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	<title>Create Digital Music &#187; Mac</title>
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	<link>http://createdigitalmusic.com</link>
	<description>The latest gear, software, and techniques for electronic music production and performance</description>
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		<title>NI&#8217;s Traktor Kontrol X1: High-Res Traktor Controller, MIDI Mode</title>
		<link>http://createdigitalmusic.com/2009/11/03/nis-traktor-kontrol-x1-high-res-traktor-controller-midi-mode/</link>
		<comments>http://createdigitalmusic.com/2009/11/03/nis-traktor-kontrol-x1-high-res-traktor-controller-midi-mode/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 17:22:07 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[control-surface]]></category>
		<category><![CDATA[controller]]></category>
		<category><![CDATA[DJ]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[MIDI]]></category>
		<category><![CDATA[Native-Instruments]]></category>
		<category><![CDATA[NI]]></category>
		<category><![CDATA[protocols]]></category>
		<category><![CDATA[richie-hawtin]]></category>
		<category><![CDATA[Traktor]]></category>
		<category><![CDATA[USB]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=8202</guid>
		<description><![CDATA[The Traktor Kontrol X1 is an exercise in minimalism, reducing the various uses of Traktor to a few encoders and buttons and a compact form factor. But while it supports MIDI for use with any DJ software, its &#8220;high-resolution&#8221; mode &#8211; as with Maschine before it &#8211; uses a proprietary protocol. The unit will sell [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/11/kontrolx1.jpg"><img src="http://createdigitalmusic.com/images/2009/11/kontrolx1.jpg" alt="kontrolx1" title="kontrolx1" width="580" height="473" class="alignright size-full wp-image-8204" /></a></p>
<p>The Traktor Kontrol X1 is an exercise in minimalism, reducing the various uses of Traktor to a few encoders and buttons and a compact form factor. But while it supports MIDI for use with any DJ software, its &#8220;high-resolution&#8221; mode &#8211; as with Maschine before it &#8211; uses a proprietary protocol. The unit will sell for US$229 when it ships in February of next year.<span id="more-8202"></span></p>
<p>The control arrangement of the Kontrol X1 fits a selection of essential parameters into its narrow form factor. The controls are divided in right and left into the two decks, with four sets of effects controls each. There are dedicated controls for browsing through tracks, and cueing and tempo controls. The case can be used either horizontally or vertically. </p>
<p>The strategy appears to be to focus on controlling loops and effects, while those who want to work with digital vinyl can view this as a consolidated mixer / browser interface.</p>
<p>There are some nice extras, too. The box itself comes with Traktor LE, meaning someone can get started with digital DJing for about two hundred bucks. And for another $49, you can add a custom stand and case &#8211; details too often left out of controllers.</p>
<p>We saw this controller in September, in use in <a href="http://createdigitalmusic.com/2009/09/30/ni-teases-new-dj-controller-in-richie-hawtin-maschine-traktor-video-twitter-app/">Richie Hawtin&#8217;s set</a>. On <a href="http://www.native-instruments.com/#/en/products/dj/traktor-pro/?page=216&#038;content=1037">NI&#8217;s promotional site</a>, Richie has something interesting to say about Traktor, which is that it <em>isn&#8217;t</em> necessarily getting used by everyone in the same way:</p>
<blockquote><p>You can put ten people on a stage with Traktor, and each one of them will have a different way to be creative and bring out their personality through it.</p></blockquote>
<p>My sense is that this hardware will be well-received, because it is focused on some clear functions, it&#8217;s compact, it&#8217;s cheap, and it can be used in different ways by different people. Those trends have proved successful in controllers of late. On the other hand, it seems that a generation of hardware controllers that could have employed an open, standard, high-resolution control protocol are doing anything but. Ableton has locked certain software features to certain controllers, and in its controllers uses only MIDI. NI uses higher-resolution data, but has not continued to actively develop OSC. That could mean that, while open-source and visual software continues to progress, we may have to wait years before commercial music software comes to support any standard for this kind of communication using anything other than low-resolution MIDI. The big question may be, is there any incentive to commercial makers to do otherwise?</p>
<p><a href="http://www.native-instruments.com/traktorkontrolx1.info">www.native-instruments.com/traktorkontrolx1.info</a></p>
<p><a href="http://createdigitalmusic.com/images/2009/11/kontrolx1_ver.jpg"><img src="http://createdigitalmusic.com/images/2009/11/kontrolx1_ver.jpg" alt="kontrolx1_ver" title="kontrolx1_ver" width="521" height="1217" class="alignright size-full wp-image-8205" /></a></p>
]]></content:encoded>
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		<slash:comments>25</slash:comments>
		</item>
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		<title>For Love of Chips: Chipsounds Instrument and EP and the Gear That Inspired Them</title>
		<link>http://createdigitalmusic.com/2009/10/14/for-love-of-chips-chipsounds-instrument-and-ep-and-the-gear-that-inspired-them/</link>
		<comments>http://createdigitalmusic.com/2009/10/14/for-love-of-chips-chipsounds-instrument-and-ep-and-the-gear-that-inspired-them/#comments</comments>
		<pubDate>Wed, 14 Oct 2009 17:50:14 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[8-bit]]></category>
		<category><![CDATA[artists]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[chip]]></category>
		<category><![CDATA[chip-music]]></category>
		<category><![CDATA[chiptune]]></category>
		<category><![CDATA[coleco]]></category>
		<category><![CDATA[commodore]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[history]]></category>
		<category><![CDATA[inspiration]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[PCs]]></category>
		<category><![CDATA[plogue]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[Sampling]]></category>
		<category><![CDATA[sega]]></category>
		<category><![CDATA[SID]]></category>
		<category><![CDATA[soft-synths]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[synthesis]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7931</guid>
		<description><![CDATA[Taste the rainbow of the Spectrum ZX home computer. Photo (CC) diebmx.
Call it the 8-bit preservation society. Chipsounds is now available. It&#8217;s a new programmable soft synth, filled with custom oscillators and samples of famous and obscure vintage chips, accompanied by an EP of free chip tracks. Far from a threat to fans of hardware, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/diebmx/242025999/"><img src="http://farm1.static.flickr.com/92/242025999_519093ba5c.jpg"></a></p>
<div class="imgcaption">Taste the rainbow of the Spectrum ZX home computer. Photo (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) <a href="http://www.dsekt.com/">diebmx</a>.</div>
<p>Call it the 8-bit preservation society. Chipsounds is now available. It&#8217;s a new programmable soft synth, filled with custom oscillators and samples of famous and obscure vintage chips, accompanied by an EP of free chip tracks. Far from a threat to fans of hardware, I think this release is a major achievement for fans of digital sounds.</p>
<p>Oh yeah, and if you&#8217;ve been feeling burnt out on chip music in general, firing up some of the sound of some of these more obscure chips could well change your mind. If you like sound, there&#8217;s something here for you.</p>
<p>Chip music, championed by a supportive network of artists and fans, has unquestionably made the big time. But for those who value the unique sounds of a variety of vintage 8-bit chips, there is still cause for concern. Even though they&#8217;re digital circuits, the unique design of various chips won&#8217;t last forever. Some chips are simply disappearing, while others cease to work. At the same time, while the sound of the Nintendo game system has become ubiquitous, lots of other unusual chips don&#8217;t get heard. Software emulation and sample packs so far have been pretty shallow. Emulators tend not to model all the nuances of different chips, and samples are really only expressive if they&#8217;re presented in the context of something that&#8217;s fully programmable and playable.</p>
<p>Enter Chipsounds. Creator David Viens told us about the Chipsounds project back in January:<br />
<a href="http://createdigitalmusic.com/2009/01/16/authentic-chiptune-soft-synth-emulation-plogue-chipsounds-scoop-from-namm/">Authentic Chipmusic Soft Synth Emulation: Plogue Chipsounds Scoop from NAMM</a></p>
<p>It&#8217;s available today, with an introductory price of <strong>US$75</strong> ($95 thereafter).</p>
<p><a href="http://www.plogue.com/?page_id=43">chipsounds @ Plogue</a> [Product Page]</p>
<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/XRllfMIyfT0&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/XRllfMIyfT0&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p>Something like Chipsounds <em>could</em> have been just an attempt to cash in on &#8220;what the kids are playing.&#8221; But David&#8217;s work is more like an epic love poem to the sounds of chips themselves, not only as a reminder of game music but as a unique sound source. And the passionate chip music community got in on the act, as well, with notable artists contributing to the product&#8217;s development and in fine form on the EP. </p>
<p>But forget about that for a second. What matters is that chipsounds is an exhaustive, exhaustively programmable set of sounds that almost no eBay budget could ever amass. It takes some unique sounds and allows you to warp them into arrangements and performance configurations not possible with hardware. And it might well make you explore hardware in a new way all over again.</p>
<p>For your listening pleasure, here is the full, free EP with downloadable tracks to set the mood. It&#8217;s all been made with Chipsounds by some terrific artists, including David Viens himself, and covers a range of genres and techniques.</p>
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<span id="more-7931"></span></p>
<h3>Why Chipsounds</h3>
<p>David has a really lovely intro in the manual for the tool. He&#8217;s got a story like many of us I expect have. </p>
<blockquote><p>My father bought a Commodore VIC-20 for me and my brother when I was around nine. After a few days with it, I guess he knew I had found my calling. There is not a year that passes without me reminding him how bringing that computer home some cold autumn night changed my life.</p></blockquote>
<p>But this isn&#8217;t just nostalgia. David also notes that some of the limitations imposed by earlier 8-bit hardware caused artists and musicians to invent new techniques that were later lost. These methods can now be rediscovered and coexist with new processes only possible with newer tech. What Chipsounds represents is an expanded &#8220;sonic palette,&#8221; not just the literal representation of the hardware included. And for those willing to dig into programming the sampling instrument itself, that palette can be even wider and more personal.</p>
<p>David did a whole lot of work on research and experimentation to make this work, but also drew upon the massive community online. Here&#8217;s a look at the chips included.</p>
<h3>The Instruments</h3>
<p>David did extensive research, testing, sampling, and A/B sound programming for the project. Just going through the chips is a nice history lesson &#8211; and could be a good introduction for those interested in working with hardware, too. You can check out extensive technical details on the hardware at the <a href="http://ploguechipsounds.blogspot.com/">chipsounds blog</a>.</p>
<p><a href="http://www.flickr.com/photos/farnea/850345806/"><img src="http://farm2.static.flickr.com/1275/850345806_ee76d45c66.jpg"></a></p>
<div class="imgcaption">The reason the Commodore 64 is prized by musicians is the SID chip inside. Here, a modded C64 built just for music, (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.farnea.net/">farnea</a> = Audrey and Max.</div>
<p><strong>SID (6581) and (8580)</strong> It&#8217;s the mother of all sound chips, and deserves the top space in this list. The SID was the legendary Commodore 64 chip, sampled in this collection at 96KHz.  The 8580 I think doesn&#8217;t get nearly enough credit, so it&#8217;s nice to see both so you can hear the oddities of each.</p>
<p><a href="http://www.flickr.com/photos/tonyjcase/2962648785/"><img src="http://farm4.static.flickr.com/3166/2962648785_5872e33c3e.jpg"></a></p>
<div class="imgcaption">This photo doesn&#8217;t need a caption. (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">)CC</a>) <a href="http://www.flickr.com/people/tonyjcase/">Tony Case</a>.</div>
<p><strong>RP2A03 (NTSC) and RP2A07 (PAL) and RP2A0X (unlimited)</strong>: This is the big one &#8211; the chip in Nintendo&#8217;s NES and Famicom. It&#8217;s not actually a dedicated audio IC, but a clone of the 6502 CPU, but it still has some unique features and sounds.</p>
<p><a href="http://www.flickr.com/photos/minusbaby/623860157/in/set-72157600485764214/"><img src="http://farm2.static.flickr.com/1328/623860157_a7918a99fe.jpg"></a></p>
<div class="imgcaption">Planning a set list on the Game Boy, with Nullsleep. Photo (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://minusbaby.com/">minusbaby</a>.</div>
<p><strong>DMG-CPU, SGB and DMG(unlimited)</strong> The classic: Nintendo&#8217;s own sound generator for its Game Boy handheld. Confession time: I&#8217;ve heard this chip so much that I&#8217;m starting to long for other things. But again, because the Chipsounds collection lets you create hybrid instruments in different ranges, there&#8217;s nothing stopping you from inserting DMG sounds where you wouldn&#8217;t expect. (And while functioning Game Boys are everywhere and run a variety of amazing homebrewed sequencing software, some of these other chips aren&#8217;t as accessible or portable.)</p>
<p><a href="http://www.flickr.com/photos/bjdawes/2604723372/"><img src="http://farm4.static.flickr.com/3238/2604723372_0d1b73cfd9.jpg"></a></p>
<div class="imgcaption">The Vectrex video game system, photograph (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) the terrific interactive artist-writer <a href="http://www.brendandawes.com/">Brendan Dawes</a>.</div>
<p><strong>AY-3-8910 (various clocks sources), YM2149 (2Mhz)</strong>: General Instruments&#8217; sound chip was one of the great sound chips of the 8-bit gaming and computing age, found in the Intellivision, Vectrex, Atari ST, and Sinclair ZX, among many others. That means it&#8217;s critical not only to gaming fans, but also fans of the sounds in early tracking musicians, particularly on the Atari ST. It&#8217;s even got its own <a href="http://en.wikipedia.org/wiki/General_Instrument_AY-3-8910">Wikipedia article</a>.</p>
<p><a href="http://www.flickr.com/photos/mediawench/373501922/"><img src="http://farm1.static.flickr.com/155/373501922_c23cf3e64d.jpg"></a></p>
<div class="imgcaption">Casio&#8217;s VL-1: so easy, a cat can play it. Photo (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/mediawench/">Maggie Osterberg</a>.</div>
<p><strong>D1867G</strong> The classic Casio VL-1 makes a surprise cameo in this collection. Result: you have the opportunity to imagine your own music console that combines the sounds of the VL-Tone with the IBM PCjr, and that&#8217;s a beautiful thing. The VL-1 may be the odd man out in this collection, but then, it also exemplifies the lo-fi digital sound of the 80s &#8211; and with the ARIA sampling engine, you can warp it to do things it has never done before.</p>
<p><a href="http://www.flickr.com/photos/ajkandy/295139775/"><img src="http://farm1.static.flickr.com/117/295139775_44797852a9.jpg"></a></p>
<div class="imgcaption">Magnavox&#8217;s Odyssey2. Photo (<a href="http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en">CC</a>) <a href="http://www.marksandpixels.com/">A.J. Kandy</a>.</div>
<p><strong>P8244 (NTSC), P8245 (PAL)</strong> This is one of the rarer (or at least more unexpected) entries in the collection, the sound chip that drove the <a href="http://en.wikipedia.org/wiki/Magnavox_Odyssey²">Magnavox Odyssey2</a>. Intel&#8217;s Video Display Controller used this chip to make both graphics and sound (hmmm&#8230; could Chipgraphics be next?) For extreme nerding out, check out David&#8217;s <a href="http://ploguechipsounds.blogspot.com/2009/10/last-minute-addition-odyssey-2-p824x.html">full post on working with this chip</a>. Unlike the other entries here, the VDC doesn&#8217;t have much documentation online for these kinds of applications.</p>
<p><a href="http://www.flickr.com/photos/jeroen020/455048599/"><img src="http://farm1.static.flickr.com/251/455048599_783cac9920.jpg"></a></p>
<div class="imgcaption">Tempest in its proper arcade cabinet form. Photo (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/jeroen020/">Jeroen Elfferich</a>.</div>
<p><strong>POKEY (various clock configuration)</strong> Atari&#8217;s <a href="http://www.dadgum.com/halcyon/BOOK/NEUBAUER.HTM">Doug Neubauer</a> created sound capabilities for this chip, used in Atari&#8217;s 8-bit computers as well as many arcade games. (The POKEY actually handled not only audio, but keyboard, pots, timing, serial&#8230; Arduino fans, take note.) Which arcade games? Try <em>Tempest</em>, <em>Gravitar</em>, <em>Gauntlet</em> and <em>Crystal Castles</em>, for starters.</p>
<p><a href="http://www.flickr.com/photos/striatic/4697693/"><img src="http://farm1.static.flickr.com/5/4697693_dd9d08f24d.jpg"></a></p>
<div class="imgcaption">&#8220;Deadly Discs&#8221; can also refer to some of the more painful parts of my CD collection. Photo by <a href="http://striatic.net/">Hobvias Sudoneighm</a>.</div>
<p><strong>TIA (NTSC), TIA (PAL) and TIA (unlimited)</strong> Another combined graphics and sound chip, the Television Interface Adapter was the sonic soul of the Atari 2600. The variations here in Chipsounds give you a lot of choices, including the awesome &#8220;polynomial counters&#8221; which create different kinds of distortion. Using keyswitching, you can choose among these sounds live, ideal for keyboardists. And David has even included the sounds the TIA makes when the cartridge was improperly inserted.</p>
<p><a href="http://www.flickr.com/photos/moparx/3998281108/"><img src="http://farm3.static.flickr.com/2662/3998281108_beb0ab48d8.jpg"></a></p>
<div class="imgcaption">Okay, so maybe the controller design didn&#8217;t catch on, but at least it sounded great. Photo (<a href="http://creativecommons.org/licenses/by-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/moparx/">moparx</a>.</div>
<p><strong>SN76489(AN) (various clocks)</strong> Here&#8217;s my personal favorite: the classic Texas Instruments sound chip was dead-simple (three square wave generators and one white noise generator), but elegant, efficient, and unique in sound. The BBC Micro, IBM PCjr, and ColecoVision game system all used its sounds. I can still hear the echoes of <em>Subroc</em> in my sleep. (Yeah, okay, I was a bit jealous of my friends who had Apple IIs and NES instead of the more oddball PCjr and Coleco I had, but now I&#8217;m older and appreciate them more.)</p>
<p>Side note: David was nice enough to share some of his SN chips, so I&#8217;m working on building them into standalone hardware and will share the results.</p>
<p><a href="http://www.flickr.com/photos/joachim_s_mueller/430585288/"><img src="http://farm1.static.flickr.com/153/430585288_bcea3b1b61.jpg"></a></p>
<div class="imgcaption">Ah, who could forget the Interton game system? Okay, actually, probably nearly everybody. Photo (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/joachim_s_mueller/">Joachim S. Müller</a>.</div>
<p><strong>UVI 2637(NTSC) and 2637(PAL)</strong>: Now we get into the chips you probably haven&#8217;t heard. Signetics made this chip for the <a href="http://en.wikipedia.org/wiki/Arcadia_2001">Arcadia 2001</a> console developed by Emerson (yeah, the electronics company) in the heady year of 1982, before the meltdown that would purge the home gaming market. That console was widely cloned, under names like the Interton, Leisure Vision, and MPT-03.</p>
<p><a href="http://www.flickr.com/photos/extraketchup/2354839346/"><img src="http://farm3.static.flickr.com/2233/2354839346_e35ba5aa68.jpg"></a></p>
<div class="imgcaption">How geeks and geekettes are born: buy them a machine like a VIC-20. (And a reminder that we need to introduce new generations to skills like programming.) Photo (<a href="http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en">CC</a>) and featuring a very young <a href="http://surranet.blogspot.com/">Michael Surran</a>.</div>
<p><strong>VIC-I : 6560 (NTSC) 6561(PAL) in various configuration</strong> Here&#8217;s another oddball chip: the VIC-I, used in the VIC-20, had 7-bit pitch range, giving you oddly-tuned scales, plus a truly strange noise generator. That strange sound is rarely heard, but leave it to the demoscene to exploit it. From the Chipsounds manual:</p>
<blockquote><p>In 2003, a brilliant demo writer by the name of Viznut reverse-engineered this side effect, mapping all possible “weird” waveforms that the chip was able to reproduce in a deterministic manner, and put the to good use in his now famous “Robotic Liberation” demo.</p></blockquote>
<p>Here&#8217;s a look at that creation:</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/2SdGkkp1aq8&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/2SdGkkp1aq8&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<h3>The Software</h3>
<p>Let&#8217;s get something out of the way: I believe in synths. I&#8217;m naturally skeptical of samples. If I believed for a second Chipsounds was about plugging in some sampled sounds and hitting a key and waiting, I wouldn&#8217;t have posted this article. Fortunately, Plogue&#8217;s ARIA sampling-plus-synthesis engine is powerful enough to allow immense programmability and playability. It&#8217;s loaded up with programs that model every last detail of these instruments, while also providing the possibility to create your own, unique performance configurations. Samples make up just a portion of the sound, used where appropriate, with lots of custom oscillators and modulators, as well. This is really a full-blown instrument, not just a sample library. (ARIA has previously been sampling-only, but Chipsounds is the first of a line of instruments to use synthesis, as well.)</p>
<p><strong>Standalone, plug-in modes:</strong></p>
<p>As a plug-in, Chipsounds works with VST on Mac and Windows, RTAS (for Pro Tools) on Mac and Windows, and Audio Units on Mac. And of course, in plug-in mode you can automate all your parameters.</p>
<p>In standalone mode, you have additional features: audio file recording, MIDI file playback, and even the ability to render MIDI to audio directly.</p>
<p><a href="http://createdigitalmusic.com/images/2009/10/chipsounds_mixer.jpg"><img src="http://createdigitalmusic.com/images/2009/10/chipsounds_mixer_t.jpg" alt="chipsounds_mixer_t" title="chipsounds_mixer_t" width="580" height="390" class="alignright size-full wp-image-7955" /></a></p>
<p><strong>Mixing, Multis:</strong></p>
<ul>
<li>Load up to eight chips/instruments per instance. (Each of those, in turn, can be made up of combinations of samples.) Maximum polyphony is suggested at about 4-5 voices for artistic reasons, but&#8230; rules are made to be broken, right?</li>
<li>Assignable tuning, polyphony, mix parameters</li>
<li>Reverb busing</li>
<li>Key switching, which allows you to change between waveforms immediately using a key on your keyboard</li>
<li>Snapshots</li>
</ul>
<p><a href="http://createdigitalmusic.com/images/2009/10/chipsounds_mod.jpg"><img src="http://createdigitalmusic.com/images/2009/10/chipsounds_mod_t.jpg" alt="chipsounds_mod_t" title="chipsounds_mod_t" width="580" height="390" class="alignright size-full wp-image-7957" /></a></p>
<p><strong>Sound editing:</strong></p>
<p>Here&#8217;s where things get fun &#8211; and where you can do things more easily than you could with the original hardware. Even with the ARIA engine alone, you have a virtual studio of tools in which to place your samples.</p>
<ul>
<li>Arpeggiator for pitch, velocity: with configurable range, loop modes, gate, sync, etc.</li>
<li>Wave sequencer:</strong> This allows you to sequence lists of pitches on an instrument, allowing tracker-style events inside the software. (Add your own tracker to the mix and &#8211; well, things get pretty hectic.)</li>
<li>Live, high-performance oscilloscope.</li>
<li>Pitch LFO (currently fixed), pitch and amplitude envelope generators.</li>
<li>Effects, which currently includes only an ARIA-native port of the lovely Ambience reverb by Magnus Jonsson. (But then, the advantage of having these sounds on your computer is easy access to all your other effects.)</li>
</ul>
<p><a href="http://createdigitalmusic.com/images/2009/10/chipsounds_edit.jpg"><img src="http://createdigitalmusic.com/images/2009/10/chipsounds_edit_t.jpg" alt="chipsounds_edit_t" title="chipsounds_edit_t" width="580" height="390" class="alignright size-full wp-image-7959" /></a></p>
<h3>Still Want Hardware?</h3>
<p>In order to make the Chipsounds collection, David spent time rigging quick hardware devices allowing the actual chips to be connected to a computer. That could make Chipsounds an affordable gateway drug into building your own standalone hardware with these chips as sound sources, as I hope to do soon with my TI SN&#8217;s. To get you started, check out the superb resources on the Midibox wiki:</p>
<p><a href="http://www.ucapps.de/midibox_sid.html">Midibox SID</a><br />
<a href="http://www.midibox.org/dokuwiki/doku.php?id=midibox_pokey">Midibox POKEY</a><br />
<a href="http://www.midibox.org/dokuwiki/doku.php?id=midibox_ay_3_8912">MIDIbox AY 3 8912</a></p>
<p>The SID is the most common of these, but ironically finding working SIDs is getting to be much harder than finding these other unique, lovely chips. </p>
<p>I&#8217;m actually really interested in the possibilities of combining hardware with the open-source Arduino platform and creating devices that behave in new ways; stay tuned, and hopefully we can get a group of folks working on that.</p>
<p>One example &#8211; our friend little-scale aka Sebastian Tomczak of South Australia &#8211; has used the Arduino to connect to the SN chip and create a MIDI-controlled Sega Master System equivalent:<br />
<a href="http://little-scale.blogspot.com/2008/02/cool-its-midi-controlled-sega-master.html">MIDI + Arduino + chip on little-scale&#8217;s blog</a></p>
<p>Add in new MIDI capabilities on the Arduino, and this gets quite interesting.</p>
<p><a href="http://www.flickr.com/photos/minusbaby/2619940641/"><img src="http://farm4.static.flickr.com/3089/2619940641_4935c208a3.jpg"></a></p>
<div class="imgcaption">xc3n at New York&#8217;s Pulsewave. (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/minusbaby/">minusbaby</a>.</div>
<h3>The Artists</h3>
<p>A lovely collection of artists contributed to the EP and to the development of the software, so this is very much a release connected to the community. (David&#8217;s own music is on the EP, too.)</p>
<p>The artists:<br />
<a href="http://www.8bitweapon.com/">8Bit Weapon</a><br />
<a href="http://www.computeher.net/">Computeher</a><br />
<a href="http://gameboygenius.8bitcollective.com/">nitro2k01</a><br />
<a href="http://8bitcollective.com/members/Chupathingy/">Chupathingy</a> and on <a href="http://www.myspace.com/chupathingy99">MySpace</a><br />
<a href="http://www.taskone.com/">James Mireau</a><br />
<a href="http://toycompany.cc/">XC3N</a><br />
<a href="http://shrimps.dummydrome.com/">shrimps</a></p>
<p><a href="http://www.flickr.com/photos/zawtowers/602802970/in/set-72157600452598493/"><img src="http://farm2.static.flickr.com/1228/602802970_7e1166ede5.jpg"></a></p>
<div class="imgcaption">Melbot, ComputeHer, and 8-bit Weapon in London. Photo (<a href="http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en">CC</a>) <a href="http://www.zawtowers.org.uk/">zawtowers</a></div>
<p>And for more on the making of one of the tracks, GameBoy Genius aka nitro2k01 has documented the work of <a href="http://gameboygenius.8bitcollective.com/wordpress/2009/10/10/plogue-chipsounds-promo-ep-out-now/">translating a hardcore chip track from Game Boy to computer, using Renoise</a>. This is a pretty traditional approach to what to do with chip music, but on the other hand, once you&#8217;re in the world of Renoise, you could go in other directions, as well.</p>
<p>If you&#8217;re interested in anything covered here &#8211; the artists, the chips and digital synthesis history, how to use the software, or how to make some of these hardware creations &#8211; all of these topics are fair game for CDM. I promise a non-nostalgic (okay, maybe slightly nostalgic), musical approach to these topics.</p>
<p>In the meantime, let us know what you think of the software.</p>
]]></content:encoded>
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		<slash:comments>48</slash:comments>
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		<title>Bassoon of the FUTURE: Eigenharp Launches, in Massive and Pico-for-Mortals Sizes</title>
		<link>http://createdigitalmusic.com/2009/10/08/bassoon-of-the-future-eigenharp-launches-preview-of-whats-to-come/</link>
		<comments>http://createdigitalmusic.com/2009/10/08/bassoon-of-the-future-eigenharp-launches-preview-of-whats-to-come/#comments</comments>
		<pubDate>Thu, 08 Oct 2009 14:35:08 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-controllers]]></category>
		<category><![CDATA[bassoon]]></category>
		<category><![CDATA[controllers]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[eigenharp]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[instrument-design]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[MIDI]]></category>
		<category><![CDATA[nime]]></category>
		<category><![CDATA[oddities]]></category>
		<category><![CDATA[previews]]></category>
		<category><![CDATA[Software]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7859</guid>
		<description><![CDATA[I don&#8217;t know if it&#8217;s &#8220;the most revolutionary new musical instrument of the last 60 years,&#8221; but let&#8217;s be clear on one thing: the Eigenharp Alpha is utterly, beautifully insane. It combines breath and finger input in a bassoon form factor, but with quite a lot more physical control, a computer connection, and no internal [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/hFbKMfLGiUo&#038;rel=0&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_profilepage&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowScriptAccess" value="always"></param><embed src="http://www.youtube.com/v/hFbKMfLGiUo&#038;rel=0&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_profilepage&#038;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="580" height="469"></embed></object></p>
<p>I don&#8217;t know if it&#8217;s &#8220;the most revolutionary new musical instrument of the last 60 years,&#8221; but let&#8217;s be clear on one thing: the <a href="http://www.eigenlabs.com/alpha/">Eigenharp Alpha</a> is utterly, beautifully insane. It combines breath and finger input in a bassoon form factor, but with quite a lot more physical control, a computer connection, and no internal sound source of its own. The breath input comes from a crooked tube as on a bassoon, with finger input in a touch strip, a fretted, light-up keyboard, and keys that have their own various forms of expression. Launched yesterday in London, the Eingenharp is getting a lot of attention. (And yes, some of you spotted signs of its launch all the way back in June, to which I say &#8211; I&#8217;m sorry I&#8217;m so late to the party.) </p>
<p>From BBC: <a href="http://news.bbc.co.uk/2/hi/entertainment/8294355.stm">Do you drum it, strum it or stroke it?</a></p>
<p><img src="http://createdigitalmusic.com/images/2009/10/alphanecks.jpg" alt="alphanecks" title="alphanecks" width="580" height="384" class="alignright size-full wp-image-7870" /></p>
<p>I hope to speak to the creators soon. Already, I see some indications that there are equal parts genius and madness here. The controller itself, even in the bizarre bassoon form factor, has an extraordinary amount of control, with high-resolution keys, percussion keys, elaborate control arrangements that can adjust tone or record samples, and extremely precise breath and touch. At £3,950, many computer musicians accused of &#8220;knob twiddling&#8221; by the creators probably won&#8217;t be able to afford the top-of-the-line model, but I do believe an instrument like this can easily, fairly cost this much, it&#8217;s a cost reasonable for musical instruments &#8211; and there is a £349 &#8220;Pico&#8221; edition for mortals.</p>
<p><del datetime="2009-10-09T18:57:43+00:00">There&#8217;s some madness, too, however. For the &#8220;instrument of the future,&#8221; the creators appear to have chosen MIDI, via USB, in place of a modern control protocol. Then, they plug the instrument into proprietary Mac software. (A Windows version is expected early next year.)</del> There are software models of a Cello, a Clarinet, and a Synth, but there are also gigs of samples oddly loaded into SoundFont format. Given the futuristic ambitions and the sky-high price, closed software and antiquated I/O seem puzzling to me. I&#8217;m also skeptical of the approach here of piling on as many controllers as possible.</p>
<p><strong>CORRECTION &#8211; CORRECTION!</strong> Yes, indeed &#8211; proprietary software and the limitations of MIDI <em>wouldn&#8217;t</em> make any sense &#8211; and apparently the creators agree. So the software will be open sourced, as will their custom-designed protocol. I&#8217;ve got <a href="http://createdigitalmusic.com/2009/10/09/eigenharp-details-midi-high-res-protocol-and-open-source-plans-for-the-space-bassoon/">all the details</a> &#8211; required reading for anyone working on expressive instruments.</p>
<p>But don&#8217;t get me wrong. I think this fascinatingly bizarre instrument is worth exploring. The hardware design looks exceptionally luxurious, and there is some genuine design innovation in the controller the likes of which we&#8217;ve never seen in an instrument beyond a prototype or two.</p>
<p>Oh, and yes, I already want the Pico &#8211; and I think the Pico&#8217;s fewer controls may actually make more sense.</p>
<p>Basic specs:<span id="more-7859"></span></p>
<p>Video of the key action, among others <a href="http://www.youtube.com/user/eigenlabs#p/a">collected on YouTube</a>:</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/h-yM5A1C4M0&#038;rel=0&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_profilepage&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowScriptAccess" value="always"></param><embed src="http://www.youtube.com/v/h-yM5A1C4M0&#038;rel=0&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_profilepage&#038;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="580" height="469"></embed></object></p>
<p>The &#8220;Alpha,&#8221; the flagship:</p>
<ul>
<li>120 keys, plus 12 percussion keys. (Wait &#8212; <em>120?</em> Yes, you read that right.)</li>
<li>Two strip controllers, one on each side.</li>
<li>Breath pipe and mouthpiece.</li>
<li>11-bit resolution (2048 values) in the keys and strip controllers, 12-bit resolution (4098 values) for breath.</li>
<li>Internal audio interface with mic pre, converters, and headphone out &#8211; so you need to carry this and a computer, but not this, a computer, and an audio interface.</li>
<li>A &#8220;Base Station&#8221; with inputs for expression pedals and foot switches, which also contains the USB connection. This connects to a floor spike on which the instrument rests.</li>
</ul>
<p><a href="http://www.eigenlabs.com/alpha/">http://www.eigenlabs.com/alpha/</a></p>
<p>The Pico:</p>
<ul>
<li>22 keys (18 for playing, four mode switches).</li>
<li>Keys work via direct pressure and lateral pressure in both directions, as on the Alpha.</li>
<li>Breath pipe.</li>
<li>Strip controller.</li>
<li>Same resolution: 11-bit keys, 12-bit breath.</li>
<li>£349.</li>
</ul>
<p><a href="http://www.eigenlabs.com/pico/">http://www.eigenlabs.com/pico/</a></p>
<p><img src="http://createdigitalmusic.com/images/2009/10/pico.jpg" alt="pico" title="pico" width="580" height="323" class="alignright size-full wp-image-7872" /></p>
<p>To be honest, I&#8217;m quite a lot more interested in the Pico, not because I think cheaper is better, but because I&#8217;m curious whether you can&#8217;t be just as expressive with the more limited set of controls as with the kitchen sink approach of its big brother. After all, 22 keys is roughly the number you&#8217;d find on most reed instruments, including the Bassoon. True, the piano has 88 keys, but it also doesn&#8217;t really have anything else &#8211; and it&#8217;s able to have so many because of its form factor.</p>
<p>In fact, I&#8217;m sorry, but I love the Pico. It looks friendly, it looks portable, it isn&#8217;t terrifying-looking like the Alpha, and it seems it&#8217;d be more at home in a variety of musical venues than the Alpha. Sometimes less is more. Let&#8217;s see if I prove to be correct.</p>
<p>The software, though I hope you could also customize your own software rig using the MIDI input:</p>
<ul>
<li>Modular, allowing the routing of control inputs, sound sources and samples, loopers, and synthesis and effects.</li>
<li>SoundFont oscillator.</li>
<li>Physical models of the clarinet, cello.</li>
<li>AU host for adding your own plug-ins. (And yes, this is where I think you&#8217;ll have the most fun.</li>
<li>A system for triggering events, takes, key, and mapping scale.</li>
<li>An interactive arrangement system for step sequencing.</li>
<li>Oddly, an extensive Steinway D multi-sample. On the other hand, for years we&#8217;ve all have been playing bassoon and other reed samples on the keyboard, and in organ form for centuries, so now the reed instrument gets its revenge.</li>
</ul>
<p>Source: Eigenlabs <a href="http://www.eigenlabs.com/software/">software specs</a>.</p>
<p>The instrument&#8217;s creator, John Lambert, repeats the maxim heard at <a href="http://www.nime.org/">new instrument design conferences</a>: &#8220;We&#8217;ve got pretty fed up with watching people twiddle knobs on stage.&#8221; Naturally, that means&#8230; turning to the Bassoonist, that sex icon of the orchestra? I&#8217;ll run with it.</p>
<p>One other tidbit from that article:</p>
<blockquote><p>He says there is one high-profile musician who is about to take delivery of an Eigenharp, but won&#8217;t give any names.</p></blockquote>
<p>Yeah, Herbie Hancock, we know it&#8217;s you. (Okay, they are an English company, so maybe it&#8217;s an English celeb, but really the question is whether Herbie is who they mean, or whether he&#8217;s filling out the pre-order as we speak. He&#8217;s like what we would all be like if we had a budget.)</p>
<p>Anyway, consider this a first look. I hope to get closer to the actual instrument soon.</p>
]]></content:encoded>
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		<slash:comments>38</slash:comments>
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		<item>
		<title>You, Too Can Learn Renoise: Video Tutorial from Dac Makes you a Tracker</title>
		<link>http://createdigitalmusic.com/2009/10/05/you-too-can-learn-renoise-video-tutorial-from-dac-makes-you-a-tracker/</link>
		<comments>http://createdigitalmusic.com/2009/10/05/you-too-can-learn-renoise-video-tutorial-from-dac-makes-you-a-tracker/#comments</comments>
		<pubDate>Mon, 05 Oct 2009 16:16:33 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[101]]></category>
		<category><![CDATA[beats]]></category>
		<category><![CDATA[how-to]]></category>
		<category><![CDATA[indamixx]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[Renoise]]></category>
		<category><![CDATA[sequencing]]></category>
		<category><![CDATA[techniques]]></category>
		<category><![CDATA[trackers]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7790</guid>
		<description><![CDATA[Seeing a tracker interface for the first time can be intimidating. But dive in a bit deeper, and you&#8217;ll discover what&#8217;s actually a very efficient interface for programming in musical sequences and working with samples. With just ten days left in the Renoise &#8211; Indamixx music production contest, there&#8217;s still time to get up and [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/k58wwT9Axbw&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/k58wwT9Axbw&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p>Seeing a <a href="http://en.wikipedia.org/wiki/Tracker_(music_software)">tracker</a> interface for the first time can be intimidating. But dive in a bit deeper, and you&#8217;ll discover what&#8217;s actually a very efficient interface for programming in musical sequences and working with samples. With just ten days left in the <a href="http://createdigitalmusic.com/2009/09/22/indamixx-renoise-cdm-music-production-contest-tracker-ninjas-nows-your-chance/">Renoise &#8211; Indamixx music production contest</a>, there&#8217;s still time to get up and running using even the demo version of Renoise (into which you can import samples). And this could be a great excuse to learn a new tool.</p>
<p>Dac, who&#8217;s a big part of support and community for Renoise, has put together a nice tutorial showing off the workflow in the tool. It&#8217;s nothing all that unusual: bring in samples, assemble patterns, make music. Some of the voice over is hard to hear, but this is a good start. Now, I still like reading and writing better than video just in terms of how I learn, so I may try to work on a written version for the end of the week; feel free to shout encouragement.</p>
<p>For more Renoise inspiration, forum regular <a href="http://djnick.rs">djnick</a> sends along a PsyTrance video made in Renoise &#8211; so, yes, you can make PsyTrance with a tracker, too, if you like. He samples Peter Jennings talking about ecstasy. Yeah, whatever &#8211; as if you can make Peter Jennings any more trippy. Watching Jennings is the ultimate natural high.<span id="more-7790"></span></p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/3SHacx8LPko&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/3SHacx8LPko&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>And here&#8217;s the original jerk beat tutorial. (Hey, who are you calling a jerk beat? Sorry, that just can&#8217;t sound not strange when I hear that phrase&#8230;)</p>
<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/VhJiT50Z_fA&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/VhJiT50Z_fA&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p>Enjoy. Got specific requests for how-to&#8217;s, other tips or tutorials you&#8217;ve found useful, or questions you&#8217;d like answered? Do let us know.</p>
]]></content:encoded>
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		<slash:comments>23</slash:comments>
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		<title>Novation Launchpad: Impressions Video, Questions and Answers</title>
		<link>http://createdigitalmusic.com/2009/10/02/novation-launchpad-impressions-video-questions-and-answers/</link>
		<comments>http://createdigitalmusic.com/2009/10/02/novation-launchpad-impressions-video-questions-and-answers/#comments</comments>
		<pubDate>Fri, 02 Oct 2009 04:11:05 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ableton]]></category>
		<category><![CDATA[Ableton-Live]]></category>
		<category><![CDATA[control-surface]]></category>
		<category><![CDATA[hacking]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[launchpad]]></category>
		<category><![CDATA[live-api]]></category>
		<category><![CDATA[live-performance]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[MIDI]]></category>
		<category><![CDATA[monome]]></category>
		<category><![CDATA[open-source]]></category>
		<category><![CDATA[open-standards]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2009/10/02/novation-launchpad-impressions-video-questions-and-answers/</guid>
		<description><![CDATA[I got to spend yesterday working with the Launchpad; see the video above which I think should help you get a sense of scale and what it looks like. (Also on YouTube) We have additional videos from other sources below.
It’s only been public for less than 24 hours, but as we did with the APC40, [...]]]></description>
			<content:encoded><![CDATA[<p><embed src="http://blip.tv/play/g5togaSbUgI%2Em4v" type="application/x-shockwave-flash" width="580" height="362" allowscriptaccess="always" allowfullscreen="true"></embed></p>
<p>I got to spend yesterday working with the Launchpad; see the video above which I think should help you get a sense of scale and what it looks like. (<a href="http://www.youtube.com/watch?v=FccVoBlHpYw">Also on YouTube</a>) We have additional videos from other sources below.</p>
<p>It’s only been public for less than 24 hours, but <a href="http://createdigitalmusic.com/2009/06/15/apc40-hacking-superguide-monome-emulator-midi-tricks-and-the-handshake/">as we did with the APC40</a>, I think it’s time for a superguide answering questions about the Novation Launchpad controller. </p>
<p>The Launchpad and the way it works reveals a lot about how controllers work with Ableton Live. You may be surprised to learn a lot of this doesn’t require a special controller and doesn’t require Max for Live – it’s standard Ableton stuff that works with MIDI. (Remember MIDI?) And I think some of these answers could be worth a read if you have interest in hardware control hacking in general.</p>
<p>There have been a lot of questions from myself and readers, so I’ve done my best to get answers. Realize, a lot of this information is developing and is based on my limited understanding, so it’s all subject to change. I’ll update this guide over the next couple of days if I get any corrections.</p>
<p><em>Side note: What about interoperability? I intend to talk more about OSC and the Live API (and each separately) in coming weeks. I think it’s impossible to judge the full picture of how Live can interoperate with other tools, though, until there’s some more information, so stay tuned on that.</em></p>
<h3>Basic Questions</h3>
<p><strong>Q. What do you get with Live 8 Launchpad Edition, the bundled software?</strong></p>
<p>New to Ableton Live, and wondering if you can get anything done with the “lite” Launchpad Edition bundled with the hardware. The short answer is, yes you can. The included edition has restrictions, but it’s still a reasonably capable version if you’re new to Live and want to experiment.</p>
<p> <span id="more-7768"></span>
</p>
<p><a href="http://www.ableton.com/pages/2009/novation_launchpad_vs_live8">Ableton Live 8 Launchpad Edition vs. Live 8</a></p>
<p>The Launchpad Edition even comes with 1 GB of Loopmasters loops to get you started.</p>
<p>Most importantly, ReWire support for Master and Slave (Host and Client) is included. That means if you have an existing host and just want to play with Live’s non-linear clip launching features, you can stick with that host, using Live alongside software like Reaper and Reason. You may want to consider upgrading, though, as some cool features like the use of Racks and the ability to slice instruments, plus the “Complex” warp mode, are missing.</p>
<p><strong>Q. What the heck is going on in the crazy Novation video demo? How do I do that myself?</strong></p>
<p>There isn’t any Max patch or other voodoo in the video demo from Novation. It’s all just a standard Ableton Live set, and the fact that the Launchpad responds to MIDI messages as well as sending them (something useful if you’re scripting the Launchpad in software other than Ableton, too).</p>
<p>Matt Derbyshire of Novation put together the video. Matt’s an interesting guy musically when not working for Novation, too – he’s part of a <a href="http://www.novationmusic.com/community/artist=19">DJ Shadow cover band</a>, for one. He shares with CDM how he went about this:</p>
<blockquote><p>It&#8217;s actually a very simple session.</p>
<p>1) There are four clips only for drums in the drumrack channel</p>
<p>2) Each clip is pre-recorded but EMPTY at 1 bar length</p>
<p>3) These four clips are the first four clips in session mode but for convenience I also learned these to to User 1 mode bottom four left buttons.&#160; Basically setting this up removes the need to rush back to session mode to drop out of record</p>
<p>4) Obviously quantize is on &#8216;cos my playing ain&#8217;t that great.</p>
<p><b>LED feedback</b></p>
<p>In User 1 mode the bottom left button turns on/off LED feedback.</p>
<p>The important thing I want from the video is to show that I personally do not think the lack of velocity sensitivity stops drums being played. In fact, to the contrary, I think in creative electronic music it helps to even out the playing.</p>
</blockquote>
<p>The still-simpler explanation:</p>
<p>So long as you use the User Mode to play, enable LED feedback, and route MIDI from Live <em>back</em> to the Launchpad, you can get interactive light modes, as seen on the monome and Tenori-On.</p>
<p><strong>Q. Okay, the Launchpad can assign control to continuous values. But it’s got buttons. How do you get eight buttons to replace a fader?</strong></p>
<p>Actually, thanks to an Ableton feature that works with <em>any</em> MIDI controller (not just Novation or Akai), this is quite easy to do. You can assign any range on your controller by holding it down.</p>
<p>From Novation’s Matt Derbyshire:</p>
<blockquote><p><b>Step 1:</b> Choose the slider/knob you want (i.e. cross fader)</p>
<p><b>Step 2:</b> Select USER 1 or 2 mode on launchpad</p>
<p><b>Step 3: </b>Select MIDI learn mode in Ableton </p>
<p><b>Step 4: </b>Select the thing you want to control (ie crossfader)</p>
<p><b>Step 5: </b>Select the range of buttons on launchpad</p>
</blockquote>
<p>Note that this also works for playing clips.</p>
<p>Now, obviously, if you control something like a volume fader with a set of buttons, you won’t get continuous values. And unfortunately neither Ableton nor Novation has designed any sort of interpolation between button values (though DIYers could find a way to do that). But I’m kind of finding the angular changes in buttons to be fun to play with. If I want a knob or fader, I’ll use a knob or fader.</p>
<p><strong>Q. What can you do with these User Modes? </strong></p>
<p>There are two User pages. User 1 sends basic note values – minus any velocity sensitivity, just on/off. User 2 sends control changes. User 1 by default will play any active MIDI inputs listening to channel 1. In Ableton Live, User 2 only sends control changes once you’ve mapped it using the MIDI Map, to avoid accidentally triggering notes when trying to control something else. (See also the special behavior with Max for Live below.) Of course, in software other than Live, you’ll set up whatever layout you want.</p>
<p>You can’t rearrange the organization of pitches on User 1 because there’s no real editor for the device; everything is hard-wired. On the other hand, you can always make this adjustment in software, as in a Rack in Live.</p>
<h3>Advanced Live Use</h3>
<p><strong>Q. How will Max for Live integration work?</strong></p>
<p>Max for Live will use the User 2 page. The good news here is, Max by default will listen only to User 2 while the other modes get routed to Live.</p>
<p><strong>Q. Can you control Devices dynamically using the Launchpad?</strong></p>
<p>No. Unfortunately, while there are pages for mixer settings and a generic way to transmit MIDI control changes, you can’t click a device and have a page on the Launchpad automatically make its eight columns control eight parameters / macros. That’s actually a feature enabled by the simple scripts available for the Korg nano series here on CDM (see my <a href="http://createdigitalmusic.com/2009/07/29/download-free-korg-nanopad-nanokontrol-scripts-for-ableton-live/">post explaining how this works</a>, <a href="http://createdigitalmusic.com/2009/08/18/nanokontrol-myr-for-ableton-live-free-powerful-control-for-live/">follow-up script from reader Raymond</a>). </p>
<p>Of course, because this feature is supported by the Korg with our scripts and it’s very, very compact, the nanoKONTROL and Launchpad could make a great, cheap combo. And if you have Novation’s ReMOTE, Nocturn, and the like, you can alternatively use them – so, for instance, a keyboardist could stick the Launchpad atop a keyboard.</p>
<p><strong>Q. Can you edit MIDI assignments? Is there a MIDI template editor, in other words?</strong></p>
<p>No. All the MIDI assignments are hard-wired. The good news is, everything appears to send MIDI, though I still need to investigate how that works outside Live. The bad news is, as with the APC40, a lot of functionality is organized around Live.</p>
<p>That would be my one potential criticism, which is that we’re moving away from hardware that’s useful everywhere to hardware that’s useful only in one program. But I want more time to see how the Launchpad performs outside Live before I pass judgment on the Launchpad in particular, especially as I don’t even have the final software yet.</p>
<p>I still like editors, though, Novation, if you’re listening.</p>
<p><strong>Q. What if you still have Live 7?</strong></p>
<p><strong>Update &#8211; official word:</strong> Ableton&#8217;s Baptiste Grange tells CDM:</p>
<blockquote><p>On Nov 1 we’ll release two updates: Live 8.0.7 and Live 7.0.17. These will both support Launchpad.</p></blockquote>
<p>So, Live 6 and earlier would need to upgrade, but not Live 7.</p>
<h3>Hacking</h3>
<p><strong>Q. Will we get the full MIDI implementation and protocol for creating custom patches or custom setups with our own software? Will that be true outside of Live, too?</strong></p>
<p>Novation confirms that they plan to release the full MIDI implementation and communication protocol for the Launchpad at launch. That’s something that was missing on the APC40, leaving us all to figure it out ourselves, so I’m looking forward to seeing that documentation. Part of the reason to use MIDI is to have a spec that everyone can read so power users can do what they want.</p>
<p><strong>Q. Can you control the lights using MIDI?</strong></p>
<p>Yep. This should be in the full documentation, too, but here’s a sneak peak. Bjorn from the awesome Covert Operators sent me the velocity assignments, which I’ll be using to hack my Launchpad setup:</p>
<p>Velocity 0 = Off    <br />Velocity 1 = light red     <br />Velocity 2 = medium red     <br />Velocity 3 = full red     <br />Velocity 16 = light green     <br />Velocity 32 = medium green     <br />Velocity 48 = full green     <br />Velocity 17 = light amber     <br />Velocity 34 = medium amber     <br />Velocity 55 = full amber     <br />Velocity 18 = light orange (Lighter &gt; red / darker &gt; amber)     <br />Velocity 35 = medium orange (Lighter &gt; red / darker &gt; amber)     <br />Velocity 31 = full orange (Lighter &gt; red / darker &gt; amber)</p>
<h3>The Competition, and the monome</h3>
<p><strong>Q. How does this compare to the Akai APC40 / controller XX / the monome as far as Live integration?</strong></p>
<p>The most important point here is that you can easily mix and match. You can even have multiple control surfaces active, operating dynamically, at the same time, as well as multiple MIDI inputs for instruments. Also, most of the features of the Launchpad are available to all controllers. Novation is emphasizing the mix-and-match functionality of the Launchpad. Basically, the feeling is, there is no <em>one </em>control scheme that works for everyone.</p>
<p>The Launchpad is quite similar to the APC40. The clip functions are nearly identical, if in a slightly different (8&#215;8) layout – you get the red onscreen rectangle, the red/green/amber LED indicators, scene launching, the ability to page through clips, and so on. </p>
<p>Basically, the major difference with the APC40 is trading functionality for size and price. The APC40 has the ability to map to Devices automatically, as does Novation’s own ReMOTE series; the Launchpad does not. The APC40 also has encoders, faders, a crossfader, and a number of shortcuts. On the other hand, you can get a lot of the APC40’s functionality in other hardware, meaning the Launchpad can combine nicely with other gear you already have.</p>
<p>One significant edge the Launchpad has over the APC40, though, is that the Launchpad is set up to play drum racks.</p>
<p>The monome is also capable of nearly everything you see the Launchpad doing, with the exception of the clip selection rectangle (though I find that a bit hard to see, personally). In fact, the pages on the Launchpad are clearly inspired (directly or indirectly) by <a href="http://code.google.com/p/monome-pages/">Pages</a>, a GPL-licensed, fully-free, Java-based tool for monome which even appeared in action on David Letterman with Imogen Heap. </p>
<p>You certainly have other options that provide dynamic, automatic control mappings, including the M-Audio Axiom Pro series, the Korg kontrol and nano series, Novation’s ReMOTE line, the Faderfox series, and various others. You can see the built-in scripts available on the Control Surface menu, and anything that supports MIDI can be adapted for additional functionality. </p>
<p>I expect that with the release of Max for Live, scripting custom control for other controllers should be more powerful, <em>even if you don’t have Max for Live installed</em>. Stay tuned in the coming weeks as I’ll be trying to get more complete information on this.</p>
<p>The Live API improvements should be especially benefit the monome project. And remember, the monome isn’t standing still. Because it’s open, it’s conceivable clever users could hack new features.</p>
<p><strong>Q. Can I run monome software on it? OSC?</strong></p>
<p>Yes and – no.</p>
<p>The Launchpad uses MIDI, not OpenSoundControl (OSC). That means you have to translate incoming, sometimes arbitrary MIDI numbers to useful information, and that the Launchpad can’t natively interpret messages in the way the OSC-native monome can. However, as noted in our <a href="http://createdigitalmusic.com/2009/06/15/apc40-hacking-superguide-monome-emulator-midi-tricks-and-the-handshake/">APC40 hacking superguide</a>, it is possible to use an emulator to translate between MIDI and OSC. That should also be possible with the Launchpad. One challenge is the extra buttons around the grid. I’m going to have to write some Java MIDI code that can map to an arbitrary array of buttons, huh?</p>
<p><strong>Q. Does the Launchpad violate monome’s license and design? How is the monome licensed? How “open” is the Launchpad?</strong></p>
<p>I don’t want to – and cannot – speak for the <a href="http://monome.org">monome</a> project. However, while the Launchpad is unmistakably similar to the 8&#215;8 grid of pads on the monome, it is not a “clone.” It’s only superficially similar to the monome. Cloning isn’t necessarily healthy for design, but a certain amount of copying can be. Without the spread of keyboard layouts, for instance, we wouldn’t have any of the keyboard instruments we have today – and, indeed, before the standardization on the fortepiano, a lot of keyboard instruments were strange copies of one another. In modern design, the monome is itself indebted to the pad layouts on early drum samplers. </p>
<p>I mention the word “clone” because the Arduinome <em>is</em> an clone of the monome which is distributed non-commercially as a result. It actually duplicates major portions of the design, PCB, and protocol, which is not remotely true of the Launchpad. Because their intention was cloning (for the purpose of ready availability of parts), the creators of the Arduinome consulted with the monome project.</p>
<p>For the record, the monome’s software is released under an open source license, and it uses fully-documented, open protocols, including OSC. The hardware is not technically open source, but it is open to the extent that specifications for the hardware, PCB, and firmware are provided for customization and modification, and the construction of custom housing. You are restricted from using the hardware design to make your own commercial hardware, which means the monome doesn’t fit some more restrictive definitions of what qualifies as open hardware. But it does offer some components that are truly open source, and it affords a great degree of real-world openness for its users.</p>
<p>None of the “openess” of the monome is true of the Launchpad, which operates under more traditional and proprietary models. You can’t easily physically open the Launchpad case (and I expect you’d void your warranty if you did). It uses MIDI, an open protocol, but has a proprietary mechanism for interacting with Ableton Live (at least so far as I can tell). It uses USB, but does not support class-compliant operation – you must install your own drivers, which means you can’t use it with some devices (like Linux netbooks). And the process and operation of the Launchpad are not available or documented. That’s not to discourage the Launchpad, and you still have plenty of power via its MIDI implementation to keep you busy. But that does differentiate it from open hardware like the monome and the newer Livid <a href="http://www.lividinstruments.com/hardware_ohm64.php">Ohm64</a>, and it’s worth considering how this difference impacts the ways you want to use the hardware. That issue is much bigger than any one piece of gear, and it’s one I hope we can cover in more depth.</p>
<h3>More Videos</h3>
<p>MusicRadar did their own hands-on:</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/beONgfbdaKw&amp;rel=0&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;feature=player_profilepage&amp;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowScriptAccess" value="always"></param><embed src="http://www.youtube.com/v/beONgfbdaKw&amp;rel=0&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;feature=player_profilepage&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="425" height="344"></embed></object></p>
<p>Actually, judging by the LEDs, I think they were also working from a prototype and not the final production run. But you will also notice they have an L-shaped USB cord, which I believe is what the final unit will have. (And, heck, that’d be a useful thing to have around here, I may have to pick up some.)</p>
<p>Novation TV also has their own set of videos:</p>
<p><a href="http://www.youtube.com/user/NovationTV">http://www.youtube.com/user/NovationTV</a></p>
<p>And DJ Tech Tools got a <a href="http://www.djtechtools.com/2009/10/01/novation-launchpad-ableton-live/#more-2521">hands-on</a>, too.</p>
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		<title>First Hands-on: Novation&#8217;s New $199 Launchpad Grid Controller for Ableton Live</title>
		<link>http://createdigitalmusic.com/2009/10/01/first-hands-on-novations-new-199-launchpad-grid-controller-for-ableton-live/</link>
		<comments>http://createdigitalmusic.com/2009/10/01/first-hands-on-novations-new-199-launchpad-grid-controller-for-ableton-live/#comments</comments>
		<pubDate>Thu, 01 Oct 2009 11:00:48 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[Ableton-Live]]></category>
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		<category><![CDATA[bus-powered]]></category>
		<category><![CDATA[control-surface]]></category>
		<category><![CDATA[controller]]></category>
		<category><![CDATA[grid-controller]]></category>
		<category><![CDATA[hands-on]]></category>
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		<category><![CDATA[launchpad]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7726</guid>
		<description><![CDATA[A monome-like grid controller built for Live, shipping in November for $199 &#8211; and I&#8217;ve got a first hands-on look with the hardware.
The feature that makes Ableton Live Ableton Live has always been its Session View, an array of Lego-like blocks of music triggering samples and patterns. In the grand tradition of the MPC, mapping [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/10/launchpad_angle.jpg" alt="launchpad_angle" title="launchpad_angle" width="580" height="435" class="alignright size-full wp-image-7743" /></p>
<p><strong>A monome-like grid controller built for Live, shipping in November for $199 &#8211; and I&#8217;ve got a first hands-on look with the hardware.</strong></p>
<p>The feature that makes Ableton Live Ableton Live has always been its Session View, an array of Lego-like blocks of music triggering samples and patterns. In the grand tradition of the MPC, mapping hardware controls that make music non-linear has been a major theme of computer music, leading to the monome and the Tenori-On. Usually, consumer gear has only combined these with traditional drum pads, knobs, or faders.</p>
<p>Enter the Novation Launchpad. It&#8217;s $199. It&#8217;s a grid controller and nothing else, with a set of on/off buttons in an 8&#215;8 array, plus additional shortcut buttons around the sides for switching modes. It&#8217;s set up out of the box to integrate with Ableton Live, but it also acts as a generic MIDI controller. It&#8217;s bus powered, really lightweight, and compact. Even following Akai&#8217;s earlier APC40 this year, there&#8217;s something special about the Launchpad: its radical simplicity, and the fact that it is this compact and cheap and plugs in via USB without power, makes this a potential no-brainer for any Live user with a laptop. </p>
<p>I&#8217;ve just gotten one of the first Launchpads to arrive (unit &#8220;#16&#8243; on the back), so I&#8217;ve been playing around with it and can provide some initial impressions and details. I&#8217;ve also gotten input from Ableton&#8217;s Dave Hill as well as Novation, and I expect to fill in more soon.<br />
<img src="http://createdigitalmusic.com/images/2009/10/launchpad_buttons_angle.jpg" alt="launchpad_buttons_angle" title="launchpad_buttons_angle" width="580" height="435" class="alignright size-full wp-image-7744" /></p>
<div class="imgcaption"><strong>All about the buttons:</strong> Buttons on the Launchpad can light up red / green / amber, with limited dimming ability (non-continuous). Like the APC40 and the monome, those buttons are <strong>not velocity-sensitive</strong>.</div>
<p><strong>monoming the sincerest form of flattery?</strong> Of course, one design more than any other championed the radical idea of a minimal grid of buttons &#8212; and nothing else. That design statement was the partially open-source, fully-homegrown <a href="http://monome.org/">monome</a>. I&#8217;m sure as a result Novation will be accused of ripping off the monome design. I think the opposite: I think the availability of the Launchpad is a huge victory for monome, and an enormous compliment. More than any other design &#8211; including the APC40 &#8211; the Launchpad really says that an affordable, mass-market device can take on the monome&#8217;s radical form. It says grids could become ubiquitous. It&#8217;s an enormous validation of what the monome project has done. Furthermore, I think the monome community can continue to reinvent what to do with grids, with software and interaction. There are also many things the monome is &#8211; locally produced, sustainably produced, running with open source software, fully community-supported, available in kit form, working with OpenSoundControl, built in a premium form factor &#8211; that the Launchpad is not. </p>
<p><strong>[edited for clarification]</strong> I think the Launchpad is unlikely to dissuade a person who wants a monome from getting a monome. But what&#8217;s significant here is that the design of musical instruments and controllers can adopt new forms. The monome was seen as radical when introduced. It seemed as though the music tech industry wouldn&#8217;t produce anything without slapping on some arbitrary knobs somewhere. The Launchpad really does follow the monome&#8217;s design cue, and maps control in Live in some new ways. That gives me hope that other designs could likewise tread in new direction, both from independent and larger designers.</p>
<p><strong>Onto the details&#8230;</strong> The big picture aside, here&#8217;s a first look at how the operation of the Launchpad works. I&#8217;ll have a short video a little later on today.<span id="more-7726"></span></p>
<p><img src="http://createdigitalmusic.com/images/2009/10/launchpad_above.jpg" alt="launchpad_above" title="launchpad_above" width="580" height="435" class="alignright size-full wp-image-7745" /></p>
<div class="imgcaption">You can see how compact the Launchpad is here with it sitting alongside a MacBook. Buttons on the top and side provide shortcuts; they also send MIDI messages, so could be customized for other software. The buttons on the right launch scenes in Session View.</div>
<p><img src="http://createdigitalmusic.com/images/2009/10/pagebuttons.jpg" alt="pagebuttons" title="pagebuttons" width="580" height="435" class="alignright size-full wp-image-7746" /></p>
<div class="imgcaption">Page buttons allow you to navigate through your clips, with an onscreen rectangle &#8211; as on the APC40 &#8211; to help keep your place. Page up and down through scenes, or left and right through tracks.</div>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/WyT7f1H0JqA&#038;rel=0&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_profilepage&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowScriptAccess" value="always"></param><embed src="http://www.youtube.com/v/WyT7f1H0JqA&#038;rel=0&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_profilepage&#038;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="580" height="469"></embed></object></p>
<h3>Control Modes</h3>
<p>The Launchpad has a series of modes that act allow the single 8&#215;8 grid to perform multiple duties. Different modes and shortcuts bring up different visual feedback (by lighting up the buttons) and allow you to control different parameters.</p>
<p><strong>Session mode</strong></p>
<p>In Session mode, the Launchpad does exactly what Akai&#8217;s APC40 does. You can trigger clips and view clip state (playing, recording, ready, empty) by color (green, red, amber, and off). You can trigger scenes. You also get the red rectangle that highlights which bank of clips is active.</p>
<p>Unlike the APC40, though, the Launchpad is cheaper, smaller, thinner, lighter, and bus-powered. You can pick it up like a tablet, or squeeze it into a small club space. You can also easily chain multiple Launchpads together (or Launchpads and APC40s), so long as you have enough ports or a USB hub.</p>
<p>Multiple units can simultaneously access integrated control surface functions and clip triggering in Session View. So, for instance, you could have two Launchpads controlling clips, or one controlling the mixer and one controlling clips, or&#8230; you get the idea.</p>
<p><strong>Mixer mode + parameter pages</strong></p>
<p>Hit &#8220;mixer,&#8221; and you see an overview of all your tracks, eight at a time. (You can navigate through your set using the &#8220;page&#8221; buttons.) </p>
<p>Each row has a different function:</p>
<ul>
<li>Volume</li>
<li>Pan</li>
<li>Sends A + B</li>
<li>Stop clips</li>
<li>Track on</li>
<li>Solo</li>
<li>Arm</li>
</ul>
<p>The &#8220;stop&#8221; row allows you to either stop an individual track or stop all clips by hitting the &#8220;stop&#8221; button itself on the right. Solo, arm, and track enable are self-explanatory. </p>
<p>Where things get a bit cooler is if you press the &#8220;snd A,&#8221; &#8220;snd B,&#8221; &#8220;pan,&#8221; and &#8220;vol&#8221; controls. These allow you to use each column to set parameters. So, for instance, if you want to adjust the send level on your second track, you&#8217;d hit &#8220;mixer,&#8221; then &#8220;snd A,&#8221; then use the second column to adjust the send up or down. You can fake a &#8220;fade&#8221; by dragging your finger up or down the column. Now, this doesn&#8217;t give you the continuous control a knob or fader would; there&#8217;s no interpolation between values. On the other hand, if you&#8217;re <em>trying</em> to create stepped, rhythmic changes, that could make the Launchpad (or any grid controller, including the monome) more interesting.</p>
<p><img src="http://createdigitalmusic.com/images/2009/10/launchpad_modes.jpg" alt="launchpad_modes" title="launchpad_modes" width="580" height="435" class="alignright size-full wp-image-7749" /></p>
<div class="imgcaption">Using one of the two dedicated User Mode buttons, the 8&#215;8 grid becomes a blank canvas for sending notes or Control Change messages. Unfortunately, I couldn&#8217;t make either mode dynamically control devices, which I&#8217;m investigating.</div>
<p><strong>User mode</strong></p>
<p>&#8220;User modes&#8221; provide open access to the pads for use as MIDI inputs. By default, &#8220;user 1&#8243; sends MIDI note messages, and &#8220;user 2&#8243; sends control change values.</p>
<p>In the video, you&#8217;ll see these modes used for some crazy things, like programming in a sequence and having it continue to light up as you add other layers. In my test &#8211; keeping in mind launch date is still over a month away &#8211; I couldn&#8217;t replicate any of these behaviors. Some of this interaction may require the upcoming Max for Live; I&#8217;m awaiting confirmation on details.</p>
<p>In the meantime, you can at least use the Launchpad as a MIDI input in Live or any other software. </p>
<p><strong>Use with other software</strong></p>
<p>Every single button on the Launchpad sends MIDI; I opened a MIDI Monitor session on my MacBook while testing it. There&#8217;s not a single menu key that doesn&#8217;t send a message. Also interesting: each sends both an on and an off value, which makes it more useful as a button. </p>
<p>It should also be possible, as with the APC40, to use MIDI to light up the Launchpad, complete with color and limited dim levels. I&#8217;m assuming the mappings may even be identical to the APC40. I don&#8217;t know yet how to do this, however.</p>
<p>Another big selling point for Novation, of course, is Automap support. Along the top, there are alternative labels for the buttons: learn, view, page, instrument, fx, user, and mixer. These will work with Automap and Automap Pro, in case you want to use another host or map to third-party instruments and effects. I didn&#8217;t get a chance to test this functionality yet, however.</p>
<p><img src="http://createdigitalmusic.com/images/2009/10/twolaunchpads.jpg" alt="twolaunchpads" title="twolaunchpads" width="580" height="435" class="alignright size-full wp-image-7750" /></p>
<div class="imgcaption">You can connect multiple Launchpads to one computer and use them all dynamically as control surfaces. I tried it with the pre-production prototype at Ableton&#8217;s office in New York, alongside my production unit. (The pre-production device at top has slightly different-colored plastic and less-frosty pads.)</div>
<h3>Physical form factor</h3>
<p>The Launchpad feels really good. It&#8217;s thin, it&#8217;s light, it&#8217;s easy to toss in a backpack (as I did today), and yet the plastic case feels very solid. The pads feel good, though I find the throw a little long, making them rock slightly if you don&#8217;t hit them dead-center. Angled pads indicate the center, and four pads around them have slight nubs on the surface for additional tactile feedback.</p>
<p>Rubber strips underneath the unit help grip surfaces. </p>
<p>One possibly unfortunate decision was to put the USB port on the side rather than the top, which means you can&#8217;t easily put two Launchpads side by side. </p>
<h3>Software</h3>
<p>The Launchpad ships with a copy of Ableton Live Launchpad edition (aka Live Lite), version 8.0.6. On both my Mac and Windows boxes, I simply installed that version and it automatically found my full Live license. I expect that the 8.0.6 build will get pushed to everyone else in time for launch.</p>
<p>You select the Launchpad as other control surfaces, by looking for &#8220;Launchpad&#8221; in the Control Surface menu. This presumably means that, like the APC40, a software handshake is used to enable the red clip selection box. I&#8217;d still like to see a universal solution from Ableton, one resizable to other controllers. Why not plug in a 4&#215;4 drum pad and bank through clips in a 4&#215;4 rectangle instead of an 8&#215;8 one? The red rectangle is also limited in that it&#8217;s tough to see which <em>tracks</em> are selected. (It&#8217;s also kind of tough to see, period.) That&#8217;s really become an Ableton complaint, though. I&#8217;m sure we&#8217;ll be working on Max for Live and Live API solutions for heads-up displays that replace all of this soon.</p>
<p><img src="http://createdigitalmusic.com/images/2009/10/inthebox.jpg" alt="inthebox" title="inthebox" width="580" height="435" class="alignright size-full wp-image-7751" /></p>
<div class="imgcaption">In the box: a very thin but clear getting started guide, plus a disc with Live Lite and USB drivers. Sadly, without drivers, this doesn&#8217;t work, so as with other Novation hardware, you&#8217;re out of luck on Linux. That&#8217;s too bad &#8211; Live may not run on Linux, but I like hardware that does multiple duties.</div>
<h3>Questions and Initial Impressions</h3>
<p>I like the Launchpad a whole lot. Sure, it doesn&#8217;t have knobs or faders &#8211; but you could throw the Launchpad into your backpack alongside a KORG nanoKONTROL, using the Korg for your fader and knob tasks while the Launchpad launches clips, triggers drum pads, and gets used for live sequencing and playing instruments.</p>
<p>I am a little disappointed that there doesn&#8217;t seem to be a way to control Devices. I&#8217;d like to be able to take the User Mode and use my eight columns to control the eight macro knobs on any active Device. Sure, you only get 8 values of resolution, but you could set up a Device so that those eight values were musically interesting. I&#8217;m investigating whether this is possible; if not, I may look into hacking a solution.</p>
<p>I still think there&#8217;s a big place for open tools. The Launchpad is already touting forthcoming use with Max for Live, but that&#8217;s only because it <em>sends MIDI messages</em> &#8211; and anything else that can send MIDI (or OSC, via work from the Live community to use it) will do the same. I think those of us working on open interaction, though, can find ways of building stuff that works in open tools and closed tools (Java, Pd, and the like are open, Max is not), and open and closed hardware (monome, Livid&#8217;s Ohm on the open side, things like the cheap-and-light Launchpad on the proprietary side). Having lots of grids could be a good thing. If everyone has the same thing, the pressure is on to make your performance different from everyone else&#8217;s.</p>
<p>But the bottom line is, I think this is going to be a huge hit with the Live user base. And even more than the APC40, I think it&#8217;s cheap, an easy impulse-buy, extremely compact, and complements other hardware. It also looks like it&#8217;ll be a terrific live visual controller for people who moonlight between music and visual sets.</p>
<p>Since I do have this Launchpad here well over a month prior to launch, and some folks at Ableton and Novation ready to share, if you&#8217;ve got questions or concerns, <em>please don&#8217;t be shy</em>.</p>
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		<title>In-the-Box Mixing, Analog Console Style, on an Open Source DAW</title>
		<link>http://createdigitalmusic.com/2009/10/01/in-the-box-mixing-analog-console-style-on-an-open-source-daw/</link>
		<comments>http://createdigitalmusic.com/2009/10/01/in-the-box-mixing-analog-console-style-on-an-open-source-daw/#comments</comments>
		<pubDate>Thu, 01 Oct 2009 05:42:48 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Ardour]]></category>
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		<description><![CDATA[Marrying open source and commercial development, or trying to bridge analog consoles and computers &#8211; either task on its own might seem improbable. But yesterday, a newly-announced tool promised to bring together all those dimensions.
Ardour is the free and open source Digital Audio Workstation software for Linux and Mac. It&#8217;s widely underrated and has some [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/10/mixbus.jpg" alt="mixbus" title="mixbus" width="580" height="573" class="alignright size-full wp-image-7761" /></p>
<p>Marrying open source and commercial development, or trying to bridge analog consoles and computers &#8211; either task on its own might seem improbable. But yesterday, a newly-announced tool promised to bring together all those dimensions.</p>
<p><a href="http://ardour.org/">Ardour</a> is the free and open source Digital Audio Workstation software for Linux and Mac. It&#8217;s widely underrated and has some terrific architecture underneath, with tools that are maturing at a healthy pace. Harrison is <em>not</em> an open-source developer &#8211; they&#8217;re a commercial manufacturer of analog and digital consoles and do proprietary DSP development. Conventional wisdom says the two shouldn&#8217;t be able to work together, but they did. The result is something called Mixbus. It&#8217;s got Harrison&#8217;s technology for mixing, atop Ardour (on Mac OS X, for now) for recording, editing, and arranging.</p>
<p>The Harrison half of the solution uses Harrison&#8217;s own DSP algorithms for sound, which they claim match the EQ, filtering, compression, tape saturation, and summing on their large-format mixers. But aside from sound, this is also about design: the layout only ever has one knob per function and metering is done in a conventional way. The result is not just a set of plug-ins, but a real virtual console inside your Mac. Interestingly, too, while you can use your Mac Audio Unit plug-ins with the solution, Harrison chose the open LADSPA format to implement their channel strip. </p>
<p>I imagined that the pricing would be something like a thousand dollars, given the pro target market, but the whole thing costs just US$79.99 as its introductory price. If it sounds anywhere near as good as the makers promise, it&#8217;s probably the best deal in mixing and channel processing anywhere. Here&#8217;s the product page:</p>
<p><a href="http://www.harrisonconsoles.com/joomla/index.php?option=com_content&#038;task=view&#038;id=108&#038;Itemid=42">Mixbus</a> [Harrison Consoles]</p>
<p>Of course, the advantages of free software are more than price; it&#8217;s the ability to keep the source available, to be able to customize it, and to be able to run it on a variety of hardware and software platforms. So how does free software coexist here, with Ardour under a GPL license? Creator Paul Davis says that the free code for Ardour remains available in Ardour&#8217;s Subversion repository; only the Mixbus components remain closed. As for Linux support and not just Mac OS, which would in turn support more hardware, Paul says they&#8217;re looking into the feasibility of binary Linux distributions of Ardour and Mixbus.</p>
<p>For any commercial developers who think that you can&#8217;t work with open source projects &#8211; or, for that matter, if anyone thinks open source projects can&#8217;t benefit from collaboration with commercial developers &#8211; I think you&#8217;re wrong. And licenses aside, this looks like a nice solution for music making.</p>
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		<title>Beautiful Music Performed by Mexican Jumping Beans (Really)</title>
		<link>http://createdigitalmusic.com/2009/09/28/beautiful-music-performed-by-mexican-jumping-beans-really/</link>
		<comments>http://createdigitalmusic.com/2009/09/28/beautiful-music-performed-by-mexican-jumping-beans-really/#comments</comments>
		<pubDate>Mon, 28 Sep 2009 14:36:11 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[jumping beans &#038; .tape. from la bisogno on Vimeo.
What might a jar full of Mexican jumping beans sound like if composing their own ambient music? Scott Worley points us to a musical experiment by his labelmate Daniel Romero aka .tape, on netlabel yo.yo.pang!.
.tape programmed a sound environment in the free multimedia patching environment Pd (Pure [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="464"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6768600&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=6768600&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="464"></embed></object>
<p><a href="http://vimeo.com/6768600">jumping beans &#038; .tape.</a> from <a href="http://vimeo.com/user2359907">la bisogno</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>What might a jar full of Mexican jumping beans sound like if composing their own ambient music? Scott Worley points us to a musical experiment by his labelmate Daniel Romero aka .tape, on netlabel <a href="http://www.ambulatore.com/yoyo">yo.yo.pang!</a>.<br />
.tape programmed a sound environment in the free multimedia patching environment Pd (<a href="http://puredata.info/">Pure Data</a>). Contact microphones listen for the beans to jump, then use Pd&#8217;s onset detection (an analysis for transients) to trigger the sounds. Daniel reports the technique is &#8220;easy, but wholly effective.&#8221; </p>
<p>I&#8217;ll say &#8211; the music winds up being quite lovely, and rather than having a boring software-based random event generator, there&#8217;s something mesmerizing about watching the beans. You can download a free MP3/OGG file of the track, as well (and it sounds as though more projects may be coming):</p>
<p><a href="http://labisogno.org/index.php?s=content&#038;p=pet_o_matic">pet-o-matic</a> [asociación cultural la bisogno]</p>
<p>Descripción original en Español:</p>
<blockquote><p>empezamos esta serie con la picante unión entre el músico Daniel Romero (aka .tape. ) y Pancho, Emiliano y Marcos, tres frijoles saltarines mexicanos</p>
<p>Sonidos y programación por .tape. secuenciación en directo por los 3 frijoles saltarines mexicanos micrófono de contacto + un &#8220;onset detection&#8221; en pd para disparar los sonidos. fácil pero rotundamente efectivo.</p></blockquote>
<p>In other Pd news, the creators of the RjDj interactive/generative iPhone music app, which employs Pd patches, will be holding another <a href="http://more.rjdj.me/2009/09/08/reactive-music-and-augmented-audio-sprint-in-the-rjdj-london-offices-october-2-4/">sprint</a>. This one will be located in London October 2-4.</p>
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		<title>Music, Physics, Space in Perfect Fusion: Interview, Creators of Game Osmos</title>
		<link>http://createdigitalmusic.com/2009/09/24/music-physics-space-in-perfect-fusion-interview-creators-of-game-osmos/</link>
		<comments>http://createdigitalmusic.com/2009/09/24/music-physics-space-in-perfect-fusion-interview-creators-of-game-osmos/#comments</comments>
		<pubDate>Thu, 24 Sep 2009 16:33:53 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[ 
You&#8217;ll want superb music on loop, because it may &#8230; take some time to get out of this puzzle.
Musicians and artists now have the power to fuse visuals, sound, and interaction, to make a spectacle, an album, and a game all at once. But with the blank canvas of three different media before you, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/09/osmos1.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="osmos1" border="0" alt="osmos1" src="http://createdigitalmusic.com/images/2009/09/osmos1_thumb.jpg" width="580" height="435" /></a> </p>
<div class="imgcaption">You&#8217;ll want superb music on loop, because it may &#8230; take some time to get out of this puzzle.</div>
<p>Musicians and artists now have the power to fuse visuals, sound, and interaction, to make a spectacle, an album, and a game all at once. But with the blank canvas of three different media before you, what form should that fusion take?</p>
<p>Space shooters with pounding electronic beats behind them have cleared some of the way. Now it’s ambient music’s turn. In the game <em>Osmos</em>, you become a mysterious particle, floating amongst gravity wells in various fields of material. By carefully navigating, applying just the right vector force to move through the shifting landscape, you merge with other particles and escape to safety. </p>
<p><a href="http://www.hemispheregames.com/osmos/">http://www.hemispheregames.com/osmos/</a></p>
<p>The move from “shoot stuff” to “move” or “eat” seems to be rising in popularity, with games like fl0w and Spore’s initial “cell stage” encouraging nonviolent navigation. To me, there’s something happening to the <em>zeitgeist</em>, perhaps a renewed awareness of cosmic (micro- or macroscopic) being, and of movement that draws on free-floating physics.</p>
<p>Even amongst a wave of games in this mode,when you actually play Osmos, you realize that it is something different and special. The design makes ingenious use of different kinds of movement and pacing through its different modes, at one point calling upon you to hurtle around a black hole, then move at nearly imperceptible speeds through a seemingly impossible-to-traverse petri dish of massive particles. No less than a shooter, it connects to the id and survival instinct. <em>Pac-Man</em>, the most successful arcarde game of all time, and one of the few that sucked in men and women in equal measure, was noted for its emphasis on <em>eating</em> as the mechanic. Consuming stuff appeals to everyone.</p>
<p>Of course, this is on a music site, and with good reason: what makes Osmos work is that Osmos is musical. It’s immediately beautiful and delicate, a perfect aesthetic union of the texture of the music and the on-screen arrangements of particles. More importantly, the music is woven directly into game play, providing subtle cues for dangers, and underscoring the pace of gameplay. You can only solve a level by managing speed and motion, and the music helps provide both the literal indications of speed and help your head get into the right zone to lose yourself in the world. If blips in early arcade games helped create a zone of play trance, now we have spectacular ambient soundtrack of music by <a href="http://www.myspace.com/loscil">Loscil</a>, Gas/High Skies [<a href="http://microscopics.co.uk/">Microscopics</a>], <a href="http://profile.myspace.com/index.cfm?fuseaction=user.viewProfile&amp;friendID=71175222">Julien Neto</a>, and <a href="http://www.biosphere.no/">Biosphere</a>. </p>
<p>The music isn’t simply a beautiful soundtrack to the game. The game really feels like an extension of the world of the music. Put it all together, and something magical happens in this $10 game: you hear the music in a new way.</p>
<p>I spoke to the lead designer behind the game, programmer/animator Eddy Boxerman, along with musical-sonic collaborator Mat Jarvis aka Gas aka High Skies.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/biosphere.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="biosphere" border="0" alt="biosphere" src="http://createdigitalmusic.com/images/2009/09/biosphere_thumb.jpg" width="580" height="385" /></a> </p>
<div class="imgcaption">Osmos’ music reads like a who’s-who of intelligent ambient music, with artists like Norway’s Biosphere. Photo: Trine Falch.</div>
<p> <span id="more-7641"></span>
<p><strong>Peter: I found it amusing that some of the game press have stumbled around looking for a name for a new genre here, the &quot;eat other stuff&quot; category. To me, the basic game controls could be traced back to early titles like <em>Asteroids</em>. What are the games that have inspired you, either specifically or generally?</strong></p>
<p>Eddy: Some people are dubbing the gameplay type as &quot;eat &#8216;em up&quot;, as opposed to the classic &quot;shoot &#8216;em up&quot;. But it&#8217;s true, the physics/controls have more in common with classic games such as <em>Asteroids</em> and <em>Gravitar</em>. The only &quot;modern&quot; game that otherwise influenced me was <em>Katamari Damacy</em>. It&#8217;s funny: when I sent out the first prototype to friends, I was concerned they would think the game was too similar to <em>Katamari</em>. That&#8217;s when I heard about <em><a href="http://www.jenovachen.com/flowingames/flowing.htm">flOw</a></em>, which I&#8217;ve tried to steer stylistically clear of ever since. I guess it&#8217;s an archetype though, and the comparisons have been inevitable. As for <em>Spore</em>, Osmos was about one year into development when I saw the first preview footage of its &quot;cell stage&quot;. On top of that, I learned that Will Wright had hired Brian Eno to do the music! I definitely had a &quot;why should I bother?&quot; moment at that point. But here we are, a couple years later, and I think we&#8217;ve managed to put out a unique game with a great mix of gameplay, sound, and visuals.</p>
<p><strong>Peter: Ha – well, I’m glad you “bothered”! One thing that I think is really unique about Osmos is the gravitational mechanic. How did this come about?</strong></p>
<p>Eddy: I was (and probably still am) a sci-fi kid. And when I read about real phenomena like colliding galaxies, retrograde planets, and the like, my mind goes to stange and wonderful places. That said, the Spacecraft Dynamics course I took during my engineering degree definitely played a large part in putting those mechanics and levels together. Thanks, Professor Misra! :)</p>
<p><strong><a href="http://createdigitalmusic.com/images/2009/09/osmos2.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="osmos2" border="0" alt="osmos2" src="http://createdigitalmusic.com/images/2009/09/osmos2_thumb.jpg" width="580" height="455" /></a> </strong></p>
<p><strong>Peter: How are the physical mechanics of the game constructed? This is essentially two-dimensional vector math, yes? Were there refinements you needed to make in order to keep performance up, or to keep the levels playable?</strong></p>
<p>Eddy: That&#8217;s a big question! But yes, essentially it&#8217;s 2D vector math, though we make use of some 3D math (including quaternions) on the particle systems. The majority of the physics is quite simple though &#8212; first year bachelor&#8217;s stuff: F = ma, conservation of mass and momentum, gravitational laws, basic time integration, etc. We follow the spirit of the laws, but not always the letter. For instance, if you look at the Earth&#8217;s solar system in its entirety, you wouldn&#8217;t even see most of the planets; that doesn&#8217;t make for a very playable game though. As such, we took many liberties when it comes to scale, constants and exponents in the equations. The majority of the work was in the tweaking of those values to make the game /feel /good.</p>
<p><strong>Peter: How did you prototype the game? What was the process of evolution like? Were there any failed attempts along the way?</strong></p>
<p>Eddy: I put together the first prototype starting from a <a href="http://nehe.gamedev.net/">NeHe OpenGL tutorial</a>. I added some basic physics, mouse controls, some highly unoptimised collision detection code, and voila, I had something to play with. After that, I immediately integrated [cross-platform 3D audio API] <a href="http://connect.creativelabs.com/openal/default.aspx">OpenAL</a>, as the game was just begging for sound and music. I then hunted for some good sounds (discovering <a href="http://freesound.org">freesound.org</a> in the process), put together a simple looping song (my first rough and humbling attempt to create digital music), and sent it out to a few friends. I&#8217;ll make that version available for free someday&#8230; when I&#8217;m feeling brave.</p>
<p>As for failed attempts, there were tons of shelved experiments and features that were cut. One interesting problem was the difficulty curve of the gravitational levels. In fact, the first gravity levels looked a great deal like the &quot;Warped Chaos&quot; levels do today: several free-floating Attractors in a sea of regular motes. I found it incredibly difficult, however, to make a &quot;beginner&quot; version of those levels. If the gravity was too weak, the Attractors had little apparent effect; too strong, and the level became incredibly difficult. I stuggled with this for a long time, until I hit on the idea of putting one, immobile Attractor in the center, with everything else orbiting around it. This allowed for the creation of systems with strong gravity effects, but long-term stability. It seems so obvious now, especially given the example of our solar system, but it wasn&#8217;t back then. In the end, these are some of the coolest levels in Osmos &#8212; practically its &quot;signature&quot; level type. Moral of the story: necessity really is the mother of invention.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/kunchung.png" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="kunchung" border="0" alt="kunchung" src="http://createdigitalmusic.com/images/2009/09/kunchung_thumb.png" width="400" height="280" /></a> </p>
<div class="imgcaption">Hemisphere’s <a href="http://www.kunchang.net/">Kun Chang</a> has a resume that includes art direction and concept art for games (<em>Prince of Persia, Splinter CelI</em>) and games (<em>Gears of War</em>, <em>Unreal Tournament</em>) alike.</div>
<p><strong>Peter: What is the visual engine like? The sound engine?</strong></p>
<p>Eddy: As I mentioned, I bootstrapped from a NeHe tutorial, but that&#8217;s all been replaced at this point. It&#8217;s now a homegrown engine using OpenGL. It doesn&#8217;t make any use of pixel/vertex shaders, so it runs on a wide variety of hardware. The majority of our texture work is done in Photoshop.</p>
<p>[The sound engine is] a wrapper we&#8217;ve built around OpenAL. At a basic level, all we ever do is mix and adjust the gain and pitch of our sounds and music. This allows us to run on generic sound hardware. But we do make extensive use of those &quot;effects&quot;, and it&#8217;s possible to get a great deal of variety and feedback with them. In the end, it&#8217;s all about the quality of our sound sources, and the algorithms that adjust and smooth the gain and pitch of each.</p>
<p><strong>Peter: For pitch shifting, were you able to do that natively in OpenAL?</strong></p>
<p>Eddy: Yes, OpenAL supports pitch shifting at the software level. I ported our sound engine to use DirectSound at one point, and found that it&#8217;s pitch shift range is rather limited. We reverted back to OpenAL.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/daveatwork.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="daveatwork" border="0" alt="daveatwork" src="http://createdigitalmusic.com/images/2009/09/daveatwork_thumb.jpg" width="580" height="506" /></a> </p>
<div class="imgcaption">This is what indie game development looks like. Dave Burke left projects like Gears of War and Unreal Tournament to program the core of Osmos. And this is, I guess, biz-caz-Fri?</div>
<p><strong>Peter: One thing that really strikes me about the game that is its use of pacing. Even without the obvious technique of allowing the user to control speed, there&#8217;s this extraordinary contrast between levels that require you to move quickly, that require you to anticipate the rate of movement along a vector of other objects, or that require you to move almost imperceptibly slowly. Was this an early goal, or something that evolved out of developing the game concepts?</strong></p>
<p>Eddy: It evolved from the game concepts themselves. We tried to fully explore the fundamental controls and game space of Osmos, and converged on a number of interesting regions and structures that were fun to play with/in. Some people actually &quot;complain&quot; that the pacing of the game isn&#8217;t consistent across levels &#8212; some are fast, some slow &#8212; but that wasn&#8217;t our goal. In a sense, we&#8217;re merely presenting the results of a great deal of research and exploration into the space, with our sole requirement being that the levels are fun and interesting. We wanted it to be a game of concepts and understanding, not speed. The addition of time-warping allowed us to break free from that, expand our scope, and include a much larger variety of levels, as some have both fast and slow moments in them; we wanted the player to be able to control the pace and difficulty to their level of comfort.</p>
<p><strong>Peter: Connecting the action to music, how important is the use of music in conveying time?</strong></p>
<p>Eddy: I think pitch-shifting the music and sound effects helps players track time-warping in an inutitive way. Without these aural cues, the mental connection would be incomplete. That said, I sometimes test the game without sound, and it&#8217;s totally playable &#8212; just much less immersive.</p>
<p><strong>Peter: At what stage did you involve the musical element? How was that relationship established?</strong></p>
<p>Mat: Eddy first contacted me two or three years ago about using one of my tracks on Osmos (“Gas – Discovery”). He sent me a basic alpha version where the game was literally flat circles on a plain background, but even back then with the simple graphics and no sound it was compelling. I think it was at this early stage that I sent him a copy of another High Skies track, “The Shape of Things to Come,” which he also used a section from. It wasn&#8217;t too long later that he sent me a version of Osmos with most of the music that made it to the release version and it all just complimented each other beautifully.</p>
<p>Eddy has done a great job choosing music that compliments the game and graphics, and they also compliment the music. I think he&#8217;s done a great job overall as well, keeping his vision consistent for the look and feel of the Osmos world. Even though some of the levels are quite varied; some are quite chilled, others fast paced, nothing seems out of place. He has created a new world that&#8217;s both microscopic and macroscopic.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/gas0095.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="gas0095" border="0" alt="gas0095" src="http://createdigitalmusic.com/images/2009/09/gas0095_thumb.jpg" width="400" height="355" /></a> </p>
<p><strong>Peter: The musical and sound effect elements really do blend effortlessly. Mat, I know you made substitute sounds – how did this help blend the aesthetic?</strong></p>
<p>Mat: I made the rebound noise when you bounce off the walls/ boundary. The original sound was quite hard and metallic with a lot of reverb, and I suggested a softer echoey sound. There was nothing wrong with the original, but it made the boundary feel quite hard and cold like being in a metal tank. I sent Eddy some analogue samples, using a [vintage Roland keyboard] Jupiter 6 with varying delays/ echoes. Because the tones are so pure and tuned, Eddy pitched them slightly to fit with the various keys of the different music. </p>
<p>Eddy: In general, it was a matter of searching and experimentation for the &quot;right&quot; set of sounds that fit well together &#8212; which can be a lengthy but rewarding process. Once integrated, minor gain and pitch adjustments helped fit it all together.</p>
<p>Mat provided the bounce sound, as well as the continuous absorb/being-absorbed sounds. The other sounds were created/shared on freesound by the users Elektrocell, fran_ky and Jovica. (Check out the Osmos credits in the readme.html for details.)</p>
<p><a href="http://www.flickr.com/photos/sklathill/3386979773/"><img src="http://farm4.static.flickr.com/3567/3386979773_944b8217c9.jpg" /></a></p>
<div class="imgcaption">Eddy and design team member Andy Nealen (whose interests span physics and modeling) accept an award at the Independent Games Festival. Photo (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/sklathill/">Vincent Diamante</a>.</div>
<p><strong>Peter: I recently spoke to Crystal Method, and while they&#8217;ve done some notable game scores, they actually said they wouldn&#8217;t want their music to be placed in a game context at which the speed changed, that it&#8217;d lose something. This seems like the opposite of that. Now, maybe it&#8217;s easy to take for granted with ambient music as opposed to something beat-driven like Crystal Method, but do you think there&#8217;s something special that allows this music to be adaptive in that way?</strong></p>
<p>Mat: I think that in the right circumstances music with drums could work well and may even highlight the time-shifting more. Of course with the wrong game and wrong music it could sound terrible too.</p>
<p>Eddy: It&#8217;s a delicate issue. Out of the context of the game, I think it would seem wrong. There were also some pieces of music I tried which didn&#8217;t lend themselves well to this kind of manipulation, and which didn&#8217;t get included as a result. But with these songs, and everything working together in-game, I feel the whole experience is stronger as a result. I&#8217;m just glad Mat and the other artists agreed &#8212; or at least&#8230; didn&#8217;t object. ;-)</p>
<p><strong>Peter: Hey, I think if you can write music that sounds good played at a different speed, that’s nice. </strong></p>
<p><strong>Osmos seems to me a musical experience, in that the sense of the music is transformed by the visuals and the interaction with them. Do you think it&#8217;s possible that audiovisual interfaces could go even further in terms of their impact on the music? </strong></p>
<p>Mat: Yes, it almost seems as though Osmos creates a world for the music to exist.</p>
<p>I&#8217;ve always liked music visualisers like the <a href="http://createdigitalmotion.com/tag/processing.org">Processing</a> and Cymatics stuff, they&#8217;re quite compelling to watch how they react to the music, so it would be interesting to go the other way; by manipulating/ sculpting abstract shapes which then modify or even create sounds and music, especially using the new controllers like the Wii, [Microsoft’s] Project Natal and Sony&#8217;s Motion Controller instead of the mouse.</p>
<p>Eddy: I totally agree with Mat. Yes, please! More feedback between music, visuals and interactivity &#8212; in all directions. I&#8217;d love to experiment more on all of these fronts. In general, I think games such as Audiosurf and Auditorium, while great, have only begun to scratch the surface of what&#8217;s possible. Interactive musical &quot;toys&quot; such as [Nintendo/Toshio Iwai’s ]ElectroPlankton or <a href="http://www.infinitewheel.com/dubselector8.html">Dub Selector</a> are another great direction; and <a href="http://createdigitalmusic.com/2009/08/27/inside-the-rock-band-network-as-harmonix-gives-interactive-music-its-game-changer/">Rock Band Network</a> is about to expand the market in a huge way. It&#8217;s exciting!</p>
<p><strong><a href="http://createdigitalmusic.com/images/2009/09/osmos3.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="osmos3" border="0" alt="osmos3" src="http://createdigitalmusic.com/images/2009/09/osmos3_thumb.jpg" width="580" height="470" /></a> Peter: Along those lines, this is obviously a new take on music distribution in a way that goes well beyond what titles like Rock Band have done. Are there other cases in game history that to you have done that? Is there potential in these new outlets, outlets that are more accessible to independent developers (Steam, Direct2Drive, Xbox Live Arcade, iTunes App Store), to really change game development?</strong></p>
<p>Eddy: Wow, that&#8217;s another big question. Really, I just felt the music was such an important part of the experience in Osmos that we should show the artist and track names during the game. But now that you mention it, I can&#8217;t think of another game that has done this, besides games like Rock Band where the song /is/ the game/level. That said, one way I&#8217;d love to push this evolution is to &quot;augment&quot; music videos with interactivity: ie. into music video-games. (The term &quot;game&quot; could be used rather loosely here.) Everyday Shooter does this, though Jon Mak actually created the music /for/ the game in that case &#8212; which rocks &#8212; but collaborations could lead to some really amazing things in this direction.</p>
<p><strong>Peter: Eddy, Mat, thank you. </strong>Whether it’s in the form of a game or an audiovisual performance, we’ll certainly continue to explore these areas. And – hint, hint – Osmos 2, with multiplayer? Just a thought.</p>
<p><object width="580" height="435"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5892502&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=5892502&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="435"></embed></object>
<p><a href="http://vimeo.com/5892502">Osmos Trailer</a> from <a href="http://vimeo.com/user989434">hemisphere games</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
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		<title>Getting Started with Renoise: 5 Tips, Videos, and a Handy, Free Tool</title>
		<link>http://createdigitalmusic.com/2009/09/23/getting-started-with-renoise-5-tips-videos-and-a-handy-free-tool/</link>
		<comments>http://createdigitalmusic.com/2009/09/23/getting-started-with-renoise-5-tips-videos-and-a-handy-free-tool/#comments</comments>
		<pubDate>Wed, 23 Sep 2009 17:02:20 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<category><![CDATA[Renoise]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/09/23/getting-started-with-renoise-5-tips-videos-and-a-handy-free-tool/</guid>
		<description><![CDATA[The tracker is back. Piano rolls and fake multitrack tape turn out not to be the only way to conceptualize how music is put together in digital form. And Renoise is a terrific way to learn a ground-up approach to production, because you get the quick workflow of the tracker without having to sacrifice so [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/mjY3EIQ8_8o&amp;hl=en&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/mjY3EIQ8_8o&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>The tracker is back. Piano rolls and fake multitrack tape turn out not to be the only way to conceptualize how music is put together in digital form. And Renoise is a terrific way to learn a ground-up approach to production, because you get the quick workflow of the tracker without having to sacrifice so many of the “comforts of home” we’re used to in modern DAWs. So we’re pleased to have our <a href="http://createdigitalmusic.com/2009/09/22/indamixx-renoise-cdm-music-production-contest-tracker-ninjas-nows-your-chance/">Renoise + Indamixx</a> contest going, not only for existing users, but newcomers, too.</p>
<p>Renoise users have one way of evangelizing why they love their tool, which is to show off, as seen in the excellent video above. But what if you’re new to Renoise, or new to trackers in general, and want to experiment? You don’t even need to make a cash investment: you can start to experiment with a relatively full-featured demo version on Mac, Windows, and Linux. The time investment is the likely barrier. So I asked Montreal-based Dac Chartrand of Renoise, who is also the man who keeps tabs on the community, to share his tips. Here’s what he suggests:</p>
<p> <span id="more-7626"></span>
<p>&#160;</p>
<blockquote><p>1) <strong>XRNS files are source code.</strong> Find one you like, load it up, press the spacebar and start clicking around. Renoise will happily chug along as you explore each and every facet of the sequencer. When you get bored of clicking, try remixing. Move some notes around, press the escape key and jam on the QWERTY keyboard. Anyone familiar with trackers will tell you that this is how it&#8217;s always been done, this is how it always should be, file sharing since the days of Amiga. PRO TIP: Tutorials and Demo Songs are in the Help menu.</p>
<p>2) <strong>YouTube is your friend.</strong> Go there, type Renoise, watch and learn. Enthusiastic users show off their tunes, some even make &quot;Do It Yourself&quot; tutorials for good measure.</p>
<p>3) <strong>Download the &quot;Pattern Command Quick Reference Card&quot; PDF file. </strong>This DIY reference was created by a user in the Renoise forums. It&#8217;s a cool print out that folds up and sits pretty&#160; on your desk. Pattern Commands are special columns to the right of notes; lets you take sample manipulation to the next level.</p>
<p>PDF: <a href="http://paulmerchant.com/downloads/RenoiseReferenceCard2.pdf">http://paulmerchant.com/downloads/RenoiseReferenceCard2.pdf</a></p>
<p>4) <strong>If you don&#8217;t know trackers, then forget everything you learned about other DAW workflows. </strong>You must unlearn what you know in order to be a jedi master. For example, other sequencers&#160; have a very strong relation between track and instrument. In Renoise, instruments go anywhere,&#160; tracks are what you make of them. Other sequencers have a timeline, Renoise has patterns that you chain together to make a song. A newbie mistake is to try to make one gigantic pattern.&#160; Instead, make several smaller patterns and sequence them.</p>
<p>5) <strong>Documentation. </strong>Yup, it&#8217;s thee copout tip. But seriously, there are tons of documentation on the Renoise website. Not reading them is kind of stupid.&#160; When all else fails, browse the forums or see if anyone in IRC chat can help.</p>
<p>DOCS: <a href="http://tutorials.renoise.com/">http://tutorials.renoise.com/</a>       <br />FORUMS: <a href="http://www.renoise.com/board/">http://www.renoise.com/board/</a>       <br />IRC: <a href="http://www.renoise.com/community/chat/">http://www.renoise.com/community/chat/</a></p>
</blockquote>
<p>Thanks, Dac! Now, I’ll also be working on some stuff for CDM soon, as well, but this should get you going in the meantime. </p>
<h3>Must-Have Renoise Utility</h3>
<p><a href="http://createdigitalmusic.com/images/2009/09/xrniripper.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="xrniripper" border="0" alt="xrniripper" src="http://createdigitalmusic.com/images/2009/09/xrniripper_thumb.jpg" width="580" height="376" /></a> </p>
<p>Bantai at Renoise also shares (via comments) an excellent tool for sharing your work in Renoise, compressing files, and – aprospos of Dac’s suggestion – inspecting existing XRNS files.</p>
<blockquote><p>Another tip: you can get the filesize of your song down by up to a factor 10 if you use lossy compressed samples instead of the default 32-bit stereo FLAC file format. I reckon a small filesize wins you bonus points in a tweaker&#8217;s compo.</p>
<p>Since Renoise songs are basically ZIP files containing song data and samples, it&#8217;s almost trivial to run the extracted contents of the song through OggDrop or a similar application and zip it up again.</p>
<p>It can be easier: I have written a Java tool that takes the work out of your hands and compresses your Renoise XRNS song automatically:</p>
<p><a href="http://www.atomsk.nl/renoise/xrniripper/">XRNIRipper</a></p>
</blockquote>
<p>(Java geeks, he also writes me: “I&#8217;m using vorbis-java lib from <a href="http://xiph.org">xiph.org</a> and a modified version of jFLAC to support Renoise&#8217;s custom 32-bit FLACs. There are also several libs included to convert sample and bit rates. Curiously enough, I couldn&#8217;t find any other Java apps that encode files to Ogg Vorbis.”)</p>
<h3>More Videos, Tips?</h3>
<p>It’s a couple of years old and based on an earlier version, but I especially liked this tutorial for demonstrating what the workflow is about:</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/SQ5jTaXywuM&amp;hl=en&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/SQ5jTaXywuM&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>And if you Renoise-using readers have tips, or if you find a YouTube video you think is especially awesome, please do share. I’ll get back to working on my basic guide.</p>
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