First Hands-on: Novation’s New $199 Launchpad Grid Controller for Ableton Live

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A monome-like grid controller built for Live, shipping in November for $199 – and I’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 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.

Enter the Novation Launchpad. It’s $199. It’s a grid controller and nothing else, with a set of on/off buttons in an 8×8 array, plus additional shortcut buttons around the sides for switching modes. It’s set up out of the box to integrate with Ableton Live, but it also acts as a generic MIDI controller. It’s bus powered, really lightweight, and compact. Even following Akai’s earlier APC40 this year, there’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.

I’ve just gotten one of the first Launchpads to arrive (unit “#16″ on the back), so I’ve been playing around with it and can provide some initial impressions and details. I’ve also gotten input from Ableton’s Dave Hill as well as Novation, and I expect to fill in more soon.
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All about the buttons: 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 not velocity-sensitive.

monoming the sincerest form of flattery? Of course, one design more than any other championed the radical idea of a minimal grid of buttons — and nothing else. That design statement was the partially open-source, fully-homegrown monome. I’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 – including the APC40 – the Launchpad really says that an affordable, mass-market device can take on the monome’s radical form. It says grids could become ubiquitous. It’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 – 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 – that the Launchpad is not.

[edited for clarification] I think the Launchpad is unlikely to dissuade a person who wants a monome from getting a monome. But what’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’t produce anything without slapping on some arbitrary knobs somewhere. The Launchpad really does follow the monome’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.

Onto the details… The big picture aside, here’s a first look at how the operation of the Launchpad works. I’ll have a short video a little later on today.

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In-the-Box Mixing, Analog Console Style, on an Open Source DAW

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Marrying open source and commercial development, or trying to bridge analog consoles and computers – 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’s widely underrated and has some terrific architecture underneath, with tools that are maturing at a healthy pace. Harrison is not an open-source developer – they’re a commercial manufacturer of analog and digital consoles and do proprietary DSP development. Conventional wisdom says the two shouldn’t be able to work together, but they did. The result is something called Mixbus. It’s got Harrison’s technology for mixing, atop Ardour (on Mac OS X, for now) for recording, editing, and arranging.

The Harrison half of the solution uses Harrison’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.

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’s probably the best deal in mixing and channel processing anywhere. Here’s the product page:

Mixbus [Harrison Consoles]

Of course, the advantages of free software are more than price; it’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’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’re looking into the feasibility of binary Linux distributions of Ardour and Mixbus.

For any commercial developers who think that you can’t work with open source projects – or, for that matter, if anyone thinks open source projects can’t benefit from collaboration with commercial developers – I think you’re wrong. And licenses aside, this looks like a nice solution for music making.

Beautiful Music Performed by Mexican Jumping Beans (Really)

jumping beans & .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 Data). Contact microphones listen for the beans to jump, then use Pd’s onset detection (an analysis for transients) to trigger the sounds. Daniel reports the technique is “easy, but wholly effective.”

I’ll say – the music winds up being quite lovely, and rather than having a boring software-based random event generator, there’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):

pet-o-matic [asociación cultural la bisogno]

Descripción original en Español:

empezamos esta serie con la picante unión entre el músico Daniel Romero (aka .tape. ) y Pancho, Emiliano y Marcos, tres frijoles saltarines mexicanos

Sonidos y programación por .tape. secuenciación en directo por los 3 frijoles saltarines mexicanos micrófono de contacto + un “onset detection” en pd para disparar los sonidos. fácil pero rotundamente efectivo.

In other Pd news, the creators of the RjDj interactive/generative iPhone music app, which employs Pd patches, will be holding another sprint. This one will be located in London October 2-4.

Music, Physics, Space in Perfect Fusion: Interview, Creators of Game Osmos

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You’ll want superb music on loop, because it may … 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, what form should that fusion take?

Space shooters with pounding electronic beats behind them have cleared some of the way. Now it’s ambient music’s turn. In the game Osmos, 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.

http://www.hemispheregames.com/osmos/

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 zeitgeist, perhaps a renewed awareness of cosmic (micro- or macroscopic) being, and of movement that draws on free-floating physics.

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. Pac-Man, 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 eating as the mechanic. Consuming stuff appeals to everyone.

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 Loscil, Gas/High Skies [Microscopics], Julien Neto, and Biosphere.

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.

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.

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Osmos’ music reads like a who’s-who of intelligent ambient music, with artists like Norway’s Biosphere. Photo: Trine Falch.

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Getting Started with Renoise: 5 Tips, Videos, and a Handy, Free Tool

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 Renoise + Indamixx contest going, not only for existing users, but newcomers, too.

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:

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