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	<title>Create Digital Music &#187; max-msp</title>
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	<description>Making music with technology</description>
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		<title>Noisy Jelly: Gelatin Achieves Powers of Sound (And Make Your Own)</title>
		<link>http://createdigitalmusic.com/2012/04/noisy-jelly-gelatin-achieves-powers-of-sound-and-make-your-own/</link>
		<comments>http://createdigitalmusic.com/2012/04/noisy-jelly-gelatin-achieves-powers-of-sound-and-make-your-own/#comments</comments>
		<pubDate>Mon, 02 Apr 2012 12:47:11 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=23309</guid>
		<description><![CDATA[What if your musical instrument were gelatinous? Edible? &#8220;Noisy Jelly&#8221; is the latest project to imagine that scenario. Thanks to the capacitive quality of gelatin (known to us Americans by the brand name JELL-O and to some simply as &#8220;jelly&#8221;), you can mix up a set of colored instruments that jiggle when you touch them. &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/04/noisy-jelly-gelatin-achieves-powers-of-sound-and-make-your-own/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/raphaelplu/6997516527/sizes/z/in/set-72157629621382055/"><img src="http://createdigitalmusic.com/files/2012/04/noisyjelly.jpg" alt="" title="noisyjelly" width="640" height="428" class="alignnone size-full wp-image-23310" /></a></p>
<p>What if your musical instrument were gelatinous? Edible?</p>
<p>&#8220;Noisy Jelly&#8221; is the latest project to imagine that scenario. Thanks to the capacitive quality of gelatin (known to us Americans by the brand name JELL-O and to some simply as &#8220;jelly&#8221;), you can mix up a set of colored instruments that jiggle when you touch them. Powered by the open hardware platform Arduino to read sensors and Max/MSP to produce sound, it&#8217;s the work of a couple of Paris-based students, Raphaël and Marianne Cauvard.</p>
<p>Check out the terrific video featuring wide-eyed children, and specs below.</p>
<p><iframe src="http://player.vimeo.com/video/38796545?title=0&amp;byline=0&amp;portrait=0&amp;color=737373" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>What makes this more delightful is the possibility that we&#8217;ll see orchestras of squishy, organic, edible instruments. NYC Resistor and our friend Ranjit Bhatnagar built their own instrument out of JELL-O (or fruit salad, depending on the iteration). The Gel-tone made a splash (erm, squish) as a more whimsical entry at the Guthman Musical Instrument competition, and was played and eaten at our own Handmade Lounge at Solid Sound Festival in Massachusetts last summer. Hilariously, it debuted at (and was invented for) a JELL-O mold competition. See these couple of videos (Guthman top; Solid Sound bottom) below, and find more information on that instrument:<span id="more-23309"></span></p>
<p><a href="http://openmaterials.org/2011/09/01/the-resistor-jeltone-an-edible-toy-piano/">the resistor jeltone :: an edible toy piano</a> [openMaterials]</p>
<p>How to make your own: <a href="http://www.thingiverse.com/thing:11214">The Resistor JelTone</a> (I dearly hope this inspires more copy-cats. Let the gelatinous musical instrument revolution continue!)</p>
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<p>More on the Noisy Jelly project:</p>
<blockquote><p>Note : This project is a fully working prototype made with Arduino and Max/MSP, there are absolut no sound editing in the video&#8230;<br />
More picture at this <a href="http://flickr.com/photos/raphaelplu/sets/72157629621382055/">Flickr set</a><br />
And download the <a href="http://pluvinage.eu/NOISYJELLY_presskit.pdf">project PDF</a><br />
Noisy jelly is a game where the player has to cook and shape his own musical material, based on coloured jelly.<br />
With this noisy chemistry lab, the gamer will create his own jelly with water and a few grams of agar agar powder. After added different color, the mix is then pour in the molds. 10 min later, the jelly shape can then be placed on the game board,and by touching the shape, the gamer will activate different sounds.<br />
Technically, the game board is a capacitive sensor, and the variations of the shape and their salt concentration, the distance and the strength of the finger contact are detected and transform into an audio signal.<br />
This object aims to demonstrate that electronic can have a new aesthetic, and be envisaged as a malleable material, which has to be manipulated and experimented.<br />
Author: Raphaël pluvinage (<a href="http://pluvinage.eu">pluvinage.eu</a> and twitter (<a href="http://twitter.com/#!/rpluvina">twitter.com/#!/rpluvina</a>)<br />
&#038; <a href="http://mariannecauvard.fr">Marianne Cauvard</a> (mariannecauvard.fr)<br />
at L&#8217;Ensci Les ateliers (<a href="http://ensci.com">ensci.com</a>)</p></blockquote>
<p>If you do make your own project, we&#8217;d love to see it. Perhaps a gel-orchestra is next.</p>
<p>Several people showed this to me; notably at DE:BUG (Deutsch)<br />
<a href="http://de-bug.de/musiktechnik/archives/5820.html">http://de-bug.de/musiktechnik/archives/5820.html</a></p>
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		<title>From Beautiful Ambient Modern Dance to Dubstep, Gestures to Music in Kinect (Download the Tool)</title>
		<link>http://createdigitalmusic.com/2012/03/from-beautiful-ambient-modern-dance-to-dubstep-gestures-to-music-in-kinect-download-the-tool/</link>
		<comments>http://createdigitalmusic.com/2012/03/from-beautiful-ambient-modern-dance-to-dubstep-gestures-to-music-in-kinect-download-the-tool/#comments</comments>
		<pubDate>Tue, 06 Mar 2012 12:51:41 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Artists]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22954</guid>
		<description><![CDATA[It started as some compelling demos or proof of concept, but it&#8217;s plenty real now: the tools for translating movement, gesture, and dance from the body to interactive music march forward. Empowered by Microsoft&#8217;s Kinect and an artist-friendly toolchain, even a single, clever developer can do a lot. Sound designer, music producer, and Max/MSP developer &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/03/from-beautiful-ambient-modern-dance-to-dubstep-gestures-to-music-in-kinect-download-the-tool/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="640" height="360"><param name="movie" value="http://www.youtube-nocookie.com/v/qXnLxi2nzrY?version=3&amp;hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube-nocookie.com/v/qXnLxi2nzrY?version=3&amp;hl=de_DE" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>It started as some compelling demos or proof of concept, but it&#8217;s plenty real now: the tools for translating movement, gesture, and dance from the body to interactive music march forward. Empowered by Microsoft&#8217;s Kinect and an artist-friendly toolchain, even a single, clever developer can do a lot. Sound designer, music producer, and Max/MSP developer Chris Vik of Melbourne has been one of those busy early pioneers, with an incredible tool called Kinectar.</p>
<p>So, the tech is cool and shiny and impressive: what about the actual music? And, even more importantly, what if all the hand waving and moving about could be meaningful? That&#8217;s the next step. For his part, Chris is teaming up with a dancer and choreographer to combine his compositional ideas with someone who knows how to move. The Dubstep-y demos (all below) are impressive, true, but the early tests of the work with the choreographer are simply beautiful, and demonstrate that wobble bass isn&#8217;t the limit of what this can do. They also turn the arbitrary arm-waggling into a part of the art.</p>
<p>And as for you: the software&#8217;s alpha, but you can fire up your copy of software like Ableton Live and grab this software for Mac or Windows and try it yourself. So if you don&#8217;t like the results &#8211; be the gesture-controlled basslines too wobbly, be they not wobbly enough &#8211; you can put your music, and your movement, where your mouth is.</p>
<p>At top, Chris shows off an early test of the dance collab. (There&#8217;s more to come.) Below, a tutorial that shows how this works with Ableton. And read on for more from Chris on what the work with the dancer is about, and what the tool can do.</p>
<p><object width="640" height="360"><param name="movie" value="http://www.youtube-nocookie.com/v/DqVpysEywec?version=3&amp;hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube-nocookie.com/v/DqVpysEywec?version=3&amp;hl=de_DE" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object><span id="more-22954"></span></p>
<p>Chris writes:</p>
<blockquote><p> Since April 2011 I’ve been working solidly with the Microsoft Kinect, developing my software, Kinectar, to enable its use as a MIDI controller for performing music live. I’ve done a number of performances around Australia since I started the project, however, it’s safe to say that, although I would consider myself an electronic musician, I’m certainly no dancer. Enter, Paul…</p>
<p>Dancer, Paul Walker and I have joined forces to bring the Kinect controlled music concept into the world of contemporary dance. Recently we obtained a residency at PACT theatre (centre for emerging artists), where we spent the week developing different ways of implementing my Kinect music control system in a dance context.</p>
<p>My system is developed in <a href="http://cycling74.com">Max</a> and uses <a href="http://openni.org/">OpenNI drivers</a>, <a href="https://github.com/Sensebloom/OSCeleton">OSCeleton</a> and Ableton Live.</p></blockquote>
<p><a href="http://chrisvik.wordpress.com/2012/03/06/dance-controlled-kinect-music-part-1/">via Chris&#8217; blog</a></p>
<p>CDM will check back in with Chris soon, because:</p>
<blockquote><p> I&#8217;ve got some more videos to release over the coming weeks from a range of my different Kinect music performance applications, including controlling/conducting the Melbourne Town Hall Organ and a 100+ speaker Kinect-controlled diffusion performance. I&#8217;ll keep you posted when they&#8217;re released!</p></blockquote>
<p><a href="http://createdigitalmusic.com/files/2012/03/kinectarui.jpg"><img src="http://createdigitalmusic.com/files/2012/03/kinectarui-640x359.jpg" alt="" title="kinectarui" width="640" height="359" class="alignnone size-large wp-image-22956" /></a></p>
<p>More on the software: </p>
<blockquote><p>Kinectar Performance Platform is a toolkit developed by music producer Chris Vik to allow the use of Microsoft&#8217;s Kinect motion tracking sensor in computer-based music. The software is designed for electronic musicians to expand the way they control their music in a futuristic and extremely expressive way, using only the waving of hands and a small amount of creativity. It can be used to control the simplest of parameters like a filter or LFO, play notes and chords on a sampler or synthesizer, or be programmed to control an entire live-set through nothing more than gesture.</p>
<p><strong>Key Features:</strong></p>
<p>Movement Tracking UI allows manipulation of the Kinect&#8217;s human tracking capabilities, displaying all relevant data extracted from the hands location in 3d-space</p>
<p>Instrument Builder lets the user build virtual &#8216;instruments&#8217; by outputting MIDI notes in three modes:</p>
<ul>
<li>Static &#8211; Produces a single note value. Useful for drum triggers, turning on/off effects within a DAW or feed that trigger into Kinectar to switch between presets using your gesture</li>
<li>Solo &#8211; Do sweeping solos by selecting from over 40 musical scale presets or click the notes on the UI to make your own</li>
<li>Chord &#8211; Create a progression of up to 8 chords per preset to play live</li>
</ul>
<p>Global Flags lets you turn on/off Kinectar&#8217;s instruments using a MIDI note sent from your DAW, external MIDI controller or Kinectar itself</p>
<p>MIDI Preset Control lets you switch between Kinectar&#8217;s presets and instruments using a single MIDI note</p>
<p>Value Editor enables many more MIDI/OSC outputs, for controlling device values</p>
<p>Visual Metronome popout window sits on top of all programs to make it easy to see if you&#8217;re in-time when the music gets messy</p></blockquote>
<p>It&#8217;s labeled &#8220;rough alpha,&#8221; so don&#8217;t expect a finished tool here, but you can go download it and give it a try (or learn more about what&#8217;s possible):</p>
<p><a href="http://kinectar.org/download">http://kinectar.org/download</a></p>
<p>And now, the obligatory (but quite awesome, Chris) Dubstep demo videos:</p>
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<p><object width="640" height="360"><param name="movie" value="http://www.youtube-nocookie.com/v/uhr_0dm6Rp4?version=3&amp;hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube-nocookie.com/v/uhr_0dm6Rp4?version=3&amp;hl=de_DE" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>rePatcher: Make Your Computer a Real Modular, with Knobs and Cords; Pd and Max Right Now</title>
		<link>http://createdigitalmusic.com/2012/02/repatcher-make-your-computer-a-real-modular-with-knobs-and-cords-pd-and-max-right-now/</link>
		<comments>http://createdigitalmusic.com/2012/02/repatcher-make-your-computer-a-real-modular-with-knobs-and-cords-pd-and-max-right-now/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 20:04:35 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22648</guid>
		<description><![CDATA[For the last few decades, generally speaking, we&#8217;ve had computers, and we&#8217;ve had physical, modular, analog gear. Computers are endlessly patchable, but not using physical cords. Modulars use physical cords, but they lack the flexibility (and affordability) of a computer. Now, US$25 and an Arduino can change that. rePatcher is a simple, tangible modular interface &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/02/repatcher-make-your-computer-a-real-modular-with-knobs-and-cords-pd-and-max-right-now/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="480" src="http://www.youtube.com/embed/1Hy30g5-Avs" frameborder="0" allowfullscreen></iframe></p>
<p>For the last few decades, generally speaking, we&#8217;ve had computers, and we&#8217;ve had physical, modular, analog gear. Computers are endlessly patchable, but not using physical cords. Modulars use physical cords, but they lack the flexibility (and affordability) of a computer.</p>
<p>Now, US$25 and an <a href="http://arduino.cc">Arduino</a> can change that.</p>
<p>rePatcher is a simple, tangible modular interface for computers. It could work with any software, but right out of the gate it already works with two popular (virtual) patching environments, Max/MSP and the free and open source Pure Data (Pd). You use physical patch cords to make connections, and those connections are reflected in the patch you see on the screen. The patch cords are coupled with requisite encoders for dialing in additional parameter changes. (Reason comes up as a possible candidate for additional compatibility, which would, of course, be really sweet.)</p>
<p>rePatcher is built as a shield for Arduino, so you&#8217;ll need one of those, but that still keeps the price low enough to say <em>I absolutely have to have one of these right now</em>.</p>
<p>It&#8217;s not the first attempt to do something like this, but it might be the most accessible and affordable &#8211; and interesting. And while those cute little patch cords are fun, there&#8217;s nothing stopping someone from building on this idea and going to bigger cords and something more extensive than this 6&#215;6 matrix. </p>
<p>Best of all: the magic happens entirely over USB, so if you want to make this work with something else &#8211; say, your favorite VJ software &#8211; you can do so with anything that can communicate over serial.</p>
<p>More information:<br />
<strong><a href="http://www.openmusiclabs.com/projects/repatcher/">http://www.openmusiclabs.com/projects/repatcher/</a></strong></p>
<p><a href="http://createdigitalmusic.com/files/2012/02/repatchershield.jpg"><img src="http://createdigitalmusic.com/files/2012/02/repatchershield.jpg" alt="" title="repatchershield" width="480" height="318" class="alignnone size-full wp-image-22651" /></a></p>
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		<title>Across the Universe: Mind-Blowing AV Performance Makes Music a Spacey Trip</title>
		<link>http://createdigitalmusic.com/2012/02/across-the-universe-mind-blowing-av-performance-makes-music-a-spacey-trip/</link>
		<comments>http://createdigitalmusic.com/2012/02/across-the-universe-mind-blowing-av-performance-makes-music-a-spacey-trip/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 19:44:38 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Artists]]></category>
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		<category><![CDATA[Tarik Barri]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22608</guid>
		<description><![CDATA[Turning music and sound into three-dimensional worlds often yields something that fields like a trip through space. But this feels like a real trip. Through pulsing, glowing starfields, &#8220;Versum&#8221;&#8216;s audiovisual movements are brain-bendingly transformative. Artist Tarik Barri has created an integrated world of sound and image that makes the interface and the compositional realms seamless. &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/02/across-the-universe-mind-blowing-av-performance-makes-music-a-spacey-trip/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/20347210?title=0&amp;byline=0&amp;portrait=0" width="640" height="352" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Turning music and sound into three-dimensional worlds often yields something that fields like a trip through space. But this feels like a real <em>trip</em>. Through pulsing, glowing starfields, &#8220;Versum&#8221;&#8216;s audiovisual movements are brain-bendingly transformative. Artist Tarik Barri has created an integrated world of sound and image that makes the interface and the compositional realms seamless. It seems as though this really is a musical universe, through whose harmonies of the spheres you can fly like. Boldly going, indeed.</p>
<p>Ingredients: Max/MSP/Jitter, Processing, Java, SuperCollider, GLSL [the 3D shading language], and &#8230; some serious skill and time, I imagine.</p>
<p>The work has been in development for some years (not surprisingly, given the results). But it surfaced again as we brought up the <a href="http://www.3dconnexion.com/">3Dconnexion SpaceNavigator</a> hardware as a practical controller for 3D. See Create Digital Motion:<br />
<a href="http://createdigitalmotion.com/2012/01/look-at-me-im-flying-spacenavigator-hardware-blender/">Look at Me, I’m Flying: SpaceNavigator Hardware + Blender</a></p>
<p>Tarik&#8217;s work resurfaced after a presentation in the UK. Reader janklug writes:</p>
<blockquote><p>I&#8217;m just back from the M4_u Max/MSP/Jitter conference in Leicester (was great, btw), where Tarik Barri presented his project &#8216;Versum&#8217;, both as an installation and as a performance.<br />
The user (and in case of the performance, Tarik) navigates through this incredible 3D-space-sequencer-universum with the help of a SpaceNavigator; glowing objects floating in this space produce sound, and as you approach them, they even give this nice doppler effect&#8230;<br />
It was totally amazing to be able to float between pulsing rhythm-planet-objects and shiny drone-beams; navigation was easy and natural. Tarik uses a combination of Processing and Max/MSP; don&#8217;t know which one the SpaceNavigator is connected to.<br />
Having tried this, I immediately ordered one; I think it also could be a great interface for M4L&#8230; </p></blockquote>
<p>More information:<br />
<strong><a href="http://tarikbarri.nl/projects/versum">http://tarikbarri.nl/projects/versum</a></strong><br />
<a href="http://www.icad.org/Proceedings/2009/Barri2009.pdf">PDF documentation [2009]</a></p>
<p>Significantly, it&#8217;s really the act of flying that controls the music. That remains interactive, but it&#8217;s the movement through the three-dimensional space that determines what you hear. As the artist explains:<span id="more-22608"></span></p>
<blockquote><p>This virtual world is seen and heard from the viewpoint of a moving virtual camera with virtual microphones attached. This camera, controlled in realtime by means of a joystick (or any other kind of controller) moves through space, similar to how first person shooter games work. Within this space, I place objects that can be both seen and heard, and like in reality, the closer the camera is to them, the louder you hear them. So when the camera moves past several visual objects, you simultaneously hear several sounds fading in and out. Consequently, the way the camera travels past them actually causes melodies and compositional structures to be seen and heard.</p>
<p>The visual position of each object coincides with the panning of its sound: objects to the right of the camera will also be heard on the right, and those behind the camera will be heard from behind in case a surround speaker setup is used. This principle also applies to the Z-axis, meaning that sounds can be heard coming from above and below if the speaker setup supports it.</p></blockquote>
<p>That&#8217;s the essential question, to me, when looking at 3D environments for music. What about the dimensionality will interact with the music? Is it something spatial, or will there be other sorts of interactions? (New Zealander-turned-Berliner <a href="http://julianoliver.com/">Julian Oliver</a> worked extensively with game engines, for instance. One solution for him was modifying the &#8220;gun&#8221; in those games to be an implement for doing things in the space, turning swords into plowshares after a fact by making the gun produce music rather than kill virtual entities.)</p>
<p>So, now you&#8217;ve seen some of the technical demonstration. But Tarik uses his work as an environment in which to make audiovisual performances. Here&#8217;s what some actual live playing looks like, in a beautiful, meditative piece called &#8220;Eleven&#8221;:<br />
<iframe src="http://player.vimeo.com/video/32204653?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>In fact, the biggest challenge to me of a piece this awesome is that you want an immersive environment, not just the small, rectangular screens that are often all festivals and venues can afford. </p>
<p>Holodeck, anyone?</p>
<p>More:<br />
<iframe src="http://player.vimeo.com/video/21503675?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
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		<title>With Just One Contact Mic, Any Surface Magically Becomes a Gestural Instrument</title>
		<link>http://createdigitalmusic.com/2012/01/with-just-one-contact-mic-any-surface-magically-becomes-a-gestural-instrument/</link>
		<comments>http://createdigitalmusic.com/2012/01/with-just-one-contact-mic-any-surface-magically-becomes-a-gestural-instrument/#comments</comments>
		<pubDate>Tue, 03 Jan 2012 17:38:19 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-controllers]]></category>
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		<category><![CDATA[mics]]></category>
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		<category><![CDATA[Sensors]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22083</guid>
		<description><![CDATA[Look around the room you&#8217;re in. Drum your fingers against some of the objects around you. Now imagine that you could turn those touches into any imaginable sound &#8211; and all you&#8217;d need to play them is a single contact mic. And we&#8217;re not talking just simplistic sounds &#8211; think expressive, responsive transformation of the &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/01/with-just-one-contact-mic-any-surface-magically-becomes-a-gestural-instrument/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/erz-9f4M9B4?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>Look around the room you&#8217;re in. Drum your fingers against some of the objects around you. Now imagine that you could turn those touches into any imaginable sound &#8211; and all you&#8217;d need to play them is a single contact mic. And we&#8217;re not talking just simplistic sounds &#8211; think expressive, responsive transformation of the world around you, all with just that one mic, thanks to clever gestural recognition.</p>
<p>Bruno Zamborlin has made that idea a reality, with hold-onto-your-chair results. It&#8217;s not available yet for public consumption, but it&#8217;s coming.</p>
<p>Bruno explains to CDM:<span id="more-22083"></span></p>
<blockquote><p> Mogees is a novel way for transforming any surface into a musical instrument.</p>
<p>By putting a (very cheap) contact microphone over a surface, the software can recognise different types of touch and associate them with different synthesisers.</p>
<p>Users can train the software with their own &#8216;gestures&#8217;, using both bare hands and objects. In the video demo we put the microphone over different surfaces such as kitchen tables and balloons.</p>
<p>The sound synthesis is based on two different techniques:</p>
<p>1 &#8211; physical modeling, which consists in generating the sound by simulating physical laws. Different materials can be simulated, such as membranes, strings, tubes and plates</p>
<p>2 &#8211; mosaicing, that works as follow: first, users load a sound folder;  then, the noise coming from the microphone is analysed and the software continuously finds and plays its closest segment within the sound folder.</p>
<p>Mogees has not been realised yet. It could be published as Max4Live patch in some month.</p></blockquote>
<p>Yes, we&#8217;ll be watching for future versions and publication, with bated breath and eager hands.</p>
<p><a href="http://www.brunozamborlin.com/mogees"> http://www.brunozamborlin.com/mogees</a></p>
<p><em><strong>Update:</strong> Readers point to similar earlier work; obviously, contact mics have long been readily available. I&#8217;m not always concerned with whether something is new or not &#8211; old and cool can be cool. But what does appear to be new here is the additional gestural analysis to work more accurately with location. That takes an existing technique and refines its musicality. -PK</em></p>
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		<title>Free Generative, FM Sequencer for Max/MSP, Max for Live</title>
		<link>http://createdigitalmusic.com/2011/12/free-generative-fm-sequencer-for-maxmsp-max-for-live/</link>
		<comments>http://createdigitalmusic.com/2011/12/free-generative-fm-sequencer-for-maxmsp-max-for-live/#comments</comments>
		<pubDate>Wed, 14 Dec 2011 10:49:21 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Ableton-Live]]></category>
		<category><![CDATA[FM]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21827</guid>
		<description><![CDATA[If you liked the generative, probability-based sequencing seen earlier this week, here&#8217;s another example &#8211; and it&#8217;s free and open source, so if you do want to pick it apart and you own a copy of Max/MSP or Max for Live, you can. Co-creator Giuseppe Sorce points us to the work: This is a simple &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/12/free-generative-fm-sequencer-for-maxmsp-max-for-live/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="480" src="http://www.youtube.com/embed/VVHYE7VOWxQ?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>If you liked the generative, <a href="http://createdigitalmusic.com/2011/12/some-number-on-the-floor-uncanny-sequencer-for-ableton-live/">probability-based sequencing seen earlier this week</a>, here&#8217;s another example &#8211; and it&#8217;s free and open source, so if you do want to pick it apart and you own a copy of Max/MSP or Max for Live, you can. Co-creator Giuseppe Sorce points us to the work:</p>
<blockquote><p>This is a simple generative music synthesizer built in Max/MSP created by Diego Caponera, Nicolò Paternoster and Giuseppe Sorce. It involves 5 FM generators which play notes randomly based on a root key and intervals defined by the user. It&#8217;s an university project made for an exam for Sound&#8217;s Science degree ( Math Department of Roma Tor Vergata ).</p>
<p>The software is distributed &#8220;as is&#8221;, without any warranty, under a GPL license.</p></blockquote>
<p>Not bad for an exam project. A heck of a lot more fun than a paper (and, believe me, I say that wholeheartedly having done a bit of university teaching). </p>
<p>Grab it:<br />
<a href="http://code.google.com/p/smilesynth/">http://code.google.com/p/smilesynth/</a></p>
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		<title>iPad Meets Kinect, Twister Meets Tenori-On: Behind the Scenes of Pxl Pusher Music Game</title>
		<link>http://createdigitalmusic.com/2011/11/ipad-meets-kinect-twister-meets-tenori-on-behind-the-scenes-of-pxl-pusher-music-game/</link>
		<comments>http://createdigitalmusic.com/2011/11/ipad-meets-kinect-twister-meets-tenori-on-behind-the-scenes-of-pxl-pusher-music-game/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 12:59:48 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21335</guid>
		<description><![CDATA[What happens when you meld the most futuristic Microsoft technology with the most futuristic Apple technology with the most ColecoVision-esque graphics as built in Jitter? Or you create gameplay that couples physical human contortion with the step sequencing rhythms of music? A different take on music games, that&#8217;s what. Developers Matt (&#8220;M@tt&#8221;) Boch and Ryan &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/11/ipad-meets-kinect-twister-meets-tenori-on-behind-the-scenes-of-pxl-pusher-music-game/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/hX1qg9Qfo14?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>What happens when you meld the most futuristic Microsoft technology with the most futuristic Apple technology with the most ColecoVision-esque graphics as built in Jitter? Or you create gameplay that couples physical human contortion with the step sequencing rhythms of music? A different take on music games, that&#8217;s what.</p>
<p>Developers Matt (&#8220;M@tt&#8221;) Boch and Ryan Challinor work, in their day jobs, on the music game as most people know it, at Harmonix. Harmonix&#8217;s roots remain in the rhythm game, so that music play, even at its most serious, is still about musical timing accuracy. Pxl Pusher is a very different mechanic: imagine a step sequencer grid on an iPad, presenting blocks that, true to the classic game Twister, require another player to balance and stretch their bodies to match.</p>
<p>I caught up with Matt and Ryan over the summer at New York&#8217;s Museum of Modern Art. Before throngs of crowds swarmed the game &#8211; easily one of the most popular of the night &#8211; I managed to get some quick footage of the creators doing last-minute patching and trying out gameplay. (The quiet there is atypical; we got to shoot before the doors opened.) An insane travel schedule kept me from publishing sooner, but here, Matt and Ryan share their process.</p>
<p>Another interesting twist: Max/MSP and Jitter allowed extremely rapid prototyping with Kinect, something of interest to anyone doing this sort of work. (And dig those &#8220;3D&#8221; images &#8230; if they don&#8217;t blind you.)<span id="more-21335"></span></p>
<p><strong>CDM: How did you work together on this project?</strong></p>
<p><strong>Matt:</strong> Jamin from Kill Screen had asked me to make a project for the Pop Rally, and I was looking for someone to team up with to make it happen. Around the same time, Ryan was developing Synapse, and I got super excited about that tech. Having worked with him closely on Dance Central 2, I was positive we&#8217;d make a killer team, so I proposed we team up and make it happen. He got the ball rolling immediately.</p>
<p>Max/MSP is a pretty ideal environment for the both of us to work in, as it lets us evaluate ideas really quickly, and completely obliterate the lines between disciplines that we&#8217;re used to in traditional game development. Each of us designed, coded, sound designed, and made art for the game. It was awesome to be able to share in the creation of all parts of the game.</p>
<p><strong>Ryan:</strong> We riffed on ideas with each other until it snowballed into the final product.  Max allowed us both to work in the same space, as opposed to the traditional programmer/designer arrangement, where I would work in code and Matt would tweak values that I expose.  This allowed us to work much faster and blurred the line between programmer and designer.</p>
<p><strong>Any roadblocks, discoveries along the way?</strong></p>
<p><strong>Ryan:</strong> The whole project was driven by discovery: discover a fun interaction, then figure out how to leverage it.  There were no real roadblocks, other than Matt being on painkillers for the entirety of the project!</p>
<p><strong>Matt:</strong> I fell, knocked out four teeth, and fractured my jaw, so I was on heavy doses of painkillers for much of the development. I&#8217;m doing much better now, almost fully recovered. </p>
<p>The greatest discovery for me was more of a rediscovery. I remembered how freeing it is to design a game for a very specific context. Before working at Harmonix, I made arcade games in a contemporary art context. Getting back into that mindset was a blast.</p>
<p><strong>Tell us a bit how you work with Max for rapid prototyping. How did you set it up? Any specific tools you made use of? Any tips, either related to Max or Kinect specifically?</strong></p>
<p><strong>Ryan:</strong> No real tips for Max, other than do a lot of commenting when you&#8217;re working on a file with someone else.  As far as Kinect tips, my main advice would be to explore and discover what fun you can have with he input, other than starting with a specific goal.  The only tools we used outside of Max were Synapse for the Kinect data, Adobe Premiere for the background movie, and some web app Matt used to generate some of the sound effects.</p>
<p><strong>Matt:</strong> We ended up using Beanstalkapp &#038; Versions for version control, which was huge for us in the late stages of development when we both needed to be working simultaneously. It was great that we structured our patch in such a way that we could easily turn elements of the patch into standalone patches, so simultaneous work could happen. You lose some flexibility, but it&#8217;s worth it to be able to work in tandem.</p>
<p><strong>How did you conceive the idea for this game?</strong></p>
<p><strong>Matt:</strong> Largely through iteration and idea exchange. I VJ around Boston a fair amount and often used TouchOSC to VJ with my iPhone, so I&#8217;m not stuck behind my laptop for hours at a time, so when Ryan brought up the idea of using TouchOSC with MAX and Synapse, I was totally sold. We quickly arrived at the mashup between Twister and Step Sequencer, and every after that was polishing mechanics, arriving at a unified aesthetic, and then finding the best way to ramp difficulty.</p>
<p><strong>Ryan:</strong> Matt approached me to work on a game for the PopRally right around when I just finished up Synapse, so I wanted to leverage that in the project.  I had also just learned about TouchOSC, so I thought it could be fun to incorporate that.  So, the initial concept was born out of experimenting with interactions that combined the Kinect and iPad.</p>
<p><strong>How did things go at MOMA? Any surprises in terms of reception? It was effectively rapid playtesting &#8212; anything that you would now incorporate into the game? Or things that worked well, for that matter?</strong></p>
<p><strong>Matt:</strong> It was a phenomenal success. I never imagined we&#8217;d have a line of people waiting to play the game all night, never mind a line full of people cheering, laughing, and clapping as they watched others play. We&#8217;ve talked a bit about ways to modify the existing game to make it a bit deeper and more broadly compatible, but I&#8217;m also wary of upsetting the balance we arrived at.</p>
<p><strong>Ryan:</strong> I was pleased with the reception at MoMA, it was very satisfying to work on a project and then immediately have people playing it, literally 10 minutes after it was finished (thanks to a last-minute feature request from Matt&#8217;s friend Christina)</p>
<p><strong>What does it mean to you to have this game in this landmark art museum?</strong></p>
<p><strong>Ryan:</strong> I&#8217;m really grateful that we were able to show it off in such an amazing space.  It feels a little unreal to me, my brain hasn&#8217;t really processed it yet.</p>
<p><strong>Matt:</strong> It was hugely validating, especially because my Dad was in town and was able to make it to the event. He&#8217;s never seen crowds of people play the games I&#8217;ve worked on so to have him there, seeing how much fun everyone was having, was awesome in and of itself. That it was at the MoMA? Still haven&#8217;t totally processed it. It was the stuff of dreams when I was getting my art degree; it&#8217;s going to take a bit for me to internalize that that dream was realized. Not only was I able to show work at the MoMA, but it was shown in the context of so many great games: Bit.Trip Beat, Limbo, B.U.T.T.O.N., QWOP, the list goes on&#8230;</p>
<p><strong>How about the connection to <em>Kill Screen Magazine?</em></strong></p>
<p><strong>Matt:</strong> I think <em>Kill Screen</em> is far and away the best game writing happening right now. Both their daily updates on the web and their themed print issues are staples in my life. To be fair, I might be biased as I&#8217;m good friends with [editor-in-chief] Jamin, but nevertheless, I think what they&#8217;ve accomplished is undeniably phenomenal. What other publication could convince the MoMA to have a video game night?</p>
<p><strong>Can you tell us a bit about your roles at Harmonix, and how you came to be there?</strong></p>
<p><strong>Ryan:</strong> I&#8217;m a programmer at Harmonix, I&#8217;ve worked on <em>The Beatles: Rock Band</em> and the <em>Dance Central</em> series.  I was a CS major at the University of Texas, I got an internship at a game studio in Austin that turned into a job, then a few years later a coworker talked me up to someone he met from Harmonix, and I got recruited to work there.</p>
<p><strong>Matt:</strong> I am a Project Lead at Harmonix, though I&#8217;ve occupied many roles previously, most recently Senior Designer. I started at Harmonix as a Production Assistant while I was finishing my thesis at Harvard. My friend and VJ partner, Josh Randall, is the Creative Director of Harmonix. We&#8217;d been VJing together for a bit while I was in school. He gave me a call one day, suggesting I apply for a Production Assistant role. One of my jobs was to track all the prototype hardware, but I ended up spending most of my time repairing it, as my art practice of building arcades gave me a fair amount of experience about mechanical engineering, electronic engineering, and coding. That landed me a role as hardware designer, and, many <em>Rock Band</em> iterations and trips to China later, I was tasked with investigating tech for a potential dance game. That lead to me heading up the development of a game prototype that would become <em>Dance Central</em>, and I&#8217;ve been designing for the franchise ever since. A circuitous path for sure, but I&#8217;m really happy with where I ended up, and deeply grateful to Harmonix for allowing me to occupy such varied roles throughout my 4 years tenure.</p>
<p><strong>Synapse is something other folks can use, too, correct? What does it do, and where might they begin?</strong></p>
<p><strong>Ryan:</strong> Yep, Synapse is a freely released toolset.  The primary focus of the project was for controlling Ableton Live with Kinect, but it can be used with anything that receives OSC input.  You can find more information at <a href="http://synapsekinect.tumblr.com/">http://synapsekinect.tumblr.com/</a></p>
<p><strong>Any future plans for this game, or other Synapse-powered stuff?</strong></p>
<p><strong>Ryan:</strong> In the immediate future, we&#8217;ll be showing off PXL PUSHR at Indiecade in LA on October 8th.  Beyond that, I&#8217;m not sure what the future is.  At the very least, we&#8217;re going to keep the ideas of the gameplay mechanic in mind to be incorporated into future projects.  As far as Synapse, I&#8217;m currently exploring other ideas so I don&#8217;t have any Synapse stuff in the works at the moment, but I know of a few other people working on Synapse-powered projects currently.</p>
<p><strong>Matt:</strong> As Ryan stated, we&#8217;re showing it at Indiecade, and are hoping we&#8217;ll get more opportunities to show the game publicly. I deeply enjoyed working on the game with Ryan and I hope that TeamPXL, the moniker we&#8217;ve adopted, will develop additional games with the same working methodology. For now, given that we both just wrapped development on Dance Central 2, we&#8217;re taking a much needed break to recharge. I know Ryan&#8217;s got some awesome audio manipulation patches in the works, and I&#8217;m excited to see what comes of those. In time, I&#8217;m sure an awesome idea for a game will cross one of our minds and we&#8217;ll have no choice but to dig in and make something new!</p>
<p><a href="http://createdigitalmusic.com/files/2011/11/move.gif"><img src="http://createdigitalmusic.com/files/2011/11/move.gif" alt="" title="move" width="500" height="398" class="alignnone size-full wp-image-21345" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2011/11/ipadsequence.gif"><img src="http://createdigitalmusic.com/files/2011/11/ipadsequence.gif" alt="" title="ipadsequence" width="500" height="333" class="alignnone size-full wp-image-21346" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2011/11/laurendance.gif"><img src="http://createdigitalmusic.com/files/2011/11/laurendance-640x363.gif" alt="" title="laurendance" width="640" height="363" class="alignnone size-large wp-image-21347" /></a></p>
<p><a href="http://teampxl.tumblr.com/"><strong>http://teampxl.tumblr.com/</strong></a></p>
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		<title>Max 6 Arrives; Pricing Details, Use with Max for Live</title>
		<link>http://createdigitalmusic.com/2011/10/max-6-arrives-pricing-details-use-with-max-for-live/</link>
		<comments>http://createdigitalmusic.com/2011/10/max-6-arrives-pricing-details-use-with-max-for-live/#comments</comments>
		<pubDate>Mon, 31 Oct 2011 12:01:03 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ableton]]></category>
		<category><![CDATA[Ableton-Live]]></category>
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		<category><![CDATA[how-to]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21209</guid>
		<description><![CDATA[Max 6, showing the new Gen tools for low-level sound creation. Courtesy Cycling &#8217;74. Cycling &#8217;74&#8242;s Max 6 is now available. See our previous previews: For Home-brewing Music Tools Graphically, Perhaps the Biggest Single Update Yet [Create Digital Music] In Max 6, Big Banner 3D + Animation Features for Jitter, Alongside Usability Improvements [Create Digital &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/10/max-6-arrives-pricing-details-use-with-max-for-live/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/10/max6_gen-ss1.jpg"><img src="http://createdigitalmusic.com/files/2011/10/max6_gen-ss1-640x433.jpg" alt="" title="max6_gen-ss1" width="640" height="433" class="alignnone size-large wp-image-21213" /></a></p>
<div class="imgcaption">Max 6, showing the new Gen tools for low-level sound creation. Courtesy Cycling &#8217;74.</div>
<p>Cycling &#8217;74&#8242;s Max 6 is now available. See our previous previews:<br />
<a href="http://createdigitalmusic.com/2011/10/max-6-in-public-beta-for-home-brewing-music-tools-graphically-perhaps-the-biggest-single-update-yet/">For Home-brewing Music Tools Graphically, Perhaps the Biggest Single Update Yet</a> [Create Digital Music]<br />
<a href="http://createdigitalmotion.com/2011/10/in-max-6-big-banner-3d-animation-features-for-jitter-alongside-usability-improvements/">In Max 6, Big Banner 3D + Animation Features for Jitter, Alongside Usability Improvements</a> [Create Digital Motion]</p>
<p>Along with the release comes an updated site, which does a really nice job of presenting different applications, from sound to physical computing to visuals and show control:<br />
<a href="http://cycling74.com/products/max/">http://cycling74.com/products/max/</a></p>
<p>Pricing details:<br />
US$399 retail (Max 6, now includes Jitter at last)<br />
US$199 Max 6 upgrade<br />
US$249 discounted bundle of Max 6 upgrade + Gen<br />
Academic discounts, including a new annual subscription plan for institutions</p>
<p>Those academic plans finally cover a year instead of 9 months, just in case you want to patch through your summer break.</p>
<p>Gen is the set of low-level objects that allow you to create more sophisticated tools from scratch without coding externals. I&#8217;m a little sad to see it priced separately, even if it makes sense from a business perspective,<del datetime="2011-10-31T11:22:41+00:00"> in that users of Gen won&#8217;t be able to easily distribute their work to the rest of the user base.</del> Scratch that &#8211; yes, they will; they just won&#8217;t be able to edit them. So that&#8217;s a good compromise! See the <a href="http://cycling74.com/support/faq_upgrading6/">upgrade FAQ</a>.</p>
<p>That said, for anyone thinking gen~ is comparable to Reaktor&#8217;s Core, here&#8217;s a good explanation:<br />
<a href="http://cycling74.com/forums/topic.php?id=35704">Comparing gen and Reaktor core level</a> [Cycling '74 forums]</p>
<p>(It certainly is in terms of goals, but the way it behaves is very different.)</p>
<p><strong>Max for Live users&#8230;</strong></p>
<p>So, what if you&#8217;re using Max for Live? Now that Max 6 is available, Max for Live incorporates the new release &#8211; <em>if you have a separate license for Max 6</em>. That should be especially useful to Jitter users, who will get all the new Max 6 stuff and a full-featured copy of Jitter that&#8217;s otherwise lacking in Max for Live alone.</p>
<p>If you have only Max for Live and not a separate copy of Max, for now, you&#8217;ll continue to use Max 5, until an updated Max for Live is available. (When that happens, we&#8217;ll be sure to carry the news.)</p>
<p>Of course, dropping in Max 6 may cause compatibility problems, so France-based Julien Bayle has a tip at top on how to switch between your licensed copies of Max 5 and Max 6:<span id="more-21209"></span></p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/4gtaNx5VEP8?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p><a href="http://designthemedia.com/blog/1/entry-128-switching-max5max6-inside-ableton-live-max002/">Switching Max5/Max6 inside Ableton Live (max002)</a> [Design the Media; see video, top]</p>
<p>Of course, the good news here is, if you <em>want</em> to use the new Max with Max for Live, you can.</p>
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		<title>Max 6 in Public Beta; For Home-brewing Music Tools Graphically, Perhaps the Biggest Single Update Yet</title>
		<link>http://createdigitalmusic.com/2011/10/max-6-in-public-beta-for-home-brewing-music-tools-graphically-perhaps-the-biggest-single-update-yet/</link>
		<comments>http://createdigitalmusic.com/2011/10/max-6-in-public-beta-for-home-brewing-music-tools-graphically-perhaps-the-biggest-single-update-yet/#comments</comments>
		<pubDate>Fri, 14 Oct 2011 12:57:32 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[Cycling-74]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=20967</guid>
		<description><![CDATA[Above: Cycling 74&#8242;s just-released video highlights enhanced audio quality; our friend, French artist protofuse, has a go at working with the beta and showing off the new user interface. (See C74&#8242;s official take on the new UI below. Max 6 in Public Beta; For Home-brewing Music Tools Graphically, Perhaps the Biggest Single Update Yet Just &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/10/max-6-in-public-beta-for-home-brewing-music-tools-graphically-perhaps-the-biggest-single-update-yet/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/QTZlWaIVjTg?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/_XME_YqR_Iw?rel=0" frameborder="0" allowfullscreen></iframe></p>
<div class="imgcaption">Above: Cycling 74&#8242;s just-released video highlights enhanced audio quality; our friend, French artist <a href="http://protofuse.net/">protofuse</a>, has a go at working with the beta and showing off the new user interface. (See C74&#8242;s official take on the new UI below.</div>
<p>Max 6 in Public Beta; For Home-brewing Music Tools Graphically, Perhaps the Biggest Single Update Yet</p>
<p>Just because a music tool fills your screen with tools and options doesn&#8217;t necessarily make it easier to realize your ideas. From the beginning, the appeal of Max &#8211; as with other tools that let you roll your own musical tools from a set of pre-built building blocks &#8211; has been the blank canvas.</p>
<p>Max 6 would appear to aim to make the gap between your ideas and those tools still narrower, and to make the results more sonically-pleasing. The reveal: it could also change how you work with patches in performance and production. I was surprised when early teasers failed to impress some users, perhaps owing to scant information. Now, Max 6 is available in public beta, and the details are far clearer. Even if Max 5 was the biggest user interface overhaul in many years, Max 6 appears to be the biggest leap in actual functionality. </p>
<p>It&#8217;s what I&#8217;d describe as a kitchen-sink approach, adding to every aspect of the tool, so there&#8217;s almost certain to be some things here you won&#8217;t use. What could appeal to new users, though, are I think two major changes.</p>
<p><strong>More visual patching feedback and discoverability.</strong> First, building upon what we saw in Max 5, Max&#8217;s approach is  to provide as much visual information as possible about what you&#8217;re doing. It&#8217;s probably the polar opposite of what we saw earlier this week in something like the live-coding environment Overtone: Max&#8217;s UI is actively involved with you as you patch. There are visual tools for finding the objects you want, then visual feedback to tell you what those objects do, plus an always-visible reference bar and rewritten help. This more-active UI should make Max more accessible to people who like this sort of visual reference as they work. No approach will appeal to everyone &#8211; some people will find all that UI a bit more than they like &#8211; but Max&#8217;s developers appear to be exploiting as much as they can with interactive visual patching.</p>
<p><strong>Multiple patches at once.</strong> New objects for filters and data, a 64-bit audio engine, and low-level programming are all well and good. But the change that may more profoundly impact users and workflow is be the way Max 6 handles multiple patches. Max &#8211; and by extension Pd &#8211; have in the past made each patch operate independently. Sound may stop when you open a patch, and there&#8217;s no easy or fully reliable way to use multiple patches at once. (Compare, for example, SuperCollider, which uses a server/client model that lacks this limitation.) That changes with Max 6: you can now operate multiple patches at the same time, mix them together with independent volume, mute, and solo controls, and open and close them without interrupting your audio flow. (At least one reader notes via Twitter that you can open more than one patch at once &#8211; I&#8217;d just say this makes it better, with more reliable sound and essential mixing capabilities.) <em>Update: since I mentioned Pd, Seppo notes that the pd~ object provides similar functionality in regards to multiple patches and multi-core operation. This has been an ongoing discussion in the libpd group, so I think we&#8217;ll revisit that separately!</em></p>
<p><span id="more-20967"></span></p>
<p>One upshot of this change: some users have turned to Ableton Live just to host multiple patches. For users whose live performance set involves Ableton, that&#8217;s a good thing. But it could be overkill if all you want to do is bring up a few nifty patches and play with them. Now, I think we&#8217;ll start to see more people onstage with only Max again. (Check back in a few months to see if I&#8217;m right.)</p>
<p>Here&#8217;s an overview of what&#8217;s new:</p>
<ul>
<li>
<p><strong>Discoverability:</strong> A &#8220;wheel&#8221; makes the mysterious functions of different objects immediately visible; Object Explorer makes them easier to find, and new help and reference sidebar keep documentation close at hand.</p>
</li>
<li>
<p><strong>64-bit audio engine</strong></p>
</li>
<li>
<p><strong>Open multiple patches</strong>, solo and mute them, open and close them without stopping audio, mix audio between them with independent volume, and take advantage of multiple processors with multiple patches.</p>
</li>
<li>
<p><strong>Low level building blocks:</strong> You don&#8217;t get new synth objects, but you could build them yourself. New low-level data-crunching goodness work with MSP audio, Jitter Matrix, and OpenGL textures </p>
</li>
<li>
<p><strong>More JavaScript:</strong> An overhauled JavaScript engine makes JS scripting faster and more flexible, and there&#8217;s a proper text editor with syntax highlighting (though, of course, you may still prefer your own).</p>
</li>
<li>
<p><strong>New visuals:</strong> Vector graphics and &#8220;HTML5 Canvas-like&#8221; UI scripting (though to me it&#8217;s a shame this isn&#8217;t just the HTML5 Canvas). There are also massively-expanded Jitter powers, but those are best left to our sister site Create Digital Motion.</p>
</li>
<li>
<p><strong>Filters:</strong> New filter-visualizing tools for audio filter construction and manipulation.</p>
</li>
<li>
<p><strong>Dictionary data type</strong> and associated objects let you describe information in a more structured way (all kinds of potential here from control to composition)</p>
</li>
<li>
<p><strong>Projects</strong> now let you organize data, media, and scripts in the manner more associated with conventional development environments</p>
</li>
<li>
<p><strong>What about Ableton?</strong> No news on that front, but I expect more soon. Max for Live users will at the very least get the advantages above, since Max for Live is really Max <em>inside</em> Live.</p>
</li>
</ul>
<p>Looking over all that Max does, I have to say, I&#8217;m really amazed. I wonder if computer musicians ever pause to consider how fortunate we are. Even if this isn&#8217;t the tool for you, its availability &#8211; compounded by the availability of a range of other tools &#8211; is itself worth reflection.</p>
<p>Max is a program that shouldn&#8217;t exist, doing a number of things it shouldn&#8217;t do, for a user base that shouldn&#8217;t exist, doing things they shouldn&#8217;t be doing.</p>
<p>It doesn&#8217;t make sense that you could maintain a commercial project for this kind of audience, that you&#8217;d wind up with something this mature and powerful that had a continuous lineage stretching back to the 1980s. It doesn&#8217;t make sense that musicians would embrace such a tool and produce invention. The only explanation is sheer love.</p>
<p>Then, even as Max reaches new heights, some of the alternatives you have for making your own music tools are simultaneously growing by leaps and bounds. They provide very different approaches to music making (compare Overtone and SuperCollider, or Pd and libpd, or AudioMulch, or new Web audio tools). There really aren&#8217;t many fields that have this kind of choice, free and commercial, in their medium. In science and engineering, there&#8217;s private and public funding, producing some amazing tools but nothing with this kind of meeting of power and accesibility. There&#8217;s just something about music.</p>
<p>The fact that Cycling &#8216;74 can maintain a business model &#8211; just as open source projects maintain volunteer contributions &#8211; is a testament to sheer passion and love for music, and a commitment to perpetually re-imagining how that music is made from an atomic level up. There was a <a href="http://herbsutter.com/2011/10/12/dennis-ritchie/">wonderful piece on C creator and UNIX co-creator Dennis Ritchie</a>, whom I <a href="http://createdigitalmusic.com/2011/10/farewell-to-dennis-ritchie-whose-language-underlies-digital-music-software/">remembered yesterday</a>, that observed that what he did was to do what others said couldn&#8217;t be done. From Max itself to what people make with it, I think that fits nicely.</p>
<p>So, have a look at the public beta, and let us know what you think. The release of Max 6 has caused more people to ask what this means for Pd and other tools, or even whether to patch things from scratch at all, but I&#8217;ll leave that question to a bit later. (I do have my own opinion about which tool fits which circumstance and user, but that&#8217;s best left to a separate discussion.) For now, you can try Max yourself and see what the fuss is about. If it doesn&#8217;t fit your means of music-making, know that you have a wide array of other options &#8211; pre-built to low-level code to old-fashioned tape-and-mic approaches, and everything in between. Go out and listen and see what you discover.</p>
<p><strong><a href="http://cycling74.com/downloads/max-6-public-beta/">http://cycling74.com/downloads/max-6-public-beta/</a></strong></p>
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		<title>Björk&#8217;s Engineer-Music Director Damian Taylor Shares Thoughts on Music, Free Max/MSP Patch</title>
		<link>http://createdigitalmusic.com/2011/10/bjorks-engineer-music-director-damian-taylor-shares-thoughts-on-music-free-maxmsp-patch/</link>
		<comments>http://createdigitalmusic.com/2011/10/bjorks-engineer-music-director-damian-taylor-shares-thoughts-on-music-free-maxmsp-patch/#comments</comments>
		<pubDate>Fri, 07 Oct 2011 14:02:39 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[Montreal-based Damian Taylor, music director and engineer for Björk, is the subject of an epic interview on cycling74.com, spanning music, life in Montreal, working with Björk and what makes her special, and what patching in Max/MSP can mean compositionally and creatively. Damian has some especially nice reflections on what having an open-ended music environment can &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/10/bjorks-engineer-music-director-damian-taylor-shares-thoughts-on-music-free-maxmsp-patch/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files/2011/10/bjorkvolta.jpg" alt="" title="bjorkvolta" width="640" height="479" class="alignnone size-full wp-image-20875" /></p>
<p>Montreal-based Damian Taylor, music director and engineer for Björk, is the subject of an epic interview on cycling74.com, spanning music, life in Montreal, working with Björk and what makes her special, and what patching in Max/MSP can mean compositionally and creatively.</p>
<p>Damian has some especially nice reflections on what having an open-ended music environment can mean.</p>
<blockquote><p>If you’re a musician or composer, Max is an amazing tool that will really open up a completely different way of thinking about music. If you’ve been working on sequencers, looking at time lines, working on tape, or reading off musical scores, then without really realizing it you start looking at music in this very linear way and your brain gets formed into a lot of similar patterns.</p>
<p>But the Max environment provides this whole alternate way of thinking, a whole different flow. Suddenly your own ways of thinking about time and harmony and melodies and everything, expands completely. Music kind of changes shape, you see it from this whole different side. So it’s really, really, really, worth putting in the effort!</p></blockquote>
<p><span id="more-20871"></span></p>
<p>It&#8217;s a great and well-deserved endorsement for Max, but I think it&#8217;s deeper than than any one tool &#8212; this way of thinking could also be applied to tools like Pd, AudioMulch (saw a great workshop on that last week), Reaktor, or code-based languages like Csound and SuperCollider. Or, for that matter, I think this notion of thinking in non-linear ways can even be applied to playing your acoustic instrument. It really gets at the heart of how to unlock creativity, I think.</p>
<p>In case you&#8217;re afraid of Max or other languages, Damian has some advice there, as well:</p>
<blockquote><p>If you’ve never done any code or computer language programming before, there are a lot of times where you just have to try to absorb things without really knowing what the hell they are for. And I mean that in the nicest possible way!</p>
<p>I just slowly worked my way through all the tutorials, largely without understanding what the hell I was doing, but just absorbing what was going on, trying to follow every step that was presented. And yeah, it really was a case of locking myself in a room. If there was another noise anywhere, I just couldn’t do it. It took really intense concentration; just trying to absorb what was going on and follow a tutorial from start to finish.</p>
<p>But then at some point I figured I needed to speed things up, so I got in touch with Harvestworks, in New York, who I actually was aware of through an interview on the Cycling ’74 web site. I got tutoring from Matthew Ostrowski — and it was amazing, a complete revelation.</p></blockquote>
<p>But best of all, for folks using Max/MSP, Damian gives you a leg up, with his nice Woodpecker tool available as a free download for MIDI sequencing.</p>
<blockquote><p>Woodpecker creates fast 16th note midi sequences from your keyboard input. It’s designed to allow you to bring this very electronic feel into a live ensemble, free of set tempos and click tracks. There are options to allow you to vary the feel of the sequence, play triplets, and explore various arpeggiation styles.
</p></blockquote>
<p><script type="text/javascript" src="http://cdn.topspin.net/javascripts/topspin_core.js?aId=14125&#038;timestamp=1317987935"></script></p>
<div class="topspin-widget topspin-widget-email-for-media">
  <object type="application/x-shockwave-flash" width="400" height="300" id="TSWidget101901" data="http://cdn.topspin.net/widgets/email2/swf/TSEmailMediaWidget.swf?timestamp=1317987935" bgColor="#000000"><param value="always" name="allowScriptAccess"/><param name="allowfullscreen" value="true"/><param name="quality" value="high"/><param name="movie" value="http://cdn.topspin.net/widgets/email2/swf/TSEmailMediaWidget.swf?timestamp=1317987935"/><param name="flashvars" value="highlightColor=0x00A1FF&amp;theme=black&amp;widget_id=http://cdn.topspin.net/api/v1/artist/14125/email_for_media/101901?timestamp=1317756470"/></object>
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<p>(Nice use of Topspin for a Max patch download! Clever!)</p>
<p>Here&#8217;s some music for Damian, as well:<br />
<object height="325" width="100%"><param name="movie" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Fplaylists%2F1169983&#038;"></param><param name="allowscriptaccess" value="always"></param><embed allowscriptaccess="always" height="325" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Fplaylists%2F1169983&#038;" type="application/x-shockwave-flash" width="100%"></embed></object><span><a href="http://soundcloud.com/missmanagement/sets/damian-taylor">Damian Taylor</a> by <a href="http://soundcloud.com/missmanagement">MissManagement</a></span></p>
<p><a href="http://damiantaylor.com">damiantaylor.com</a><br />
<a href="http://bjork.com">bjork.com</a></p>
<p>And absolutely read the full interview &#8211; it even has a nice shot of the Max rig in there:<br />
<strong><a href="http://cycling74.com/2011/10/06/an-interview-with-damian-taylor/">An Interview with Damian Taylor</a></strong> [cycling74.com]</p>
<p>Full disclosure: this terrific interview is by Marsha Vdovin, who&#8217;s also CDM&#8217;s business development manager. Thanks for the great work on this, Marsha; I enjoyed reading it, anyway!</p>
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