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	<title>Create Digital Music &#187; Native-Instruments</title>
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		<title>As Battle to Define Digital DJing Heats Up, Dubspot Tests Novation Twitch</title>
		<link>http://createdigitalmusic.com/2012/02/as-battle-to-define-digital-djing-heats-up-dubspot-tests-novation-twitch/</link>
		<comments>http://createdigitalmusic.com/2012/02/as-battle-to-define-digital-djing-heats-up-dubspot-tests-novation-twitch/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 16:25:38 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Ableton-Live]]></category>
		<category><![CDATA[control-surface]]></category>
		<category><![CDATA[controller]]></category>
		<category><![CDATA[controllers]]></category>
		<category><![CDATA[djing]]></category>
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		<category><![CDATA[dubspot]]></category>
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		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Serato]]></category>
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		<category><![CDATA[twitch]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22641</guid>
		<description><![CDATA[The evolution of what we now call &#8220;DJing&#8221; is inseparable from the turntables and mixer. So, what happens when you enter the digital domain and you really don&#8217;t need to refer to either device? Many digital DJ controllers have simply mimicked those previous inventions, with virtual tables and a mixer-style layout. To some extent, they &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/02/as-battle-to-define-digital-djing-heats-up-dubspot-tests-novation-twitch/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/4XdW6KTygX0" frameborder="0" allowfullscreen></iframe></p>
<p>The evolution of what we now call &#8220;DJing&#8221; is inseparable from the turntables and mixer. So, what happens when you enter the digital domain and you really don&#8217;t need to refer to either device? Many digital DJ controllers have simply mimicked those previous inventions, with virtual tables and a mixer-style layout. To some extent, they must, not only for familiarity but to even make it possible to perform the kind of tasks DJs expect.</p>
<p>Then again, the computer, endless shapeshifter that it is, can do whatever you like. And so we&#8217;re beginning to see mass-market controllers marketed at DJs &#8211; not just the laptop performer, but DJs and DJ software &#8211; that goes in new directions.</p>
<p>Novation Twitch is one such effort. New Yorker Abe Duque takes up the Road Test series for Dubspot. I rather enjoy the lo-fi video as he flies New York to Munich; I could almost imagine the entire video being shot that way. (There you go, CDMers: I now have no excuse <em>not</em> to shoot some video tests for y&#8217;all on my smartphone.) And, uh, yeah, been there. Maybe the most ringing endorsement for the Twitch is how snugly it fits into the carry-on bag. I&#8217;m pretty sure that&#8217;s one of the superb <a href="http://www.udggear.com/">UDG Gear</a> line carrying both his laptop and Twitch.</p>
<p>Getting down to the actual review, Abe Duque &#8211; whatever impatient YouTubers may say in comments &#8211; does a fine job of coherently covering all of the features fairly and in detail. </p>
<p>Highlights:<span id="more-22641"></span></p>
<ul>
<li>The Twitch is clearly set up to integrate with Serato, though there&#8217;s also a Traktor overlay. I&#8217;ll be eager to see how it works with Ableton Live, though, as the layout would seem to apply nicely to that. </li>
<li>Having faders double as effects wet/dry controls is a clever twist, and reveals the intention of the Twitch to focus a DJ performance on mucking around with individual songs and not just queuing, beat matching, and mixing.</li>
<li>The highlight is probably the slicing control, which uniquely couples the touch strip with pads.</li>
</ul>
<p>You begin to see how a Twitch performance would come together, with two-deck slicing and dicing and effects controls. Of course, that could be accomplished with other means, but the Twitch embodies a lot of what we&#8217;ve seen in the DIY scene and homebrewed controllers, assembling a layout that conceptually reflects all of this track-mangling in the hardware&#8217;s physical form. In fact, it&#8217;s hard not to think that that scene influenced the Twitch.</p>
<p>This kind of track manipulation was common both with the Akai MPC and Ableton Live. Curiously, the design of the Akai APC40 for Live really doesn&#8217;t make that sort of performance very easy, focusing instead on clip launching and mixing. </p>
<p>In practice, Twitch looks promising. It does face a lot of competition. For Serato alone, there are various controller options, and Serato loyalists can expect this and other control surfaces to cater to their needs. The big entry we know is on the horizon is Native Instruments&#8217; <a href="http://createdigitalmusic.com/2012/01/djing-decks-and-a-grid-of-samples-nis-new-take-on-traktor/">upcoming controller and software</a> &#8211; something the company has already revealed in some detail prior to its official release. In fact, it&#8217;ll be tough to judge Twitch without having seen in person whatever NI has cooked up, as it appears their offering could focus even more closely on the sample triggering / looping notion, again within a DJ paradigm (Traktor). </p>
<p>DIYers, many carrying the banner of &#8220;controllerist,&#8221; have been pushing DJing in this direction for some time, and back to its original roots, DJing has embraced more inventive ways of really transforming tracks and not just playing them. Now, as those ideas seep into the mainstream, we&#8217;ll see if the line between DJing in the sense of playing tracks &#8211; and live performance, more as you&#8217;d expect in the instrumental vein &#8211; continues to blur.<br />
<a href="http://blog.dubspot.com/video-novation-twitch-road-test/">Dubspot Lab Report: Novation TWITCH DJ Controller – Road Test w/ Abe Duque</a></p>
<p>Oh, yeah, and for something completely different DJ controller-wise, see Dubspot&#8217;s take on the compact <a href="http://blog.dubspot.com/allen-heath-xone-k2-audio/">Allen &#038; Heath Xone: K2</a>.</p>
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		<title>Controller Hardware: A New Faderfox for Traktor Pro 2</title>
		<link>http://createdigitalmusic.com/2011/12/controller-hardware-a-new-faderfox-for-traktor-pro-2/</link>
		<comments>http://createdigitalmusic.com/2011/12/controller-hardware-a-new-faderfox-for-traktor-pro-2/#comments</comments>
		<pubDate>Mon, 12 Dec 2011 12:30:24 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[control-surface]]></category>
		<category><![CDATA[controllerism]]></category>
		<category><![CDATA[controllers]]></category>
		<category><![CDATA[DJ]]></category>
		<category><![CDATA[faderfox]]></category>
		<category><![CDATA[Germany]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[MIDI]]></category>
		<category><![CDATA[Native-Instruments]]></category>
		<category><![CDATA[superior-german-engineering]]></category>
		<category><![CDATA[Traktor]]></category>
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		<category><![CDATA[VJ]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21781</guid>
		<description><![CDATA[German boutique controller maker Faderfox was one of the first to build custom controllers for Ableton Live and Traktor. But amidst bigger-name offerings, the Faderfox devices still hold up. While other, more sprawling controllers struggle to squeeze into a booth, the Faderfox devices are ultra-compact, though still with enough room for your fingers. They also &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/12/controller-hardware-a-new-faderfox-for-traktor-pro-2/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/12/faderfox_ds3_1.jpg"><img src="http://createdigitalmusic.com/files/2011/12/faderfox_ds3_1-640x470.jpg" alt="" title="faderfox_ds3_1" width="640" height="470" class="alignnone size-large wp-image-21783" /></a></p>
<p>German boutique controller maker Faderfox was one of the first to build custom controllers for Ableton Live and Traktor. But amidst bigger-name offerings, the Faderfox devices still hold up. While other, more sprawling controllers struggle to squeeze into a booth, the Faderfox devices are ultra-compact, though still with enough room for your fingers. They also offer uniquely high-end controls and case, and sophisticated control options.</p>
<p>The latest, designed for Traktor &#8211; though it could easily be adapted to other DJ and VJ tools &#8211; is the DJ-friendly DS3. It really assumes a digital DJing workflow, focusing on triggering samples, loops, hotcues, and effects. (And, nicely enough, could be well-suited to DJs who want to go beyond just pressing play and mixing. We know you&#8217;re out there.) </p>
<p>Creator Mathias shares some of the features:</p>
<ul>
<li>Controls up to four decks &#8211; easy switching between deck A-B-C-D on the fly</li>
<li>Supports track deck &#038; sample deck mode with easy switching between the modes</li>
<li>4 multifunctional encoders &#8211; access to all FX and important deck + loop parameters by 6 group buttons</li>
<li>Dedicated FX assign buttons for quick switching to the 4 FX busses</li>
<li>Detailed control of all sample slot parameters by 4 encoders</li>
<li>Browser section with encoder, view and favorite buttons (with additional tree navigation)</li>
<li>Loop recorder section with encoder and two buttons (with additional copy function to any sample slots)</li>
<li>12 extra large buttons for sample trigger and hotcue access</li>
<li>All controls with double function by holding down the shift button</li>
<li>31 LED&#8217;s and a 2-digit display to show various informations by feedback data from computer</li>
<li>About 750 commands &#8211; all free to reassign</li>
</ul>
<p>The only disadvantage I can think of, really, is that you have to toggle between the four decks &#8211; a tradeoff of the compact design. Of course, you could always buy more than one.</p>
<p>Here&#8217;s a look at the front panel, close up:<span id="more-21781"></span></p>
<p><a href="http://createdigitalmusic.com/files/2011/12/Faderfox_DS3_top.jpg"><img src="http://createdigitalmusic.com/files/2011/12/Faderfox_DS3_top-426x640.jpg" alt="" title="Faderfox_DS3_top" width="426" height="640" class="alignnone size-large wp-image-21786" /></a></p>
<p>The Faderfox runs €250, including VAT (210 without). Unlike early models&#8217; MIDI DIN and 9V battery, the units now simply connect &#8211; and receive power &#8211; via USB.</p>
<p><a href="http://www.faderfox.de/mark/index.php?option=com_content&#038;view=article&#038;id=178&#038;Itemid=245">DS3 Product Page @ faderfox.de</a></p>
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		<title>Grid Machine Slice: Custom Kontakt Sample Library, Gone Mad</title>
		<link>http://createdigitalmusic.com/2011/11/grid-machine-slice-custom-kontakt-sample-library-gone-mad/</link>
		<comments>http://createdigitalmusic.com/2011/11/grid-machine-slice-custom-kontakt-sample-library-gone-mad/#comments</comments>
		<pubDate>Wed, 23 Nov 2011 10:30:59 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[grid-controllers]]></category>
		<category><![CDATA[grids]]></category>
		<category><![CDATA[kontakt]]></category>
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		<category><![CDATA[looping]]></category>
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		<category><![CDATA[samplers]]></category>
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		<category><![CDATA[scripting]]></category>
		<category><![CDATA[slicing]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21584</guid>
		<description><![CDATA[I tend to tune out when it comes to sample libraries, but here&#8217;s one that takes the scripting capabilities of Native Instruments&#8217; Kontakt sampler to extremes. The Grid Machine line developed by Lindon Parker (Channel Robot) and distributed by LoopMasters brings to Kontakt the sort of grid-based, sliced-up sample manipulation we&#8217;ve seen in the monome &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/11/grid-machine-slice-custom-kontakt-sample-library-gone-mad/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/He7bLnBfKEU?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>I tend to tune out when it comes to sample libraries, but here&#8217;s one that takes the scripting capabilities of Native Instruments&#8217; Kontakt sampler to extremes. The Grid Machine line developed by Lindon Parker (Channel Robot) and distributed by LoopMasters brings to Kontakt the sort of grid-based, sliced-up sample manipulation we&#8217;ve seen in the monome community and in custom tools in environments like Ableton Live and Renoise. Using KSP, the scripting environment in Kontakt, these produce entirely-custom instruments that cut, chop, stutter, reverse, mix, trigger, sub-loop, re-trigger, and modulate. You can change speed, mute, skip, reorder, and play patterns, and even mix between loops.</p>
<p>Even before you get to Kontakt&#8217;s effects, this kind of work really challenges the notions of what people imagine a &#8220;sampler&#8221; or &#8220;loop library&#8221; to be. And that&#8217;s been true of the sample sound design community, generally &#8211; they can brew things beyond the expected boundaries of a sample. I could even see this becoming a performance instrument.</p>
<p>Now, for those of us not content to use existing loops, I hope we can somehow convince Lindon to explain how he did the KSP scripting work to make it all happen. Drum &#8216;n Bass and House libraries are £29.95 each.</p>
<p><a href="http://www.loopmasters.com/search?version=simple&#038;new_search=true&#038;q=&#038;ql=42&#038;qf=&#038;qg=&#038;x=21&#038;y=3">Loopmasters: Channel Robot</a></p>
<p>Some House for those of you who weren&#8217;t into the DnB version:<span id="more-21584"></span></p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/RNXeG6iw8AU?rel=0" frameborder="0" allowfullscreen></iframe></p>
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		<title>Maschine News: Portable Mikro; Finger Drumming with Jeremy Ellis; Maschine for iOS</title>
		<link>http://createdigitalmusic.com/2011/09/maschine-news-portable-mikro-finger-drumming-with-jeremy-ellis-maschine-for-ios/</link>
		<comments>http://createdigitalmusic.com/2011/09/maschine-news-portable-mikro-finger-drumming-with-jeremy-ellis-maschine-for-ios/#comments</comments>
		<pubDate>Mon, 05 Sep 2011 17:50:40 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=20509</guid>
		<description><![CDATA[Native Instruments reveals some big news for Maschine that&#8217;s &#8230; well, smaller. A new package has smaller hardware and lower price, with the same full-sized software. And an iOS version lets you use Maschine on iPad or iPhone. As their drum machine / drum sampler / groove workstation with plug-in hosting and doubling as plug-in &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/09/maschine-news-portable-mikro-finger-drumming-with-jeremy-ellis-maschine-for-ios/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/09/maschine_mikro_top.jpg"><img src="http://createdigitalmusic.com/files/2011/09/maschine_mikro_top-640x385.jpg" alt="" title="maschine_mikro_top" width="640" height="385" class="alignnone size-large wp-image-20515" /></a></p>
<p>Native Instruments reveals some big news for Maschine that&#8217;s &#8230; well, smaller. A new package has smaller hardware and lower price, with the same full-sized software. And an iOS version lets you use Maschine on iPad or iPhone.</p>
<p>As their drum machine / drum sampler / groove workstation with plug-in hosting and doubling as plug-in matures, and becomes a focus of NI&#8217;s production and performance side, things are starting to heat up. And yes, this news comes just as we learn more about an upcoming <a href="http://createdigitalmusic.com/2011/09/tempest-analog-drum-machine-in-action-roger-linn-quick-start-video/">analog drum machine</a>. It&#8217;s a Labor Day full of drum machines.</p>
<p><strong>Shrunken Maschine:</strong> Maschine Mikro is, for me, the best news. It&#8217;s cheaper than the full Maschine package. It&#8217;s smaller and lighter, with a more compact controller. You might expect NI trimmed down the samples set &#8211; nope, it&#8217;s the same 6 GB ibrary. Or maybe they added a &#8220;lite&#8221; version of the software &#8211; nope, it&#8217;s the same, full Maschine version. And you still get full-sized pads. The Maschine pads are some of my favorite currently on the market &#8211; controller or otherwise &#8211; so that&#8217;s quite nice, indeed. You do sacrifice some hands-on control: the Mikro lacks the big, beautiful screens on the full Maschine, and the additional knobs and triggers. The eight macro knobs on the full Maschine are pretty handy, as are dedicated group buttons.</p>
<p>So, why would I think Mikro&#8217;s a good idea? Simple: when you&#8217;re on the road, or performing live onstage in cramped spaces, the Mikro looks like a winner, and all with the same software and at a lower price. For studio use, the full Maschine is still your best choice. But I&#8217;m personally going to switch out to the Mikro, especially because &#8211; like many people, I suspect &#8211; it&#8217;ll ultimately be combined with another controller in my workflow. You can have a closer look at our two product shots from NI and decide for yourself. (Yes, there&#8217;s a <a href="http://www.native-instruments.com/#/en/products/producer/maschine-bag/">Maschine Bag</a>, and yes, I was just talking to King Britt about his on-the-go luggage setup with his Maschine, but I&#8217;m still partial to smaller and lighter!)</p>
<p><strong>Finger drumming video:</strong> NI has also released a promo vid of finger-drumming virtuoso Jeremy Ellis tearing apart their new hardware. It&#8217;s supposed to make you want to buy a Mikro, or something, except it may make you feel somewhat &#8230; inadequate &#8230; with your own finger drumming, instead.</p>
<p><iframe width="640" height="390" src="http://www.youtube.com/embed/0K2aynMMBpo?rel=0" frameborder="0" allowfullscreen></iframe><span id="more-20509"></span></p>
<p><strong>Really Shrunken Maschine:</strong> If the Mikro isn&#8217;t small enough &#8211; say, you&#8217;re on the East Coast &#8220;Chinatown&#8221; Fung Wah bus and don&#8217;t really have room for your knees &#8211; NI also has a Maschine coming for iOS in October. It seems eminently practical:</p>
<p><img src="http://createdigitalmusic.com/files/2011/09/imaschine-304x640.jpg" alt="" title="imaschine" width="304" height="640" class="alignnone size-large wp-image-20516" /></p>
<ul>
<li>four tracks</li>
<li>sampling (perhaps the most fun part of having this be mobile)</li>
<li>&#8220;high-quality&#8221; effects (no reason that couldn&#8217;t just be ported from desktop)</li>
<li>instrument and drum sounds from the standard Maschine library</li>
<li>bring back your sketches into the full Maschine and edit them there</li>
</ul>
<p>I&#8217;m only sorry it&#8217;s called iMaschine. Oh, well.</p>
<p><strong>Komplete integration:</strong> As a footnote to this other news, NI notes that Maschine and Maschine Mikro each now support sound browsing and parameter mapping for instruments and effects in Komplete/Komplete Ultimate &#8211; the kind of tactile control originally in Kore, now entirely focused on Maschine.</p>
<p><strong>Bottom line:</strong> For lovers of this workstation, it sounds to me like Maschine for iOS on the bus, Maschine software on your MacBook on the plane, Mikro in the hotel room, standard Maschine in the studio. </p>
<p><a href="http://www.native-instruments.com/#/en/products/producer/maschine/">Maschine product page</a><br />
<a href="http://www.native-instruments.com/#/en/products/producer/maschine-mikro/">Maschine Mikro</a></p>
<p><a href="http://createdigitalmusic.com/files/2011/09/maschine_micro_beautyshot.jpg"><img src="http://createdigitalmusic.com/files/2011/09/maschine_micro_beautyshot-640x479.jpg" alt="" title="maschine_micro_beautyshot" width="640" height="479" class="alignnone size-large wp-image-20517" /></a></p>
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		<title>Mac OS Lion 10.7 is Here; The Obligatory Take-Your-Time Post, with NI and Apogee Info</title>
		<link>http://createdigitalmusic.com/2011/07/mac-os-lion-10-7-is-here-the-obligatory-take-your-time-post-with-ni-info/</link>
		<comments>http://createdigitalmusic.com/2011/07/mac-os-lion-10-7-is-here-the-obligatory-take-your-time-post-with-ni-info/#comments</comments>
		<pubDate>Wed, 20 Jul 2011 18:29:33 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[10.7]]></category>
		<category><![CDATA[64-bit]]></category>
		<category><![CDATA[advice]]></category>
		<category><![CDATA[compatibility]]></category>
		<category><![CDATA[Lion]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[mac-os]]></category>
		<category><![CDATA[Native-Instruments]]></category>
		<category><![CDATA[operating-systems]]></category>
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		<category><![CDATA[Software]]></category>
		<category><![CDATA[upgrades]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=19884</guid>
		<description><![CDATA[King of the jungle, as seen at the British Museum. Photo (CC-BY-ND) wootang01/mckln (Uninteresting side note &#8211; I happened to be at this location yesterday.) It&#8217;s become something of a tradition here on CDM. Apple releases new OS. Music developers &#8211; one or more &#8211; release notes that suggest you might want to wait to &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/07/mac-os-lion-10-7-is-here-the-obligatory-take-your-time-post-with-ni-info/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/07/lion.jpg"><img src="http://createdigitalmusic.com/files/2011/07/lion.jpg" alt="" title="lion" width="640" height="480" class="alignnone size-full wp-image-19885" /></a></p>
<div class="imgcaption">King of the jungle, as seen at the British Museum. Photo (<a href="http://creativecommons.org/licenses/by-nd/2.0/">CC-BY-ND</a>) <a href="http://www.flickr.com/people/mckln/">wootang01/mckln</a> (Uninteresting side note &#8211; I happened to be at this location yesterday.)</div>
<p>It&#8217;s become something of a tradition here on CDM. Apple releases new OS. Music developers &#8211; one or more &#8211; release notes that suggest you might want to wait to upgrade. It happens every time, and so you should be cautious every time. This time, it may be even more serious: developers are describing symptoms that they say they haven&#8217;t seen in previous updates.</p>
<p>Native Instruments, often some of the first out of the gate with reported issues, has already flagged one significant set of problems that will likely dissuade their users from upgrading right away. (Think immediate crashes with 64-bit plug-ins.) But just because they&#8217;re the first to report something doesn&#8217;t mean that there won&#8217;t be other issues. Apple operating systems tend to change right up to release, and music developers have limited test resources, and music software is sensitive stuff. Do the math.</p>
<p>I&#8217;ve been told specifically that there are <strong>significant issues involving plug-in validation</strong>, which can go as far as causing DAWs to crash. (I have not confirmed that this is necessarily related to the symptom NI is describing; it&#8217;s better to look at it this way &#8212; stuff you rely on has changed and you may want to be patient.) Some of these issues may occur during Mac OS X testing, but because of the complexity of supporting things like Audio Units, I think it&#8217;s fair to give credit to music developers who say they may not be able to keep up with OS release timeframes. If there is a more significant long-term issue with compatibility, we&#8217;ll report it here.</p>
<p>Also, we have now <strong>multiple confirmed reports of significant crashes</strong> that should strongly dissuade all musicians from upgrading at this time, until there&#8217;s a timeframe for fixes. (I&#8217;m bolding that just in case anyone should miss this message.) <strong>Updated:</strong> these symptoms are reported in a variety of hosts.</p>
<p>Oddly, some of these regular posts by me have caused people to accuse me of being anti-Apple, which is like saying someone is anti-bicycle for suggesting you wear a helmet (or shoes). </p>
<p>Let me put it more clearly: if you like to test things yourself, and don&#8217;t mind an occasional problem, you should upgrade, at your own risk. (Just don&#8217;t complain if it doesn&#8217;t work.) If you prefer to let the companies you pay for your software do the testing, and you&#8217;ve got a system that&#8217;s running well, don&#8217;t. If you&#8217;re in the middle of a project or trying to finish an album or playing later tonight, you should take a deep breath and think about what <em>you</em> think is prudent.</p>
<p>If you&#8217;re the kind of person who never makes backups, there&#8217;s absolutely nothing anyone can do for you. May the computer gods have mercy upon your soul.</p>
<p>Here&#8217;s what NI has to say, though they tell CDM that they&#8217;re continuing to do tests and expect to have more information soon. I expect to hear from other developers, too &#8211; and, of course, what we&#8217;ll hear from some of them is that everything&#8217;s fine.<span id="more-19884"></span></p>
<blockquote><p>Native Instruments has conducted initial compatibility tests with pre-release versions of Mac OS X 10.7, and has found an issue that causes the 64-bit versions of NI applications to crash both when used stand-alone and as a plug-in.* </p>
<p>The cause of this issue has been successfully determined, and updates for the affected products are currently in development, with their respective release planned for September or earlier. In the meantime, users should utilize the 32-bit versions of the respective NI applications**, or consider to refrain from updating to Mac OS X 10.7 for the time being. </p>
<p>The following products have so far been updated with a 64-bit fix for Mac OS X 10.7 &#8220;Lion&#8221;:<br />
BATTERY 3.2.2 </p>
<p>Native Instruments has observed no additional compatibility issues under Mac OS X 10.7 yet, but will conduct further systematic tests once it has access to the final release version of the operating system. New information will be provided on this page as it becomes available. </p></blockquote>
<p>Full NI post:<br />
<a href="http://www.native-instruments.com/en/support/compatibility/mac-os-x-compatibility/">Mac OS X Compatibility</a> [updated regularly, so if you use a lot of NI stuff, bookmark!]</p>
<p>Apogee is also out of the gate with the first solid hardware compatibility. So far, they have confirmed compatibility with Duet 2, GiO, JAM<br />
ONE, and Symphony I/O; ONE low-latency mixing compatibility is coming next month. Duet and Ensemble will be compatible soon; Symphony 64 for X-Series and Rosetta Series converters is listed as TBA.</p>
<p>More telling than that, though, is the advice Apogee gives about upgrading (remember what I said about backups?) &#8211;</p>
<p><a href="http://www.apogeedigital.com/products/apogee-mac-osx-lion-compatibility.php">Apogee Product Compatibility Overview: Mac OS X Lion</a></p>
<p>&#8211; and this advice: &#8220;If uninterrupted operation of your studio is critical, please wait for an official Lion OS compatibility message from Apogee.&#8221;</p>
<p>I&#8217;d just skip that last clause and apply it to everyone.</p>
<p>By the way, does anyone remember the days when <a href="http://www.soundhack.com/">SoundHack</a> and <a href="http://felttip.com/ss/">SoundStudio</a> were the <em>only</em> two apps you could run natively on Mac OS X? Ah, those were the days. I had that, Mail.app, a browser, and TextEdit.app, but someone had to be an early adopter&#8230;</p>
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		<slash:comments>49</slash:comments>
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		<title>Crafting New Twisted Tools: A Chat with Reaktor Patchers Making New Sonic Instruments</title>
		<link>http://createdigitalmusic.com/2011/07/crafting-new-twisted-tools-a-chat-with-reaktor-patchers-making-new-sonic-instruments/</link>
		<comments>http://createdigitalmusic.com/2011/07/crafting-new-twisted-tools-a-chat-with-reaktor-patchers-making-new-sonic-instruments/#comments</comments>
		<pubDate>Tue, 19 Jul 2011 12:47:31 +0000</pubDate>
		<dc:creator>Markus Schroeder</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[DIY]]></category>
		<category><![CDATA[effects]]></category>
		<category><![CDATA[granular]]></category>
		<category><![CDATA[granular-synthesis]]></category>
		<category><![CDATA[interface-design]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[Native-Instruments]]></category>
		<category><![CDATA[patching]]></category>
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		<category><![CDATA[programming]]></category>
		<category><![CDATA[Reaktor]]></category>
		<category><![CDATA[Sampling]]></category>
		<category><![CDATA[sequencers]]></category>
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		<category><![CDATA[twisted-tools]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=19849</guid>
		<description><![CDATA[Ed. Twisted Tools are a special breed of music software makers, concocting wild-sounding instruments, sequencers, and effects, all with a distinctively-colorful and graphical approach to interface design. And they do all of this in Reaktor, Native Instruments&#8217; deep toolbox for visual development of soundmakers, a patching cousin to tools like Max/MSP, Pd, and Plogue Bidule. &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/07/crafting-new-twisted-tools-a-chat-with-reaktor-patchers-making-new-sonic-instruments/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/07/colorflexscreenshot04.png"><img class="alignnone size-large wp-image-19853" src="http://createdigitalmusic.com/files/2011/07/colorflexscreenshot04-640x541.png" alt="" width="640" height="541" /></a></p>
<p>Ed. Twisted Tools are a special breed of music software makers, concocting wild-sounding instruments, sequencers, and effects, all with a distinctively-colorful and graphical approach to interface design. And they do all of this in Reaktor, Native Instruments&#8217; deep toolbox for visual development of soundmakers, a patching cousin to tools like Max/MSP, Pd, and Plogue Bidule. Various patchers take a DIY approach to building musical tools in such environments, but Twisted Tools have successfully turned those creations into a business.</p>
<p>That&#8217;s part of what makes this interview well worth a read, whether you&#8217;re an end user or a developer. Writer Markus Schroeder talked to Twisted Tools&#8217; Igor and Josh for the German publication AMAZONA.de; you can read that <a href="http://www.amazona.de/index.php?page=26&amp;file=2&amp;article_id=3297&amp;do=detail">translated interview in German</a>. But the interview itself was originally conducted in English. Through the generous permission of Markus and AMAZONA.de, we reproduce that full English interview, edited in its entirety, for CDM.</p>
<p>In it, Markus asks some probing questions about designing and selling musical tools, with some insights into the Twisted Tools&#8217; current catalog. And Twisted Tools share both praise and criticism for Reaktor as a tool &#8211; there&#8217;s some tough love in there. I&#8217;ll let Markus take it from here. -PK</p>
<p><a href="http://createdigitalmusic.com/files/2011/07/Igor-L_Josh-R.jpg"><img class="alignnone size-full wp-image-19858" src="http://createdigitalmusic.com/files/2011/07/Igor-L_Josh-R.jpg" alt="" width="360" height="250" /></a><span id="more-19849"></span></p>
<p><strong>Tell us a bit about the foundations of Twisted Tools and its team members.</strong><br />
<strong>IGOR:</strong> Josh and I started Twisted Tools about a year ago now. It&#8217;s basically the two of us with lots of encouragement and support from friends and fans.  Several years back, Josh contacted me because he was a fan of my work. He wanted help building an idea of his, and we got to know each other well using Google Chat.  At some point, we decided that it would be cool to start a business together selling such things. At University, I studied Linguistics and worked as an English interpreter, which in many ways comes in handy now with Twisted Tools.  When I was studying, I began fooling around with DAWs, then discovered Reaktor and got hooked. The rest is history. As for Twisted Tools, it&#8217;s my full time gig now.</p>
<p><strong>JOSH:</strong> I think we began thinking about starting a business together because we saw eye-to-eye on almost everything; at the same time, we bring unique ideas to the table.  I’m an electronic musician and a teacher, so I think I tend to approach instrument design from a user&#8217;s perspective.  Igor spends most of his time on the inside looking out, from a builder&#8217;s perspective, so the partnership works out nicely.   We still use Google Chat as our primary means of communication. In fact, all our work is done using chat, which I also think helps us to focus. Lots of people ask me why we don’t ever use audio or video chat, but I really think we’d lose something in doing so.<br />
Until recently, I was the Course Director of Computer Music Production at a digital arts college in the San Francisco area. Now Twisted Tools is my main occupation, too. I don’t perform at all. Once upon a time, I DJ’ed and produced electronic music. These days, Twisted Tools satisfies most of my creative urges, though I’d love to get back to music making, too.</p>
<p><strong>How long you have been actively developing with Reaktor, and why did you get started?</strong><br />
<strong>JOSH:</strong> Igor has been building for about five or six years, and I&#8217;ve been doing some basic building on and off for several years, but I wouldn&#8217;t consider myself a true builder.  I tinker and understand the basics, but nothing like Igor, who probably has 20 years&#8217; experience if you&#8217;re counting by the hour.</p>
<p>As far as why I got started, I bought Reaktor 3 to basically just use the factory stuff.  There are so many interesting and unique things about Reaktor that I can&#8217;t remember exactly what interested me most about it.  When you crack it open and demo it for the first time, it is pretty jaw-dropping. Then you open up the structure and realize the potential. The urge to make modifications creeps up on you and before you know it, you&#8217;re building stuff for fun. It is like an addictive puzzle that makes sounds.</p>
<p><strong>What were the reasons to take the step to commercially selling your Ensembles? And does it pay off, in one way another?</strong><br />
<strong>JOSH:</strong> Well, I think it came down to simply gaining enough confidence to try.  I’d hired Igor to help me build stuff before and was super pleased with the results. So I was totally confident in the quality; I just wasn’t sure if people would buy Reaktor ensembles and/or how many people out there were even using Reaktor. Reaktor hadn’t been updated in years and seemed forgotten, so it seemed like an unlikely business idea. But, when I saw the first versions of Vortex that Igor had made, I was pretty confident that people would buy it and so was Igor. So we moved on that impulse&#8230;</p>
<p><strong>IGOR:</strong> As far as it paying off, I suppose it depends on what kind of currency we&#8217;re talking about  <img src='http://createdigitalmusic.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   We spend a ton of time on Twisted Tools, more than most people would imagine. I would say that we spend at least four or five hours a day, usually six days a week on Twisted Tools. That’s a very conservative guess. The response has been incredible and as cliche as it sounds, I think that makes it worth it alone.</p>
<p><strong>What was the reaction from the Community of the Reaktor User Library?</strong><br />
Were you worried about possibly sending some wrong signals out to them, since there are a lot of high quality Ensembles for free?</p>
<p><strong>JOSH:</strong> To be honest, I&#8217;m not sure what the reaction was like for everyone. I’m sure some approved and some didn’t, but I think either way people respect the quality. The overwhelming majority of the things I’ve heard have been positive and I think that in many ways, selling Reaktor ensembles has been good for the Reaktor community.  I don&#8217;t really see much difference between selling a VST/AU or selling a Reaktor patch. In fact, the only reason a VST/AU is better is because you can run it without owning Reaktor. Otherwise, having a Reaktor ensemble is so much more powerful than owning a VST/AU. You can open up our stuff, modify it, study it, make OSC routings, etc. Plus, our development process is faster and our updates/fixes come more frequently than most VST/AUs.</p>
<p><strong>IGOR:</strong> In the end, the question is, do people find it useful and of value? If they do and want to pay for it, that&#8217;s great.  If not, that&#8217;s fine too. There are still tons of amazing free instruments in the User Library and if someone finds what suits their needs there, that’s great.  But we definitely don’t feel we’re sending the wrong signals. NI sells Reaktor ensembles too now in the Player format, so what&#8217;s the difference?</p>
<p><strong>Was it difficult to suddenly deal with issues like online selling and customer support?</strong><br />
<strong>JOSH:</strong> Absolutely! Especially after our first launch. We didn&#8217;t expect that kind of traffic and the e-commerce cart we were using had a poorly-programmed PHP script that ended up crashing the server, due to traffic load. Our host didn&#8217;t like that, and not only shut us down in the middle of our first day, but locked us out and I couldn&#8217;t get to our files. Nightmare…but, we changed hosts and somehow managed to get things back up in a day or so.  I learned quite a lot in those first days.</p>
<p><strong>IGOR:</strong> It&#8217;s really a lot of work, still since we do everything ourselves &#8212; instrument design, GUI design, web design, support, marketing, documentation, videos, etc. At first it was very difficult, but it has definitely gotten a bit smoother. We are kind of lucky to be in two time zones because we take shifts which basically gives us a 24/7 customer support system. It&#8217;s rare that a customer sends in a request for help and more than several hours go by without a response. We&#8217;re happy about being able to provide that kind of support.</p>
<p><strong>What was the reason of going Reaktor instead of making software on your own?</strong><br />
<strong>IGOR:</strong> Reaktor is a great platform to develop with. It has a great interface and many possibilities. All that I know about DSP and instrument design, I learned while working with Reaktor. Neither of us know any other programming languages, so there wasn’t really a choice. We’d love to do VSTs and AUs someday, though.</p>
<p><strong>JOSH:</strong> If we do VST/AUs, we’d obviously be able to tap into a larger market, so it is something we are considering more seriously.</p>
<p><strong>What did Reaktor already provide as building blocks, and how much did you have to invent by yourself in the form of Core programming or Macros?</strong><br />
<strong>IGOR:</strong> I use my personal macros and core library wherever it is possible. I trust these structures and know them inside and out, making it easy for me to tweak things and look for bugs. Building this library took years though. The initial steps were back-engineering the factory content of  course. I think that this is a very good way to learn things in Reaktor when you are starting out.  The documentation is only useful up until a point because there are so many variables involved in building.</p>
<p><strong>If there was a lot of Core programming, can you tell us about the the process of working with it? Did you face any obstacles?</strong><br />
<strong>IGOR:</strong> Of course, Core is a great environment with lots of possibilities; however, it’s still pretty limited, and some very basic workflow features are lacking. For example, you can’t copy/paste input and output ports inside Core Cells, you can’t duplicate the selected structure preserving connections, as opposed to primary, etc. Then there is the lack of polyphony management, iteration issues, event loops, snap-able memory, the list goes on.  Lets hope that the situation will improve in the future.<br />
<em>Ed.: NI engineers, I hope someone is taking notes. Core is incredibly powerful, and could be even more so&#8230; -PK</em></p>
<p><strong>What were the hardest obstacles to overcome?</strong><br />
<strong>IGOR:</strong> I wish we had the ability to save in the Reaktor Player format, so we could share our work with more people, since it wouldn’t require that you own Reaktor.  <strong> </strong></p>
<p><strong> </strong></p>
<p><strong>Now let´s have a look at the catalog of Ensembles Twisted Tools have to offer, and get some insights on their inspiration.</strong><br />
<strong><br />
Vortex</strong></p>
<p><strong>What was your initial conception behind Vortex?</strong><br />
<strong>IGOR:</strong> The vision behind Vortex was to create a flexible, sample-based groove box that is capable of simple yet powerful control over one-shot samples as well as loops. In Vortex, you can stretch short one-shot samples and create long textures, slice and chop loops, or create drum kits.</p>
<p><strong>How you know when what you&#8217;ve got is a final product?</strong><br />
<strong>IGOR:</strong> Well, as they say, perfect is the enemy of good, so you need to stop at some point when developing instruments. It’s impossible to fulfill everybody&#8217;s needs, but I think we did our best and covered the most important areas.</p>
<p><strong>JOSH:</strong> There certainly is always room to improve something, but we also run the chance of making it worse by adding too much. Our devices get pretty complex and we always end up having to leave things out, which is usually a good thing. Sometimes simple can be good, too, though, so I think we’ll be releasing a new line of tools that have fewer options, but are still powerful, in the very near future.</p>
<p><strong><br />
Colorflex</strong></p>
<p><strong>What were you ideas for Colorflex?</strong><br />
<strong>IGOR:</strong> The idea behind Colorflex was to take a simple, 16&#215;16 note matrix and push it to the limit.</p>
<p><strong>JOSH:</strong> We wanted to make a sequencer that could be used for both hardware and software, with lots of creative possibilities. The graphic layer approach makes it fun to look at and use.</p>
<p><strong>How much of it have you achieved to get into the final product?</strong><br />
<strong>JOSH:</strong> I think we squeezed as much into Colorflex as possible. It is a very deep and complex device, with tons of options if you dig into it. It started out as a simple cell matrix based on colors and kept growing from there. If you want to sequence MIDI CC’s you can use it just for that &#8212; or you can use it to automate other Reaktor devices using IC Sends. Those were things we added and that took a long time to get working properly, but make the device do a lot more than we’d initially planned.  In some ways, Twisted Tools devices are like improvisations that start out in one direction and end up somewhere totally new by the time they’re finished. I think the ability to basically improvise while you build is one of the things that makes Reaktor instruments interesting compared to building standard VSTs.</p>
<p><strong>The Matrix Sequencer is very powerful, as are the editing options. How complicated was developing the different edit layers and make them work?</strong><br />
<strong>IGOR:</strong> It was pretty complicated, of course; we had to deal with Stacked Macros and it&#8217;s not the most pleasant part when working on GUI.</p>
<p><strong>JOSH:</strong> Igor is putting it mildly.  Reaktor is limited to a four-pixel resolution for moving graphics around on the interface, which makes finalizing the look a true pain.</p>
<p><strong><br />
Buffeater</strong></p>
<p><strong> </strong></p>
<p><strong>What was the driving idea for Buffeater?</strong><br />
<strong>IGOR:</strong> Obviously, Buffeater is not the first effect of this kind, but it was a personal take. It’s also entirely focused on buffer based processing (no filters, lo-fi crushers etc).</p>
<p><strong>JOSH:</strong> We definitely wanted everything to be automatable and we wanted it to have a great library of sounds and presets to get people started. That was important. Not only is everything automatable, but each parameter’s automation lane can be set to a unique speed so that patterns overlap and evolve in unique ways. Each effect has presets as well that store the automation. You can even record live automation into a lane by turning on record and twisting knobs.</p>
<p><strong>How much of the original concept survived in the final product?</strong><br />
<strong>JOSH:</strong> We&#8217;re very happy with how Buffeater turned out. It&#8217;s a ton of fun and we’ve received a great response. There are a lot of buffer effects out there now, and they all do something interesting and unique. We had a similar effect brewing before we did Buffeater that&#8217;s also good for live mangling, but sounds and feels totally different. Perhaps we’ll end up putting that one out, as well &#8230; it&#8217;s never enough.<br />
<strong><br />
What do you think makes these six effects so popular, generally?</strong><br />
<strong>JOSH:</strong> Well, people like to mangle and twist up audio. Buffer effects are a good quick way to do that.<strong> </strong></p>
<p><strong> </strong></p>
<p><strong>Scapes</strong><br />
<strong><br />
Scapes is another way-out kind of thing. How did you get the inspiration for it?</strong><br />
<strong>IGOR:</strong> The initial inspiration was to create a multi-faced instrument that&#8217;s capable of creating rhythmic structures, soundscapes, process incoming sounds, etc., all with a unique twist.</p>
<p><strong>JOSH:</strong> Again, this device was really something that took on a mind of its own. At first it was a soundscape generator, then it started to evolve into a percussive instrument and synth&#8230;then it morphed into an effects processor. Eventually we decided that it could do all of those things together in a neat way. Rather than making several devices, we put them together all in one, and the result is a very unique instrument. Whether you are a sound designer at Lucas Arts, a video game composer, musician, or an iPad enthusiast, Scapes is useful and fun.<br />
We hadn’t really anticipated the iPad control potential until we hooked up with the guys from <a href="http://konkreetlabs.com/">Konkreet Labs</a>. They had just finished developing their Konkreet Performer iPad controller app right around when we were planning to launch Scapes. The two work brilliantly together. When I first set it up, I sat my wife down in front of it and she just started playing for about an hour. I swear I had to tear it out of her hands&#8230;she’s not an electronic music producer, but she had so much fun, anyways. This is a side of Scapes that we hadn’t anticipated.</p>
<p><strong>Scapes is so versatile, is there still something that should be included?</strong></p>
<p><strong>JOSH:</strong> I think we truly created a unique device that we are both very proud of. The response has been amazing so far. So&#8230; no.</p>
<p><strong>A short time ago, I honestly thought granular synthesis was mostly done, since only few products using the technique managed to produce their own distinct sounds or interesting sounds at all. Then, <a title="Curtis" href="http://thestrangeagency.com/products/curtis-heavy/" target="_blank">Curtis </a></strong><a title="Curtis" href="http://thestrangeagency.com/products/curtis-heavy/" target="_blank"><strong>for iOS</strong></a><strong>, from The Strange Agency , came along and rekindled my interest. What is your take on grains?</strong><br />
<strong>IGOR:</strong> I think Scapes itself answers this question <img src='http://createdigitalmusic.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>JOSH:</strong> The funny thing is, we kind of were worried that people would think like you, and we changed the name from Grainscapes to Scapes for this very reason. Scapes makes unique and complex sounds. The sounds can’t be used for everything, but they have their own place, as does granular synthesis.<br />
<strong><br />
Your products often revolve around the idea of chaotic and fractalized sequences. Do you see your work in terms of using data of stochastic, mathematic or physics sources as means to create musical events?</strong><br />
<strong>IGOR:</strong> I think Colorflex is capable of both &#8211; fractal, semi-random structures, and more day-to-day musical stuff. Though I wouldn’t place Colorflex in that area, entirely.<br />
Right now, taking an academic approach to instrument development doesn’t excite me. There is definitely a place for this, but in our case, it&#8217;s all about music.</p>
<p><strong>JOSH:</strong> The more important question for us is, is it going to be something that&#8217;s fun to use? Is it useful, simple enough to understand, but complex enough to grow into?  What kind of sounds does it produce? Is it intuitive? Does that matter for this particular device?</p>
<p><strong>Thank you very much for the interview Josh and Igor.<br />
And also let´s have a big shout out to the Reaktor community. Without them, Reaktor could not be where it is today &#8211; one of the most sizzling music applications you can get.</strong></p>
<p>This interview was conducted by Markus Schroeder and <a href="http://www.amazona.de/index.php?page=26&amp;file=2&amp;article_id=3297&amp;do=detail">originally published by AMAZONA.de in German translation</a>. This interview on CDM is the original English transcript, which is supplied in approval by the author, Twisted Tools and AMAZONA.de   More information at:<br />
<a href="http://twistedtools.com">Twisted Tools &#8211; http://twistedtools.com</a></p>
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		<title>NI Discontinues Kore, Focuses on Maschine: What Happens Next, Q+A with NI</title>
		<link>http://createdigitalmusic.com/2011/06/ni-discontinues-kore-focuses-on-maschine-what-happens-next-qa-with-ni/</link>
		<comments>http://createdigitalmusic.com/2011/06/ni-discontinues-kore-focuses-on-maschine-what-happens-next-qa-with-ni/#comments</comments>
		<pubDate>Thu, 09 Jun 2011 14:23:30 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=19457</guid>
		<description><![CDATA[Kore is dead; long live &#8230; Maschine. Native Instruments announced this week that they&#8217;re discontinuing the Kore product line, focusing those energies on the host-plus-sampling groovebox Maschine. Kore was an approach to making instruments and processing more manageable and tactile, coupling a hardware interface and standard control mappings with a hosting tool. What first drew &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/06/ni-discontinues-kore-focuses-on-maschine-what-happens-next-qa-with-ni/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files/2011/06/kore1.jpg" alt="" title="kore1" width="580" height="427" class="alignnone size-full wp-image-19459" /></p>
<div class="imgcaption">Kore is dead; long live &#8230; Maschine.</div>
<p>Native Instruments announced this week that they&#8217;re discontinuing the Kore product line, focusing those energies on the host-plus-sampling groovebox Maschine.</p>
<p>Kore was an approach to making instruments and processing more manageable and tactile, coupling a hardware interface and standard control mappings with a hosting tool. What first drew me to Kore, personally, was the idea of setting up that host not only as a way of managing presets and the like, but building performance rigs and making them tactile. (I used a number of Kore-based rigs in the production of my <a href="http://endoftra.in">recent album</a>.) CDM also, as disclosure and reference, collaborated with Native Instruments to document uses of Kore and the rest of their line on our <a href="http://kore.noisepages.com">Kore minisite</a>.</p>
<p>The free Kore Player is immediately discontinued, a casualty of the decision, and you won&#8217;t be able to buy Kore. The good news for Kore users is, a set of updates accompany the announcement:<span id="more-19457"></span></p>
<p>First, an update with the latest sound engines. Schedule: third quarter.</p>
<p>Next, 64-bit support for Mac and Windows. Schedule: fourth quarter.</p>
<p>That would make Kore continue to be useful. Here&#8217;s the bad news, however: &#8220;Future versions of the Komplete bundle and of individual NI instruments might no longer be fully compatible with Kore, and will not include special preset versions for its sound browser.&#8221;</p>
<p>Instead, Maschine, not Kore, will get a free update that incorporates new preset management and parameter mapping features &#8211; Maschine now does some of what Kore did. But Maschine doesn&#8217;t yet offer some of the other unique features of Kore in terms of its utility functions and modules, its slim, slick touch-based interactive controller, and its performance setup.</p>
<p>To me, it looks like a decision that makes sense &#8211; but one that will also be tough for users to swallow. The maintenance updates to Kore are offset by potential incompatibility with future Komplete releases. And while there&#8217;s a crossgrade, it&#8217;s not inexpensive, because Maschine, too, relies on hardware for control. Through the end of the year, Maschine is US$449 (EUR399). I&#8217;d like to see Native Instruments, which recently underwent corporate restructuring, focus more closely on their software range to avoid these kinds of discontinuations. Even when they&#8217;re the right choice, they can be tough for users. It&#8217;s a particular challenge for a developer like NI that has always released a range of products instead of one flagship. NI, for their part, also tells CDM it was a difficult decision to make. </p>
<p>What made Kore unique also made it hard to support from the beginning: its ambitious combinations of hosting and engine integration features made it development-heavy. So the genuinely good news here is that NI is more focused on one tool, and that&#8217;s Maschine &#8211; a product that has been both more popular and more (frankly) well-liked than Kore was.</p>
<p>And that makes me unambiguously enthusiastic about the choice. Some things simply have to come to an end. The really important thing here is that this redirects development resources into Maschine, and Maschine becomes NI&#8217;s flagship host instead of the two competing with one another.</p>
<p>CDM spoke to NI&#8217;s Constantin Köhncke about the decision for more detail.</p>
<p><img src="http://createdigitalmusic.com/files/2011/06/kore2.jpg" alt="" title="kore2" width="580" height="435" class="alignnone size-full wp-image-19460" /></p>
<p><strong>CDM: What does it mean for Maschine that Maschine, and not Kore, is now Native Instruments&#8217; focus? We&#8217;ll see greater hosting features, I see; is there anything you can comment on specifically?</strong></p>
<p>NI: Yes, among other features, the hosting features of Maschine will be expanded. As you are aware, the free 1.6 update already brought the hosting of VST/AU plug-ins into Maschine and 1.7 will see more advanced browsing and parameter mapping for NI instruments and effects.</p>
<p><strong>Given that Maschine is now a host to a lot of people, how would you even categorize the application &#8212; it seems broader than what was first released?</strong></p>
<p>Maschine is referred to as an integrated groove production system that now combines a pattern-based sequencer, professional sampler, multi-effect unit and VST/AU plug-in host.</p>
<p><strong>It seems like Kore has had a big impact on the other product lines, as<br />
well. Care to comment in terms of what Kore has contributed to other software?</strong></p>
<p>Most prominently, the category browsing and parameter mapping concepts from Kore were integrated in individual NI instruments.</p>
<p><strong>To put it another way, what would you say NI has learned from Kore?</strong></p>
<p>Kore has been a very complex and ambitious undertaking in terms of the architecture, the hardware integration, and the various usability and data management concepts, so learnings in all these regards were applied for current products like Maschine and Kontrol S4.</p>
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		<title>More Digital Guitar Reflections: What a MIDI Guitar Can Do; Conservatism, Adoption, and Innovation</title>
		<link>http://createdigitalmusic.com/2011/06/more-digital-guitar-reflections-what-a-midi-guitar-can-do-conservatism-adoption-and-innovation/</link>
		<comments>http://createdigitalmusic.com/2011/06/more-digital-guitar-reflections-what-a-midi-guitar-can-do-conservatism-adoption-and-innovation/#comments</comments>
		<pubDate>Wed, 01 Jun 2011 22:34:17 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=19254</guid>
		<description><![CDATA[A robot guitar may not injure a human guitarist, or, through inaction, allow a human guitarist to come to harm. A robot guitar must obey any orders and tunings given to it by human guitarists, except where such orders would conflict with the First Law. All human and robot guitarists must enjoy guitar hardware, so &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/06/more-digital-guitar-reflections-what-a-midi-guitar-can-do-conservatism-adoption-and-innovation/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files/2011/06/gibsonrobotguitar-640x400.jpg" alt="" title="gibsonrobotguitar" width="640" height="400" class="alignnone size-large wp-image-19265" /></p>
<div class="imgcaption">A robot guitar <a href="http://en.wikipedia.org/wiki/Three_Laws_of_Robotics">may not injure</a> a human guitarist, or, through inaction, allow a human guitarist to come to harm. A robot guitar must obey any orders and tunings given to it by human guitarists, except where such orders would conflict with the First Law. All human and robot guitarists must enjoy guitar hardware, so long as such gear lust does not conflict with the First or Second Law. Gibson&#8217;s Robot Guitar &#8211; speaking of recent guitar innovations.</div>
<p><iframe width="640" height="510" src="http://www.youtube.com/embed/eAoIA4ztiqA" frameborder="0" allowfullscreen></iframe></p>
<p>Science and art alike demand inquisitive exploration and experimentation. So, it&#8217;s encouraging that a <a href="http://createdigitalmusic.com/2011/05/auto-tune-for-guitars-doesnt-have-to-be-like-auto-tune-for-vocals-the-digital-guitar-future/">discussion of the future of the digital guitar</a> here on CDM brings impassioned reader debate. There&#8217;s some consensus if you dig through our comments: guitarists <em>are</em> compelled by adventures in new technology, and there&#8217;s widespread hope that new tech could expand guitar technique and expression, rather than (as the &#8220;Auto-Tune&#8221; name has unfortunately come to mean) a replacement for musicianship. And yes, there&#8217;s excitement about what Antares is doing &#8211; just as it&#8217;s possible to go beyond the status quo applications of their vocal tech.</p>
<p>But wait &#8212; there&#8217;s more.</p>
<p><strong>Reflections on conservatism and guitar tech adoption</strong> Rich of Way Music sends over an extended, thoughtful rant, inspired by the discussion and directed at his fellow guitarists:<br />
<a href="http://way.net/waymusic/?p=486"> Amongst the guitar players: conservative fetishization and its discontents ;^)</a> [Way Music]</p>
<p><strong>The payoff of guitar research:</strong> Adrian Freed of the University of California Berkeley&#8217;s CNMAT research center reminds us that the research work with Gibson continues &#8211; and fruits of that research appear in products:</p>
<blockquote><p>Thanks Peter for the mention of our work at CNMAT, UC Berkeley.<br />
Our interactions with Gibson are ongoing and we continue to appreciate their commitment to innovation.<br />
I am regularly confused by the lens used to talk about our research work, i.e.,   “Where is the product? Where are the adopters?” Good research rarely results in particular products although products are sometimes good demonstration vehicles for new ideas. Our work (as with much of UC Berkeley’s research) is more likely to sneak up on you over decades as an enabling part of the infrastructure, e.g. the first audio plugin, OSC (used in TUIO), pressure-sensing  multitouch (next gen. Kindle?),  Ethernet EVB, RISC (in ARM), BSD UNIX (part of OS/X), RAID etc. Watch out for how our work at the PARLAB will enable multicore efficiency for audio and music applications. There are lots of acronyms becoming part of mainstream tools already in that project….</p></blockquote>
<p>I was going to start hyperlinking those acronyms, but I&#8217;m afraid you&#8217;ll have to Google them. </p>
<p><strong>Why digital guitars matter:</strong> The Auto-Tune teaser brought about concerns about automatic intonation. (I do hear from guitarists that they&#8217;re really fond of the new automatically-tuning Gibson <a href="http://www.gibson.com/robotguitar/">&#8220;robot&#8221; guitar</a>!)</p>
<p>But there&#8217;s another side to the ability to track guitar pitch, and that&#8217;s the ability to combine the guitar with the sonic powers of the computer. Keyboardists have had the lion&#8217;s share of the fun over the years with software synths; just as wind, breath, and vocal controllers open up new possibilities, so, too, do MIDI guitars. While possible with any guitar that can send control, Starr Labs have posted some intriguing demos to their blog; see top and below. (I talked about Starr back in January as they introduced <a href="http://createdigitalmusic.com/2011/01/wild-colorful-controllers-for-guitarists-and-ableton-live-users-from-starr-labs/">new controllers and guitars</a>.)<span id="more-19254"></span></p>
<p><iframe width="640" height="510" src="http://www.youtube.com/embed/8v5s8RM3BC4" frameborder="0" allowfullscreen></iframe></p>
<p><iframe width="640" height="510" src="http://www.youtube.com/embed/3nW-bzxJUDQ" frameborder="0" allowfullscreen></iframe></p>
<p>Starr blog: <a href="http://starrlabs.blogspot.com/">http://starrlabs.blogspot.com/</a></p>
<p>And yes, you can play the digital guitar and <em>still</em> win a best beard contest with your more folk-oriented colleagues.</p>
<p>I really enjoy the Ztar guitar playing techniques. I&#8217;d love to see this in action in a performance, so readers &#8211; whatever make of MIDI guitar you may be using &#8211; do send those in.</p>
<p>I&#8217;m not as concerned about the conservatism, real or perceived, of any one artist. I&#8217;ll say this: regardless of the instrument, there&#8217;s vast untapped potential in new instruments and controllers waiting for brave artists to try to tap. And all of this can still draw upon knowledge and skill in traditional instruments. With a few thousand years of instrumental history at our backs, I&#8217;d say there&#8217;s no rush.</p>
<p>We just need a better term than &#8220;alternative controllers&#8221; or &#8220;controllerism.&#8221;</p>
<p>Maybe &#8230; music?</p>
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		<title>Lovely, Ethereal Music, Made from New and Updated Reaktor Patches You Can Download</title>
		<link>http://createdigitalmusic.com/2011/05/lovely-ethereal-music-made-from-new-and-updated-reaktor-patches-you-can-download/</link>
		<comments>http://createdigitalmusic.com/2011/05/lovely-ethereal-music-made-from-new-and-updated-reaktor-patches-you-can-download/#comments</comments>
		<pubDate>Wed, 11 May 2011 16:28:57 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=18822</guid>
		<description><![CDATA[The wonderful, sometimes-inspiring, sometimes-daunting capability of the computer is to make any sound you like. Give someone an open toolbox, and they really limited only by skill and imagination. Graphical modular environment Reaktor by Native Instruments has a reputation for crunchy granular sounds and elaborate, multi-layered glitches, and those are to some of us certainly &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/05/lovely-ethereal-music-made-from-new-and-updated-reaktor-patches-you-can-download/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/23518270?title=0&amp;byline=0&amp;portrait=0&amp;color=9dca68" width="640" height="480" frameborder="0"></iframe></p>
<p>The wonderful, sometimes-inspiring, sometimes-daunting capability of the computer is to make any sound you like. Give someone an open toolbox, and they really limited only by skill and imagination. Graphical modular environment Reaktor by Native Instruments has a reputation for crunchy granular sounds and elaborate, multi-layered glitches, and those are to some of us certainly a good thing. But here&#8217;s some music made in Reaktor that tends in another direction. The creatoors give us some nice tools, to be sure, but they also give us some actual music and sounds to explore.</p>
<p>At top, our friend Peter Dines has been continuing to iterate with his granular tools, Loupe. Here, OpenSoundControl control signals from an iPad running (recently-updated) TouchOSC translate to new sounds. Multi-touch control seems to me perfect for this sort of continuous parameter control. The download updates his $15 patch set, and there&#8217;s an extensive tutorial on using OSC and Reaktor on his Noisepages blog:</p>
<p><a href="http://modulations.noisepages.com/2011/05/loupe-1-5-for-reaktor-now-with-bidirectional-osc-mappings-for-touchosc/">Loupe 1.5 for Reaktor – now with bidirectional OSC mappings for TouchOS</a> [Modulations @ Noisepages]</p>
<p>Even if for some bizarre reason you&#8217;re not interested in this patch, the article above is a must-read for any Reaktor user hoping to experiment with OSC.</p>
<p><a href="http://www.synthtopia.com/content/2011/05/10/three-free-reaktor-ensembles-phadia-bass-one-piky/">Via the ever-prodigious Synthtopia</a> comes three other free Reaktor ensembles. For free ensembles, they&#8217;re really polished &#8211; there&#8217;s a 4-oscillator atmospheric pad synth, a 3-oscillator bass synth, and 2-oscillator &#8220;pluck&#8221; synth. If you don&#8217;t own Reaktor, there&#8217;s even a free 3-oscillator bass synth instrument for Windows VST. The results produce dreamy, dense layers of sound:</p>
<p><iframe width="640" height="390" src="http://www.youtube.com/embed/tO7QnLnIsRs" frameborder="0" allowfullscreen></iframe></p>
<p>The trio, entitled &#8220;The Colorspace,&#8221; is the work of Italian-based musician Dario. He makes music under a number of identities, but I&#8217;m partial to his ambient projects Kiis and &#8220;need a name.&#8221; A Kiis release is available as a name-your-price EP on Bandcamp:<span id="more-18822"></span></p>
<p><iframe width="400" height="100" style="position: relative; display: block; width: 400px; height: 100px;" src="http://bandcamp.com/EmbeddedPlayer/v=2/album=2694718508/size=venti/bgcol=FFFFFF/linkcol=4285BB/" allowtransparency="true" frameborder="0"><a href="http://kiis.bandcamp.com/album/shine">Shine by Kiis</a></iframe></p>
<p>There&#8217;s also some seriously chilled-own, pleasantly-ambient (even when beats make appearances) music as &#8220;Need a Name.&#8221;</p>
<p><iframe width="400" height="100" style="position: relative; display: block; width: 400px; height: 100px;" src="http://bandcamp.com/EmbeddedPlayer/v=2/album=3291807495/size=venti/bgcol=FFFFFF/linkcol=4285BB/" allowtransparency="true" frameborder="0"><a href="http://needaname.bandcamp.com/album/sizzling-plucks">Sizzling Plucks by Need a Name</a></iframe></p>
<p>Whether this music is specifically your cup of tea or not, it&#8217;s great to actually hear some music from the person making the tool. You can take it as further inspiration, a chance to be closer to the person who makes the Reaktor patches you use, or even a challenge to make your own work with the same sonic arsenal distinctly your own.</p>
<p><img src="http://createdigitalmusic.com/files/2011/05/reak_bassone.png" alt="" title="reak_bassone" width="529" height="455" /></p>
<p>The Reaktor patches, for their part, are available free:<br />
<a href="http://www.thecolorspace.net/software.html">http://www.thecolorspace.net/software.html</a></p>
<p><strong>Bonus &#8211; back in glitchland&#8230;</strong> As I write this, I see that there&#8217;s an updated TouchOSC control layout for Richard Devine&#8217;s GrainCube, a free Reaktor patch built by DevSnd, Rachmiel, TwistedTools, and Antonio Blanca. See <a href="http://createdigitalmusic.com/2010/05/graincube-free-granular-instrument-for-reaktor-lemur/">previous coverage here on CDM</a> from last year; a different video below, and a picture of the new layout (which looks nice). Of course, no reason you can&#8217;t use this same tool to make something that sounds very different&#8230;</p>
<p><iframe width="640" height="390" src="http://www.youtube.com/embed/WrsU50fXuHw" frameborder="0" allowfullscreen></iframe><img src="http://createdigitalmusic.com/files/2011/05/GrainCubeTouchOSC-438x640.jpg" alt="" title="GrainCubeTouchOSC" width="438" height="640" class="alignright size-large wp-image-18835" /></p>
<div class="imgcaption">Courtesy DevSnd. Click for larger version.</div>
<p>More downloads: <a href="http://devinesound.net/">http://devinesound.net/</a></p>
<p><a href="http://devsnd.blogspot.com/2011/05/graincube-update-touchosc-version-now.html">Update info / TouchOSC update</a> [devsnd Blog]</p>
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		<title>Game Meets Album: Behind the Music and Design of the iPad Indie Blockbuster Swords &amp; Sworcery</title>
		<link>http://createdigitalmusic.com/2011/04/game-meets-album-behind-the-music-and-design-of-the-ipad-indie-blockbuster-swords-sworcery/</link>
		<comments>http://createdigitalmusic.com/2011/04/game-meets-album-behind-the-music-and-design-of-the-ipad-indie-blockbuster-swords-sworcery/#comments</comments>
		<pubDate>Thu, 14 Apr 2011 22:56:24 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=18215</guid>
		<description><![CDATA[Jim Guthrie was a rockstar long before the iPad was. Paired with pixel-intense artist Craig D. Adams (aka Superbrothers) and the co-design and coding effort of a crack team of video game &#8220;wizards&#8221; at the indie studio capy, he&#8217;s made a soundtrack that&#8217;s destined to be a gaming classic. But if you don&#8217;t want to &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/04/game-meets-album-behind-the-music-and-design-of-the-ipad-indie-blockbuster-swords-sworcery/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/21961730?title=0&amp;byline=0&amp;portrait=0&amp;color=9dca68" width="640" height="360" frameborder="0"></iframe></p>
<p><a href="http://jimguthrie.org/">Jim Guthrie</a> was a rockstar long before the iPad was. Paired with pixel-intense artist Craig D. Adams (aka Superbrothers) and the co-design and coding effort of a crack team of video game &#8220;wizards&#8221; at the indie studio <a href="http://www.swordandsworcery.com/engineeringmiracles-by-capy/">capy</a>, he&#8217;s made a soundtrack that&#8217;s destined to be a gaming classic. But if you don&#8217;t want to play it, you can still listen to it. And if you&#8217;re playing it, you may find that it feels as though you&#8217;re listening to it, and gazing into its artwork.</p>
<p>From the moment you tap to launch it, <em>Swords &#038; Sworcery</em> plunges you into a world that&#8217;s part game, part interactive album. Yes, there&#8217;s the obvious presence of a spinning vinyl record you can scratch and brake, right there on the title screen. And yes, there&#8217;s the conspicuous &#8220;EP&#8221; in the title, or the just-released LP (a real LP, on digital but also now sold out on vinyl). </p>
<p>But it&#8217;s once you navigate the expansive digital forests of the title, once Jim Guthrie&#8217;s moody soundtrack taps away at your brain, that you begin to get it.  Sword &#038; Sworcery will certainly get the dreaded (or is that coveted?) &#8220;arty&#8221; title, but it&#8217;s the way in which it spins out audiovisual entertainment that makes it special. </p>
<p><iframe style="position: relative; display: block; width: 300px; height: 410px" src="http://bandcamp.com/EmbeddedPlayer/v=2/album=572286610/size=grande3/bgcol=FFFFFF/linkcol=4285BB/" allowtransparency="true" frameborder="0"><a href="http://jimguthrie.bandcamp.com/album/sword-sworcery-lp-the-ballad-of-the-space-babies">Sword &amp; Sworcery LP &#8211; The Ballad of the Space Babies by Jim Guthrie</a></iframe></p>
<p>It&#8217;s pure aesthetic deliciousness, a brew that makes your head buzz. </p>
<p>And it&#8217;s finding that aesthetic sense &#8211; neither retro nor modern, neither low-fidelity nor slick &#8211; that makes this title relevant beyond even the world of gaming. Jim Guthrie&#8217;s songs and the lush pixel art graphics are the perfect fusion of old and new. It&#8217;s telling that Guthrie himself crafts his tracks in a combination of a PlayStation music game (MTV-branded, no less), GarageBand, and then high-end Universal Audio plug-ins. (See video above, and have fun gear-spotting familiar toys through the jump cuts.) It&#8217;s sort of studio garage, in the way digital music can be now. Its unabashedly synthetic instrumentation gives voice to a generation that grew up with computer-produced music. The musical score itself sometimes nods to Philip Glass, sometimes to punk rock, very often a mixed-up, intimate fantasy folk cinema, with sounds both shiny and flat.</p>
<p><a href="http://createdigitalmusic.com/files/2011/04/jimguthrie.jpg"><img src="http://createdigitalmusic.com/files/2011/04/jimguthrie-640x426.jpg" alt="" title="jimguthrie" width="640" height="426" class="alignnone size-large wp-image-18239" /></a></p>
<div class="imgcaption">Composer Jim Guthrie.</div>
<p>But happily, this isn&#8217;t just a game with a clever soundtrack, or a release of game music. It&#8217;s a real fusion of album and game, music and visuals. And, lest we get to carried away with the Art label &#8211; capital a &#8211; music and game alike are good fun.</p>
<p>CDM managed to pry co-creators Craig D. Adams and Jim Guthrie from an adoring gaming press long enough to talk to us in depth about the making of the music and release, down to every last technical and artistic detail. They said so much &#8211; and crossed two media so completely &#8211; that I&#8217;ve broken up their ideas into two stories, across Create Digital Music and Create Digital Motion. Their reasoning for committing to those two media has a lot in common, I think, with why we run these two sites and why a lot of you read and contribute to them.</p>
<p>Out now: both an LP music release on Bandcamp and iPad version. Coming this month: recent-gen iPod touch and iPhone versions of the game, too. <span id="more-18215"></span></p>
<p><a href="http://jimguthrie.bandcamp.com/album/sword-sworcery-lp-the-ballad-of-the-space-babies">Jim Guthrie: Sword &#038; Sworcery LP &#8211; The Ballad of the Space Babies</a> @ Bandcamp<br />
<a href="http://www.swordandsworcery.com/project/">http://www.swordandsworcery.com/project/</a></p>
<p><iframe src="http://player.vimeo.com/video/10066962?title=0&amp;byline=0&amp;portrait=0&amp;color=9dca68" width="640" height="424" frameborder="0"></iframe></p>
<p><em>Let&#8217;s begin with the notion of this as musical-visual collaboration. Obviously, some of our favorite game experiences have used music effectively. What&#8217;s different about this project?</em></p>
<p><strong>Craig:</strong>The iPhone &#038; iPod Touch, and the iPad to some extent, don&#8217;t have an input style that lends itself to precise inputs. So, it seems to me that a lot of traditional video games seem to fall a bit flat on these platforms. The thing is, these machines are great music and video players, so we knew going in that we wanted to make something that was as open and as laid-back as a record-listening experience matched with a naturalistic visual presentation inspired by film, so that was really the starting point. We also felt that a more relaxed, more occasional, less punishing, more interesting experience would be a better fit, something that was closer in pace to browsing the Internet or whatever. Early on we were calling S:S&#038;S EP &#8220;a brave experiment in Input Output Cinema.&#8221; I/O Cinema is kind of an intentionally absurd nonsense buzzword but I think it&#8217;s perfectly apt for this type of entertainment, it&#8217;s a heckuva lot more descriptive than &#8216;videogame&#8217; anyways, in that it gets away from the idea of a program with rules and win/lose conditions and it puts the focus more on the conversation the audience has with the creators while the audience pokes, prods &#038; problem-solves an authored audiovisual creation.</p>
<p><em>How did you work together, Superbrothers and Jim, to combine music and visually? What was that collaboration like?</em></p>
<p><strong>Craig:</strong> When we looped Jim into the project in we told him the name, described the aesthetic, talked a bit about The Legend of Zelda &#038; Castlevania, and then Jim dug around and found a few songs he thought might fit. I went ahead and tried to generate art &#038; narrative concepts using Jim&#8217;s songs or else stand-ins to set the mood. As we started to mix things together we&#8217;d evaluate, iterate &#038; improvise. Eventually we&#8217;d get into situations where me and Kris, Capy&#8217;s creative director and co-designer on S:S&#038;S EP, would have a plan for an environment or a scene or a situation, and we&#8217;d get the art &#038; the mechanics together and then pass along a rough build to Jim with some kind of suggestion like &#8216;go John Carpenter on this one&#8217; or whatever, and then Jim&#8217;d work his magic, filter the concept through his music-making mind and barf up something totally beautiful &#038; shockingly perfect. So yeah, it was a messy process, but towards the end we kind of got a feel for it, I think it all worked out super well.</p>
<p><strong>Jim:</strong>  It wasn&#8217;t always clear if the art needed to inspire more music or the other way around, but it was a very necessary process considering the relation the two elements share in the game. </p>
<p><a href="http://createdigitalmusic.com/files/2011/04/guthriestudio1.jpg"><img src="http://createdigitalmusic.com/files/2011/04/guthriestudio1-640x480.jpg" alt="" title="guthriestudio1" width="640" height="480" class="alignnone size-large wp-image-18242" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2011/04/guthriestudio2.jpg"><img src="http://createdigitalmusic.com/files/2011/04/guthriestudio2-640x480.jpg" alt="" title="guthriestudio2" width="640" height="480" class="alignnone size-large wp-image-18243" /></a></p>
<div class="imgcaption">Jim Guthrie&#8217;s music studio. Photos courtesy the artist.</div>
<p><em>Technically speaking, is there anything unique to the way the music integrates with game play? How did you approach the technical challenge there, in other words?</em></p>
<p><strong>Craig:</strong> For the music integration aspect, we really just made things up as we went along. We tried some things; some of them worked, some of them didn&#8217;t. Then we&#8217;d iterate on them or revise them as necessary. We tried chopping things up into a million loops and then stringing them back together with logic, and it kind worked, but was kinda rough, so then we&#8217;d revise it or refine it. Eventually we started to figure out a bit of a groove &#8211; we learned what the limits were with the machines &#038; the quirks of <a href="http://www.fmod.org/">fMOD</a> [the game sound engine]. We&#8217;re a whole lot wiser now, but I think it was a positive thing going into something like this a bit naive.</p>
<p><strong>Jim:</strong> Technically, there&#8217;s nothing in this game that hasn&#8217;t been done before.  We sort of &#8216;stood on the shoulders of giants&#8217; and made it our own.  It&#8217;s more about the mood and atmosphere that the music and art create that is special.  Like Craig said, we made things up as we went.</p>
<p>From the beginning, we knew it was very possible that this would be released digitally as an album, but it wasn&#8217;t until a little later on that the idea of vinyl struck us as a good idea.  You would think it was all planned from the beginning considering how often the image of the record appears in the game but it sort of willed itself in that direction over time.</p>
<p>It&#8217;s always tough to describe the process of summoning one&#8217;s art.  After we had sort of figured out what the first few tracks were going to be, I just let Craig&#8217;s art and ideas lead the way and I reacted.  It also really comes down to knowing your craft and what tools you use to create with.  Once you figure that out the tools don&#8217;t get in the way when you&#8217;re hot on the trail of a fleeting melody. There&#8217;s noting worse than loosing that spark because a technical issue. Computers have robbed me of so many musical sparks, but to be fair, they have given it back tenfold.</p>
<p><a href="http://createdigitalmusic.com/files/2011/04/swordsworceryrecord.jpg"><img src="http://createdigitalmusic.com/files/2011/04/swordsworceryrecord-640x605.jpg" alt="" title="swordsworceryrecord" width="640" height="605" class="alignnone size-large wp-image-18252" /></a></p>
<p><em>I will give into the temptation to ask one obvious question &#8211; what does it mean that it&#8217;s an EP? Obviously, it&#8217;s a reference to the notion of a game release as being akin in some way to an album, but anything beyond that you wish to say?</em></p>
<p><strong>Craig:</strong>The EP concept goes back to the start of the project &#8211; we wanted to put the sound component right out front. We wanted the whole project to feel like a musical composition, and at first we wanted to make something small and acknowledge that this was a tentative first release by a new videogame &#8216;band.&#8217; The project grew from ther,e and it goes well beyond the 37 minute running-time we had originally envisioned, but everything else fits.</p>
<p>We had always planned to prepare a record release to accompany the project and when the time came to commit to this we basically had to make a vinyl edition, and Jim basically just put that into gear on his own&#8230; so that became Jim Guthrie&#8217;s Sword &#038; Sworcery LP &#8211; The Ballad of the Space Babies. While the record is a smaller component of the project in terms of man-hours, the music on its own is kind of larger than the art and the story we tried to create in the actual videogame, so I think it&#8217;s kind of perfect that it&#8217;s the LP.</p>
<p><em>Jim, the music really has a quirky personality all its own, and I think it&#8217;d be too easy to describe it aesthetically. How did you approach scoring the music, in finding a voice for this title?</em></p>
<p><strong>Craig:</strong> Several of Jim&#8217;s songs pre-date the project, so they informed the aesthetic &#038; concepts from the start. My role early on was to translate the music into artwork &#038; narrative that would fit the general idea of the project. But yeah, beyond that I&#8217;ll let Jim fill in the blanks here!</p>
<p><a href="http://createdigitalmusic.com/files/2011/04/guthriestudio3.jpg"><img src="http://createdigitalmusic.com/files/2011/04/guthriestudio3-640x480.jpg" alt="" title="guthriestudio3" width="640" height="480" class="alignnone size-large wp-image-18246" /></a><br />
<a href="http://createdigitalmusic.com/files/2011/04/guthriestudio4.jpg"><img src="http://createdigitalmusic.com/files/2011/04/guthriestudio4-640x480.jpg" alt="" title="guthriestudio4" width="640" height="480" class="alignnone size-large wp-image-18247" /></a></p>
<p><em>What&#8217;s the production process like for the music itself?</em></p>
<p><strong>Jim:</strong> I captured all of the music either on a PlayStation using MTV&#8217;s Music Generator and/or<br />
[Apple] GarageBand.  For example, on the song, &#8216;Lone Star,&#8217; I drummed a beat onto a cassette four-track, burned that onto a CD, placed the CD into the PlayStation, sampled and looped in MTV Music Generator,<br />
and then built a song around it using that software.  THEN I brought it into GarageBand and added more layers and effects.  I also used a <a href="http://www.vintagesynth.com/casio/sk1.php">[Casio] SK-1</a> peppered throughout.  In terms of plug-ins and soft synths, I used a lot of the <a href="http://www.arturia.com/evolution/">Arturia stuff</a>, <a href="http://www.native-instruments.com/#/en/products/producer/kontakt-4/">[Native Instruments] Kontakt</a>, [XLN Audio] <a href="http://www.xlnaudio.com/?page=products&#038;p_page=addictivedrums">Addictive Drums</a>, [Toontracks] <a href="http://www.toontrack.com/products.asp?item=30">Superior Drummer</a>, and a <a href="http://www.uaudio.com/uad-plug-ins.html">[Universal Audio] UAD-2 card</a> loaded with a bunch of their processing plug-ins. </p>
<p><em>Not all games are narrative, and I&#8217;ve never found conventional narrative to be a prerequisite to art (cough, Ebert). But there is a strong narrative aspect to this title, too. How do you go about telling a story and building a game mechanic at once? (And, for that matter, do you still scrawl things on index cards to get there?)</em></p>
<p><strong>Craig:</strong> It&#8217;s funny, we are getting some positive responses to S:S&#038;S EP&#8217;s narrative, but really, the narrative only exists to make sense of the player&#8217;s experience; it&#8217;s not exactly &#8216;the point.&#8217; We started with the songs, then the art, then the mechanics that would bring it together. And while the broad narrative concepts were always there, it was only in the final stages that the script came together, and really it&#8217;s just a way for us to help communicate what&#8217;s supposed to be going on. I was on the line to write the script, and for a good long while, it kinda sucked while I was buried under art, sound &#038; design tasks, but I kept iterating on it, editing it for brevity, clarity, and humor, with Jim and Kris and a few others kinda guiding the process.</p>
<p>So yeah, I guess we did some okay things with narrative, and I&#8217;m actually super-proud of the mind-fuck tear-jerker heart-breaker finale, but I think the only reason any of it comes across is because of Jim&#8217;s music wrapped up in paintings. And really, Jim&#8217;s songs are all the narrative I ever wanted.</p>
<p><em>Now that you&#8217;ve become gaming rockstars, what&#8217;s next?</em></p>
<p><strong>Jim:</strong> A bottle of vodka?</p>
<p><strong>Craig:</strong> Hahahaha&#8230; Jim&#8217;s already a rockstar, so this stuff is probably old news. I think we&#8217;re definitely enjoying our fifteen minutes of fame in this very specific niche, and I&#8217;ve been trying &#8211; maybe too hard &#8211; to keep that buzz going so the project stays visible as we gear up for the all-important iPhone &#038; iPod Touch launch. Once all that&#8217;s out of the way, I&#8217;m really just looking forward to some quiet time: bike rides, swimming, hiking, and whatever else.</p>
<p>We&#8217;ll keep the Sword &#038; Sworcery project rolling along in the background too. We have plans for a gala event here in Toronto in a few months and some other schemes related to the app itself that&#8217;ll last the year &#038; maybe into next year. We&#8217;ve been given a real opportunity here &#038; we want to continue to honor that. </p>
<p><a href="http://createdigitalmusic.com/files/2011/04/mountain.jpg"><img src="http://createdigitalmusic.com/files/2011/04/mountain-640x480.jpg" alt="" title="mountain" width="640" height="480" class="alignnone size-large wp-image-18254" /></a></p>
<p><em>What are you excited about in gaming &#8211; or, for that matter, audiovisual work &#8211; at the moment, beyond your own work? Anything you&#8217;re listening to, watching, playing (or all three) at the moment?</em></p>
<p><strong>Jim:</strong> Honestly, I went into my iTunes to have a look at my &#8216;Recently Played&#8217; list and for as far as the eye could see, it&#8217;s all stuff I&#8217;m working on.  No time for art!  Just work!</p>
<p><strong>Craig:</strong> I&#8217;ve been too busy and too exhausted to be paying much attention to what&#8217;s happening out there in videogames, film or music. To be honest, what I&#8217;m most excited about right now is the prospect of getting some fresh air and some exercise, maybe getting away from electronic screens for a bit sometime, and then after a little break maybe starting on some new creative work.</p>
<p>I had the opportunity to see <em>2001: A Space Odyssey</em> in theaters a few months ago. I&#8217;d seen it a few times before but only on VHS&#8230; so that was a real treat, it&#8217;s an entirely different film in the theaters, there&#8217;s so much more to enjoy. I&#8217;m also a huuuge fan of Kanye West&#8217;s &#8220;Runaway.&#8221; I think that&#8217;s a genuinely incredible piece of audiovisual work; Vanessa Beecroft&#8217;s art direction really shines. Banksy&#8217;s <em>Exit Through The Gift Shop</em> and James Cameron&#8217;s <em>Avatar</em> blew me away too, for entirely different reasons. I&#8217;ve just recently seen my friend Firas Momani&#8217;s Fantasia Festival award-winning short film The Adder&#8217;s Bite &#038; it gave me all those groovy Cronenberg + Lynch + Kubrick feelings, very inspiring. </p>
<p>On the video game side I&#8217;m still intermittently playing <em>Motorstorm: Pacific Rift</em> for PS3, a 2008 effort from Liverpool&#8217;s Evolution Studios that I think is basically perfect, plus I&#8217;m digging in to <em>Monster Hunter Tri</em> on Wii. I&#8217;m playing Monster Hunter co-operatively with a couple friends every Sunday morning&#8230; we&#8217;re still just scratching the surface but it&#8217;s easily the most intricate and deep video game I&#8217;ve ever played, which takes me way outside of my comfort zone in an interesting way. I&#8217;m also cautiously optimistic about <em>L.A. Noire</em>, <em>Uncharted 3</em>, and <em>The Last Guardian</em>&#8230; we&#8217;ll see how they work out in the end.</p>
<p>On the music side, I&#8217;ve been listening to Jim&#8217;s Sword &#038; Sworcery LP&#8230; even though I&#8217;ve heard these tunes so much in the last two years that my ears hurt, the record itself still comes across as beautiful &#038; fresh, the songs still evoke all kinds of imaginings. That record aside I&#8217;ve got a heckuva lot of catching up to do&#8230; but first I have to give my ears a bit of a break. That said, I&#8217;m amped for the Beastie Boys record that&#8217;s hitting in the next little while.</p>
<p><em>All images courtesy Superbrothers and Jim Guthrie. Used with permission.</em></p>
<p>Do let us know what you think of the game, folks &#8211; or whatever audiovisual creations, in the form of games or otherwise, inspire you.</p>
<p><strong>More on the art, the design, the coding &#8211; and why Superbrothers went iOS-only.</strong></p>
<p>On our sister site:<br />
<a href="http://createdigitalmotion.com/2011/04/inside-handheld-game-art-the-art-style-and-making-of-swords-sworcery-superbrothers-pixel-cinema/">Inside Handheld Game Art: The Art Style and Making of Swords &#038; Sworcery, Superbrothers Pixel Cinema</a> [Create Digital Motion]</p>
<p>And, oh yeah, don&#8217;t forget to get the game:<br />
<a href="http://www.swordandsworcery.com/">http://www.swordandsworcery.com/</a></p>
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