Clean is overrated. If you’re ready for a little digital dirt in your synth life, powered by the open-source Arduino hardware, Marc Nostromo’s Squealer is for you. Built atop the wonderful, Arduino-based Pocket Piano kit by Critter and Guitari, it’s a full-blown, simple, digitally-gritty synthesis engine.
You get a monosynth, some fixed waveforms, a resonant filter, decay, and some aliasing tricks for extra grit. The big news: the Arduino Piano Squealer is now under a GPL license.
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It’s drumming, the multi-player game. The Drummer is an open-source application for the Nintendo DS handheld, developed by Andrea Bianchi and Woon Seung Yeo and presented alongside a paper earlier this year at the NIME Conference (The International Conference on New Interfaces for Musical Expression). As with any Nintendo homebrew software, you’ll need a special DS cartridge capable of loading software from flash memory – though if this app were developed more, it could make a terrific DSi app.
The idea is this: while making a handheld game system into an instrument, why not take advantage of its networking features? Grab a friend (or friends) with the Nintendo DS, whip up a drum kit that’s to your liking, then play along.
Oddly, while we live in a networked, Internet age, the client-server model rarely gets applied to music.
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The Pico model may lack the impressive array of keys on the flagship Alpha, but when it ships next month it’ll cost well under a grand. And even the Pico promises high-resolution touch, velocity-sensitive keys that you can “bend” as well as press, and high-resolution breath input.
The “space bassoon” Eigenharp seems to have landed from another planet. Today, I’ve got good news: it’s bringing alien gifts with it. By next year, both the software and the high-performance protocol the instrument uses will be open source. Taken together with other advancements in the open source community and with protocols like OSC, that could mean we’re at the vanguard of a golden age for more open, more intelligent, more expressive digital instruments.
Genuinely new music controllers made available commercially don’t come along very often. So this week’s news of a strange but wonderful-looking instrument shaped like a bassoon with customizable key controls turned many heads. With high-resolution, high-frequency data and reliance on the computer for everything from sound generation to mapping the keys to different tunings, the computer connection matters. Eigenharp’s chairman, John Lambert, sets the record straight for CDM on the software, the way it talks to your computer and other gear, and how open the tools and protocol will be.
I’ll be talking more with John next week, but I want to bring you this news now. Part of blogging means that you don’t hold back – you share that first reaction and then learn more. I’m pleased to say I was dead wrong on the Eigenharp. What looked on the spec sheet like MIDI-only communication and proprietary software turns out to be just the opposite. Sometimes, being wrong is great. Here are all the details:
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It’s actually paradoxical to talk about music “made” on the monome. The monome, the open controller, is after all, a grid of buttons. It has no sound of its own. But as such, perhaps its design as a blank canvas – without any indication of how a single button may function, without a screenprinted logo or name – that allows computer musicians to project upon it whatever they wish. The monome, more than any other object designed since the emergence of computer performance, is emblematic of what digital music can be. It’s an empty digital grid, like viewing the world of music software under a microscope.
It’s also, therefore, possible for the monome to disappear, leaving behind a spectrum of what people are doing with music on computers. That was what was most striking to me about the music of the monomeet on Saturday in Princeton, NJ: it covered a range of techniques, from glitchy granulation to breakbeat rhythms derived from turntables. Listen to what
In the lineup: tehn (aka Brian Crabtree), the instrument’s creator, playing on the Max/MSP patch mlr that is partly responsible for the monome’s set, through Daedelus, Brian’s friend who helped raise awareness of the strange box of buttons around the world. There are also fantastic sounds from mtn (makingthenoise), picture in the photos here, Edison, ro, %, and altitude sickness.
Here’s what the live sets sounded like. Bet you you can’t hear the monome.
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Part of the beauty of the iPhone from its launch date was the notion of a Mac you could fit in the palm of your hand. That makes it ironic that, for so many developers, mobile platforms in general have turned into a way to fragment software, to make it run fewer places instead of more. There’s something to be said for designing to a specific mobile device, but on the other hand, how many developers would want to restrict where their creations run? And particularly in music, isn’t the appeal of mobile creation the ability to have your tools work in more places? Maybe targeting just one gadget is the right choice for a given tool, but it shouldn’t be the only choice.
On the iPhone, the application Thump has plenty in common with a range of mobile music making tools. It’s simple but fun, a groove box with sequencing, subtractive synths, drums, and a set of basic effects, plus the ability to load your own samples and export songs.
Thump also demonstrates how simplifying sonic capabilities can produce musically-beautiful results, by focusing on the essentials and creating something with personality. Here’s a track by its creator showing off its sounds: thump soundreel by mazbox
What might not be immediately apparent is that under the hood, Thump makes use of the open source environment openFrameworks. As a result, the same code runs on iPhone, Mac, and Windows, as well as Linux. (It’s not distributed for Linux, but it could be. Hint, hint.) Creator Marek Bereza gives back, too – he ported the openFrameworks audio library to the iPhone, where it’s available to anyone.
Updated Marek notes in comments just what this means. The video below is, essentially, the same app. In place of the iPod screen, he has used a massive lattice of physical controls. A separate installation at the same show used a large touchscreen and simplified interface. And this really demonstrates what cross-platform means. Guy Kawasaki in the 80s mocked “ports” as a cheap wine. The idea is not to simply dump your code on a different platform and hope for the best – in fact, in this case, the changes from one platform to another were radical. The key is maximizing what’s essential, what really is not specific to a single device.
If you’re interested in creating your own projects, oF has an elegant syntax based on Processing, but adapted to C/C++ coding paradigms and libraries.
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