What if you could mash, mangle, mush, and morph sounds with your fingers on a screen, watching the waveforms dance in response in three dimensions? That “what if” is expressed beautifully in a project by musician-developer Christian Bannister of Portland, Oregon, who works as Subcycle Labs.
The result is like being able to touch sound directly.
Three-dimensional forms morph and vibrate using visuals programmed in Processing, making architectural-organic shapes and spaces that really begin to “look” like sound. These forms can represent synthesis and effects parameters (Christian has done some work with the Massive synth from Native Instruments), or can allow navigation through loops using touch. Gestures remap offsets and duration for audio, scrub and slice, and apply granular resynthesis.
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The iPhone has become an almost absurdly-popular platform for music apps this year, even given more capable, more plentiful PCs. But to those who don’t yet “get” the appeal, talk to a mobile music addict: having the ability to be creatively musically in corners of time that would otherwise go unused, like a cramped bus ride, can be a beautiful thing. (Now, you start talking about taking away my PC/Mac experience, and I will start screaming in agony – but that’s a topic for a separate post.) The question is, what form should that app take? Today, I’ve got an iPhone round-up going as I clear out my news inbox, but that thread lies beneath all the stories…
I’m working on putting together a collection of truly productive, non-gimmicky/non-toy music apps now that the platform is maturing. But two apps released this week I think deserve special mention, and mention together – partly because of the different angle they take.
They’re both essentially handheld grooveboxes. They’re both relatively powerful, bringing desktop-style production to the platform. They’re both good options, and at this price, you might go buy both. But as I go off to test these two apps, I’m already struck by the contrast between the two.
One is the kind of app that we’re seeing a whole lot of on the iPhone, just as we once saw it in me-too apps on desktop computers. It assumes that the way to reach more people is to give them a whole bunch of canned loops that already sound like the styles they might want to play, and assume they’ll be pretty limited in their ability to do much with those loops.
The other of the two apps eschews the obligatory audio loops for real synthesis, and strips out the usual “let’s try to look like hardware” interface for something a lot more minimal and (I think) touch device friendly. That’s a design lesson that might well be applied beyond the iPhone, too.
First, consider the looped audio approach.
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Imagine a machine that lets you walk a thin line between control and chaos. You’ll be tweaking it, for sure – you’ll want to invest a sufficient amount of time shaping its sounds and adjusting its instruments to alter its flightpath. But once set in motion, it will give you variety and delicious insanity.
That’s the idea behind Peter Dines’ ParamDrum, a Reaktor drum machine with granular goodies inside providing sample manipulation and a set of clear sequenced controls for adjusting parameters. The “Param” bit refers to the parameters you’ll control – pitch + sample select + speed + size (of the sample) + smooth (granular) + swing. These parameters are unleashed against a sequence that you’ll likely never fully control – but that will never feel like it’s simply on autopilot, either. You can then load your samples into three players, which can be conceived as bass + clap/tom/snare + hat or something else entirely.
It may sound out of control, but “control” in the MIDI sense is essential. You can control step probability with MIDI velocity, tap in sequences with MIDI notes, and record playable automation with MIDI CCs from your hardware encoders. Pete has worked out a lovely template for Native Instruments’ Maschine controller, for instance.
ParamDrum, then, becomes a factory for variations. It allows you to iterate through plenty of results you don’t like to the one that’s perfect, for production or performance.
ParamDrum is a cheap US$12.50, though you do need a copy of Reaktor 5 (also included in Komplete) to use it. The upside is, it’s editable, and you get Pete’s immaculately well-organized patch macros, so it’s something you can modify easily or use as a model for your own patches.
Full details on Pete’s noisepages page, Modulations, which is also a new repository for his thoughts on sound design, Reaktor patching, SuperCollider learning, and other music technological geekery.
The other cool thing about ParamDrum in our throwaway technological world is that it’s already started to attract a little community of users.
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Wonderful things come from Australia. Developer Ross Bencina has released AudioMulch 2.0, the audio patching environment, now on both Mac and Windows.
Audiomulch is all pretty in black now with a new UI. But why is it special? AudioMulch has always been distinguished in its quick workflow, its ready-to-use objects that allow sophisticated patches with relatively simple structures, and its idiosyncratic soundmakers. The Metasurface multi-parameter controller is also a favorite.
The price is higher, which may scare away some – US$189, or $89 upgrade. There’s a 60-day trial that you can try out.
But the best part of this launch is that, instead of releasing a flashy demo with pans over girls in bikinis or booming drum beats and type flying through that says something like “THE FUTURE OF MUSIC IS NOW … HOLD THE SOUND IN YOUR FIST … BE THE MUSIC … WHERE IS YOUR GOD NOW?”, they just released a video showing someone making a piece of music. (What a concept!)
The video at top is a live-patching video, and it really reveals how, powerful as many interactive music environments may be, having some objects that get straight to what you want musically makes a real difference. (That’s something to keep in mind even as you create macros or code in other environments, too, I think.)
I like the idea of other people doing live-patching videos that work as music and not just tech demos, not only in AudioMulch but whatever your tool of choice may be.
If you give AudioMulch 2 a try, let us know what you think.
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Loops have gotten an unfortunate reputation as being a stand-in for real musicians or real musicianship – perhaps because, too often, they are. That’s why it’s always refreshing to see a discussion of how looping can incorporate musical technique. Like many electronic musicians, I have zero background in drumming; I’m a keyboardist and was trained in Classical Piano. But then, part of the gift of being a composer is getting inside the heads of musicians who play instruments you can’t. And when it comes to understanding rhythm, there’s a limitless supply of work to explore from around the world.
Ryan Gauss writes us to share a blog that’s all about rhythm and drumming. Blogging can be a distraction from music making, but in this case, he’s using it to help be even more disciplined in building technique:
Every day I record and post a new drum loop (with a link to the Logic session and .wav files). I organize the beats by category (rock hip hop, jazz etc) and try to change up the production style with every loop.
So far, there’s a terrific piece on “linear drumming” – a style in which you hit only one part of your kit at a time. (Now, this really inspires me in terms of some of the rhythmic sequencing ideas I’ve been thinking about – I’ll have to explore. Maybe I can build a linear pattern sequencer.) See notation at top.
There’s also a fantastic video from drummer Shawn Pelton, who to me really exemplifies the marriage of great drumming and sophisticated use of technology (Ableton Live, in this case).
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