Ableton Live Touch with Free Usine; Why Touch, Multitouch Works for Music

There’s plenty of rightful skepticism about the use of mainstream displays for multitouch in general purpose computing. And why not? As a full-time replacement for other input, multitouch probably doesn’t make sense. But for music, the equation is changing. Multitouch capabilities are showing up on commodity-priced PC computers like the multi-touch enabled HP laptop models – the tx2z seen here starts, incredibly, at US$850. And because computer musicians are looking for more control, having a touch-enabled display (even single-touch) just makes sense.

The screen for a laptop musician is a huge piece of real estate. Finally, instead of sitting dumbly in front of you glowing, it can become an X/Y controller or give you shortcuts for controls or provide additional parameters. Yes, using a touchscreen exclusively can result in the dreaded “gorilla arm.” The ergonomics of using a vertically-oriented screen are extremely poor – if you use it exclusively for an extended period of time. But if you look at the way people are using these touchscreens, for incidental control in combination with other things – and the ability of convertible laptops to transform into a horizontal orientation – I think this is no longer the deal killer it once was.

At top, an HP laptop ($850) plus the free version of Sensomusic’s Usine is all you need to create a multitouch interface for Ableton Live. Correction: right now this is limited to single touch only, but multitouch is supported in the hardware, in drivers, soon in Windows 7, and support is promised for a future version of Usine. The point still stands — as does the ability to optimize controls for your fingers. Being able to use more than one at once will, of course, be that much better.

Fractal (see Myspace) uses the combination to play Ableton Live with some simple controls. If you get hooked on Usine, you can get the full “Pro” version for EUR70 with additional patches and objects.

The one major remaining obstacle to multitouch, at least, is cost. If you don’t especially fancy buying a new HP laptop, add-on kits still run in the range of US$800-900 (meaning, ironically, you might as well just buy the HP instead). Laptop vendors are still slow to adopt the technology, though that could change when Windows 7 ships later this year. (On the other hand, tablet PCs, even when they were shipping in relative quantity, often were constrained in available configurations and either skimped on specs or demanded a significant premium.)

But let’s not complain too much. The simple reality is you can add an HP laptop now to a live rig as a performance instrument for under a grand.

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MonoTouchLive, the Lemur, Imitation, and Hopes for an Older, Wiser CDM

monotouchlive

Even online, words have a tendency to linger long after you write them. And I recognize that the risk here is not only what those words mean to me, but others, too. So I want to revisit a topic today in the interest of moving forward.

I wrote a kneejerk post earlier in the life of CDM about MonoTouchLive, a single-touch interface with UI widgets inspired by JazzMutant’s Lemur. MonoTouchLive was (and is) Windows-only, standalone software for controlling Ableton Live. It’s now free of cost.

I’ll be honest: in my original post, I overreacted, and I didn’t choose my words as carefully as I should have. Some regular readers called me out on it at the time. Since that time, I’ve tried to be more careful. Some comment threads referred back to it, though, and the developer, Pablo Martin, has continued to push his tool and has been outspoken about not liking what I wrote.

It’s now clear to me that I can’t just let this go, as Mr. Martin today has posted a multi-page diatribe focused largely on my short, now nearly three-year-old blog post.

A little of JUSTICE please

To be clear: I got carried away. I have since come to the realization that copying – loosely or closely – isn’t such a bad thing. They’re a learning process, and if something really is original, it does tend to shine through.

Also, to my knowledge, Mr. Martin is correct: the layout on the Lemur was apparently a mock-up to show what the Lemur would look like if configured with the layout of the MonoTouchLive. I incorrectly said that both the widgets and layout had been copied, as I misunderstood the image I saw. Axou created that design as part of a thread with some complaints about the similarity to the Lemur widgets, but I now try to make CDM less like a quick forum post.

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Jamie Lidell “Remixes” the Nintendo DSi; How About DSiTracker in an App Store?

Well, fine, Jamie Lidell. Now you go and ruin it for the rest of us. See, none of us playing with a Nintendo DSi will possibly look as good as you do.

I jest, of course. Jamie Lidell, the wildly-talented vocalist, picks up the new, online-savvy take of the Nintendo DS and breathes cool into it. This is what Sony ads tried to do, but Jamie does masterfully. And, okay, don’t expect the built-in sound app on the DSi to do as much as it appears to be doing here – there’s quite a lot of non-real-time, non-DSi remixing going on, even though what he does do with the simple app is genius.

Thanks to Liz Revision for finding this one.

This does bring us to a burning question: Nintendo and Sony, I’m looking at you. When will we be able to run eccentric and niche music creation apps as official software on your machine? Imagine NitroTracker on the DSi download store or PSPSEQ and PSPRhythm on the Sony Store.

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Volume Wars: Dynamic Range Strikes Back with Campaign, Plug-in

Photo: Orin Zebest.

Are you sick of the death of dynamic range? Are you mad as hell at squashed audio that means to be “loud” and only wind up with the actual sounds smooshed out? Alternatively, are you guilty of some detail-squishing dynamic abuse yourself?

A campaign is on to get the dynamic war out of comment threads and forums and onto the streets. Taking a positive tack, the Pleasurize Music Foundation isn’t simply attacking overcompression and dynamic distortion: they’re suggesting an alternative path, in which restored dynamic ranges bring back joy to your life. There are opportunities to sign up as listeners, labels, producers, mixing and mastering engineers, even the consumer electronics and music tech industries.

There’s also a free (Windows-only) plug-in for checking the dynamic range of your mix. There are plenty of other tools that do the same thing, but the idea is nice.

pleasurize music!

Thanks to Mormo at Basement Hum for the additional heads-up.

Now, the idea of crushed dynamic range is nothing new. But via comments, mastering engineer Tobias Anderson points out that it’s not always the mastering that’s to blame — some people are actually distorting at the digital conversion stage. (That’s, incidentally, not the fault of digital recording, either – to screw that up, you have to be really careless, which evidently people are.)

Tobias’ comments below. Now, obviously, this is an issue that can generate some controversy. But start talking about simply preserving dynamic range? I think just about everyone can get behind that. The idea of “quality” can often be loaded, but talking about dynamics as pleasure is as universal as hearing.

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Why iPhone 3.0 SDK is Almost, But Not Quite, Great News for Creative Musicians

The tech press stopped today to keep up with Apple’s new SDK, version 3.0. It is a huge overhaul, and let’s give Apple credit where it’s due: they’re relentless in improving their mobile software, and they do listen to complaints and respond. I don’t think you can classify copy and paste as news, given Apple is the company that popularized the concept eons ago. (How long ago? Not only was Reagan President, but MTV still played music videos.) But 3.0 is a huge upgrade. Most mobile devices develop some usability quirks and functionality holes and leave them for years on end; Apple is actually improving their device.

Synthtopia goes out on a limb and says iPhone 3.0 kicks ass for music.

Well … sort of. The thing that makes the iPhone special for music is that it has Core Audio and can run C/C++ code. Google’s Android, by comparison, currently has a limited set of APIs and, as near as I can tell, no easy way to get a real synthesis or effects library going. That’s allowed the likes of Pure Data and ChucK to run serious real-time synthesis and audio processing, in the guise of consumer-friendly apps. Think this doesn’t matter to non-CDM readers? Tell that to the zillions of people who bought Ocarina for the iPhone as a toy. This is, mark my words, a very big deal. It just isn’t any more of a big deal in iPhone 3.0.

The other improvements still have the caveats that the iPhone has always had. The iPhone still has a closed ecosystem that’s dependent on iTunes, plus restrictions on hardware and software that keep it from being, well, as open as your Mac or Windows computer is, or even many mobile devices. Now, what you do with those limitations is up to you. I believe in dissent and disagreement on the Web, and I think the iPhone has no shortage of cheerleaders. I’m not a fan of Apple’s model. That’s my bias, and I’m upfront about it, I think.

But my opinions aside, let’s talk specifics.

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