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	<title>Create Digital Music &#187; programming</title>
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	<link>http://createdigitalmusic.com</link>
	<description>Making music with technology</description>
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		<title>Across the Universe: Mind-Blowing AV Performance Makes Music a Spacey Trip</title>
		<link>http://createdigitalmusic.com/2012/02/across-the-universe-mind-blowing-av-performance-makes-music-a-spacey-trip/</link>
		<comments>http://createdigitalmusic.com/2012/02/across-the-universe-mind-blowing-av-performance-makes-music-a-spacey-trip/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 19:44:38 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Artists]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[arists]]></category>
		<category><![CDATA[audiovisual]]></category>
		<category><![CDATA[av]]></category>
		<category><![CDATA[awesomeness]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[DIY]]></category>
		<category><![CDATA[free-software]]></category>
		<category><![CDATA[futuristic]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[immersive]]></category>
		<category><![CDATA[java]]></category>
		<category><![CDATA[Jitter]]></category>
		<category><![CDATA[max-msp]]></category>
		<category><![CDATA[open-source]]></category>
		<category><![CDATA[processing.org]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[spacenavigator]]></category>
		<category><![CDATA[SuperCollider]]></category>
		<category><![CDATA[Tarik Barri]]></category>
		<category><![CDATA[versum]]></category>
		<category><![CDATA[z-axis]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22608</guid>
		<description><![CDATA[Turning music and sound into three-dimensional worlds often yields something that fields like a trip through space. But this feels like a real trip. Through pulsing, glowing starfields, &#8220;Versum&#8221;&#8216;s audiovisual movements are brain-bendingly transformative. Artist Tarik Barri has created an integrated world of sound and image that makes the interface and the compositional realms seamless. &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/02/across-the-universe-mind-blowing-av-performance-makes-music-a-spacey-trip/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/20347210?title=0&amp;byline=0&amp;portrait=0" width="640" height="352" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Turning music and sound into three-dimensional worlds often yields something that fields like a trip through space. But this feels like a real <em>trip</em>. Through pulsing, glowing starfields, &#8220;Versum&#8221;&#8216;s audiovisual movements are brain-bendingly transformative. Artist Tarik Barri has created an integrated world of sound and image that makes the interface and the compositional realms seamless. It seems as though this really is a musical universe, through whose harmonies of the spheres you can fly like. Boldly going, indeed.</p>
<p>Ingredients: Max/MSP/Jitter, Processing, Java, SuperCollider, GLSL [the 3D shading language], and &#8230; some serious skill and time, I imagine.</p>
<p>The work has been in development for some years (not surprisingly, given the results). But it surfaced again as we brought up the <a href="http://www.3dconnexion.com/">3Dconnexion SpaceNavigator</a> hardware as a practical controller for 3D. See Create Digital Motion:<br />
<a href="http://createdigitalmotion.com/2012/01/look-at-me-im-flying-spacenavigator-hardware-blender/">Look at Me, I’m Flying: SpaceNavigator Hardware + Blender</a></p>
<p>Tarik&#8217;s work resurfaced after a presentation in the UK. Reader janklug writes:</p>
<blockquote><p>I&#8217;m just back from the M4_u Max/MSP/Jitter conference in Leicester (was great, btw), where Tarik Barri presented his project &#8216;Versum&#8217;, both as an installation and as a performance.<br />
The user (and in case of the performance, Tarik) navigates through this incredible 3D-space-sequencer-universum with the help of a SpaceNavigator; glowing objects floating in this space produce sound, and as you approach them, they even give this nice doppler effect&#8230;<br />
It was totally amazing to be able to float between pulsing rhythm-planet-objects and shiny drone-beams; navigation was easy and natural. Tarik uses a combination of Processing and Max/MSP; don&#8217;t know which one the SpaceNavigator is connected to.<br />
Having tried this, I immediately ordered one; I think it also could be a great interface for M4L&#8230; </p></blockquote>
<p>More information:<br />
<strong><a href="http://tarikbarri.nl/projects/versum">http://tarikbarri.nl/projects/versum</a></strong><br />
<a href="http://www.icad.org/Proceedings/2009/Barri2009.pdf">PDF documentation [2009]</a></p>
<p>Significantly, it&#8217;s really the act of flying that controls the music. That remains interactive, but it&#8217;s the movement through the three-dimensional space that determines what you hear. As the artist explains:<span id="more-22608"></span></p>
<blockquote><p>This virtual world is seen and heard from the viewpoint of a moving virtual camera with virtual microphones attached. This camera, controlled in realtime by means of a joystick (or any other kind of controller) moves through space, similar to how first person shooter games work. Within this space, I place objects that can be both seen and heard, and like in reality, the closer the camera is to them, the louder you hear them. So when the camera moves past several visual objects, you simultaneously hear several sounds fading in and out. Consequently, the way the camera travels past them actually causes melodies and compositional structures to be seen and heard.</p>
<p>The visual position of each object coincides with the panning of its sound: objects to the right of the camera will also be heard on the right, and those behind the camera will be heard from behind in case a surround speaker setup is used. This principle also applies to the Z-axis, meaning that sounds can be heard coming from above and below if the speaker setup supports it.</p></blockquote>
<p>That&#8217;s the essential question, to me, when looking at 3D environments for music. What about the dimensionality will interact with the music? Is it something spatial, or will there be other sorts of interactions? (New Zealander-turned-Berliner <a href="http://julianoliver.com/">Julian Oliver</a> worked extensively with game engines, for instance. One solution for him was modifying the &#8220;gun&#8221; in those games to be an implement for doing things in the space, turning swords into plowshares after a fact by making the gun produce music rather than kill virtual entities.)</p>
<p>So, now you&#8217;ve seen some of the technical demonstration. But Tarik uses his work as an environment in which to make audiovisual performances. Here&#8217;s what some actual live playing looks like, in a beautiful, meditative piece called &#8220;Eleven&#8221;:<br />
<iframe src="http://player.vimeo.com/video/32204653?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>In fact, the biggest challenge to me of a piece this awesome is that you want an immersive environment, not just the small, rectangular screens that are often all festivals and venues can afford. </p>
<p>Holodeck, anyone?</p>
<p>More:<br />
<iframe src="http://player.vimeo.com/video/21503675?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
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		<slash:comments>13</slash:comments>
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		<item>
		<title>Proposal: A Markup Language for Turntable Scratch Performance; Open Call</title>
		<link>http://createdigitalmusic.com/2012/01/proposal-a-markup-language-for-turntable-scratch-performance-open-call/</link>
		<comments>http://createdigitalmusic.com/2012/01/proposal-a-markup-language-for-turntable-scratch-performance-open-call/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 22:12:21 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Artists]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-interfaces]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[eyebeam]]></category>
		<category><![CDATA[hacking]]></category>
		<category><![CDATA[hacks]]></category>
		<category><![CDATA[physical-computing]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[robotics]]></category>
		<category><![CDATA[Scratch]]></category>
		<category><![CDATA[scratch-markup-language]]></category>
		<category><![CDATA[scratching]]></category>
		<category><![CDATA[turntable]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22277</guid>
		<description><![CDATA[Scratching, captured. Photo (CC-BY-SA) karl sinfield / sindesign. Add this to the Internet of Things: imagine data recording scratching and scratch performances. Technologists Jamie Wilkinson, Michael Auger, and Kyle McDonald propose a new way of storing scratch moves as data. They&#8217;re not just working in traditional ways, either: they&#8217;re hacking turntables and optical mice and &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/01/proposal-a-markup-language-for-turntable-scratch-performance-open-call/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2012/01/scratch.jpeg"><img src="http://createdigitalmusic.com/files/2012/01/scratch.jpeg" alt="" title="scratch" width="640" height="432" class="alignnone size-full wp-image-22279" /></a></p>
<div class="imgcaption">Scratching, captured. Photo (<a href="http://creativecommons.org/licenses/by-sa/2.0/">CC-BY-SA</a>) <a href="http://www.flickr.com/people/sindesign/">karl sinfield</a> / <a href="http://sindesign.co.uk/">sindesign</a>.</div>
<p>Add this to the Internet of Things: imagine data recording scratching and scratch performances. </p>
<p>Technologists Jamie Wilkinson, Michael Auger, and Kyle McDonald propose a new way of storing scratch moves as data. They&#8217;re not just working in traditional ways, either: they&#8217;re hacking turntables and optical mice and cameras, and imagine not only recording performances, but having machines recreate scratching. (Robots!) And they want your help. Kyle writes:</p>
<blockquote><p>i&#8217;m going to be leading a group at art hack day ( brooklyn, january 26th-28th <a href="www.arthackday.net/">www.arthackday.net/</a> ) about scratch markup<br />
language, a tool for recording performances from turntablists.</p>
<p>this describes the general idea and who we&#8217;re<br />
looking for. we need everyone from web designers/developers, to<br />
hardware hackers, coders and musicians. if you&#8217;re interested, or know someone who is interested, contact me or join the google group <a href="http://groups.google.com/group/arthackday/">groups.google.com/group/arthackday/</a></p></blockquote>
<p>(We cover the awesomeness that is <a href="http://createdigitalmotion.com/2012/01/graffiti-markup-language-storing-tags-as-data-and-soon-scratching-too/">Graffiti Markup Language</a> on Motion, which goes further to explaining why this sort of data storage can be powerful and enabling.)</p>
<p>All is described &#8211; rather bizarrely &#8211; in an image. (Can we have plain text, please? It is, at least, a pretty picture!)</p>
<p><a href="http://createdigitalmusic.com/files/2012/01/scratchmarkup.jpg"><img src="http://createdigitalmusic.com/files/2012/01/scratchmarkup-494x640.jpg" alt="" title="scratchmarkup" width="494" height="640" class="alignnone size-large wp-image-22278" /></a></p>
<div class="imgcaption">Proposal/poster image (<a href="http://creativecommons.org/licenses/by/2.0/deed.en">CC-BY</a>) <a href="http://kylemcdonald.net/">Kyle McDonald</a>.</div>
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		<title>Inside Phaedra, the Analog-Style MIDI Sequencer for iPad</title>
		<link>http://createdigitalmusic.com/2011/12/inside-phaedra-the-analog-style-midi-sequencer-for-ipad/</link>
		<comments>http://createdigitalmusic.com/2011/12/inside-phaedra-the-analog-style-midi-sequencer-for-ipad/#comments</comments>
		<pubDate>Tue, 27 Dec 2011 16:22:18 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Alesis]]></category>
		<category><![CDATA[analog]]></category>
		<category><![CDATA[chris-randall]]></category>
		<category><![CDATA[core-midi]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[interaction-design]]></category>
		<category><![CDATA[interface-design]]></category>
		<category><![CDATA[io-dock]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[MIDI]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[modular]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[step-sequencers]]></category>
		<category><![CDATA[tablets]]></category>
		<category><![CDATA[UI-design]]></category>
		<category><![CDATA[UX]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22000</guid>
		<description><![CDATA[I&#8217;m not sure how everyone who owns an iPad uses it for music, but I find myself strangely drawn, more than anything else, to analog step sequencers. With MIDI connections &#8211; via a special interface or a standard USB MIDI interface connected via adapter to the tablet &#8211; you can even drive hardware. For me, &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/12/inside-phaedra-the-analog-style-midi-sequencer-for-ipad/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/12/phaedrascreen_hr.jpg"><img src="http://createdigitalmusic.com/files/2011/12/phaedrascreen_hr-640x480.jpg" alt="" title="phaedrascreen_hr" width="640" height="480" class="alignnone size-large wp-image-22008" /></a></p>
<p>I&#8217;m not sure how everyone who owns an iPad uses it for music, but I find myself strangely drawn, more than anything else, to analog step sequencers. With MIDI connections &#8211; via a special interface or a standard USB MIDI interface connected via adapter to the tablet &#8211; you can even drive hardware. For me, the app of choice has been <a href="http://syntheticbits.com/littlemidi.html">Little MIDI Machine</a>. Developer Chris Randall has a new application in the analog-style sequencing category, though, called Phaedra.</p>
<p>If you haven&#8217;t grabbed it already, you have until the New Year to get it for US$4.99 before the price jumps to ten bucks. And you get an impressive array of features:</p>
<ul>
<li>Multiple buses, with 32 steps max each</li>
<li>Programmable note, velocity, gate time, and two MIDI CC outs for each step</li>
<li>Send or receive MIDI Clock for sync</li>
<li>Use MIDI hardware (via Core MIDI), other apps (using &#8220;background MIDI&#8221; or OMAC), or your computer (networking via a MIDI Network Session</li>
</ul>
<p><a href="http://itunes.apple.com/us/app/phaedra/id486128228?mt=8#">Phaedra for iPad</a> [iTunes Store Link; you'll need iOS 5.0]</p>
<p>I wanted to know more about the creation of Phaedra. Developer and musician Chris Randall, known for his work with boutique plug-in maker Audio Damage, released this under a new moniker, <a href="http://www.naughtypanther.com/">Naughty Panther</a>, which does iOS and MIDI development. Chris has been known to mix old and new, as with his musical use of the <a href="http://createdigitalmusic.com/2011/09/good-listening-chris-randalls-particulate-pulses-with-obsessively-constructed-sound-apple-ii-nostalgia/">Apple II</a>. Here, he gives us some insight into how he went through the design process on this new tool.</p>
<p><a href="http://createdigitalmusic.com/files/2011/12/phaedranotes.jpg"><img src="http://createdigitalmusic.com/files/2011/12/phaedranotes-640x426.jpg" alt="" title="phaedranotes" width="640" height="426" class="alignnone size-large wp-image-22002" /></a></p>
<div class="imgcaption">Develop for iPad, but sketch on a more traditional tablet &#8211; the paper kind. From Chris&#8217; notebook sketches for Phaedra.</div>
<p><span id="more-22000"></span></p>
<p><strong>CDM: How do you sketch out the UI on a project like this? Paper and pencil?</strong></p>
<p><strong>Chris:</strong> Normally I just make notes in a little Field Notes notebook as I think about them &#8212; I carry one everywhere &#8212; then once I have a clear mental image of what I want to make, I just bust it straight out in Photoshop (or, for <a href="http://en.wikipedia.org/wiki/Skeuomorph">skeuomorphic</a> interfaces like this one, a combination of Photoshop for the panel and 3D Studio Max for the knobs and buttons).</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/CBzc5Jvw-a8?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p><strong>What inspiration did you consider as far as hardware?</strong></p>
<p>Adam sent me the page for the Moon Modular 568 &#8220;Sequential Trigger Source&#8221; and quipped that it would make a fun iPad app, and I kind of ran with it. (Their site is a frame-a-thon, but &#8217;tis here: <a href="http://www.lunar-experience.com/home.html">http://www.lunar-experience.com/home.html</a>) As you can see, the UI for Phaedra closely follows the Moon Modular design. The functionality diverges quite a bit, though. Once I had the initial look, I just started adding features I personally thought would be nice in a step sequencer. Then the beta testers had some more input. And now that it is out, I&#8217;m getting a ton of great feature requests from the users. The next update will have some cool tricks in it, provided I can figure out how to code them. </p>
<p><strong>What hardware would you recommend for connecting MIDI?</strong></p>
<p>The best MIDI I/O situation for Phaedra is an <a href="http://www.alesis.com/iodock">Alesis iO Dock</a>. Hands down. I have tested it with a half dozen MIDI interfaces via the [Apple] <a href="http://store.apple.com/us/product/MC531ZM/A">Camera Connection Kit</a> [for connecting driverless USB MIDI interfaces], and they all work fine except that $5 cheap one that people buy from Amazon, which unsurprisingly, has problems. Phaedra also automatically creates a virtual port and connects to all virtual endpoints running on the iPad, so it can drive <a href="http://www.temporubato.com/">NLog Pro</a>, <a href="http://www.moogmusic.com/products/apps/animoog">Animoog</a>, whatever. And it also is [Apple MIDI] Network Session aware, so it can just work over wi-fi.</p>
<p>I&#8217;m going to add OSC output as an option in the next update, I think. I&#8217;m still thinking about how to implement that, but it seems like it would be handy, and then Phaedra&#8217;s abilities would be greatly increased. </p>
<p>I&#8217;m also adding trigger outputs via the audio ports, so you can use Phaedra to clock an external modular sequencer like Makenoise René, or a pre-MIDI drum machine. I&#8217;m giving it 48-ppq clock for Korg drum machines, 24-ppq clock for most every other drum machine, and arbitrary rates from 16-ppq on up to 1-ppq for driving modular sequencers and your Monotribe. This should be handy, and will be sample-accurate in line with the MIDI clock output.</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/YzNGPKnDGMc?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>See also Chris&#8217; blog entry on the app at Analog Industries:<br />
<a href=http://www.analogindustries.com/blog/entry.php?blogid=1324515531593">Some Cool Shit</a></p>
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		<title>PreenFM, Open Source Hardware Synth: Behind the Scenes with the Creator</title>
		<link>http://createdigitalmusic.com/2011/12/preenfm-open-source-hardware-synth-behind-the-scenes-with-the-creator/</link>
		<comments>http://createdigitalmusic.com/2011/12/preenfm-open-source-hardware-synth-behind-the-scenes-with-the-creator/#comments</comments>
		<pubDate>Thu, 08 Dec 2011 16:37:05 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21744</guid>
		<description><![CDATA[First revealed last month, PreenFM is an open source hardware synth. As the name implies, it&#8217;s an FM synth, with some very serious specs: up to six-operator FM synthesis with some nine algorithms, up to 4-voice polyphony (depending on algorithm), glide, selectable LFOs, modulation matrix, and preset banks with SysEx support. It&#8217;s all usable via &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/12/preenfm-open-source-hardware-synth-behind-the-scenes-with-the-creator/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="480" src="http://www.youtube.com/embed/0MZPafwf43E?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>First revealed last month, PreenFM is an open source hardware synth. As the name implies, it&#8217;s an FM synth, with some very serious specs: up to six-operator FM synthesis with some nine algorithms, up to 4-voice polyphony (depending on algorithm), glide, selectable LFOs, modulation matrix, and preset banks with SysEx support. It&#8217;s all usable via a display and MIDI support.</p>
<p>It&#8217;s also fully open source hardware; whereas early efforts often had commercial restrictions attached, PreenFM is free for use under the GPLv3 and Creative Commons. And it&#8217;s got a unique platform under the hood: the open source <a href="http://leaflabs.com/">LeafLabs 32-bit development platform</a> gives this some serious horsepower. It&#8217;s very much in contrast to the ultra-inexpensive 8-bit brain of our own <a href="http://meeblip.com">MeeBlip synth</a>; think of the MeeBlip as an exercise in what you can do with a little two-stroke engine versus the V8 muscle in this. (The creator says the MeeBlip helped inspire his creation &#8211; yes, synths are multiplying!)</p>
<p>You may have glimpsed the PreenFM making the rounds online, but I got creator Xavier Hosxe to tell us more of the gory details and share some sounds. </p>
<p><a href="http://createdigitalmusic.com/files/2011/12/preenfm_top.jpg"><img src="http://createdigitalmusic.com/files/2011/12/preenfm_top-640x480.jpg" alt="" title="preenfm_top" width="640" height="480" class="alignnone size-large wp-image-21754" /></a><span id="more-21744"></span></p>
<p><a href="http://createdigitalmusic.com/files/2011/12/preenfm_underneath.jpg"><img src="http://createdigitalmusic.com/files/2011/12/preenfm_underneath-640x533.jpg" alt="" title="preenfm_underneath" width="640" height="533" class="alignnone size-large wp-image-21755" /></a></p>
<p><strong>CDM: So this is all based on the Leaf platform?</strong></p>
<p><strong>Xavier:</strong> Yes it&#8217;s built around a LeafLab board.<br />
I coded a first version on the Maple [development board]; then when they announced their &#8220;<a href="http://leaflabs.com/docs/hardware/maple-mini.html">Maple Mini</a>,&#8221; I realized it was going to be very easy to plug it into a PCB.<br />
I&#8217;m not directly connected to [LeafLabs]; I participated in the forum and learnt many things from the team.</p>
<p>They are very friendly and helpful.</p>
<p><strong>What was it like working with the Leaf?</strong></p>
<p>The LeafLabs boards uses an <a href="http://www.arm.com/products/processors/cortex-m/cortex-m3.php">ARM Cortex-M3</a> microcontroller.</p>
<p>It&#8217;s a 32-bit chip runing at 72Mhz that can do 32-bit multiplication in 1 clock cycle, has 128Kb of flash [memory] and 20Kb of RAM. That seems very few but it&#8217;s not, PreenFM software uses 92Kb for the moment.</p>
<p>LeafLabs provide a Linux/gcc toolchain that allows to develop in your IDE of choice&#8230; <a href="http://eclipse.org">Eclipse</a> in my case, which is very confortable.</p>
<p>They also provide a strong bootloader and some libraries that worked perferfeclty for my needs : Usart (Midi), I2C (EEPROM), LiquidCrystal (LCD).</p>
<p><strong>What will you get in the PreenFM kit?</strong></p>
<p>All you need to build yourself a complete synth: PCB, screws, resistors, ICs, audio/midi jack, box, 20&#215;4 LCD, encoders, knobs, buttons&#8230; even an USB cable [for power].</p>
<p>You&#8217;ll also get a Maple Mini board with PreenFM soft preloaded.  The Maple Mini is easily updatable, and you can experiment lots of different things with it.</p>
<p>PreenFM C++ source code is <a href="https://github.com/Ixox/preen">available on GitHub</a>. It&#8217;s easy to read and modifiable. If you want to see your name to welcome you on the boot screen, go ahead <img src='http://createdigitalmusic.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>To build the kit, you only need a soldering iron and some solder.</p>
<p>There will be 2 differences with the photos you can see on the site: the final PCB will be blue (I should receive them next week). <em>[Ed.: See the photo in blue at top; the orange one is included here for variety! -PK]</em></p>
<p><strong>Xavier also sends along some welcome news:</strong></p>
<p>Here is a sound I can get with my soon-to-be-released StepSequencer feature in PreenFM.</p>
<p>This is a single voice of a simple 3-oscillator voice. 1 very slow LFO + 2 * step sequencer routed to the modulation indices.</p>
<p><object height="81" width="100%"><param name="movie" value="https://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F30075566"></param><param name="allowscriptaccess" value="always"></param> <embed allowscriptaccess="always" height="81" src="https://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F30075566" type="application/x-shockwave-flash" width="100%"></embed></object>  <span><a href="http://soundcloud.com/cdm/preenfmstepseq">PreenFMStepSeq</a> by <a href="http://soundcloud.com/cdm">cdm</a></span> </p>
<p>Here&#8217;s a sound sample:<br />
<object height="81" width="100%"><param name="movie" value="https://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F30076029"></param><param name="allowscriptaccess" value="always"></param> <embed allowscriptaccess="always" height="81" src="https://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F30076029" type="application/x-shockwave-flash" width="100%"></embed></object>  <span><a href="http://soundcloud.com/cdm/preenfm-1">PreenFM 1</a> by <a href="http://soundcloud.com/cdm">cdm</a></span> </p>
<p><strong><a href="http://www.preenfm.net ">http://www.preenfm.net</a></strong></p>
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		<title>Ableton Live-Style Performance Interface, Scripted Entirely in Renoise: Cells!</title>
		<link>http://createdigitalmusic.com/2011/12/ableton-live-style-performance-interface-scripted-entirely-in-renoise-cells/</link>
		<comments>http://createdigitalmusic.com/2011/12/ableton-live-style-performance-interface-scripted-entirely-in-renoise-cells/#comments</comments>
		<pubDate>Mon, 05 Dec 2011 13:29:17 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21670</guid>
		<description><![CDATA[In a marvel of DIY engineering, one intrepid user of the tracker-made-modern music making environment Renoise has reconstructed the basic elements of the Ableton Live interface. With quantized clip launching on channels and even a crossfader, it&#8217;s unmistakably a copy of what Ableton does. I don&#8217;t think you&#8217;d dump your install of Ableton for this; &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/12/ableton-live-style-performance-interface-scripted-entirely-in-renoise-cells/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/ZXvgzGznslE?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>In a marvel of DIY engineering, one intrepid user of the tracker-made-modern music making environment Renoise has reconstructed the basic elements of the Ableton Live interface. With quantized clip launching on channels and even a crossfader, it&#8217;s unmistakably a copy of what Ableton does. I don&#8217;t think you&#8217;d dump your install of Ableton for this; the whole reason you&#8217;d want a feature like this is really if you prefer other elements of Renoise that are different from Live. But as a proof-of-concept, it&#8217;s pretty extraordinary. (Ableton users, the ball&#8217;s in your court: someone want to make a tracker in Max for Live?)</p>
<p>mxb has more information on the Renoise forum:<br />
<a href="http://www.renoise.com/board/index.php?/topic/32601-cells-preview/">Cells! Preview</a></p>
<p>We love the bleeding edge, but as mxb notes, &#8220;this is still at a very early beta stage; if anyone has any suggestions or feature requests, [they should] make them in the thread on Renoise forums.&#8221;</p>
<p>All of this is possible because of Renoise&#8217;s powerful scripting environment.</p>
<p>The Cells! video above is a bit primitive &#8211; mxb says it&#8217;s a result of poor screen capture software, which is also responsible for sync disappearing &#8211; but you get the idea. mxb has also built a four-oscillator synth called ReSynth, and <a href="http://createdigitalmusic.com/2011/05/renoise-2-7-arrives-qa-on-free-puremagnetik-sounds-hacks-to-come/">previously-mentioned sample import</a>.</p>
<p><a href="http://tools.renoise.com/users/mxb">http://tools.renoise.com/users/mxb</a> [all of mxb's creations]<br />
<a href="http://tools.renoise.com/tools/resynth">http://tools.renoise.com/tools/resynth</a></p>
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		<title>Subcycle, Insanely Futuristic 3D Music Interface, Reaches New Levels of Pattern and Sound</title>
		<link>http://createdigitalmusic.com/2011/11/subcycle-insanely-futuristic-3d-music-interface-reaches-new-levels-of-pattern-and-sound/</link>
		<comments>http://createdigitalmusic.com/2011/11/subcycle-insanely-futuristic-3d-music-interface-reaches-new-levels-of-pattern-and-sound/#comments</comments>
		<pubDate>Tue, 15 Nov 2011 13:59:33 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21424</guid>
		<description><![CDATA[Compare the complex model of what a computer can use to control sound and musical pattern in real-time to the visualization. You see knobs, you see faders that resemble mixers, you see grids, you see &#8211; bizarrely &#8211; representations of old piano rolls. The accumulated ephemera of old hardware, while useful, can be quickly overwhelmed &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/11/subcycle-insanely-futuristic-3d-music-interface-reaches-new-levels-of-pattern-and-sound/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/32096487?title=0&amp;byline=0&amp;portrait=0&amp;color=C06838" width="640" height="360" frameborder="0" webkitAllowFullScreen allowFullScreen></iframe></p>
<p>Compare the complex model of what a computer can use to control sound and musical pattern in real-time to the visualization. You see knobs, you see faders that resemble mixers, you see grids, you see &#8211; bizarrely &#8211; representations of old piano rolls. The accumulated ephemera of old hardware, while useful, can be quickly overwhelmed by a complex musical creation, or visually can fail to show the musical ideas that form a larger piece. You can employ notation, derived originally from instructions for plainsong chant and scrawled for individual musicians &#8211; and quickly discover how inadequate it is for the language of sound shaping in the computer.</p>
<p>Or, you can enter a wild, three-dimensional world of exploded geometries, navigated with hand gestures.</p>
<p>Welcome to the sci fi-made-real universe of Portland-based Christian Bannister&#8217;s subcycle. Combining sophisticated, beautiful visualizations, elegant mode shifts that move from timbre to musical pattern, and two-dimensional and three-dimensional interactions, it&#8217;s a complete visualization and interface for live re-composition. A hand gesture can step from one musical section to another, or copy a pattern. Some familiar idioms are here: the grid of notes, a la piano roll, and the light-up array of buttons of the monome. But other ideas are exploded into spatial geometry, so that you can fly through a sound or make a sweeping rectangle or circle represent a filter.</p>
<p>Ingredients, coupling free and open source software with familiar, musician-friendly tools:</p>
<ul>
<li>Two projectors</li>
<li>A <a href="http://monome.org">monome</a></li>
<li><a href="http://processing.org">Processing</a>, the elegant and artist-savvy free software for visual code</li>
<li>Ableton Live and Cycling &#8217;74&#8242;s Max for Live, acting as the interactive glue with the sound world</li>
<li><a href="http://www.image-line.com/documents/drumaxx.html">Drumaxx</a>, Image-Line&#8217;s tasty physical-modeled drum synth</li>
<li><a href="http://www.native-instruments.com/#/de/products/producer/battery-3/">Native Instruments Battery</a>, the sampled drum engine</li>
<li><a href="http://eclipse.org">Eclipse, the free IDE, for Java coding in this case</li>
<li><a href="http://nuicode.com/projects/tbeta">Community Core Vision</a> and <a href="http://reactivision.sourceforge.net/">reacTIVision</a> (based on our previous info, at least), free and open source community-based projects for making the interfaces you see in movies happen in real life.</li>
</ul>
<p><span id="more-21424"></span></p>
<p>Another terrific video, which gets into generating a pattern:<br />
<iframe src="http://player.vimeo.com/video/30507399?title=0&amp;byline=0&amp;portrait=0&amp;color=C06838" width="640" height="352" frameborder="0" webkitAllowFullScreen allowFullScreen></iframe></p>
<p>Now, I could say more, but perhaps it&#8217;s best to watch the videos. Normally, when you see a demo video with 10 or 11 minutes on the timeline, you might tune out. Here, I predict you&#8217;ll be too busy trying to get your jaw off the floor to skip ahead in the timeline.</p>
<p>At the same time, to me this kind of visualization of music opens a very, very wide door to new audiovisual exploration. Christian&#8217;s eye-popping work is the result of countless decisions &#8211; which visualization to use, which sound to use, which interaction to devise, which combination of interfaces, of instruments &#8211; and, most importantly, <em>what kind of music</em>. Any one of those decisions represents a branch that could lead elsewhere. If I&#8217;m right &#8211; and I dearly hope I am &#8211; we&#8217;re seeing the first future echoes of a vast, expanding audiovisual universe yet unseen.</p>
<p>Previously:<br />
<a href="http://cdm.fm/uWQqXG">Subcycle: Multitouch Sound Crunching with Gestures, 3D Waveforms</a></p>
<p>And lots more info on the blog for the project:<br />
<strong><a href="http://www.subcycle.org/">http://www.subcycle.org/</a></strong></p>
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		<title>iPad Meets Kinect, Twister Meets Tenori-On: Behind the Scenes of Pxl Pusher Music Game</title>
		<link>http://createdigitalmusic.com/2011/11/ipad-meets-kinect-twister-meets-tenori-on-behind-the-scenes-of-pxl-pusher-music-game/</link>
		<comments>http://createdigitalmusic.com/2011/11/ipad-meets-kinect-twister-meets-tenori-on-behind-the-scenes-of-pxl-pusher-music-game/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 12:59:48 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<category><![CDATA[tenori-on]]></category>
		<category><![CDATA[twister]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21335</guid>
		<description><![CDATA[What happens when you meld the most futuristic Microsoft technology with the most futuristic Apple technology with the most ColecoVision-esque graphics as built in Jitter? Or you create gameplay that couples physical human contortion with the step sequencing rhythms of music? A different take on music games, that&#8217;s what. Developers Matt (&#8220;M@tt&#8221;) Boch and Ryan &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/11/ipad-meets-kinect-twister-meets-tenori-on-behind-the-scenes-of-pxl-pusher-music-game/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/hX1qg9Qfo14?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>What happens when you meld the most futuristic Microsoft technology with the most futuristic Apple technology with the most ColecoVision-esque graphics as built in Jitter? Or you create gameplay that couples physical human contortion with the step sequencing rhythms of music? A different take on music games, that&#8217;s what.</p>
<p>Developers Matt (&#8220;M@tt&#8221;) Boch and Ryan Challinor work, in their day jobs, on the music game as most people know it, at Harmonix. Harmonix&#8217;s roots remain in the rhythm game, so that music play, even at its most serious, is still about musical timing accuracy. Pxl Pusher is a very different mechanic: imagine a step sequencer grid on an iPad, presenting blocks that, true to the classic game Twister, require another player to balance and stretch their bodies to match.</p>
<p>I caught up with Matt and Ryan over the summer at New York&#8217;s Museum of Modern Art. Before throngs of crowds swarmed the game &#8211; easily one of the most popular of the night &#8211; I managed to get some quick footage of the creators doing last-minute patching and trying out gameplay. (The quiet there is atypical; we got to shoot before the doors opened.) An insane travel schedule kept me from publishing sooner, but here, Matt and Ryan share their process.</p>
<p>Another interesting twist: Max/MSP and Jitter allowed extremely rapid prototyping with Kinect, something of interest to anyone doing this sort of work. (And dig those &#8220;3D&#8221; images &#8230; if they don&#8217;t blind you.)<span id="more-21335"></span></p>
<p><strong>CDM: How did you work together on this project?</strong></p>
<p><strong>Matt:</strong> Jamin from Kill Screen had asked me to make a project for the Pop Rally, and I was looking for someone to team up with to make it happen. Around the same time, Ryan was developing Synapse, and I got super excited about that tech. Having worked with him closely on Dance Central 2, I was positive we&#8217;d make a killer team, so I proposed we team up and make it happen. He got the ball rolling immediately.</p>
<p>Max/MSP is a pretty ideal environment for the both of us to work in, as it lets us evaluate ideas really quickly, and completely obliterate the lines between disciplines that we&#8217;re used to in traditional game development. Each of us designed, coded, sound designed, and made art for the game. It was awesome to be able to share in the creation of all parts of the game.</p>
<p><strong>Ryan:</strong> We riffed on ideas with each other until it snowballed into the final product.  Max allowed us both to work in the same space, as opposed to the traditional programmer/designer arrangement, where I would work in code and Matt would tweak values that I expose.  This allowed us to work much faster and blurred the line between programmer and designer.</p>
<p><strong>Any roadblocks, discoveries along the way?</strong></p>
<p><strong>Ryan:</strong> The whole project was driven by discovery: discover a fun interaction, then figure out how to leverage it.  There were no real roadblocks, other than Matt being on painkillers for the entirety of the project!</p>
<p><strong>Matt:</strong> I fell, knocked out four teeth, and fractured my jaw, so I was on heavy doses of painkillers for much of the development. I&#8217;m doing much better now, almost fully recovered. </p>
<p>The greatest discovery for me was more of a rediscovery. I remembered how freeing it is to design a game for a very specific context. Before working at Harmonix, I made arcade games in a contemporary art context. Getting back into that mindset was a blast.</p>
<p><strong>Tell us a bit how you work with Max for rapid prototyping. How did you set it up? Any specific tools you made use of? Any tips, either related to Max or Kinect specifically?</strong></p>
<p><strong>Ryan:</strong> No real tips for Max, other than do a lot of commenting when you&#8217;re working on a file with someone else.  As far as Kinect tips, my main advice would be to explore and discover what fun you can have with he input, other than starting with a specific goal.  The only tools we used outside of Max were Synapse for the Kinect data, Adobe Premiere for the background movie, and some web app Matt used to generate some of the sound effects.</p>
<p><strong>Matt:</strong> We ended up using Beanstalkapp &#038; Versions for version control, which was huge for us in the late stages of development when we both needed to be working simultaneously. It was great that we structured our patch in such a way that we could easily turn elements of the patch into standalone patches, so simultaneous work could happen. You lose some flexibility, but it&#8217;s worth it to be able to work in tandem.</p>
<p><strong>How did you conceive the idea for this game?</strong></p>
<p><strong>Matt:</strong> Largely through iteration and idea exchange. I VJ around Boston a fair amount and often used TouchOSC to VJ with my iPhone, so I&#8217;m not stuck behind my laptop for hours at a time, so when Ryan brought up the idea of using TouchOSC with MAX and Synapse, I was totally sold. We quickly arrived at the mashup between Twister and Step Sequencer, and every after that was polishing mechanics, arriving at a unified aesthetic, and then finding the best way to ramp difficulty.</p>
<p><strong>Ryan:</strong> Matt approached me to work on a game for the PopRally right around when I just finished up Synapse, so I wanted to leverage that in the project.  I had also just learned about TouchOSC, so I thought it could be fun to incorporate that.  So, the initial concept was born out of experimenting with interactions that combined the Kinect and iPad.</p>
<p><strong>How did things go at MOMA? Any surprises in terms of reception? It was effectively rapid playtesting &#8212; anything that you would now incorporate into the game? Or things that worked well, for that matter?</strong></p>
<p><strong>Matt:</strong> It was a phenomenal success. I never imagined we&#8217;d have a line of people waiting to play the game all night, never mind a line full of people cheering, laughing, and clapping as they watched others play. We&#8217;ve talked a bit about ways to modify the existing game to make it a bit deeper and more broadly compatible, but I&#8217;m also wary of upsetting the balance we arrived at.</p>
<p><strong>Ryan:</strong> I was pleased with the reception at MoMA, it was very satisfying to work on a project and then immediately have people playing it, literally 10 minutes after it was finished (thanks to a last-minute feature request from Matt&#8217;s friend Christina)</p>
<p><strong>What does it mean to you to have this game in this landmark art museum?</strong></p>
<p><strong>Ryan:</strong> I&#8217;m really grateful that we were able to show it off in such an amazing space.  It feels a little unreal to me, my brain hasn&#8217;t really processed it yet.</p>
<p><strong>Matt:</strong> It was hugely validating, especially because my Dad was in town and was able to make it to the event. He&#8217;s never seen crowds of people play the games I&#8217;ve worked on so to have him there, seeing how much fun everyone was having, was awesome in and of itself. That it was at the MoMA? Still haven&#8217;t totally processed it. It was the stuff of dreams when I was getting my art degree; it&#8217;s going to take a bit for me to internalize that that dream was realized. Not only was I able to show work at the MoMA, but it was shown in the context of so many great games: Bit.Trip Beat, Limbo, B.U.T.T.O.N., QWOP, the list goes on&#8230;</p>
<p><strong>How about the connection to <em>Kill Screen Magazine?</em></strong></p>
<p><strong>Matt:</strong> I think <em>Kill Screen</em> is far and away the best game writing happening right now. Both their daily updates on the web and their themed print issues are staples in my life. To be fair, I might be biased as I&#8217;m good friends with [editor-in-chief] Jamin, but nevertheless, I think what they&#8217;ve accomplished is undeniably phenomenal. What other publication could convince the MoMA to have a video game night?</p>
<p><strong>Can you tell us a bit about your roles at Harmonix, and how you came to be there?</strong></p>
<p><strong>Ryan:</strong> I&#8217;m a programmer at Harmonix, I&#8217;ve worked on <em>The Beatles: Rock Band</em> and the <em>Dance Central</em> series.  I was a CS major at the University of Texas, I got an internship at a game studio in Austin that turned into a job, then a few years later a coworker talked me up to someone he met from Harmonix, and I got recruited to work there.</p>
<p><strong>Matt:</strong> I am a Project Lead at Harmonix, though I&#8217;ve occupied many roles previously, most recently Senior Designer. I started at Harmonix as a Production Assistant while I was finishing my thesis at Harvard. My friend and VJ partner, Josh Randall, is the Creative Director of Harmonix. We&#8217;d been VJing together for a bit while I was in school. He gave me a call one day, suggesting I apply for a Production Assistant role. One of my jobs was to track all the prototype hardware, but I ended up spending most of my time repairing it, as my art practice of building arcades gave me a fair amount of experience about mechanical engineering, electronic engineering, and coding. That landed me a role as hardware designer, and, many <em>Rock Band</em> iterations and trips to China later, I was tasked with investigating tech for a potential dance game. That lead to me heading up the development of a game prototype that would become <em>Dance Central</em>, and I&#8217;ve been designing for the franchise ever since. A circuitous path for sure, but I&#8217;m really happy with where I ended up, and deeply grateful to Harmonix for allowing me to occupy such varied roles throughout my 4 years tenure.</p>
<p><strong>Synapse is something other folks can use, too, correct? What does it do, and where might they begin?</strong></p>
<p><strong>Ryan:</strong> Yep, Synapse is a freely released toolset.  The primary focus of the project was for controlling Ableton Live with Kinect, but it can be used with anything that receives OSC input.  You can find more information at <a href="http://synapsekinect.tumblr.com/">http://synapsekinect.tumblr.com/</a></p>
<p><strong>Any future plans for this game, or other Synapse-powered stuff?</strong></p>
<p><strong>Ryan:</strong> In the immediate future, we&#8217;ll be showing off PXL PUSHR at Indiecade in LA on October 8th.  Beyond that, I&#8217;m not sure what the future is.  At the very least, we&#8217;re going to keep the ideas of the gameplay mechanic in mind to be incorporated into future projects.  As far as Synapse, I&#8217;m currently exploring other ideas so I don&#8217;t have any Synapse stuff in the works at the moment, but I know of a few other people working on Synapse-powered projects currently.</p>
<p><strong>Matt:</strong> As Ryan stated, we&#8217;re showing it at Indiecade, and are hoping we&#8217;ll get more opportunities to show the game publicly. I deeply enjoyed working on the game with Ryan and I hope that TeamPXL, the moniker we&#8217;ve adopted, will develop additional games with the same working methodology. For now, given that we both just wrapped development on Dance Central 2, we&#8217;re taking a much needed break to recharge. I know Ryan&#8217;s got some awesome audio manipulation patches in the works, and I&#8217;m excited to see what comes of those. In time, I&#8217;m sure an awesome idea for a game will cross one of our minds and we&#8217;ll have no choice but to dig in and make something new!</p>
<p><a href="http://createdigitalmusic.com/files/2011/11/move.gif"><img src="http://createdigitalmusic.com/files/2011/11/move.gif" alt="" title="move" width="500" height="398" class="alignnone size-full wp-image-21345" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2011/11/ipadsequence.gif"><img src="http://createdigitalmusic.com/files/2011/11/ipadsequence.gif" alt="" title="ipadsequence" width="500" height="333" class="alignnone size-full wp-image-21346" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2011/11/laurendance.gif"><img src="http://createdigitalmusic.com/files/2011/11/laurendance-640x363.gif" alt="" title="laurendance" width="640" height="363" class="alignnone size-large wp-image-21347" /></a></p>
<p><a href="http://teampxl.tumblr.com/"><strong>http://teampxl.tumblr.com/</strong></a></p>
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		<title>Csound For Live: Powerful Sound Creation in Ableton, With or Without Any Coding</title>
		<link>http://createdigitalmusic.com/2011/10/csound-for-live-the-power-of-csound-in-ableton-with-or-without-any-coding/</link>
		<comments>http://createdigitalmusic.com/2011/10/csound-for-live-the-power-of-csound-in-ableton-with-or-without-any-coding/#comments</comments>
		<pubDate>Sat, 15 Oct 2011 19:08:43 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ableton]]></category>
		<category><![CDATA[Ableton-Live]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[Csound]]></category>
		<category><![CDATA[DIY]]></category>
		<category><![CDATA[DSP]]></category>
		<category><![CDATA[geekiness]]></category>
		<category><![CDATA[live-performance]]></category>
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		<category><![CDATA[Max-Mathews]]></category>
		<category><![CDATA[previews]]></category>
		<category><![CDATA[processing]]></category>
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		<category><![CDATA[real-time]]></category>
		<category><![CDATA[Sound-design]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=20982</guid>
		<description><![CDATA[With great power comes great learning curves &#8211; or maybe not. Csound for Live, just announced this weekend and shipping on Tuesday, brings one of the great sound design tools into the Ableton Live environment. You can use it without any actual knowledge of Csound, without a single line of code &#8212; or, for those &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/10/csound-for-live-the-power-of-csound-in-ableton-with-or-without-any-coding/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/30576925" width="640" height="360" frameborder="0" webkitAllowFullScreen allowFullScreen></iframe></p>
<p>With great power comes great learning curves &#8211; or maybe not. Csound for Live, just announced this weekend and shipping on Tuesday, brings one of the great sound design tools into the Ableton Live environment. You can use it without any actual knowledge of Csound, without a single line of code &#8212; or, for those with the skills, it could transform how you use Csound.</p>
<p>For anyone who thinks music creation software has to be disposable, you&#8217;ve never seen Csound. With a lineage going literally to the dawn of digital synthesis and Max Mathews, Csound has managed to stay compatible without being dated, host to a continuous stream of composition and sonic imagination that has kept it at the bleeding edge of what computers can do with audio.</p>
<p>Csound for Live does two things. First, it makes Csound run in real-time in ways that are more performative and, well, &#8220;live&#8221; than ever before, inside the Live environment. Second, its release marks a kind of &#8220;greatest hits&#8221; of Csound, pulling some of the platform&#8217;s best creators into building new and updated work that&#8217;s more usable. </p>
<p>If you&#8217;re not a Csound user, you just dial up their work and see what your music can do. If you are, of course, you can go deeper. And if you&#8217;re somewhere in between, you can dabble first before modifying, hacking, or making your own code. And that means for everybody, you get:</p>
<ul>
<li>Spectral processors</li>
<li>Phase vocoders</li>
<li>Granular processors</li>
<li>Physical models</li>
<li>Classic instruments</li>
</ul>
<p>More description:<span id="more-20982"></span></p>
<blockquote><p>It looks great. It works great. It sounds&#8230; beyond great.</p>
<p>CsoundForLive is a collection of over 120 real time audio-plugins that brings the complexity and sound quality of Csound to the fingertips of ANY Ableton Live user &#8211; without ANY prior Csound knowledge. </p>
<p>Capitalizing on the design power of Max For Live, what once took pages of text in Csound can now be accomplished in a few clicks of your mouse. </p>
<p>Move a slider on your APC40 and deconstruct your audio through professional quality granular synthesis&#8230; </p>
<p>Touch a square of your Launchpad and warp pitch and time with real time FFT processing&#8230; </p>
<p>Press letters on your keyboard and create sonically intricate melodies through wave terrain synthesis&#8230; </p></blockquote>
<p>And Dr. Richard Boulanger, unofficial Jedi Master of the Csound movement, instigator of this project, and Berklee School of Music sound and music wizard, posts a bit more:</p>
<blockquote><p>With my former student, and now partner, Colman O&#8217;Reilly, I have been working around the clock for months to collect, adapt, create, wrap, and simplify a huge collection of Csound instruments and make them all work simultaneously and interchangeably in Ableton Live. In this guise, I am  able to &#8220;hot-swap&#8221; the most complex Csound instruments in and out of an arrangement or composition &#8211; on the fly. This is something Csound could never do (and still can&#8217;t!), but CsoundForLive can, and it makes a huge difference in the playability and the usability of Csound.</p>
<p>Two weeks ago, I played a solo concert in Hanover Germany, at the first International Csound Conference. There, all of my compositions, from 20 years ago to 20 minutes ago, were performed in real-time using CsoundForLive. Tonight, at the Cycling &#8217;74 Expo in Brooklyn, NY, I will be demonstrating the program; and next week, I will be releasing this huge collection (on Tuesday, October 17th, at 12:01am). </p>
<p>A huge part of the complete collection is FREE, and I hope it will make the creative difference in your (and your student&#8217;s) lives that it is making in mine. This is a serious game changer for Csound. Check it out. Dr. B.</p></blockquote>
<p>If you&#8217;re at Expo &#8217;74, do say hello to Dr. B for us (and I think you&#8217;ll get some nice surprises with this project).</p>
<p>I&#8217;ve got a copy in for testing, so stay tuned. And I&#8217;ll be doing some follow-ups with Dr. Boulanger and company.</p>
<p>The only bad news here, of course, is that both a supported version of Ableton Live and Max for Live are required to be able to run Csound in this way. In fact, sounds like we have a nice four-horse race going. Max 6 overhauls how multiple patches work (on top of Max for Live), SuperCollider has its own possibilities for multiple real-time patch loading, someone suggested in comments using pd~ inside Pd to manage multiple Pd creations (something fairly new even to most experienced Pd users), and now we have Csound in Live.</p>
<p>But overall, Csound for Live looks like a no-brainer for Max for Live owners, no question, and an exciting taste of the ongoing convergence of cutting-edge creative sound and code with live music making for everybody. As I hinted at in the Max 6 post, I think it&#8217;s suddenly a Renaissance for all these platforms. </p>
<p><strong><a href="http://www.csoundforlive.com/">http://www.csoundforlive.com/</a></strong></p>
<p><em>Silly geeky footnote: With pd~ for Max, I know it&#8217;s possible to run Pd for Max. And via another external, Pd can also run Csound. So we could theoretically run Csound in Pd in Max in Live. But let&#8217;s not get carried away.</em></p>
<h3>More Videos</h3>
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		<title>Farewell to Dennis Ritchie, Whose Language Underlies Digital Music Software</title>
		<link>http://createdigitalmusic.com/2011/10/farewell-to-dennis-ritchie-whose-language-underlies-digital-music-software/</link>
		<comments>http://createdigitalmusic.com/2011/10/farewell-to-dennis-ritchie-whose-language-underlies-digital-music-software/#comments</comments>
		<pubDate>Thu, 13 Oct 2011 12:54:29 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bell]]></category>
		<category><![CDATA[bell-labs]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[computer-music]]></category>
		<category><![CDATA[dennis-ritchie]]></category>
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		<category><![CDATA[obituaries]]></category>
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		<category><![CDATA[programming]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=20945</guid>
		<description><![CDATA[Photo (CC-BY) Mark Anderson. The generation of people who defined modern computing seems to be passing this year. Following Max Mathews, another Bell Labs titan is lost to us: Dennis Ritchie is the man who created the original C programming language (again at Bell Labs) as well as co-developed the UNIX operating system. President Obama &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/10/farewell-to-dennis-ritchie-whose-language-underlies-digital-music-software/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/10/letterc.jpg"><img src="http://createdigitalmusic.com/files/2011/10/letterc.jpg" alt="" title="letterc" width="576" height="640" class="alignnone size-full wp-image-20946" /></a></p>
<div class="imgcaption">Photo (<a href="http://creativecommons.org/licenses/by/2.0/">CC-BY</a>) <a href="http://www.flickr.com/people/andertoons-cartoons/">Mark Anderson</a>.</div>
<p>The generation of people who defined modern computing seems to be passing this year. Following Max Mathews, another Bell Labs titan is lost to us: Dennis Ritchie is the man who created the original C programming language (again at Bell Labs) as well as co-developed the UNIX operating system. President Obama commented that many people learned of Steve Jobs&#8217; death on a device &#8220;he invented.&#8221; For all Jobs&#8217; contributions, it is as untrue to say that as it is <em>true</em> to say the same of Ritchie: you are quite literally reading this story as served by software derived from his creations on UNIX, using tools written primarily in the language he, with others, devised.</p>
<p>For music, C endures in some form as the basis of the vast majority of tools we use for musical computation &#8211; that is, his creation is at the heart of the software with which we all make music. And just as Mathews made the computer sing for the first time, C is a <em>lingua franca</em> on which musical expression is based, the kernel of the vast array of sounds computers today make.</p>
<p>But C is important not simply because, in some form, it remains at the heart of much of the computer code written today. It also introduced in a material sense the idea of portability and cross-platform code, allowing in turn music tools like Csound and others to appear on new computers rather than pass away. It formalized coding concepts that, even in radically-different, more &#8220;modern&#8221; languages survive. That means that for people expressing musical ideas in code &#8211; and anyone using the software that results &#8211; software is not tied to specific hardware, lost as new generations of gear cause the old to pass away. The ideas behind C allow computer music to pass from one generation to another &#8211; to outlive us.</p>
<p>Ritchie would probably at this point hasten to add that he didn&#8217;t work alone, that his work was based on others, that he had colleagues like Ken Thompson who worked with him on C and UNIX. Such is the nature of invention, and unlike the titanic egos of the past (yes, Henry Ford and Thomas Edison, we&#8217;re looking at you), some of today&#8217;s creations were built by people whose impact was no smaller, but who have been far humbler and lesser-known.</p>
<p>So, get to know Dennis and the many colleagues who survive him. Marvel that the &#8220;machine&#8221; is not some alien robot at all, but that in your hands, you hold the contributions of creative human beings, the thoughts of complete strangers encapsulated in front of you, and that at the end of the day, you can make it all sing a song.</p>
<p><a href="http://techcrunch.com/2011/10/13/father-of-c-and-unix-dennis-ritchie-passes-away-at-age-70/">Via TechCrunch</a></p>
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		<title>New Open Grid Gear: A Hackable, Touchable, Light-up Array &#8211; BlipBox</title>
		<link>http://createdigitalmusic.com/2011/10/new-open-grid-gear-a-hackable-touchable-light-up-array-blipbox/</link>
		<comments>http://createdigitalmusic.com/2011/10/new-open-grid-gear-a-hackable-touchable-light-up-array-blipbox/#comments</comments>
		<pubDate>Thu, 13 Oct 2011 12:51:58 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[Light-up grids of buttons are nearly commonplace, but the BlipBox is something different: its array of lights is also a sensor, making it both X/Y controller and light-up grid. And it&#8217;s designed to be completely open &#8212; firmware, hardware, schematics and documentation are all fully GPL-licensed and open source. For those of us who aren&#8217;t &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/10/new-open-grid-gear-a-hackable-touchable-light-up-array-blipbox/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/10/blipbox.jpg"><img src="http://createdigitalmusic.com/files/2011/10/blipbox-640x451.jpg" alt="" title="blipbox" width="640" height="451" class="alignnone size-large wp-image-20952" /></a></p>
<p>Light-up grids of buttons are nearly commonplace, but the BlipBox is something different: its array of lights is also a sensor, making it both X/Y controller and light-up grid. And it&#8217;s designed to be completely open &#8212; firmware, hardware, schematics and documentation are all fully GPL-licensed and open source. </p>
<p>For those of us who aren&#8217;t ninja coders, it&#8217;s also easy to customize, thanks to <a href="http://blipbox.org/blog/2011/08/23/blipzones-screenshots/">friendly software</a> (pictured below) .k for making nifty interactive animations on its display and support for the artist-friendly Processing code environment. As the creators describe it, it&#8217;s three (three!) pieces of hardware in one:</p>
<blockquote><ul>
<li>a creative tool and musical instrument</li>
<li>a large, high definition x/y controller with visual feedback</li>
<li>a uniquely versatile MIDI and OSC controller</li>
</ul>
</blockquote>
<p><a href="http://createdigitalmusic.com/files/2011/10/blipzones.jpg"><img src="http://createdigitalmusic.com/files/2011/10/blipzones-640x387.jpg" alt="" title="blipzones" width="640" height="387" class="alignnone size-large wp-image-20951" /></a></p>
<p>Lest you assume such oddities as this come only from non-musician hackers, these are designed by musicians. The project, built right in London, is available in fits and starts and stock becomes available, but a recent run was &#8220;Prices are GBP 140 for a complete ‘box with USB and MIDI interface, and 9v external power connection, in a black aluminium case with perspex side panels.&#8221; (To the team: apologies for giving you splashy publicity right as you have precisely none in stock. Readers, follow <a href="http://twitter.com/cdmblogs">@cdmblogs on Twitter</a> for updates. Or just follow their site:</p>
<p><strong><a href="http://blipbox.org/blog/news/">BlipBox News</a></strong></p>
<p>Side note: yes, we need to stop putting &#8220;blip&#8221; in the name of things. <a href="http://meeblip.com">Guilty as charged</a>. (I&#8217;ll be writing soon about the Blippo Box, which is &#8230; completely different.)</p>
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