GDC: Music, Games, Interactivity Pt. II, Plus Embarrassing Dance Footage

In the thrilling conclusion of our chat with Boing Boing’s Xeni Jardin, Matt Ganucheau and I explore deep thoughts about the roles of interactivity and adaptivity in music and game design — then attempt to dance in giants Katamari Damacy hats. (Note the use of the word attempt — those things were more than a bit tricky to move in. Hilarity ensues.)

Prior to leading a dance dance Revolución, we talk a bit about the ways in which game design relate to gesture in musical interface and how musical scores could become non-linear. The gesture issue really goes well beyond games to the fundamental question of how to relate to music physically — and, in a way, awkwardly-dancing musicians may be a fitting metaphor. Or parable. Or something or other.

We do it all for you.

I really did find this a fascinating way to promote discussion, so if you’ve got suggestions for future broadcasts, I’d love to hear them. You can even think of new silly things for us / guests to do.

See also, related:
Troels Folmann on the boiled waterphone-style instrument, sound design inspiration
Troels on “micro-scoring” adaptive music

For part the first:
GDC: Music, Video Games, and Interactivity – Chat with Boing Boing Video

GDC: Music, Video Games, and Interactivity – Chat with Boing Boing Video

Matt Ganucheau and I got to sit down with Xeni Jardin of Boing Boing Video during the Game Developer Conference to discuss some of the potential for interactive music in games. Matt is a composer, sound designer, and educator, talking about how he’s encouraging his own students to think about adaptive music in new ways, combining Max/MSP and a Space Invaders clone built in the Unity Game Engine. (See our story from earlier this week.)

I talk a little about my sense that new tools could expand the range of possibilities in game music. Right now, the two major game engines are the AudioKinetic Wwise and Firelight fmod engines, each of which do have potential of their own – and continue adding features for more interactive sound scores. Each got some significant, flashy new features announced at GDC. But I was especially impressed by the use of Pure Data (Pd) in a custom implementation inside the game Spore. That allowed the compositional team to produce a truly generative musical score (led by legendary composer Brian Eno, with EA’s Kent Jolly and composer Aaron McLeran). I hope we see more of that in the future. Starting of students doing it themselves (with Max in this case) is not a bad way to start.

Boing Boing has more video of us they’ll be posting soon – including the embarrassing but diverting footage of us dancing around in Katamari costumes.

I’m new to this speaking live thing, but hope you enjoy. My favorite part was getting questions going. Livecasting is something we’ll try here soon.

A big thanks to Xeni and the talented Boing Boing TV crew for inviting us on and running a great show! And thanks to those of you who came on the chat rooms to talk to us – actually a lot of terrific questions and comments we weren’t able to address.

Music in Video Games, a conversation with Peter Kirn and Matt Ganucheau [Boing Boing, with lots of download options for YouTube, MP4, iTunes, etc.]

The Generative iPhone-iPod Touch: RjDj Updates, Albums, Free Downloads

Dreaming of a future in which music, instead of just being rendered audio files, arrives in fully generative, interactive form? Albums might “listen” to the world around you, and listeners could record their own alternate versions of music and share with others.

RjDj, the generative mobile music platform for Apple devices, realizes that future right now, instead of at some nebulous time in the future. In addition to the iPhone, you can make use of a second-generation iPod to use it. (You’ll need a headset with a mic; I have one by Griffin I’m testing.) And the RjDj folks have a whole bevy of significant updates to share:

  • Free downloads (limited time): All three RjDj releases are available now for free. That includes the RjDj app itself (from which you can now grab and share releases), as well as RjDj Album (with a selection of generative/interactive/reactive releases) and the new RjDj shake.
  • Download “scenes”: From the beginning, we knew that RjDj was imagined as a platform for other people to release interactive music. Now you can download scenes for free or fee. (Paid scenes currently redirect to the browser, but with iPhone SDK 3.0, you’ll be able to buy right from the app.)
  • Share recordings: Because RjDj-generated music is controlled by the user and often records from the environment, the music may sound different each time. You can now share recordings with others from the device and the new social site.
  • RjDj.me community: The RjDj folks have built a little community where you can share your favorite scenes and upload recordings, and keep track of scenes coming out from other artists.

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Exclusive RjDj Interview: Interactive Music Listening, Everywhere You Go

It’s something we take for granted: listen to a track, and it starts at the beginning and goes to the end in a fixed length of time. Wonderful things can be done with music that way, and it’s the traditional model of composition and recording. But the equally old, if not older, tradition of improvisation suggests that music doesn’t always have to be linear. It can be specific to a place, a time, a mood.

Now that the technologies that power music creation can fit on a standard mobile device, listeners could have music that’s as pliable when they listen through headphones as it is in a studio when it’s created. Music could respond to the environment you’re in, and sound different each time you plug in your earbuds. That presents new challenges for the people making the music, but it could be an entirely new medium.

The team behind RjDj, a reactive and interactive music platform for mobile devices, don’t just want to wait around for this to happen. They’ve got it up and running right now, in a just-released application for iPhone. I spoke via Skype to the team in Vienna as a crowd of enthusiastic programmers and volunteers hacked away in a massive patching and music-making fest they call a “sprint.” More sprints are planned around the world, and the entire project is being built with the open-source visual patching environment for multimedia, Pd (Pure Data), cousin to Max/MSP.

Hackers work away in a “sprint” in Vienna. Photo by jennifereight; used with permission.

If you’re ready to geek out with Pd, in fact, you can have at the patches yourself. But even if you’re just an interested musician, there’s plenty to watch here. It’s about more than just the software (Pd) or device (iPhone) – indeed, this app alone is likely to extend to other devices. What it’s really about is a new approach to how to listen to music, how to develop musical tools, and how communities own and share that work.

And, oh, by the way, team members have been behind everything from the port of Pd to Linux to the launch of Last.fm – the latter sold to CBS as one of the hottest musical properties on the Web, and a personal fave among the CDM team. So don’t doubt for a second that this group can drive some serious change.

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RjDj, Responsive, Interactive Music on iPhone, Now Available: Free – $3

A new generation of mobile devices is changing the way we hear music. Now we can say that, and not just be speculating are talking theory. The apps are here. Brian Eno had released a generative music album as computer software in the 90s. But this week, that idea hit a bigger audience when we saw his app Bloom, created with Peter Shilvers, running on any iPod touch or iPhone. Tap your ‘Pod, and you can add your own patterns, then let them “evolve.” (No more putting Music for Airports on repeat!)

RjDj goes one step further. Instead of just evolving and allowing inputs, it makes use of the iPhone microphone and sensors to respond to your environment. Not only does the music change, but it changes because of where you are and what you’re doing. The creators describe the effect:

The world around you will sound different or suddenly become part of a song. Some scenes sound best in certain situations like walking through the city, being alone, or making music with your friends. You can also record your mind twisting hearing sensations and listen to them later just like a normal music title.

RjDj affects the perception of your reality. It is the soundtrack to your life.

Don’t believe them? Well, iPhone users, now you can try it for yourself, on the cheap. The “single” version is free, with one scene in it. An “album” with multiple scenes is US$2.99.

This also reflects a new model for how to make, own, and price music. The scenes that drive RjDj are written in Pd (Pure Data), an open source environment for modular multimedia patching and cousin to the proprietary Max/MSP. The artists are generally releasing the code itself as open-source. That creates a really different ownership model. The music actually is software, in a more direct sense than even conventional computer music. The software itself is then priced approximately like a music track would be online, except that once you buy it, you make it your own, and it’ll sound different to you than it will to anyone else.

Each “scene” is an interactive musical creation. There’s even embedded album art for each scene, and information on the artist, so the creators can use this as a promotional tool.

Will we be covering this development a whole lot more? Yes. Yes, we will. In the meantime, go play.

RjDj single

RjDj album

Unfortunately, the app is not compatible with the iPod touch, because it lacks a microphone. There are third-party mics, but none seems to be compatible with the new 2.x firmware. That means I’m personally out of luck. Anyone got a first-generation iPhone they want to sell me, seriously? Or even better, anyone got any news about hacking those (unsupported) mics so they do work with the 2.x firmware? Support is promised, but no breakthrough yet, it seems.