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	<title>Create Digital Music &#187; musicians</title>
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	<description>The latest gear, software, and techniques for electronic music production and performance</description>
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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>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[ambient]]></category>
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		<category><![CDATA[Mac]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/09/24/music-physics-space-in-perfect-fusion-interview-creators-of-game-osmos/</guid>
		<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>Michael Jackson Documentary on its Way, Featuring Final Rehearsal Footage</title>
		<link>http://createdigitalmusic.com/2009/09/14/michael-jackson-documentary-on-its-way-featuring-final-rehearsal-footage/</link>
		<comments>http://createdigitalmusic.com/2009/09/14/michael-jackson-documentary-on-its-way-featuring-final-rehearsal-footage/#comments</comments>
		<pubDate>Mon, 14 Sep 2009 17:32:03 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7460</guid>
		<description><![CDATA[Michael Jackson&#8217;s This Is It in HD
I&#8217;ve never been big on idol worship or celebrity; it&#8217;s my feeling you can draw inspiration from any musician as a fellow artist &#8211; it&#8217;s really the point of music. But that works both ways; for all that can be said of him, and for all that people may [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://vids.myspace.com/index.cfm?fuseaction=vids.individual&#038;videoid=63043518">Michael Jackson&#8217;s This Is It in HD</a><br/><object width="425px" height="360px" ><param name="allowFullScreen" value="true"/><param name="wmode" value="transparent"/><param name="movie" value="http://mediaservices.myspace.com/services/media/embed.aspx/m=63043518,t=1,mt=video"/><embed src="http://mediaservices.myspace.com/services/media/embed.aspx/m=63043518,t=1,mt=video" width="425" height="360" allowFullScreen="true" type="application/x-shockwave-flash" wmode="transparent"></embed></object></p>
<p>I&#8217;ve never been big on idol worship or celebrity; it&#8217;s my feeling you can draw inspiration from any musician as a fellow artist &#8211; it&#8217;s really the point of music. But that works both ways; for all that can be said of him, and for all that people may be suffering from Michael Jackson fatigue, the man&#8217;s talent can still be stunning.</p>
<p>My editor at <em>Keyboard</em>, Steve Fortner (via Twitter), sends along this trailer for an upcoming Michael Jackson documentary. It features some of the rehearsal footage prior to the artist&#8217;s death. You can also spot keyboardist Michael Bearden, Friend of Keyboard Magazine &#8211; who has, in turn, been featured on <a href="http://www.keyboardmag.tv/?req=1&#038;station=mbearden">Keyboard TV</a>. Check out his <a href="http://www.m-audio.com/artists/en_us/MichaelBearden.html">incredible bio</a>. And on the same note, it&#8217;s often these lesser-known artists, the people playing <em>next to</em> all the famous artists everyone has heard of, who can be equally inspiring. Their sounds and musical imagination is woven into a lot of the popular music of the last half century, even if their names may not be as imprinted on people&#8217;s brains. They also typically have to have the ability to quickly sit in with artists of radically varying styles and &#8220;make it work.&#8221;</p>
<p>I think it&#8217;s possible to be a champion of the lesser-known or obscure without being allergic to the well-known. To do anything else would deprive you of the experience of some great musicians. And the documentary looks like it could be terrific.</p>
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		<slash:comments>15</slash:comments>
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		<title>Linux Music Workflow: Switching from Mac OS X to Ubuntu with Kim Cascone</title>
		<link>http://createdigitalmusic.com/2009/08/04/linux-music-workflow-switching-from-mac-os-x-to-ubuntu-with-kim-cascone/</link>
		<comments>http://createdigitalmusic.com/2009/08/04/linux-music-workflow-switching-from-mac-os-x-to-ubuntu-with-kim-cascone/#comments</comments>
		<pubDate>Tue, 04 Aug 2009 12:40:01 +0000</pubDate>
		<dc:creator>Kim Cascone</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6837</guid>
		<description><![CDATA[
Here&#8217;s a switcher story of a different color: from the Mac, to Linux. It&#8217;s one thing to talk about operating systems and free software in theory, or to hear from died-in-the-wool advocates of their platform of choice. In this case, we turn to Kim Cascone, an experienced and gifted musician and composer with an impressive [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/08/ardourcrop.jpg"><img src="http://createdigitalmusic.com/images/2009/08/ardourcrop.jpg" alt="ardourcrop" title="ardourcrop" width="580" height="490" class="alignleft size-full wp-image-6865" /></a></p>
<p><em>Here&#8217;s a switcher story of a different color: <strong>from</strong> the Mac, to Linux. It&#8217;s one thing to talk about operating systems and free software in theory, or to hear from died-in-the-wool advocates of their platform of choice. In this case, we turn to Kim Cascone, an experienced and gifted musician and composer with an <a href="http://en.wikipedia.org/wiki/Kim_Cascone">impressive resume </a>of releases and a rich sens of sound. This isn&#8217;t someone advocating any platform over another: it&#8217;s an on-the-ground, in-the-trenches, real-world example of how Kim made this set of tools work in his music, in the studio and on tour. A particular thanks, as he&#8217;s given me some new ideas for how to work with Audacity and Baudline. Kim puts his current setup in the context of decades of computer work. Even if you&#8217;re not ready to leave Mac (or Windows) just yet, Kim&#8217;s workflow here could help if you&#8217;re looking to make a Linux netbook or laptop more productive in your existing rig.</p>
<p>Stay tuned, as I&#8217;ll have some other stories on how to make your Linux music workflow effective creatively, particularly in regards to leaping over some of the setup hurdles Kim describes. -PK</em><span id="more-6837"></span></p>
<h3>Historical Evolution</h3>
<p>I&#8217;ve been working with computers since the 1970s. Inspired by the work of composer <a href="http://en.wikipedia.org/wiki/David_Behrman">David Behrman</a>, I taught myself assembly language and programmed a simple digital sequencer on a <a href="http://oldcomputers.net/kim1.html">KIM-1</a>, single-board microcomputer, controlling an Aries modular synthesizer I had built. I discovered a then-new magazine called <em><a href="http://www.mitpressjournals.org/cmj">Computer Music Journal</a></em> at the local computer shop and bought every copy I could get my hands on. (I still have them, too.) Later, I helped a friend&#8217;s father, an executive at IBM, unpack and set up the first personal computer IBM made. The manuals alone took up two or three feet of bookshelf space.</p>
<p>Fast-forward through a couple of decades of owning Commodore 64s, Apple computers, and PCs. In 1997, I purchased my first laptop: a woefully-underpowered Compaq Presario. It wasn&#8217;t fast enough for real-time audio, so I had to render sound files to hard disk using the audio programming language <a href="http://http://www.csounds.com/">Csound</a>. I created many of the sounds this way for my CD &#8216;blueCube( )&#8217;. But the capacity to work anywhere was enough for me to give up ever owning another desktop computer.</p>
<p>Frustrated with the &#8216;code-compile-listen&#8217; process of working with Csound and wanting to work in real-time, I switched to the graphical multi-media programming language <a href="http://cycling74.com">Max/MSP</a>, which necessitated a move back to Apple hardware, so I bought a PowerBook. Having Max/MSP running on a laptop was the perfect environment for me. I could build the tools I needed whenever an idea presented itself. The computer functioned as both sound design studio and stage instrument. I worked this way for ten years, faithfully following the upgrade path set forth by Apple and the various developers of the software I used. Continually upgrading required a substantial financial commitment on my part.</p>
<h3>Apple Seeds of Discontent</h3>
<p><a href="http://www.flickr.com/photos/niklasnikon/1380990409/"><img src="http://farm2.static.flickr.com/1192/1380990409_fd8e6c6dc3.jpg"></a></p>
<div class="imgcaption">Photo (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/niklasnikon/">NiklasNikon</a>.</div>
<p>When I&#8217;m on the road, I use my laptop as a music studio, performance instrument, and administration office. I don&#8217;t like surprises on the road. Having a computer fail means a loss of income, and makes for an embarrassing moment if the failure happens during a performance. If watching laptop music bores some people, watching a musician reboot is even worse. So to be safe, I stress-test all new hardware or software in my studio for at least a month before I take it on the road. Max/MSP patches run for hours, software is used for weeks, and hardware is left on for days at a time to help induce failure before I leave home. But as fate would have it, an iBook I was touring with died a few years ago. I brought the laptop into an Apple repair shop in Berlin, where a technician diagnosed the problem as a faulty logic board. The failure rate on logic boards was high for that model of iBook, and in response to public pressure, Apple instituted a logic board replacement program. Luckily, my laptop qualified and the logic board was replaced for free. But the failure and ongoing buggy behavior impacted my work schedule and added to the stress of touring.</p>
<p>I&#8217;ve now replaced logic boards on three computers; the other two I paid for out of pocket. The out-of-warranty cost of replacing a logic board on an Apple laptop is around six hundred dollars &#8212; cheaper than buying a brand new laptop, but still significant. </p>
<p>If you make your living with applications that run on OS X, there are no options if a laptop fails. You either repair expensive Apple hardware or buy new expensive Apple hardware. This is called &#8216;vendor lock-in.&#8217; </p>
<p>Then, during my 2009 spring tour, my PowerBook G4 exhibited signs of age, with missing keystrokes, intermittent backlighting, the failure of a RAM slot, and reduced performance. As an alternative to repairing the PowerBook, I investigated what a new MacBook Pro and upgrades for all my software would cost. A quick back-of-a-napkin estimate came to approximately $3,000, not including the time it would take tweaking and testing to make it work for the tour. If the netbook revolution hadn&#8217;t come along and spawn a price-wars on laptops, I might have proceeded to increase my credit card debt. But as a wise uncle once advised, &#8220;you invest either your time or your money; never both.&#8221;</p>
<h3>Meeting Ubuntu</h3>
<p>I had tried Linux in 2005 on PowerPC-based Mac laptops, though at the time I couldn&#8217;t get audio working, even after extensive tweaking. But I had kept an eye on Ubuntu ever since. After considering MacBook Pro prices, I checked out the new netbooks coming to market and picked up a refurbished Dell Inspiron Mini 9 with Ubuntu pre-installed.</p>
<p>I loaded up my Dell with all a selection of Linux audio applications and brought it with me on tour as an emergency backup to my tottering PowerBook. The Mini 9 could play back four tracks of 24-bit/96 kHz audio with effects – not bad for a netbook. The solution to my financial constraint became clear, and I bought a refurbished Dell Studio 15, installed Ubuntu on it, and set it up for sound production and business administration. The total cost was around $600 for the laptop plus a donation to a software developer — a far cry from the $3000.00 price tag and weeks of my time it would have cost me to stay locked-in to Apple. After a couple of months of solid use, I have had no problems with my laptop or Ubuntu. Both have performed flawlessly, remaining stable and reliable.</p>
<h3>Getting Past Ubuntu Audio Complexities</h3>
<p>There are a few differences between how audio works on Mac OS X and how it works on Ubuntu Linux. OS X uses the Core Audio and Core MIDI frameworks for audio and MIDI services, respectively. All applications requiring audio services on OS X talk to Core Audio, which mixes and routes multiple audio streams to the desired locations. Core Audio is simple, monolithic, and easy to set up, and all the end-user controls are accessible from one panel. You can even create a single aggregate device from multiple sound cards if you need more inputs or outputs than one sound card can supply. To Apple&#8217;s credit, Core Audio and the applications that make use of it are the reason why you see so many laptop musicians seated behind glowing Apple logos on stage.</p>
<p>On Ubuntu, audio is a rather different story. Apple&#8217;s slogan &#8216;Think Different&#8217; would be good advice for musicians encountering Ubuntu&#8217;s audio setup for the first time. Audio in Ubuntu can appear at first to be a confusing jumble of servers, layers, services, and terminology. Go to System->Preferences->Sound, click on the Devices tab, and check out the pulldown menu next to &#8216;Sound Events&#8217; at the top of the panel. You will see various acronyms, possibly including cryptic-looking technologies like OSS, ESD, ALSA, JACK, and Pulse Audio. These acronyms represent a byzantine tangle of conflicting technologies that over time, and due to political reasons or backwards compatibility, have ended up cohabiting with one another. &#8216;Frankenstein&#8217; might be an accurate metaphor here. </p>
<p>Thankfully, there is a simpler way, which is the combination of <a href="http://www.alsa-project.org/main/index.php/Main_Page">ALSA</a> [a high-performance, kernel-level audio and MIDI system] and <a href="http://jackaudio.org/">JACK</a> [a system for creating low-latency audio, MIDI, and sync connections between applications and computers]. The battle-scarred among us have learned to ignore all the other audio cruft bolted on to Ubuntu and just use ALSA and JACK. One can think of the ALSA/JACK stack, the heart of most pro Linux studios, as the Core Audio of Linux and in my opinion Jack should be the first thing installed on any musicians laptop. I&#8217;d go so far as to suggest placing it in the Startup Applications so it&#8217;s always running.</p>
<p><img src="http://createdigitalmusic.com/images/2009/08/jackstartup.jpg" alt="jackstartup" title="jackstartup" width="480" height="411" class="alignleft size-full wp-image-6842" /></p>
<div class="imgcaption">Qjackctl (labeled JACK GUI) in Ubuntu/GNOME&#8217;s Startup Applications Preferences panel.</div>
<p>The ALSA/JACK combination is a little more complex to set up and tweak than Apple&#8217;s Core Audio, but there&#8217;s a lot of good information online. <em>[Ed.: ALSA, JACK, and the real-time Linux kernel also have some advantages over Mac OS X that can be worth the effort. While JACK has been ported to Mac, Linux has more JACK-aware tools, which is necessary for transport sync. Just as importantly, once configured, you can build rigs with Linux that have greater low-latency performance than may be practical on Mac or Windows. In other words, while it may require an investment of time, it can be both free and better! -PK]</em></p>
<p><a href="http://createdigitalmusic.com/images/2009/08/JACK-Diagram.png"><img src="http://createdigitalmusic.com/images/2009/08/jackdiag_t.png" alt="jackdiag_t" title="jackdiag_t" width="580" height="369" class="alignleft size-full wp-image-6846" /></a></p>
<div class="imgcaption">This diagram, albeit dated, shows how Jack and ALSA work together. Please note that Jack does currently support MIDI. Click through for full-sized version. Courtesy Jörn Nettingsmeier; used by permission.</div>
<h3>Workflow</h3>
<p>Over the past ten years, I&#8217;ve developed a workflow that has worked well in the studio and on the road. Since I created most of my tools in Max/MSP, they could shape-shift to fit any musical task I encountered. A sound mangling tool I&#8217;d written for studio use, for instance, I could then adapt for a performance with Tony Conrad. I modified parts of my performance patch for sound installations. This environment served me well over the years &#8211; until recently, when my aesthetic focus changed from using randomness in my work to taking a more deterministic approach. This happened to coincide with my change of operating systems.</p>
<p>I do a lot of location recording while on tour. My rig consists of an Olympus LS-10 digital recorder and an Audio Technica AT-822 single-point stereo microphone. I record at 96kHz/24-bit to a 16GB SDHC card in the LS-10. When I want to audition sound files in the field, I use my netbook&#8217;s SDHC reader, renaming sound files directly on the card. I can look at some of the files in Baudline if I need to check for low-frequency rumble or technical anomalies. I have come to use Baudline on a daily basis.</p>
<p><a href="http://createdigitalmusic.com/images/2009/08/baudlinedesk.jpg"><img src="http://createdigitalmusic.com/images/2009/08/baudlinedesk_t.jpg" alt="baudlinedesk_t" title="baudlinedesk_t" width="580" height="363" class="alignleft size-full wp-image-6848" /><br />
</a>
<div class="imgcaption">A typical Baudline session. Click through for full-sized version.</div>
<p>Back in the studio, using the sound editing program Audacity, I remove voice slates, trim heads and tails, adjust gain and EQ as needed, then save them to a project folder. And because I don&#8217;t like surprises in the studio, either, this folder gets backed up onto a remote network drive as well as a local USB drive.</p>
<p><a href="http://createdigitalmusic.com/images/2009/08/audacitydesk1.jpg"><img src="http://createdigitalmusic.com/images/2009/08/audacitydesk1_t.jpg" alt="audacitydesk1_t" title="audacitydesk1_t" width="580" height="363" class="alignleft size-full wp-image-6850" /></a></p>
<div class="imgcaption">A typical Audacity session. Click through for full-sized version.</div>
<p>Building my sound library takes weeks or months. During this time, I start filling a notebook with ideas, drawings, plans and marginalia, from which a score emerges. I import all my project sound files into the open-source Digital Audio Workstation <a href="http://ardour.org/">Ardour</a>, arranging them to loosely resemble the score in my notebook. Once my Ardour session is set up, I move sounds around, try different effects, create new textures by layering, then render and re-import sub-mixes until the piece starts to take shape. I use a KORG nanoKONTROL as a mixing surface. I assign faders, pans and switches assigned to the DAW allowing me to quickly play around with different mix ideas.</p>
<p><a href="http://createdigitalmusic.com/images/2009/08/ardourdesk.jpg"><img src="http://createdigitalmusic.com/images/2009/08/ardourdesk_t.jpg" alt="ardourdesk_t" title="ardourdesk_t" width="580" height="363" class="alignleft size-full wp-image-6853" /></a></p>
<div class="imgcaption">A typical Ardour session. Click through for full-sized version.</div>
<p>Once the piece sounds finished, I mix down to a stereo .WAV file at 24-bit/44.1kHz, without using compression or EQ on the mix bus. Tip: mastering engineers really appreciate getting a raw 24-bit master that hasn&#8217;t been fiddled around with by the musician. For performances, I also use Ardour and the nanoKONTROL to do an acousmatic presentation. This version of the Ardour session will have compression and/or EQ on the mix bus, since I want the material to sound more polished. As a side note: I am looking into using the mastering tool <a href="http://jamin.sourceforge.net/en/about.html">JAMin [JACK Audio Mastering Interface]</a> for this purpose in the future.</p>
<h3>Sayonara, Apple</h3>
<p>After ten years of working on Apple laptops, I&#8217;ve left the fold. Not only was the expense of owning and maintaining Apple hardware a key factor in my switch, but the operating system had become a frustration to me. Details like not having a tree-view in the right hand panel of the Finder window slowed me down. Ubuntu, on the other hand, feels more like an operating system made for grown-ups. And what&#8217;s especially nice is that Ubuntu scales nicely to the expertise of the user. Your cousin the computer geek or your Grandma can install and use Ubuntu and get as deep as they like. Combine this with the recent rash of cheap, powerful laptops, and Ubuntu&#8217;s market share is bound to grow.</p>
<h3>A Request</h3>
<p>It&#8217;s important that kernel and audio application developers (1) ensure all audio creation software has support for JACK, (2) improve and update tools for JACK to make it easy for musicians to install, configure, and use, (3) ship distros with the realtime kernel already tested and configured for use, (4) to integrate the real-time kernel patches into the mainline kernel. <em>[Ed.: On each of these points, distributions and kernel builds are steadily improving, partly thanks to feedback from communities like the music production community. The realtime kernel likely won't be the default, mainline kernel, but it's important to have well-maintained optional packages at the very least.  That doesn't mean you have to wait for improvements to happen, though, and in future articles I'll talk a bit about how you can configure your system now to take advantage of this functionality. -PK]</em></p>
<p>Most importantly, consider paying a subscription to support developers of JACK and your favorite Linux audio software, or, if you can write code, proofread text, write a manual, do a translation, contribute graphic design, or create content; please help by contributing something to the development of the software you use.</p>
<p>I would like to thank Ken Restivo, Mike Rooke, Paul Davis, Philip DeTullio, Jörn Nettingsmeier and Matt Griffen at Canonical Ltd. for advice and inspiration in the writing of this article.</p>
<p><em>Kim Cascone is a composer, sound artist, touring musician, lecturer and writer. He lives in the San Francisco Bay Area with his wife Kathleen and son Cage.</em></p>
<p>Links:<br />
<a href="http://www.osnews.com/story/6720/Introduction_to_Linux_Audio">http://www.osnews.com/story/6720/Introduction_to_Linux_Audio</a><br />
<a href="http://www.alsa-project.org/main/index.php/Main_Page">http://www.alsa-project.org/main/index.php/Main_Page</a><br />
<a href="http://ardour.org/node">http://ardour.org/node</a><br />
<a href="http://audacity.sourceforge.net/">http://audacity.sourceforge.net/</a><br />
<a href="http://www.kokkinizita.net/linuxaudio/">http://www.kokkinizita.net/linuxaudio/</a><br />
<a href="http://www.baudline.com/">http://www.baudline.com/</a><br />
<a href="http://jackaudio.org/">http://jackaudio.org/</a><br />
<a href="http://drobilla.net/software/patchage/">http://drobilla.net/software/patchage/</a><br />
<a href="http://www.ladspa.org/">http://www.ladspa.org/</a><br />
<a href="http://lv2plug.in/">http://lv2plug.in/</a><br />
<a href="http://dssi.sourceforge.net/">http://dssi.sourceforge.net/</a><br />
<a href="http://jamin.sourceforge.net/en/about.html">http://jamin.sourceforge.net/en/about.html</a><br />
<a href="http://linuxaudio.org/">http://linuxaudio.org/</a><br />
<a href="http://www.ubuntu.com/">http://www.ubuntu.com/</a><br />
<a href="http://code.goto10.org/projects/puredyne/">http://code.goto10.org/projects/puredyne/</a><br />
<a href="http://www.bandshed.net/AVLinux.html">http://www.bandshed.net/AVLinux.html</a><br />
<a href="http://rt.wiki.kernel.org/index.php/Main_Page">http://rt.wiki.kernel.org/index.php/Main_Page</a><br />
<a href="http://www.pulseaudio.org/">http://www.pulseaudio.org/</a><br />
<a href="http://developer.apple.com/audio/overview.html">http://developer.apple.com/audio/overview.html</a></p>
<p><strong>Corrections / clarifications:</strong></p>
<p><em>Ed.: I originally claimed that JACK Transport sync is not possible on the Mac OS X port of JACK. As kindly pointed out by a reader, this is not correct. JACK Transport-aware applications on the Mac will work. </p>
<p>Subtler issues:</p>
<p>Kim noted two annoyances with the Finder. One is wanting to type paths directly. On the Mac Finder, you need to invoke a keyboard shortcut prior to doing so. On Ubuntu&#8217;s default file manager (GNOME&#8217;s Nautilus), you can simply begin typing. There was some disagreement about to whether that really constitutes a notable difference, but suffice to say, you do have a greater range of choice and customization on an open source operating system.</p>
<p>Secondly, Kim argued that you could pull out a drive without having to go to a lot of trouble unmounting it first. At least one commenter argues that risks data loss, and given that users may be using something like FUSE to access foreign file systems like NTFS or the Mac&#8217;s own HFS+, I don&#8217;t yet know what the exact details will be. As I said in comments, however, Nautilus and the command line eject function for me are quicker and more effective than similar unmounting on Windows and Mac, so I still notch this one for Linux. -PK</em></p>
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		<title>South Asian Electronica Lovers: Indian Electronic Festival Returns</title>
		<link>http://createdigitalmusic.com/2009/08/03/south-asian-electronica-lovers-indian-electronic-festival-returns/</link>
		<comments>http://createdigitalmusic.com/2009/08/03/south-asian-electronica-lovers-indian-electronic-festival-returns/#comments</comments>
		<pubDate>Mon, 03 Aug 2009 11:36:29 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6824</guid>
		<description><![CDATA[Enough of all this nonsense about how the Western Empire is crumbling. In our new &#8220;world&#8221; in which Mumbai is as powerful a cultural compass as Berlin or New York, one thing is guaranteed: it&#8217;s going to be a great party.
One stalwart Western-based advocate of a more pluralist electronica scene are the folks at Indian [...]]]></description>
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<p>Enough of all this nonsense about how the Western Empire is crumbling. In our new &#8220;world&#8221; in which Mumbai is as powerful a cultural compass as Berlin or New York, one thing is guaranteed: it&#8217;s going to be a great party.</p>
<p>One stalwart Western-based advocate of a more pluralist electronica scene are the folks at Indian Electronica. Pumping out regular live events, podcasts, radio streams, and festivals, the crew is keeping music south Asian-flavored and eclectic. They&#8217;re truly inclusive: previous festivals spotlighted the likes of DJ Spooky, artists who are not connected to India by birth but love the music. It&#8217;s &#8220;Indian&#8221; in a loose sense, covering the thread of musical influence instead of just the geography.</p>
<p>The good news is, the excellent Indian Electronica Festival is returning with dates in New York, Toronto, and Vancouver. (Sadly, Mumbai didn&#8217;t make the list this time, but North America gets a good dose of great music.) They&#8217;re looking for artists to sign up, too, and possibly even other sessions. </p>
<p><a href="http://www.indianelectronica.com/">http://www.indianelectronica.com/</a><br />
<a href="http://www.indianelectronica.com/festival">http://www.indianelectronica.com/festival</a></p>
<p>Part of why I still like the term &#8220;electronica&#8221; is that the history of electronic music is by its very nature trans-cultural, eclectic, and global. Those are buzzwords, I know, but in this case I think they&#8217;re backed up by actual reality &#8211; by music spreading instantly across thousands of miles to the other side of the planet. It&#8217;s odd to me that people malign Berlin&#8217;s scene and history for being somehow restrictively bound in Germanness. It was Berlin&#8217;s pioneers who were smart enough to bring over artists from North and South America, from Detroit and Sao Paolo, and to arrange cultural intersections that changed the course of music.</p>
<p>But anyway &#8211; back to the music. The video quality is poor, but here&#8217;s the kind of highlight of their previous festivals, from Mumbai in 2007. Tablatronic Violence is the duo of Amsterdam-based tabla player <a href="http://www.tablaheiko.com">Heiko Dijker</a> and Sharat Srivastava, Hindustani musician who plays both strictly classical music and rock, as well as teaching Indian Violin in Glasgow. It doesn&#8217;t get much more international than this.<span id="more-6824"></span></p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/9U0QcTf44kE&#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/9U0QcTf44kE&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object> </p>
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		<title>Making it as a New Artist: Trent Reznor and Techdirt Founder on What to Do Now</title>
		<link>http://createdigitalmusic.com/2009/07/09/making-it-as-a-new-artist-trent-reznor-and-techdirt-founder-on-what-to-do-now/</link>
		<comments>http://createdigitalmusic.com/2009/07/09/making-it-as-a-new-artist-trent-reznor-and-techdirt-founder-on-what-to-do-now/#comments</comments>
		<pubDate>Thu, 09 Jul 2009 09:05:14 +0000</pubDate>
		<dc:creator>Jaymis Loveday</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6449</guid>
		<description><![CDATA[We&#8217;ve all watched and commented on bands like Radiohead and Nine Inch Nails releasing free albums and still profiting by them. Will this model still work for new artists, though?
Trent Reznor posted yesterday that the Beastie Boys&#8217; Ill Communication reissue is &#8220;how you sell music today&#8221;. As a rebuttal to the usual &#8220;that only works [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve all <a href="http://createdigitalmusic.com/2007/10/10/new-radiohead-album-now-available/">watched</a> and <a href="http://createdigitalmusic.com/2008/06/24/metallica-attempts-to-be-beloved-trent-reznor-fails/">commented</a> on bands like Radiohead and Nine Inch Nails releasing free albums and still profiting by them. Will this model still work for new artists, though?</p>
<p>Trent Reznor <a href="http://twitter.com/trent_reznor/status/2530112679">posted yesterday</a> that the <a href="http://illcommunication.beastieboys.com/buy_ic/">Beastie Boys&#8217; Ill Communication reissue</a> is &#8220;how you sell music today&#8221;. As a rebuttal to the usual &#8220;that only works for established artists&#8221; replies, he&#8217;s <a href="http://forum.nin.com/bb/read.php?30,767183">followed this up with an extended post</a> on what artists who haven&#8217;t reached the Beasties or NIN level of profile can do to get established.</p>
<p><img src="http://farm3.static.flickr.com/2095/2415478038_b6a57b7010.jpg" width="500" height="375" alt="Ghosts I-IV by Nick Humphries"><br />
<span class="imgcaption">NIN&#8217;s $300 deluxe edition of <em>Ghosts</em> sold out in under two days, grossing $750,000. The first week combined sales grossed $1.6million, despite being released for free under a Creative Commons license. (Photo CC <a href="http://www.flickr.com/photos/nickhumphries/2415478038/">Nick Humphries</a>)</span>  </p>
<p>Having been part of a reasonably high profile band with an album released through the label system, <a href="http://forum.nin.com/bb/read.php?30,767183">Trent&#8217;s post</a> reads like a list of &#8220;how I wish it had been&#8221;. Every point he makes is absolutely spot on. The article is filled with active verbs. Make. Give. Sell. Share. Release. Start. Engage. Film. This is the crux of how creators succeed in the digital age: They <em>do things</em>. Rather than waiting for someone else to tell them how to make money from a product that can be easily garnered for free, the people who are doing well are making it up as they go along, trying new things. You know&#8230; <em>being creative</em>.</p>
<p>As a web developer, director and general creative tech geek, Trent&#8217;s closers are especially poignant:</p>
<blockquote><p>The database you are amassing should not be abused, but used to inform people that are interested in what you do when you have something going on &#8211; like a few shows, or a tour, or a new record, or a webcast, etc.<br />
Have your MySpace page, but get a site outside MySpace &#8211; it&#8217;s dying and reads as cheap / generic. Remove all Flash from your website. Remove all stupid intros and load-times. MAKE IT SIMPLE TO NAVIGATE AND EASY TO FIND AND HEAR MUSIC (but don&#8217;t autoplay). Constantly update your site with content &#8211; pictures, blogs, whatever. Give people a reason to return to your site all the time. Put up a bulletin board and start a community. Engage your fans (with caution!) Make cheap videos. Film yourself talking. Play shows. Make interesting things. Get a Twitter account. Be interesting. Be real. Submit your music to blogs that may be interested. NEVER CHASE TRENDS. Utilize the multitude of tools available to you for very little cost of any &#8211; Flickr / YouTube / Vimeo / SoundCloud / Twitter etc.</p>
<p><em>Check out the <a href="http://forum.nin.com/bb/read.php?30,767183">rest of the article</a></em>.
</p></blockquote>
<p>For digital artists, a lot of the web and technological networking comes easier than to rock bands. When a laptop is part of your rig, hopefully you understand computers better than someone who exclusively hits their instrument with sticks (SPD20s aside), because you use the computer for music regularly. <em>Ed.: This is a simple fact &#8211; if you&#8217;re a digital artist, regardless of your instrument, you spend more time behind the screen than people who are conventional instruments &#8211; so you should have no excuse for making the most of that technology once the production and performance phase are done. -PK</em> We&#8217;re also in the middle of a huge mobile web expansion phase. Now that everyone has web enabled computers in their pockets, what you can do while you&#8217;re out there playing shows is getting better and better; I just spent the evening configuring an online store which <a href="http://apps.shopify.com/shopify_applications/9657b72ba7e8ac451f02b522125f6137">can be administered via its own iPhone app</a>. If this had been available two years ago, a whole lot more CD orders would have been delivered on time.</p>
<p>Giving some solid metrics to bolster Trent&#8217;s advice, <a href="http://twitter.com/mMasnick">Michael Masnick&#8217;s</a> (founder of <a href="http://techdirt.com/">Techdirt</a>) recent presentation at the <a href="http://www.narm.com/">NARM</a> 2009 conference is truly fantastic.<br />
<span id="more-6449"></span><br />
<object width="580" height="445"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5229486&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=bd0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=5229486&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=bd0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="445"></embed></object>
<p><a href="http://vimeo.com/5229486">NARM 2009 State Of The Industry: Michael Masnick</a> from <a href="http://vimeo.com/narm">NARM</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>The presentation is quite long at 31 minutes, but he breaks it up with 515 slides, so it feels punchy. It expands on many of the points Trent makes, and touches on some themes we&#8217;ve been interested in here at CDM. Interestingly, he gives some revenue and sales statistics on the <a href="http://createdigitalmusic.com/2008/03/03/pay-what-you-will-for-nine-inch-nails-from-free-to-300/">Nine Inch Nails &#8220;Ghosts&#8221; release</a>: $1.6 million gross in the first week, from an album which was released for free under a Creative Commons license.</p>
<p>Having been quite deeply involved in the &#8220;old&#8221; way of doing things, and having experimented in the last year with <a href="http://vixid.noisepages.com/2009/05/vixid-music-video-flamingo-crash-sister-sister/">faster</a>, <a href="http://createdigitalmotion.com/2009/01/19/25fpsftw-small-cheap-pal-security-cameras-now-available-on-dealextreme/#comments">cheaper</a> <a href="http://createdigitalmotion.com/2008/06/19/quick-single-shot-music-video-or-where-is-your-visualist-taking-you/">live performance videography</a> and similarly <a href="http://createdigitalmotion.com/2009/01/19/fast-music-video-production-and-creative-commons-stems-release-edward-guglielmino-fail-with-me/">streamlined &#8220;studio&#8221; production</a>, I feel that I&#8217;m replete with the kool aid, and comfortable with a future in which I&#8217;m not looking for &#8220;a contract&#8221;. In fact, this evening I called <a href="http://twitter.com/rowleycowper">my bandmate</a> over and convinced him that the album we&#8217;re about to record and shoot will be released entirely under a Creative Commons Attribution license. Finished tracks and stems, music videos and source files, animation sprites, live footage, album artwork, and whatever else we create.</p>
<p>I&#8217;ve long believed that &#8220;free&#8221; and &#8220;open&#8221; is a big part of the future of creative industries. The label system has kept creators and fans at arms length. Last year I was a rightsholder on an album which spent a week in the top 5 sellers on iTunes in Australia. I know nothing about any of the listeners who put it there. Next album release, I want to know all of those fans by name.</p>
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		<title>Cellist Zoe Keating on Quitting Your Day Job, Going on Tour</title>
		<link>http://createdigitalmusic.com/2009/07/08/cellist-zoe-keating-on-quitting-your-day-job-going-on-tour/</link>
		<comments>http://createdigitalmusic.com/2009/07/08/cellist-zoe-keating-on-quitting-your-day-job-going-on-tour/#comments</comments>
		<pubDate>Wed, 08 Jul 2009 10:49:55 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[Should you quit your day job and go on tour with a rock band?
That&#8217;s the question answered by cellist Zoe Keating at Ignite, the 5-minute hyperpresentation series put on by O&#8217;Reilly. (At an NYC event, I gave a talk explaining why understanding basic programming concepts was as important as calculating your tip on a bill.)
Zoe [...]]]></description>
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<p>Should you quit your day job and go on tour with a rock band?</p>
<p>That&#8217;s the question answered by cellist Zoe Keating at Ignite, the 5-minute hyperpresentation series put on by O&#8217;Reilly. (At an NYC event, I gave a talk explaining why understanding basic programming concepts was as important as calculating your tip on a bill.)</p>
<p><a href="http://ignite.oreilly.com/2009/07/zoe-keating-on-should-you-join-a-rock-band.html">Zoe Keating on Should you join a rock band?</a> [Ignite's Brady Forrest]</p>
<p>Zoe debunks the myth of the glamorous tour with some sobering realities with which I&#8217;m sure at least some readers here are already far too familiar. The presentation is snappy, sharp, and more than occasionally hilarious, a perfect Igniter.</p>
<p>If that&#8217;s got you down, though, the same post points to this brilliant &#8220;Quantum Cello&#8221; piece in which Zoe explains how she works with loops, blending electronic techniques with a 17th-century instrument. That&#8217;s the kind of old meets new sensibility we love. And by the way, when Zoe tours with a rock band, she does have good taste &#8212; she hit the road with the Dresden Dolls&#8217; fabulous Amanda Palmer.</p>
<p><a href="http://blogs.wnyc.org/radiolab/2008/08/25/quantum-cello/">Quantum Cello, WNYC Radio Lab</a> [Audio podcast / interview]</p>
<p><a href="http://www.flickr.com/photos/seany/2767049790/in/set-72157606251380687/"><img src="http://farm4.static.flickr.com/3098/2767049790_49d20c2478.jpg?v=0"></a></p>
<div class="imgcaption">Layover cello: Zoe Keating plays SFO airport. Photo (<a href="http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en">CC</a> <a href="http://www.flickr.com/people/seany/">seany</a>). Sean also points us to his video of Zoe playing at this gig a cover of Muse&#8217;s <a href="http://www.youtube.com/watch?v=4jiWF91DssM">&#8220;Time is Running Out&#8221;</a>. The title of the song is appropriate for an airport, though the <a href="http://www.lyrics007.com/Muse%20Lyrics/Time%20Is%20Running%20Out%20Lyrics.html">lyrics </a>are only if you&#8217;re, um, a member of the Mile High Club.</div>
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		<title>Video, Interview: ATOM by Robert Henke, Christopher Bauder &#8211; Musical Balloon Sculpture</title>
		<link>http://createdigitalmusic.com/2009/07/03/video-interview-atom-by-robert-henke-christoph-bauder-musical-balloon-sculpture/</link>
		<comments>http://createdigitalmusic.com/2009/07/03/video-interview-atom-by-robert-henke-christoph-bauder-musical-balloon-sculpture/#comments</comments>
		<pubDate>Fri, 03 Jul 2009 10:48:49 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6390</guid>
		<description><![CDATA[<img src="http://createdigitalmusic.com/images/featured/0709_atom.jpg">]]></description>
			<content:encoded><![CDATA[<p><object type="application/x-shockwave-flash" width="580" height="353" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,0,0" ><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://blip.tv/scripts/flash/showplayer.swf" /><param name="flashvars" value="init=http://blip.tv/play/g5togY3kYYjtAQ%2Em4v" /><embed src="http://blip.tv/play/g5togY3kYYjtAQ%2Em4v" type="application/x-shockwave-flash" width="580" height="353" allowscriptaccess="always" allowfullscreen="true"></embed></object> </p>
<p>Inside a computer, digital music is entirely unseen. But translate it into the tangible world, and it can be anything you imagine &#8211; not limited by acoustic reality or practicality, music can become three-dimensional sculpture.</p>
<p>For artist Christopher Bauder and composer Robert Henke, ATOM&#8217;s light and sound sculpture found a three-dimensional matrix of balloons as its medium. Flashing in hypnotic patterns and moving into different configurations, accompanied by live laptop music from Henke (aka Monolake), music and visuals become an inseparable fusion. </p>
<p>ATOM received its North American premiere at Montreal&#8217;s MUTEK in May. That turned out to be perfect programming, as it placed ATOM in a week that featured complementary work from artists Artificiel. Henke says some of his matrix manipulations &#8211; and even the specific Max/MSP patches from ATOM &#8211; came from collaboration with Artificiel and their light bulbs. For their part, at MUTEK they unveiled a new audiovisual etude called POWEr Play involving a live-sampled Tesla Coil. The science fair ethos of ATOM and POWEr Play could have been gimmicky or overly fixated on spectacle, but in these pieces, it was anything but. Both works contemplated their subject matter so thoughtfully that balloons and electrical coils seemed perfectly natural media for the audiovisual imagination, and audiences were left marveling at phenomena in a way too rare in 2009.</p>
<p><img src="http://createdigitalmusic.com/images/2009/07/atomonceiling.jpg" alt="atomonceiling" title="atomonceiling" width="580" height="326" class="alignnone size-full wp-image-6405" /></p>
<p><a href="http://cdmtv.blip.tv/file/2304864/">Video episode at Blip.tv</a> [includes mobile/desktop video downloads]<br />
YouTube <a href="http://www.youtube.com/watch?v=1FcfDJRUR0M">Part 1</a> and <a href="http://www.youtube.com/watch?v=CO6bMpFaeGU">Part 2</a> (if you prefer YouTube for viewing)</p>
<p>It&#8217;s worth downloading the video above and really getting to soak up some of this piece when you have time. I also have an audio interview of a conversation with Robert and Christopher immediately following one of the performances.</p>
<p>You&#8217;ll hear Christopher&#8217;s voice first, followed by the unmistakable percussive enthusiasm of Robert. For me, the best part of the interview was hearing them discuss whether you should notice some of the unintentional randomness of drifting balloons or technical hiccups, and how they structured the work formally with a palette of possible balloon patterns.</p>
<p><a href="http://createdigitalmusic.com/media/podcasts/2009/06/cdmsounds_atomhenkebauder.mp3">Download the audio interview</a></p>

<p>For more on POWEr Play, see my Montreal flat mate Greg Smith writing for Rhizome &#8211; and stay tuned for the CDM audio interview, coming next week:<br />
<a href="http://serialconsign.com/2009/06/power-play-artificiel-mutek">power play &#8211; artificiel at mutek</a> [Serial Consign Blog]<br />
<a href="http://rhizome.org/editorial/2668">Variable Frame Rate: Multimedia Performance at MUTEK 2009</a> [Rhizome]</p>
<p>More information:<br />
<a href="http://www.monolake.de/concerts/atom.html">Atom project Information at monolake.de</a><br />
<a href="http://www.monolake.de/interviews/atoms.html">Text interview by Bertram Niessen</a> for Digimag magazine, October 2007, also at monolake.de</p>
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		<title>Free and Discounted Ableton Live Learning in NYC, KJ Sawka&#8217;s Chops, Richie&#8217;s Controller</title>
		<link>http://createdigitalmusic.com/2009/06/19/free-and-discounted-ableton-live-learning-in-nyc-kj-sawkas-chops-richies-controller/</link>
		<comments>http://createdigitalmusic.com/2009/06/19/free-and-discounted-ableton-live-learning-in-nyc-kj-sawkas-chops-richies-controller/#comments</comments>
		<pubDate>Fri, 19 Jun 2009 10:39:41 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[abl]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6206</guid>
		<description><![CDATA[Richie Hawtin&#8217;s custom-built Ableton Live controller makes up part of his unique live music and visual rig as Plastikman. And, yes, I&#8217;ll bring the grassroots &#8220;do more as Plastikman&#8221; campaign to Mr. Hawtin when I see him. Side note: there&#8217;s more than a passing resemblance to certain features of the Akai APC40 here, huh?
We talk [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/06/ctrllive.jpg" alt="ctrllive" title="ctrllive" width="580" height="418" class="alignnone size-full wp-image-6208" /></p>
<div class="imgcaption">Richie Hawtin&#8217;s custom-built Ableton Live controller makes up part of his unique live music and visual rig as Plastikman. And, yes, I&#8217;ll bring the grassroots &#8220;do more as Plastikman&#8221; campaign to Mr. Hawtin when I see him. Side note: there&#8217;s more than a passing resemblance to certain features of the Akai APC40 here, huh?</div>
<p>We talk about tools a lot, but it&#8217;s really learning how to make tools expressive in your productions and performances that matters. DubSpot, the music tech production and DJ educational center here in New York, brings its multi-city Ableton Live Sessions tour to its hometown for several days of parties and workshops. If you&#8217;re in NYC and on a budget, we have a discount on the paid events and also some free events you can check out. If you&#8217;re not in NYC, we&#8217;re working on bringing free video coverage to the global CDM community shortly after the event.</p>
<p>This really isn&#8217;t a pitch for Live, either &#8211; part of why I&#8217;m excited to be able to hang out for the weekend is that I expect to learn quite a lot from some of the world&#8217;s most skilled Live users and producers.</p>
<p>Headlining the event is none other than global techno star Richie Hawtin &#8211; the Minus impresario some of our readers love to love and others love to hate. I hope we get to hear more about his unique Plastikman live rig &#8211; see the controller at top, with <a href="http://www.derivativeinc.com/Events/15-Plastikman/">more details from our friends</a> at visualist corps Derivative, whose TouchDesigner live visual tool powers 3D imagery in those sets. Hawtin will join in a conversation with Ambivalent about what the Minus musical process is about. Hawtin and friends will also play a real gem of New York&#8217;s club scene, Love on MacDougal Street &#8211; it&#8217;s a fantastic space that lives up to its name. </p>
<p><a href="http://www.flickr.com/photos/jpcandelier/276333565/"><img src="http://farm1.static.flickr.com/103/276333565_5de8f6bb1a.jpg?v=0"></a></p>
<div class="imgcaption">Ableton doesn&#8217;t have to be just people like me hunched over laptops. (My back is starting to bother me, by the way.) Witness Dub as a Weapon, as photographed by <a href="http://www.flickr.com/people/jpcandelier/">Jean Piere Candelier</a>. (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) They&#8217;re part of a dub lineup &#8211; yep, that &#8220;Dub&#8221; in &#8220;DubSpot&#8221; is serious.</div>
<p>On the dub side, Scientist aka Overton Brown, one of the world&#8217;s real stars of dub, a King Tubby protégé out of Jamaica, will return us to the roots of electronic dance music and show off his own take on the use of this technology. Scientist and Dub is a Weapon play Le Poisson Rouge and Scientist will close out the Live Sessions with a dub battle versus Badawi.</p>
<h3>KJ Sawka &#8211; Hell, Yes, Chops</h3>
<p>Before we get into the lineup, here&#8217;s just an example of how cool the faculty of this event is &#8211; KJ Sawka. Sawka is, of course, what we dream of in live laptop music. His musicianship is fantastic unplugged (see a <a href="http://www.youtube.com/watch?v=Zh0aF3h455Y">rooftop set video</a>, apparently sponsored by PBR), so the laptop becomes simply an extension of that.</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/fkO0bL9gS58&#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/fkO0bL9gS58&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>KJ Sawka will have a full Drums workshop on Saturday as part of the paid program. If you&#8217;re new to Live, though, he&#8217;s doing a free intro on Thursday evening.</p>
<p>Here&#8217;s what to see and how to get the exclusive CDM discount.</p>
<p>By the way, if you&#8217;re in Los Angeles, that&#8217;s the next stop on this tour; stay tuned for details.<span id="more-6206"></span></p>
<h3>Schedule, Free Events, and Discounts</h3>
<p><strong>Thursday</strong></p>
<p>7-9p, <strong>FREE KJ Sawka Live 8 clinic</strong>, 675 Bar<br />
9p <strong>Funk Aid for Africa benefit</strong> release party, 675 Bar</p>
<p><strong>Friday:</strong> Richie Hawtin @ Love</p>
<p><strong>Saturday</strong></p>
<p>11-6: <strong>Ableton Live and Production Sessions:</strong> The first day focuses on moving a project through the production process, with KJ Sawka talking live recording of drums, DJ Kiva and Jon Margulies on developing and finishing materials, and veteran engineer Daniel Wyatt on mixing and mastering. The day finishes up with a chat with Richie Hawtin and Ambivalent.</p>
<p>6:30-9p <strong>FREE CDM Live Lounge party</strong> Saturday evening, we meet up at former sex club / former horse stables (really) turned chilled-out Meatpacking District lounge 675 Bar. We&#8217;ll have some surprise unusual Live controller rigs and music.</p>
<p><strong>Sunday</strong></p>
<p>11-6: <strong>Performing with Live, Live Onstage:</strong> The second day of workshops focuses on live performance, with Jon Margulies, DJ Rupture, and myself talking about working with performance-ready live sets, controllers, and Akai&#8217;s APC40. (With Jon covering the APC, I&#8217;ll focus instead on alternative and unusual controllers.) Barry Cole of Blue Mountain Publishing will go a different direction entirely &#8211; how to understand licensing and distribution and actually make money on your tracks.</p>
<p>7-9p: <strong>Scientist</strong> will talk about miking and live setup with Dub is a Weapon &#8211; and will mix them live.</p>
<p>9p: <strong>DubSpot Sessions party</strong>, Le Poisson Rouge, with live and DJ performances from Scientist, Dub is a Weapon, Badawi, Kiva, Rupture, etc.</p>
<p><strong>CDM DISCOUNT:</strong> Enter promo code &#8216;CDM&#8217; for $25 off the tour, or follow this link:<br />
<a href="http://www.dubspot.com/pages/abletontour.jsp?aff_ref=CDM">http://www.dubspot.com/pages/abletontour.jsp?aff_ref=CDM</a></p>
<p>The weekend is US$225 for both days ($200 after our discount); $125 for one day.</p>
<p>Here&#8217;s a wrap of what happened in San Francisco:<br />
<object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/jvk8oe9Almg&#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/jvk8oe9Almg&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></p>
<p>And if you&#8217;re there, do come say hi! It&#8217;s always nice to meet readers.</p>
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		<title>Man Behind the Mouse Mask: Deadmau5 on Monome, Not Being a DJ, with DTD</title>
		<link>http://createdigitalmusic.com/2009/05/15/man-behind-the-mouse-mask-deadmau5-on-monome-not-being-a-dj-with-dtd/</link>
		<comments>http://createdigitalmusic.com/2009/05/15/man-behind-the-mouse-mask-deadmau5-on-monome-not-being-a-dj-with-dtd/#comments</comments>
		<pubDate>Fri, 15 May 2009 16:08:28 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[dancetracksdigital]]></category>
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		<description><![CDATA[Deadmau5 interview with Dancetracks from Dancetracks on Vimeo.
Our friends over at Dancetracks Digital send along their video of Deadmau5, the top mouse-headed act on the planet right now. Deadmau5 may surprise you, with some good things to say about playing the open-source, sustainable, OSC-savvy monome controller – the controller that had big grids of buttons [...]]]></description>
			<content:encoded><![CDATA[<p><object width="601" height="338"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=4665327&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=4665327&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="601" height="338"></embed></object>
<p><a href="http://vimeo.com/4665327">Deadmau5 interview with Dancetracks</a> from <a href="http://vimeo.com/dancetracks">Dancetracks</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Our friends over at Dancetracks Digital send along their video of Deadmau5, the top mouse-headed act on the planet right now. Deadmau5 may surprise you, with some good things to say about playing the open-source, sustainable, OSC-savvy monome controller – the controller that had big grids of buttons <em>before</em> big grids of buttons were <a href="http://createdigitalmusic.com/2009/05/12/akai-apc40-ableton-performance-controller-hands-on-video-by-derek-michael/">cool</a>. He also talks about <em>not</em> being a DJ, which means, I suppose, he’s one of us.</p>
<p>Say it with me &#8211; M-O-U-S-E! Or, um …five.</p>
<p>Okay, enjoy your weekend.</p>
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		<title>Glitch Mobber, Laptopist edIT Walks Through His Live Setup, Talks Ableton, Lemur</title>
		<link>http://createdigitalmusic.com/2009/04/23/glitch-mobber-laptopist-edit-walks-through-his-live-setup-talks-ableton-lemur/</link>
		<comments>http://createdigitalmusic.com/2009/04/23/glitch-mobber-laptopist-edit-walks-through-his-live-setup-talks-ableton-lemur/#comments</comments>
		<pubDate>Thu, 23 Apr 2009 08:00:59 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Reviews]]></category>
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		<description><![CDATA[edIT, live in Chicago. Photo: Eric Rejman, via MySpace.
Download MP3
Liz McLean Knight aka Quantazelle catches up with one of our laptopist idols: edIT, the talented solo artist and Glitch Mob member. I won&#8217;t insult what he does by giving it a dumb name (&#8221;Glitch Hop?&#8221;). Suffice to say, edIT is adept at bringing insane musical [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/04/edit_chicago.jpg" alt="edIT live at Chicago&#039;s Eric Rejman" title="edIT live at Chicago&#039;s Eric Rejman" width="580" height="386" class="alignnone size-full wp-image-5690" /></p>
<div class="imgcaption">edIT, live in Chicago. Photo: Eric Rejman, <a href="http://viewmorepics.myspace.com/index.cfm?fuseaction=viewImage&#038;friendID=194525&#038;albumID=3081479&#038;imageID=49773972#a=3081479&#038;i=49774033">via MySpace</a>.</div>

<p><a href="http://createdigitalmusic.com/media/podcasts/2009/04/edit_interview.mp3">Download MP3</a></p>
<p>Liz McLean Knight aka Quantazelle catches up with one of our laptopist idols: edIT, the talented solo artist and Glitch Mob member. I won&#8217;t insult what he does by giving it a dumb name (&#8221;Glitch Hop?&#8221;). Suffice to say, edIT is adept at bringing insane musical chops to live laptop performance.</p>
<p>Liz got to geek out with edIT about the details of his live setup, which now drops the M-Audio Trigger Finger for the visual feedback and fluid multi-touch flexibility of a JazzMutant Lemur. (All due love to the Trigger Finger. But I think that would have been like, when I was a child, trading my Knight Rider <a href="http://www.originalbigwheel.com/">Big Wheel</a> for the full-sized KITT.)</p>
<p>edIT tells Liz just what this is all about, how he puts together his live set, and what the technical setup means for him musically. He also talks strategy. Sometimes, that means keeping the integrity of the tunes by loading changes into Ableton Live&#8217;s pre-composed Arrange View rather than triggering relatively mundane changes of loops manually. At the same time, that frees him up to work with more radical changes with effects and the like &#8211; stuff that may actually be interesting. So, no, just glimpsing the Arrange View will <em>not</em> land edIT on <a href="http://www.deadact.com/">deadAct.com</a> &#8212; in fact, edIT and Glitch Mob are just the kind of antidote we need.</p>
<p>Interview audio quality is low, but it&#8217;s well worth the listen for all the details.</p>
<p>While we&#8217;re at it, here&#8217;s more insight into edIT&#8217;s unique IDM and Hip Hop-inspired world, including the <strong>greatest anti-electronic music quotes of all time</strong>. </p>
<p><img src="http://createdigitalmusic.com/images/2009/04/edit_mug.jpg" alt="edIT Mug Shot" title="edIT Mug Shot" width="580" height="386" class="alignnone size-full wp-image-5692" /></p>
<div class="imcaption">photo: <a href="http://www.?barbaratalia.?com">Barbara Talia</a> 2007, courtesy edIT.</div>
<p><span id="more-5682"></span></p>
<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/jztRZ34AEcY&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/jztRZ34AEcY&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p>XLR8R TV in one of their nicest episodes ever got to play a street gig in San Francisco on Haight with the Glitch Mob. Now, playing outdoor gigs in San Francisco isn&#8217;t exactly that big a deal &#8211; hey, it&#8217;s not New York City, where you&#8217;ll last about 2 bars before meeting the NYPD. But it&#8217;s fantastic to see what the Mob are all about, and the performance is terrific.</p>
<p>Most importantly, this video includes this poetic diatribe by An Angry Man, which I will transcribe here in the hope that someone puts it on a t-shirt for us:</p>
<blockquote><p>Nobody is playing an instrument.<br />
You have technicians here, making noise &#8211; are you taping this?<br />
No one is a musician.<br />
They&#8217;re not artists because nobody can play the guitar.
</p></blockquote>
<p>For more insight into edIT&#8217;s thoughts on music in general, here&#8217;s an extensive video interview. This comes from an apparently defunct show called The Craft. The show title has certain <a href="http://www.imdb.com/title/tt0115963/">unfortunate associations with bad girl-witch movies</a>, and pops up odd bits of trivia that make it seem as though it was targeted at old people or kittens. (Turntables, associated with hip hop? Who knew!) But the production itself is lovely, and edIT has some great things to say. And the show producers got one thing very right: edIT is part of the future of music.</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/xKDCOsVPMzg&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xKDCOsVPMzg&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>More on edIT&#8217;s music and edIT and Glitch Mob touring to a town near you (NY tomorrow, LA 4/30, Arizona, Detroit, Alberta&#8230;):</p>
<p><a href="http://www.myspace.com/Edit">edIT</a></p>
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