant Craig Knudsen demonstrates a unique implementation of Apple’s incredible Airplay technology in an exciting new way.<br />
Here’s how it works:<br />
Take a standard MIDI songfile and convert it to an audio file (while maintaining the MIDI data). The songfile is then sent wirelessly via WiFi to an Apple Airport Express (which is mounted underneath a Yamaha Disklavier reproducing piano. The audio output of the Airport Express is then connected to the analog MIDI inputs of the Disklavier, using a standard audio cable.<br />
Then, you simply ask Siri to play your favorite song from your iTunes library, and Siri responds immediately, by making the Disklavier’s keys and pedal move up and down, recreating the performance, including full orchestration.<br />
The result is nothing short of magical.</p></blockquote>
<p>Of course, the actual &#8220;playing&#8221; is thanks to the capabilities of the <a href="http://usa.yamaha.com/products/musical-instruments/keyboards/disklaviers/">Yamaha Disklavier.</a> I&#8217;m actually a bit puzzled as to how the online conversion works, exactly, and I was curious for any Disklavier-owning CDM readers whether this is something publicly available. I&#8217;m waiting to hear back from Yamaha.</p>
<p>And now, for something completely different: Siri rapping. (Somewhat &#8230; erm &#8230; badly, if amusingly. It is a hack.)</p>
<p><a href="http://createdigitalmusic.com/files/2011/12/notorious-siri.jpg"><img src="http://createdigitalmusic.com/files/2011/12/notorious-siri-328x640.jpg" alt="" title="notorious-siri" width="328" height="640" class="alignnone size-large wp-image-21949" /></a><span id="more-21946"></span></p>
<p>My friend Robert &#8220;Robb&#8221; Böhnke had a lot of fun combining Siri&#8217;s voice synthesis and the lyrics of Notorious B.I.G. </p>
<blockquote><p>My hack for the <a href="http://robb.is/working-on/notorious-siri/">Music Hack Day 2011 in London</a>, a 24h Hackathon for all things music.</p>
<p>SiriProxy is used to intercept the communication with Apple&#8217;s servers. Notorious Siri then sends Notorious B.I.G.&#8217;s Hypnotize to the device.</p>
<p>Siri&#8217;s speech synthesis is synced to the beat using the timestamps obtained from the Echonest API which were then manually tweaked, to smooth out delays in the text-to-speech engine.</p>
<p>Thanks to Universal Music for awarding me a nice pair of Dr. Dre headphones</p></blockquote>
<p>The <a href="http://developer.echonest.com/docs/">Echonest API</a>, by the way, is an amazing do-everything &#8220;API for music,&#8221; one that analyzes musical files and connects to a vast storehouse of musical intelligence. </p>
<p><strong>Warning: this video is most definitely Not Safe For Work</strong>. (Heck, even the thumbnail isn&#8217;t, exactly.) If that concerns you, just go listen to the Yamaha video again, okay?</p>
<p><iframe src="http://player.vimeo.com/video/33402886?color=B185EA" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p><a href="http://www.apple.com/iphone/features/siri-faq.html">Siri FAQ</a> [Apple.com]</p>
<p>Previously: <a href="http://createdigitalmusic.com/2010/11/google-translate-beatboxing/">Google Translate Beatboxing</a></p>
<p>&#8230;and, of course, that means: Android, your move.</p>
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		<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>
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		<category><![CDATA[generative-music]]></category>
		<category><![CDATA[grids]]></category>
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		<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>
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		<title>Dimensions, iOS App Powered by Pd and Hans Zimmer, is Sound-Augmented Reality Game: Behind the Scenes</title>
		<link>http://createdigitalmusic.com/2011/12/dimensions-ios-app-powered-by-pd-and-hans-zimmer-is-sound-augmented-reality-game-behind-the-scenes/</link>
		<comments>http://createdigitalmusic.com/2011/12/dimensions-ios-app-powered-by-pd-and-hans-zimmer-is-sound-augmented-reality-game-behind-the-scenes/#comments</comments>
		<pubDate>Tue, 13 Dec 2011 16:25:48 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21810</guid>
		<description><![CDATA[Graphics are good. Graphics are shiny. But when it comes to reality-bending, emotionally-immersive, perception-shifting power, look to sound and music. At least that&#8217;s the feeling you could get after playing Dimensions. Following their reactive music tools and Inception dream states for iOS, RjDj have turned their mind-altering sonics to gameplay. As with previous releases, these &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/12/dimensions-ios-app-powered-by-pd-and-hans-zimmer-is-sound-augmented-reality-game-behind-the-scenes/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/7-caFZJ1-oM?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>Graphics are good. Graphics are shiny. But when it comes to reality-bending, emotionally-immersive, perception-shifting power, look to sound and music.</p>
<p>At least that&#8217;s the feeling you could get after playing Dimensions. Following their reactive music tools and Inception dream states for iOS, RjDj have turned their mind-altering sonics to gameplay. As with previous releases, these tools are powered by the open source visual development environment <a href="http://puredata.info">Pure Data</a>. Pd engineering wizardry here meetings the compositional and sound design prowess of Hans Zimmer.</p>
<p>You can see a bit of how the musical world works in the teaser video above, and the music sound design video below.</p>
<p>But we wanted quite a lot more information. So, CDM got RjDJ&#8217;s Rob, Joe, and Martin to share some detailed thoughts on how the game experience is put together and how it works.<span id="more-21810"></span></p>
<h3>The App</h3>
<blockquote><p><strong>RjDj Team:</strong> Most games require your full attention when you play them. You either live your life or play the game. Dimensions is different. It&#8217;s designed to be played in parallel with your normal life. </p>
<p>Gameplay is intertwined deeply into your daily life. Some dimensions unlock if you are physically active and others unlock if you are quiet. The app automatically detects what you are doing and syncs the game to it making use of every possible sensor on the iPhone.</p>
<p>You stay immersed in the game by listening to augmented sound and the voice of Emily from Mission Control. She guides you through many exciting challenges like collecting Artifacts and avoiding the dreaded Nephilim.</p>
<p>With Dimensions we are very interested in creating a gameplay experience which is between the device based focus of a casual game and the passive use of listening to music. Its a game which you play by listening &#8211; a game that place in parallel to your everyday life.
</p></blockquote>
<h3>The Tech: Reading Files</h3>
<blockquote><p>We built our own version of readsf, rj_readsf, in order to be able to read compressed audio and make the samples available for processing in Pd. One advantage of readsf is that possibly lengthy audio assets do not need to be loaded into memory. If memory is limited, especially when Pd may be running in the background, limiting exposure to system memory warnings helps keep the app running and the music playing. Given that compressed audio is roughly ten times smaller in size than uncompressed audio, and that audio assets make up the majority of the size of the entire app, it is a huge benefit to be able to deliver and read compressed audio assets directly, without the need to decompress in memory or onto disk. Dimensions requires that several dozen such players be open and viable at any time, and special consideration was given to concurrent behaviour. rj_readsf can loop a file when it gets to the end, and it indicates with a bang when a file has been loaded (an asynchronous operation) or the end as been reached (in the non-looping case). rj_readsf is built on iOS standard APIs and can read any file format that iOS can.</p></blockquote>
<p><em>Ed.: I&#8217;m waiting to hear if rj_readsf will be open-sourced. The issue of reading files is one we&#8217;ve had around libpd recently. While their rj_readsf sounds great, my sense is the best long-term solution will be a similar object that is independent of the APIs of any one OS, so this same set of problems may need a different solution for the open source community more generally. (Building such a tool is absolutely possible, though it might require more effort.)</em></p>
<h3>The Music, and How the Music Plays with You</h3>
<p><a href="http://createdigitalmusic.com/files/2011/12/dimensions_screens.jpg"><img src="http://createdigitalmusic.com/files/2011/12/dimensions_screens.jpg" alt="" title="dimensions_screens" width="640" height="480" class="alignnone size-full wp-image-21819" /></a></p>
<blockquote><p>The music of Dimensions uses various different techniques from straight sample playback to audio analysis and synthesis:</p>
<p><strong>Realtime manipulation of audio input from the mic:</strong></p>
<p>This is perhaps the most recognisable technique we use. We process audio from the iPhone microphone live in many different ways. It’s kinda like a feeling of being inside the music.</p>
<p>The key thing we do with effects is attempting to analyse the environment of the player / listener and then making appropriate things happen within the effect. For instance, the Flux Dimension features a filterbank on the mic input. We analyse the incoming audio from the players environment and make the filter frequencies change as events occur ( either due to pitch changes or onsets ) this gives the impression that objects and activity around the player is somehow &#8220;playing&#8221; the music. </p>
<p>In the Ghost Dimension there is an effect which records audio whenever it detects an event, then scrubs repeatedly forwards and backwards through the sample using granular techniques stretching it out in time. This manipulation accentuates the textural and pitch based qualities of the sample as it repeats and works well with the atmospheric music Hans Zimmer composed.</p>
<p><strong>Dynamically-controlled stems:</strong></p>
<p>All the Dimensions use stems and hits from a conventional sequencer in some way, re-arranged live on the device relative to how the player is interacting. These stems were mainly composed in Cubase and Logic.</p>
<p>For example, in the Kinetic Dimension we feed accelerometer data from the device into Pd and drive the music from that. The player hears more energetic beats when they go for a run, but if they stop at the lights to cross the road, the drums immediately drop away. This was achieved with a large number of hits with all the rhythmic sequencing happening in a hybrid reactive / generative way live on the device.</p>
<p>In the Tranquil Dimension, the music introduces more stems the longer the player is quiet. If they make too much noise the music “shrinks away” from them and becomes quieter. If they stay in a Zen like peaceful state, the music grows into a kind of crescendo of serenity.</p>
<p><strong>Reactive synthesis:</strong></p>
<p>We often control parts of the music by doing a frequency analysis of incoming microphone audio from the device and then using those frequencies to determine the notes synths will play within the music. The Travelling Dream in Inception the App uses this extensively. Tranquil Dimension in Dimensions also uses onset and frequency changes to trigger synth melodies in the music.</p>
<p>The synths we use range in complexity from very simple additive synthesis to some great synth patches from the rjlib by Frank Barknecht and Andy Farnell. </p>
<p><strong>Generative approaches:</strong></p>
<p>There are some sections within Dimensions which are generative. These play back prepared samples as well as triggering onboard synthesis. They also feed the results of this through various live sampling and glitching patches. They are governed by various sets of rules which have various long term parameters, like adjusting to the intensity of the audio environment of the listener, or how dense areas of music have been around the present time.</p>
<p><strong>Sample triggering:</strong></p>
<p>Ghost Dimension uses a simple but effective technique of triggering samples from the music on onsets in the environment. This can cause some real jump out of your skin moments. We combined this section with a randomised very short delay on the mic which acts almost like a resonator, turning the mic sounds into creepy atonal pitched noises.</p></blockquote>
<h3>Sound Design</h3>
<blockquote><p>The main hub section in Dimensions, called the Launch screen, acts as a entry point to your augmented adventures. It also displays all available Dimensions via the floating tile icons. </p>
<p>Visually, these represent a snapshot of your previous experience using your location at that time. Sonically we wanted them to have an aura or energy from the Dimensions themselves.</p>
<p>SoundCloud examples:<br />
<object height="165" width="100%"><param name="movie" value="https://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Fplaylists%2F1348505"></param><param name="allowscriptaccess" value="always"></param> <embed allowscriptaccess="always" height="165" src="https://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Fplaylists%2F1348505" type="application/x-shockwave-flash" width="100%"></embed></object>  <span><a href="http://soundcloud.com/rjdjme/sets/dimensions-sound-design">Dimensions Sound Design Example</a> by <a href="http://soundcloud.com/rjdjme">rjdjme</a></span> </p>
<p><em>Example of using mixture of synthesis and samples to create user feedback when interacting with Dimension icons in the game.</p>
<p>Map Tile Down: several recordings of a synth in Pure Data that is played when the tiles are touched. Each one is slightly different due using two detuned oscillators.</p>
<p>Map Tile Open Only: a sample from Logic Pro for the woosh sound when showing the information view.</p>
<p>Map Tile Click: a sample from Logic Pro for touch events.</p>
<p>Map Tile Open: recording of how it sounds when put together.</em></p>
<p><a href="http://createdigitalmusic.com/files/2011/12/Flux.jpg"><img src="http://createdigitalmusic.com/files/2011/12/Flux.jpg" alt="" title="Flux" width="304" height="320" class="alignnone size-full wp-image-21815" /></a></p>
<p>Sound is a mixture of samples and real-time synthesis. The energy sound is made using two oscillators (one detuned) to create some modulation for a glowing effect. Added to some harmonics to make it more of a beam sound and some chorus and reverb. The open tile is made in logic, when closed it’s the same sound but reversed and pitched down in Pd.</p>
<p><a href="http://createdigitalmusic.com/files/2011/12/dimensions_pd.jpg"><img src="http://createdigitalmusic.com/files/2011/12/dimensions_pd-361x640.jpg" alt="" title="dimensions_pd" width="361" height="640" class="alignnone size-large wp-image-21823" /></a></p>
<p>We wanted the tiles you tap on to feel like each Dimension has some sort of energy radiating out. </p></blockquote>
<p>Here&#8217;s a sense of how the sound design works in the game:</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/ti7vG9WqM5Y?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>It&#8217;s an ambitious app, and the whole cost is US$2.99. I guarantee it&#8217;ll change your world more than a latte. (Well &#8230; unless we&#8217;re talking a <em>really</em> crazy latte. And that might not be legal.) As sometimes-CDM contributor Jaymis Loveday notes, there are terrific choices in coloring Google Maps, and how modes change based on ambient sound and motion. </p>
<p>Requires an iPhone 3GS or better, or third-generation iPod Touch or better, or an iPad.</p>
<p><a href="http://itunes.apple.com/app/id473626010?mt=8">Dimensions @ iTunes Store</a></p>
<p>More reading:<br />
<a href="http://gamasutra.com/view/news/38267/Dimensions_Augments_Reality_Purely_Through_Sound.php">Dimensions Augments Reality Purely Through Sound</a> [Leigh Alexander, one of my favorite game writers, for Gamasutra</a><br />
<a href="http://eu.techcrunch.com/2011/11/25/the-roundabout-tapes-rjdj-now-plans-to-game-reality-with-sound-tctv/">The Roundabout Tapes – RjDj now plans to game reality with sound [TCTV]</a> [Techcrunch EU]</p>
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		<title>In Korg iKaossilator 2, Beatmaker for iPad, iPhone, Extended Collaborative Features</title>
		<link>http://createdigitalmusic.com/2011/11/in-korg-ikaossilator-2-beatmaker-for-ipad-iphone-extended-collaborative-features/</link>
		<comments>http://createdigitalmusic.com/2011/11/in-korg-ikaossilator-2-beatmaker-for-ipad-iphone-extended-collaborative-features/#comments</comments>
		<pubDate>Wed, 30 Nov 2011 22:04:48 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21630</guid>
		<description><![CDATA[The stream of iPad and iPhone apps for musicians gushes endlessly, but among that river of software, there are some visible trends. Demanded by users, features for sharing between apps &#8211; and other mobile artists &#8211; flourish. Hardware heavyweight KORG has been one of the developers that&#8217;s been especially good at offering that kind of &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/11/in-korg-ikaossilator-2-beatmaker-for-ipad-iphone-extended-collaborative-features/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/11/kaoss2_ipad.jpg"><img src="http://createdigitalmusic.com/files/2011/11/kaoss2_ipad-640x426.jpg" alt="" title="kaoss2_ipad" width="640" height="426" class="alignnone size-large wp-image-21631" /></a></p>
<p>The stream of iPad and iPhone apps for musicians gushes endlessly, but among that river of software, there are some visible trends. Demanded by users, features for sharing between apps &#8211; and other mobile artists &#8211; flourish.</p>
<p>Hardware heavyweight KORG has been one of the developers that&#8217;s been especially good at offering that kind of support. Their just-announced iKaossilator 2 app adds native iPad screen support (previously iPhone-optimized only), and a new &#8220;flex play&#8221; for fills and breaks.</p>
<p>But most notably, it offers options for sharing:</p>
<ul>
<li><strong>Audio export</strong> for saving your audio &#8211; ideal for use elsewhere or sharing
</li>
<li><strong>SoundCloud</strong> export (increasingly popular in desktop and mobile software of all stripes)</li>
<li><strong>AudioCopy</strong> for sharing audio between apps &#8211; adopted by many indie developers, this feature is becoming a demanded addition even if you&#8217;re releasing an app costing only a couple of bucks</li>
</ul>
<p>This is addition to WIST, &#8220;WIreless Sync-starT,&#8221; Korg&#8217;s mechanism for syncing up multiple wireless apps. That&#8217;s ideal if you&#8217;ve got a friend with a device and want to jam. (It&#8217;s, unfortunately, iOS-only based on its reliance on Apple&#8217;s wireless sharing tech.)</p>
<p>The upshot of all of these features is, naturally, to help ease the tablet/phone app into the larger workflow, with desktop software and other tools. Korg&#8217;s other apps are similarly flexible &#8211; their iMS-20 synth works with MIDI and SoundCloud, for instance, and it and iElecTribe will wirelessly sync.</p>
<p><a href="http://korg.com/ikaossilator">Korg iKaossilator</a></p>
<p><a href="http://createdigitalmusic.com/files/2011/11/bm21_ipad_studioseq.png"><img src="http://createdigitalmusic.com/files/2011/11/bm21_ipad_studioseq.png" alt="" title="bm21_ipad_studioseq" width="507" height="410" class="alignnone size-full wp-image-21637" /></a></p>
<p>KORG isn&#8217;t alone. An updated Intua BeatMaker &#8211; more of a full-fledged beat-making and groove production workstation &#8211; added loads of similarly sharing-focused features.<span id="more-21630"></span></p>
<p>Indeed, Intua goes further than KORG. Developers have been working together to route MIDI signals between apps with something they&#8217;re calling Virtual MIDI. (That deserves its own article, clearly, but worth mentioning in this context; see <a href="https://groups.google.com/forum/#!topic/open-music-app-collaboration/fbB2M2lVjAI">discussion on Google Groups</a>.) As desktop apps have allowed collaboration between plug-ins and hosts, or multiple apps, this allows a MIDI app to control a synth app. It&#8217;s less powerful, arguably, on the limited horsepower of an iPad than it might be on a beefy desktop, but it can still be very useful for combining one controller or sequencer with something else that makes sound.</p>
<p>As reported on Synthtopia, Virtual MIDI is just one of a number of MIDI-centric features in the new version:</p>
<p><a href="http://www.synthtopia.com/content/2011/11/26/beatmaker-getting-all-sorts-of-midi-love/">BeatMaker Getting All Sorts Of MIDI Love</a> [Synthtopia]</p>
<p>There&#8217;s MIDI Out, yes, but also Thru and MIDI-over-WiFi for talking to other MIDI gadgets. There&#8217;s Virtual MIDI for communicating with other iOS devices. You can hot-plug MIDI and the app keeps working (essential onstage). And in place of SoundCloud support as in the KORG offering, there&#8217;s Dropbox file sharing support. </p>
<p>You can export and import MIDI &#8211; not just audio, but actual patterns &#8211; as well as read and write slice points in Apple Loops.</p>
<p>In fact, Intua even support Korg&#8217;s own WIST, so you could sync BeatMaker to KORG&#8217;s iElecTribe or the modulation of the iMS-20 and get synchronized rhythms between apps from different developers.</p>
<p><a href="http://itunes.apple.com/us/app/beatmaker-2/id417020234?mt=8">Intua BeatMaker @ iTunes</a></p>
<p>This is not to say iOS devices are identical to a desktop experience &#8211; in fact, their limitations and unique features are clearly part of their appeal. Instead, it seems part of an increased awareness that connectivity with other applications and other users is of growing importance to musicians. iOS developers seem eager to make these central design features, both emulating what&#8217;s been done right on desktops &#8211; and where there have been missed opportunities. It&#8217;ll be fascinating to see if other, non-iOS platforms follow the same trend.</p>
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		<slash:comments>19</slash:comments>
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		<title>Tangible Music: The Reactable and Interactive Instrument Design, in Videos</title>
		<link>http://createdigitalmusic.com/2011/11/tangible-music-the-reactable-and-interactive-instrument-design-in-videos/</link>
		<comments>http://createdigitalmusic.com/2011/11/tangible-music-the-reactable-and-interactive-instrument-design-in-videos/#comments</comments>
		<pubDate>Tue, 22 Nov 2011 11:54:31 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21545</guid>
		<description><![CDATA[Dig into humanity&#8217;s past, and alongside the earliest tools, you&#8217;ll find some of the earliest instruments. Designing objects for expression seems to be an essential part of civilization. Martin Kaltenbrunner, a co-designer of the Reactable tangible music interface, is also a professor in Interface Culture at the Linz University of Arts in Austria. There, in &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/11/tangible-music-the-reactable-and-interactive-instrument-design-in-videos/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/AZv38H9FypE?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>Dig into humanity&#8217;s past, and alongside the earliest tools, you&#8217;ll find some of the earliest instruments. Designing objects for expression seems to be an essential part of civilization.</p>
<p>Martin Kaltenbrunner, a co-designer of the Reactable tangible music interface, is also a professor in <a href="http://www.ufg.ac.at/index.php?id=1594&#038;L=1">Interface Culture</a> at the Linz University of Arts in Austria. There, in the land of Mozart and Haydn, he works with students to explore what interface design is. </p>
<p>So, when I got to spend some time with Martin in New York in September, I was interested in more than just the flashy coolness of the Reactable, the futuristic table-with-blocks interface for music. We got a chance to talk about instrument design generally. The funny thing about the Reactable is that it is closer to the experience of working with a modular synthesizer and oscilloscope than anything else, with the sense of physical connections of sound to object you&#8217;d get from classic synths. It is something unique, truly, but that&#8217;s its pedigree.<span id="more-21545"></span></p>
<p>Martin and I got to give a talk together at the <a href="http://www.acfny.org/">Austrian Cultural Forum New York</a>, a terrific hub in which Austrian artists frequently are paired with New York-based folks, all in a lean, tall modern landmark building in Midtown. We also performed together, which for me was a real pleasure; Martin claims not to be a musician as such, but was good fun as an improvisation partner.</p>
<p>The next day, we headed to Manhattan music education center Dubspot, where Martin&#8217;s creation quickly attracted crowds of interested students and educators. Dubspot filmed our encounter for the video at top. Amusingly, the prominent synth sounds you hear at the beginning are not the Reactable, but our own <a href="http://meeblip.com">MeeBlip open source synth</a>, which I brought along to illustrate conventional tangible instrument design with switches and knobs. <em>(If you&#8217;ve been impatiently waiting for news on the MeeBlip, believe me, I&#8217;m even more impatient &#8211; more announcements on that this week and next, following a production quality issue with a contractor that required us to reboot the run of new instruments.)</em></p>
<p><a href="http://blog.dubspot.com/reactable-video-recap/">Reactable Live @ Dubspot! Interactive Sound Design Workshop Video Recap</a> [Dubspot Blog]</p>
<p>YouTube commenters, that subtle and thoughtful bunch, are complaining that the <em>tangible</em> Reactable will set you back thousands of Euros. But at ACF and Dubspot, I was also equipped with the far more economical and portable alternative: Reactable Mobile runs on both Android and iOS. (I was pleasantly surprised to discover the app runs perfectly on a Galaxy Tab 10.1 from Samsung; I&#8217;m still a long, long way from being able to recommend buying an Android tablet, but if you&#8217;ve got one, I can certainly recommend this app.) Now, don&#8217;t get me wrong: the experience was nowhere near as fun as using the table. On the other hand, you can&#8217;t fit the table into a seat-back pocket on easyJet, and the savings in cash is proportional to the sacrifice in experience. What impresses me is that the design of the physical Reactable &#8220;flattens&#8221; so nicely onto the screen; I think it&#8217;s a user experience triumph that you can make that translation. And I was able to load up a few loops of my own music and jam along with the MeeBlip and Martin on the (real) Reactable.</p>
<p>Looking beyond the Reactable, Martin addressed these larger issues of tangible interface design at TEDx Vienna &#8211; a fitting  locale for talking the history and future of music. His whole presentation, and a sweeping concept map of what he discussed, is available.</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/C4wIeZU57nQ?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p><iframe width="600" height="400" frameborder="0" src="http://www.mindmeister.com/maps/public_map_shell/118887287&#038;width=600&#038;height=400&#038;zoom=auto" scrolling="no" style="overflow:hidden"></iframe></p>
<p><a href="http://www.tedxvienna.at/blog/martin-kaltenbrunner-tangible-music/">Martin Kaltenbrunner: Tangible Music</a></p>
<p>If you just want to get your Reactable on and can&#8217;t afford the table, see Reactable Mobile below. (Seen here on an iPad 2, but I&#8217;ve run successfully on the original iPad and the Galaxy Tab &#8211; the experience is more or less identical, thanks to portable code.)</p>
<p>And if you can afford the table, you rockstar, uh, can we be your friend?</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/Tbo2Wk5PgVQ?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p><a href="http://www.reactable.com/products/mobile/">http://www.reactable.com/products/mobile/</a><br />
<a href="http://www.reactable.com/products/live/"> [the awesome table version]<br />
<a href="http://modin.yuri.at/">Martin Kaltenbrunner website</a> [with plenty of academic links]</p>
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		<title>Music of the Spheres, Player Roll Style: Astro Cantus iPhone App Plays the Universe</title>
		<link>http://createdigitalmusic.com/2011/11/music-of-the-spheres-player-roll-style-astro-cantus-iphone-app-plays-the-universe/</link>
		<comments>http://createdigitalmusic.com/2011/11/music-of-the-spheres-player-roll-style-astro-cantus-iphone-app-plays-the-universe/#comments</comments>
		<pubDate>Thu, 10 Nov 2011 17:22:57 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21369</guid>
		<description><![CDATA[In the latest take on sonifying data in musical form, iPhone app Astro Cantus plots star data from the universe as musical notes. It turns the the sphere of heavens above the Earth into a massive piano roll. Co-founding developer Rocky Alvey, according to the creators, dismantled a music box as a kid, and that &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/11/music-of-the-spheres-player-roll-style-astro-cantus-iphone-app-plays-the-universe/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/HSz843fFjzw?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>In the latest take on sonifying data in musical form, iPhone app Astro Cantus plots star data from the universe as musical notes. It turns the the sphere of heavens above the Earth into a massive piano roll. </p>
<p>Co-founding developer Rocky Alvey, according to the creators, dismantled a music box as a kid, and that music box notion (<a href="http://createdigitalmusic.com/2011/11/punched-hole-tunes-ritornells-musicbox-business-cards-as-delicate-and-magical-as-the-music/">yet again</a>) is a big part of the concept here. What&#8217;s notable is that the app&#8217;s sonification does indeed represent not only the stars themselves but some of the data &#8211; spectra of the stars are translated into pitch. And there are a <em>lot</em> of stars in there.</p>
<p>The musical representation itself is a bit limited: you get either chimes or a piano playing a pentatonic mode, and some control over spectrum and magnitude. Speaking as a composer who has occasionally played with it, that&#8217;s the challenge with this sort of work: making musical paradigms represent the data is no small obstacle. But the developers also say this is just a (very pleasing) first step, with more interactive features and live modes and additional sounds and scales to come.</p>
<p><a href="http://astrocantus.com/">http://astrocantus.com/</a><br />
<a href="http://itunes.apple.com/us/app/astrocantus/id468524980?mt=8">US$1.99 on the App Store</a></p>
<p>Amusingly, I&#8217;m writing this as my KCRW music stream is playing Bill Frisell&#8217;s cover of The Beatles&#8217; &#8220;Across the Universe.&#8221; Which is more compelling as a commentary on the world? I&#8217;m not sure.</p>
<p>Nothing&#8217;s gonna to change my world.</p>
<p>Thanks to West Latta for the link; via TreeHugger&#8217;s Jaymi Heimbuch:<br />
<a href="http://www.treehugger.com/gadgets/iphone-app-creates-music-from-stars-and-galaxies.html">iPhone App Creates Music from Stars and Galaxies</a></p>
<p><a href="http://createdigitalmusic.com/files/2011/11/astrocantus.jpg"><img src="http://createdigitalmusic.com/files/2011/11/astrocantus-640x320.jpg" alt="" title="astrocantus" width="640" height="320" class="alignnone size-large wp-image-21373" /></a></p>
<div class="imgcaption">My God, it&#8217;s full of stars. (You totally saw this caption coming.)</div>
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		<title>Handheld GarageBand: Apple&#8217;s Mobile Music Maker on iPhone, iPod touch</title>
		<link>http://createdigitalmusic.com/2011/11/handheld-garageband-apples-mobile-music-maker-on-iphone-ipod-touch/</link>
		<comments>http://createdigitalmusic.com/2011/11/handheld-garageband-apples-mobile-music-maker-on-iphone-ipod-touch/#comments</comments>
		<pubDate>Tue, 01 Nov 2011 20:12:09 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21236</guid>
		<description><![CDATA[Apple&#8217;s GarageBand music creation and amp simulation on iPad is now also on the company&#8217;s handhelds, with iPhone (3GS, 4, 4S) and iPod touch (3rd-generation and better) support. You only have to buy GarageBand once; the app runs on all those platforms, so if you had the iPad version and also own a compatible device, &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/11/handheld-garageband-apples-mobile-music-maker-on-iphone-ipod-touch/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/11/gbiphone_piano.jpg"><img src="http://createdigitalmusic.com/files/2011/11/gbiphone_piano-640x331.jpg" alt="" title="gbiphone_piano" width="640" height="331" class="alignnone size-large wp-image-21239" /></a></p>
<p>Apple&#8217;s GarageBand music creation and amp simulation on iPad is now also on the company&#8217;s handhelds, with iPhone (3GS, 4, 4S) and iPod touch (3rd-generation and better) support. You only have to buy GarageBand once; the app runs on all those platforms, so if you had the iPad version and also own a compatible device, you can automagically add it.</p>
<p>The iPad is definitely the roomier device, so what can you do with the handheld?</p>
<ul>
<li>Touch Instruments (pictured here) let you quickly tap out musical ideas.</li>
<li>Amp and stompbox models work. As I&#8217;ve said in the past, that makes the handhelds into usable practice amps or pocket-ready effects boxes.</li>
<li>Lay down multiple tracks (recording external audio one at a time), and edit in a simplified GarageBand track editor.</li>
<li>You can still exchange files &#8211; up to eight tracks of recorded or generated music &#8211; with GarageBand and Logic on your Mac. That makes this a usable pocket sketchpad.</li>
</ul>
<p>In short, not only does your Mac have little to fear, the notion is that these handheld apps could actually give you added incentive to do production back on the desktop.<span id="more-21236"></span></p>
<p>Also in this update are features that will be useful to the iPad version, too, but are clearly intended to make the palm-top edition more usable. &#8220;Smart Instruments&#8221; let you play along with chords &#8211; ideal if you can&#8217;t quite twist your fingers into strumming positions on your phone. And there&#8217;s a historical musical precedent for this, too: think autoharps and frets and capos, musical innovations intended to make playing an idea easier.</p>
<p>If you want a bit more sophistication, the instruments expand to provide features like glissando, Leslie simulation, tuners, and so on.</p>
<p><a href="http://createdigitalmusic.com/files/2011/11/gbiphone_guitar.jpg"><img src="http://createdigitalmusic.com/files/2011/11/gbiphone_guitar-640x331.jpg" alt="" title="gbiphone_guitar" width="640" height="331" class="alignnone size-large wp-image-21241" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2011/11/gbiphone_drums.jpg"><img src="http://createdigitalmusic.com/files/2011/11/gbiphone_drums-640x330.jpg" alt="" title="gbiphone_drums" width="640" height="330" class="alignnone size-large wp-image-21242" /></a></p>
<p>Our friend Jim Dalrymple of Apple-focused tech site <em>The Loop</em> <a href="http://www.loopinsight.com/2011/11/01/apple-releases-garageband-for-iphone-and-ipod-touch/">spots other enhancements</a>. If you discovered the previous version frustratingly didn&#8217;t let you change keys without transposing audio, or didn&#8217;t let you set 3/4 or 6/8 time signatures (&#8220;do I hear a waltz?&#8221;), those holes have been patched &#8211; useful in the iPad version, too. Also, you can export to AAC or uncompressed AIFF even without going via GarageBand or Logic, a helpful issue.</p>
<p>US$4.99 new, or free update for existing customers. (Fear not for starving programmers. It turns out that this &#8220;Apple&#8221; company also makes those &#8220;iPhone&#8221; and &#8220;Mac&#8221; things, too.)</p>
<p>But this is all feature talk. What&#8217;s impressive to me is the way Apple has boiled down the interface of GarageBand into a smaller space. What&#8217;s left is only what is strictly necessary &#8211; complete with some photo-realistic imagery, yes, true to Apple&#8217;s notion of polish and texture. It makes a stunningly clear and obvious interface design, and that to me is inspiring: not as something I hope other developers will copy, but the kind of clarity I hope they&#8217;ll find in their own voice. After all, GarageBand for iOS shares DNA with Logic, not just mobile apps, and therefore a far more complex heritage.</p>
<p>Playing the glass surface of your phone as a musical instrument is likely to be relatively limited &#8211; compare a tangible instrument, which <em>feels</em> fun to play. But as a sketchpad, and as a pocket reduction of other things, this has appeal.</p>
<p>Images courtesy Apple. (Check out high-resolution versions.)</p>
<p><a href="http://itunes.apple.com/us/app/garageband/id408709785?mt=8">Apple App Store Link</a></p>
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