Max for Live Beta is Here; Final Version November 23

Max For Live Sneak Peak from max4live on Vimeo.

Suddenly, I have an image of American Ableton hackers patching on their MacBook over Thanksgiving turkey.

After a long, long wait, a public beta of Max for Live is available. The software incorporates the full version of Max/MSP/Jitter – complete with visual output, video processing, and 3D capabilities – with the Live host. Max patches operate with all their usual capabilities as devices inside Live. User interface elements are available to give Max patches conventional Ableton device interfaces, and there are even pre-built elements for useful functions like frequency displays and MIDI patterns. Via the Live API, Max for Live patches are also able to control most elements of the Live interface.

Because of Max’s networking capabilities, Max for Live devices can also be used to route OpenSoundControl data into Live. That isn’t necessarily with the same ease as you might route MIDI, and there’s still no native support in the Live interface, but it is a step forward.

Our friend Michael at max4live.info has been busy documenting the new software. His overview video is at top, and for OSC coverage, see his tutorial [part 1 | part 2].

Updated: Pricing has now been announced.
Max for Live is not included with Live 8 or even (perhaps surprisingly) Live Suite. It will be a US$299 / EUR249 download, available separately, on top of the cost of Live 8 or Live Suite 8. If you already own Max, you’ll have a set of crossgrades available:
1. You own Live. You can add Max for Live for US$99.
2. You don’t own Live, and want just Live. You can get that and Max for Live for US$449.
3. You don’t own Live, and want the whole Suite. Suite plus Max for Live crossgrade, US$699.

Total cost:
Max owners without Live: US$449-699
Live owners without Max: US$299 + cost of the upgrade to Live 8
Max + Live owners: US$99 + cost of the upgrade to Live 8

I think this could arguably be worth the investment, but given the discontinuation of support for developing VST, RTAS, and AU plug-ins in Max – a feature that was formerly free – I expect some resistance. Also, as previously announced, there is no known Max for Live “runtime,” meaning Max patch developers don’t really have a distribution outlet for work made in Max for Live, other than other Max for Live users.

Sign up for the public beta on Ableton’s site, and you’ll be able to grab the downloads (details below). You must be an Ableton Live 8 owner, though you don’t need to own Max 5:
http://www.ableton.com/maxforlive/beta

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Vinyl + Ableton: Ms. Pinky and Max for Live Working Now

Photo (CC) Brendan Dawes.

It’s round, it’s mechanically-resistant, it’s tangible, it supports multi-touch and gestures. Yep – it’s the turntable, and outdoing it would mean reinventing the wheel, literally. And so it is that more than a few Ableton fans have wondered how they might work vinyl into their software axe of choice.

Ableton and digital vinyl vendor Serato have announced they’re doing “something,” and then announced at the beginning of October that an announcement would be announced on January 14, 2010 at NAMM. Oh, and they said it will “unleash your creativity,” which sounds good. (It’s better than, say, “Ableton and Serato’s creative partnership will unleash two dozen angry badgers,” or “if you own Ableton Live, what we will say in 2010 is that we will unleash an unspeakable, nameless evil, known only to the ancients, which shall bring about the endtimes.”)

Here’s the surprise – you likely won’t have to wait for Serato to get integrated digital vinyl control. It’s already working with Ms. Pinky, and that means more choice, more DIY possibilities, and a broader variety of ways to integrate turntables and Live.

You see, there’s this little thing called Max for Live, which allows the use of Max patches inside Live as seamless instruments and effects. And one of the best – if least-known – vinyl control systems out there has long featured Max integration: Ms. Pinky. People have already made use of VST plug-in integration, but because Max for Live also connects to the Live API for control of Live itself, the functionality of the two can be expanded.

m4live_pinky

Via our friend Luthier.Lab, we get a first look at the Ms. Pinky plug-in. And this should be just the beginning, as Ms. Pinky and its Max/MSP support could be a great construction kit for building your own solution – something that may not be possible with Serato.

Ms.PinkyforLive [Luthier.Lab - en Español]
Google Translate (which has some very funny ideas about how to translate Spanish)
Discussion on the Ms. Pinky forum

While you ponder the possibilities, it’s time for a video from Daito Manabe demonstrating that not all turntablists sound quite the same.

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OTTO: Beautiful, Original Hardware for Beat Slicing in Circles

otto_prototype

Design in music in a digital world can be about the object as the sound – musical ideas translate from one medium to many others. And just when you think you’ve seen it all, someone comes up with a new visual metaphor, a new creation for manipulating music.

OTTO is a functioning prototype combining interactive hardware and computer software, the invention of Luca De Rosso. He produced the design as a thesis project for his masters’ degree in Visual and Multimedia Communications at IUAV University of Venice. It uses the Arduino open source hardware platform and Cycling ’74’s Max/MSP software, and Luca accordingly is quick to credit the assistance of those two communities. In that sense, two, I think it points to lots of new design in the field of integrated hardware and software – not just standalone hardware or standalone software or generic controllers for anything, but hardware that itself behaves like software.

All photos here courtesy Luca and used by permission; see his Flickr account.

OTTO ~ demo.01 from Luca De Rosso on Vimeo.

Luca sends along some more details of the behind-the-scenes workings just for us. (Thanks, mate!)

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More Max+Unity Game Engine Goodness, with Powerful Toolkit for Max, Jitter, Pd

Take a powerful game engine (for animation, 2D and 3D graphics, physics, and on-screen interaction). Add the flexibility of a visual development environment for programming with virtual patch cords, for rich sonic and musical capabilities plus easy interaction with data and input. That’s the idea of combining something like Unity 3D with Max/MSP. In the example from earlier today, the solution simply routed basic data from a Unity-based game to a responsive music engine in Max.

In the case of [myu] – the Max Unity Interoperability Toolkit – that integration goes further still. Developed at the DISIS (Digital Interactive Sound & Intermedia Studio) at Virginia Tech, [myu] allows bi-directional integration of the Unity engine with Max or Pd. The two tools use netsend/netreceive to send data via TCP and glue the two together.

For visualists using Jitter, you can even exchange texture data, which offers some mind-blowing powers for live visuals.

Download at Virginia Tech — bonus, an extension of the aka.wiiremote object so you can use the lovely Wii Fit controller, among various other projects
Discussion on the Unity Community Forums
Discussion on the Cycling ‘74 forum
Virginia Tech DISIS

As an interactive prototyping tool, this should have a lot of potential for lovers of patch-style programming.

Thanks to Dr. Ivica Ico Bukvic, DISIS Director and researcher, for sending in his project. I’ll be curious to see what other people might do with this.

Roll Your Own Multitouch Screens, Tables: Max Multitouch Framework, PyMT

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Ever feel like you’ve found the seam dividing past and future?

The past: restrictive UI frameworks requiring pages and pages of code to produce dated-look 2D displays. Proprietary software with rigid interfaces. Input bottlenecked through the x and y coordinates of a single mouse pointer.

The future: UIs whipped together graphically or with a few lines of code. 3D mixed with 2D. Open-source, friendly frameworks. Creating your own interface or drawing upon a community of creative software makers. Input that uses multitouch for gestures, collaborative input, manipulation of 2D and 3D space, and … well, just a lot more fun.

There’s no need to wait around for the future. Creative software inventors are building it for themselves. Here are two of the most promising multitouch interface projects I’ve seen in my inbox.

In no time at all, you’ll be painting a cow! (Okay, more on that in a moment…)

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