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	<title>Create Digital Music &#187; responsive</title>
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	<description>Making music with technology</description>
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		<title>Thicket for iOS Thickens; Artists Describe the Growth of an Audiovisual Playground</title>
		<link>http://createdigitalmusic.com/2012/03/thicket-for-ios-thickens-artists-describe-the-growth-of-an-audiovisual-playground/</link>
		<comments>http://createdigitalmusic.com/2012/03/thicket-for-ios-thickens-artists-describe-the-growth-of-an-audiovisual-playground/#comments</comments>
		<pubDate>Fri, 09 Mar 2012 21:38:24 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Artists]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[abstract]]></category>
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		<category><![CDATA[audiovisual]]></category>
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		<category><![CDATA[interaction-design]]></category>
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		<category><![CDATA[morton-subotnick]]></category>
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		<category><![CDATA[voyager]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=23023</guid>
		<description><![CDATA[By the 1990s, the notion that computer software could be a means of delivering interactive digital art more personally was enjoying a Renaissance. This was the age of the Voyager CD-ROM, which catered to new multimedia PCs and Macs with titles from the likes of Laurie Anderson and Morton Subotnick, the decade in which Brian &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/03/thicket-for-ios-thickens-artists-describe-the-growth-of-an-audiovisual-playground/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="640" height="360"><param name="movie" value="http://www.youtube-nocookie.com/v/_A8CeUJX6h4?version=3&amp;hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube-nocookie.com/v/_A8CeUJX6h4?version=3&amp;hl=de_DE" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>By the 1990s, the notion that computer software could be a means of delivering interactive digital art more personally was enjoying a Renaissance. This was the age of the Voyager CD-ROM, which catered to new multimedia PCs and Macs with titles from the likes of Laurie Anderson and Morton Subotnick, the decade in which Brian Eno released <em>Generative Music</em> as software and Monolake &#8211; before Ableton &#8211; included a Max/MSP patch with an album. But the reach of these experiments was doomed to be relatively limited. </p>
<p>Now, of course, things are different. First, we saw some widely-available audiovisual toys, coinciding in particular with the debut of the iTunes App Store. But now, those fairly one-dimensional experiments are beginning to blossom into something else. When these particular gadgets and app stores are forgotten, the question is whether those aesthetic adventures, the personalization of the digital art experience, will endure.</p>
<p>Joshue Ott, co-creator of Thicket for iOS, points to a review of that application on Apple&#8217;s App Store. &#8220;I always want to touch the masterpieces in museums,&#8221; a user says in that review. &#8220;I&#8217;ll use Thicket instead of getting arrested!&#8221;</p>
<p>&#8220;It&#8217;s the democratization of our own performance works,&#8221; muses Ott. &#8220;It&#8217;s a way people can play along with us,&#8221; he says. &#8220;We&#8217;re constantly creating processes to create sound and music; it&#8217;s what we&#8217;ve done for ten years or so,&#8221; chimes in Ott&#8217;s creative partner, Morgan Packard. &#8220;Now people can own the processes, not just the results.&#8221;</p>
<p>Ott and creative partner Packard have long each been visual and music performers, respectively. That meant what it has traditionally meant: the artist gets up in front of an audience, the real work hidden behind an onstage laptop. With Thicket, by contrast, the raw materials of that performance became embodied in the software itself, and thus in the hands of the audience, who can double as performer. At first, this software included only a simple mode or two, each with a specific sound, musical ambience, and visual look. Even in those versions, Thicket made some appearances in an occasional gallery show or performance &#8211; the app you download could also be the art.</p>
<p>As Thicket has added modes, though, it has evolved in a kind of platform of its own. Ott and Packard produce new works that can be distributed as in-app purchases (more on how they contend with that in a bit). The sum total of those modes has created a massive audiovisual playground, a compendium of ideas and aesthetic.</p>
<p><a href="http://createdigitalmusic.com/files/2012/03/josh-ott-and-thicket.jpg"><img src="http://createdigitalmusic.com/files/2012/03/josh-ott-and-thicket-640x424.jpg" alt="" title="josh-ott-and-thicket" width="640" height="424" class="alignnone size-large wp-image-23026" /></a></p>
<div class="imgcaption">Co-creator, developer, and digital artist Josh Ott gazes into his creation. Photo by <a href="http://www.rebeccablackphotography.com/">Rebecca Black</a>. All images courtesy Interval Studios.</div>
<p>A new version released this week adds three new modes, seen in the video at top here, building atop modes added in late December. For the first time, you can use Thicket on an iPhone and not just an iPad; it&#8217;s a Universal app. Screenshot sharing is available, too.  But the addition of all these modes, unveiled with a &#8220;reboot&#8221; of the app at the end of last year, represents a shift in thinking as these artists and developers reevaluated what it was they were doing.<span id="more-23023"></span></p>
<p>&#8220;We found that the modes were becoming so different,  so much deeper,&#8221; says Ott:</p>
<blockquote><p>We were having such fun using it as a big sketchbook that we decided to ditch the &#8216;rotate to change modes&#8217; system so that we could handle <em>lots</em> of modes,  rather than just four or five.  The modes in Thicket reboot are completely new,  and each one is a lot more complex than the older modes.  They&#8217;re all very different, and each have separate methodologies behind how you control them. We&#8217;re playing with different concepts in user interaction design,  searching for the right intuitive feel to make a true audiovisual instrument (among quite a few other things).</p></blockquote>
<p><object width="640" height="360"><param name="movie" value="http://www.youtube-nocookie.com/v/zUw79YA71pg?version=3&amp;hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube-nocookie.com/v/zUw79YA71pg?version=3&amp;hl=de_DE" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<div class="imgcaption">A trailer shows off all the new modes.</div>
<p>In other words, if you haven&#8217;t played with Thicket lately, it&#8217;s a different animal. It&#8217;s a Long Play album to the first version&#8217;s single cut. The work is immersive, too; you can transmit video output via HDMI or VGA on the iPad, and get up to 1920&#215;1200 HD output, with no menu intervening. (One of the many significant current drawbacks of Android for the moment for artists: the move to a soft menu on Android tablets means menu detritus that never goes away. Artists were intensely relieved this week when Apple&#8217;s new iPad kept its signature, dedicated hardware menu button.)</p>
<p>Morgan Packard says he has some strong feelings about why this kind of experience has value in his work:</p>
<blockquote><p>I&#8217;d say where we both overlap is our shared interest in how abstract sound and picture, plus interactivity, all can work together. Thicket is a bit of a research sketchbook for us. There&#8217;s something very magical about just twiddling your fingers and having sound and visuals spring to life. Frankly, we don&#8217;t entirely understand this medium yet. But we like not knowing, trying to understand it in different ways. </p>
<p>The gestural thing is huge with us, and is at the core of what thicket is. It&#8217;s partly why I&#8217;m a bit resistant to the idea of layering features on  to Thicket. Of all the different people who give us feedback, I get the most gratification from parents of special needs kids.The non-fiddly, large-motor interaction style is very accessible to a huge range of minds and hands. I want to explore this more, to give people new ways of feeling expressive and creative with movement and gesture. In my mind, that&#8217;s what&#8217;s really special about what we&#8217;re doing.</p></blockquote>
<p>The duo did get a chance to try the app with people with different user needs. Ott explains:</p>
<blockquote><p>Morgan and I actually toured a special needs school earlier this year and observed autistic kids using Thicket.  A very special music teacher is using Thicket (among a couple of other technologies) to teach the kids music,  and had found that it seemed to really empower them.  He offered to let us visit and we happily agreed&#8230;  really really amazing experience.</p></blockquote>
<p>As Subotnick hoped years ago in &#8220;All My Hummingbirds Have Alibis&#8221; for Voyager, the distribution of art as software can create a new kind of &#8220;chamber&#8221; art, in which the work is personal, enjoyed by a few people. It can be a family or a couple of friends on a couch.</p>
<p><iframe src="http://player.vimeo.com/video/38236605?title=0&amp;byline=0&amp;portrait=0&amp;color=737373" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<div class="imgcaption">A live jam recorded in the new Thicket, using Cut Whispers mode (available now in the 3.11 update). Recorded using an HD capture card.</div>
<p>Of course, somewhere in all of this, these artists are looking for revenue in order to be able to devote the massive amounts of development and testing time the application demands. (Neither has quit day jobs, which means finding a way to devote resources to development.) Thicket easily climbed in download counts, but only after the application was made free. In-app purchases have been a tough mountain to climb, but have at least allowed some revenue to trickle in; the challenge was finding a way to make them appealing to users, says Ott:</p>
<blockquote><p>I think in general people hate In-App Purchasing (IAP),  because, in general,  I think IAP is usually not handled so well.  We have thought a lot about how to show people <em>exactly</em> what they are buying before they buy it,  and I&#8217;m really pleased with what we&#8217;ve come up with.  Every mode in the new Thicket has a pre-recorded &#8220;demo&#8221; of one of us playing the mode.  Before you buy a mode you can watch this demo,  learn what the mode can do,  watch someone use it in an interesting way, and decide if that&#8217;s something you&#8217;re interested in or not.  You can of course watch the demos even after you&#8217;ve purchased the mode (and the free Sinemorph mode also includes a demo as well).  The demos are a great way for us to show users different tricks and techniques.</p>
<p>So the reboot is really about making Thicket a platform rather than just a single art piece.  Something that we can keep adding to (with a financial structure that makes sense for us to keep adding to).  Something that we can start collaborating with other artists on &#8211; we are talking to a couple of different people about releasing modes within the Thicket system.  So yeah,  that&#8217;s what the platform part is.  We&#8217;re <em>really</em> excited about it, and what it will become in the future.</p></blockquote>
<p>But these concerns aside, the developers aren&#8217;t just creating Thicket for users; they&#8217;re building something they use themselves. As Josh explains:</p>
<blockquote><p>I&#8217;ve performed with Thicket now a couple of times,  once at the excellent SONiC festival,  and another at Issue Project Room in a program curated by Ryan Lott (AKA Son Lux),  and have started to really feel like it has the potential to be a new form of audiovisual instrument.  I want to see more stuff like it-   things that generate graphics and audio intertwined,  and I want to continue to explore these relationships in different ways.  I&#8217;m actually pretty excited about performing with Thicket more,  and I think doing so will push it even further in that direction.</p></blockquote>
<p>&#8220;That&#8217;s really what an audiovisual instrument is to me,&#8221; says Ott. &#8220;It&#8217;s something that you can bang on and make something interesting, but you can touch it subtly, as well, to shape it,  to express with it. That&#8217;s what I want to make. We&#8217;re right at the beginning of that exploration, and I think we have something that is a promising vehicle for it.&#8221;</p>
<p>You can try out the new Thicket now, as seen in CDM Apps:</p>
<p><a href="http://apps.createdigitalmusic.com/apps/thicket">Thicket @ CDM Apps</a><br />
[Says iPad, is actually now Universal. PS - music and beauty flow from <em>my</em> fingers all the time - no app needed - but I'm glad now the rest of you get the chance.]</p>
<p><a href="http://createdigitalmusic.com/files/2012/03/remember.jpg"><img src="http://createdigitalmusic.com/files/2012/03/remember-640x445.jpg" alt="" title="remember" width="640" height="445" class="alignnone size-large wp-image-23029" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2012/03/whispers.jpg"><img src="http://createdigitalmusic.com/files/2012/03/whispers-640x425.jpg" alt="" title="whispers" width="640" height="425" class="alignnone size-large wp-image-23030" /></a></p>
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		<item>
		<title>Pd, Everywhere: Free libpd Gets a New Site, New Book on Making Mobile Music Apps</title>
		<link>http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/</link>
		<comments>http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/#comments</comments>
		<pubDate>Thu, 08 Mar 2012 18:41:57 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22986</guid>
		<description><![CDATA[Pure Data (Pd) is already a free, convenient tool for making synths, effects, and sequencers and other musical generators. But imagine stripping away all the things that tie it to a platform &#8211; UI, specific hardware support &#8211; so it will run just about anywhere, on anything, in any context. That&#8217;s what libpd, a free, &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2012/03/libpd_site.jpg"><img src="http://createdigitalmusic.com/files/2012/03/libpd_site-640x320.jpg" alt="" title="libpd_site" width="640" height="320" class="alignnone size-large wp-image-22988" /></a></p>
<p>Pure Data (Pd) is already a free, convenient tool for making synths, effects, and sequencers and other musical generators. But imagine stripping away all the things that tie it to a platform &#8211; UI, specific hardware support &#8211; so it will run just about anywhere, on anything, in any context. </p>
<p>That&#8217;s what libpd, a free, embeddable, open source (BSD) tool for making interactive music, does. Coders can take their favorite language and their favorite platform, and just plug in the power of Pd. They don&#8217;t even have to <em>know</em> almost anything about Pd &#8211; they can let an intrepid Pd patcher create the interactive sound effects and dynamic music for their game and just drop a patch into their assets.</p>
<p>One of the most powerful applications for this is the ability to add interactive music and sound to mobile apps, on iOS and Android, without writing and testing a bunch of custom DSP code. And that has enabled the use of libpd in apps as successful as <em>Inception: The App</em>. With music by Hans Zimmer and a custom &#8220;dream&#8221; experience created by RjDj, that app racked up millions of downloads in under a couple of months, and then, far from sitting idle on the app launch screen, went on to clock in over a century of user &#8220;dreamtime.&#8221; </p>
<p>Okay, so, you&#8217;re sold. You want to see what this thing can do, and maybe try it out, and you&#8217;re wondering where to start. So, here&#8217;s some good news: there&#8217;s a new site and a new book to get you going.</p>
<p><strong>The site: libpd.cc</strong></p>
<p>libpd has a new home on the Web, both in the form of a new GitHub repository to organize all the code and docs and samples, and a site that brings together a showcase of what the apps does and points you to where to learn more. The single destination is now hosted here by CDM:</p>
<p><a href="http://libpd.cc">http://libpd.cc</a></p>
<p>I built that site, so please, if there&#8217;s anything you&#8217;d like to see or you&#8217;ve got your own work created with libpd, let me know about it.</p>
<p>Even just having selected a few key highlights of apps built with libpd, it&#8217;s impressive what people are already doing with this tool:</p>
<p><a href="http://libpd.cc/portfolio/showcase/">libpd Showcase</a></p>
<p><strong>The book, and a chat with its author</strong></p>
<p>A new book published by O&#8217;Reilly focuses on building mobile apps using libpd, for iOS and Android. (iPhone, iPod touch, Android phones and tablets, and yes, even that &#8220;new iPad&#8221; introduced yesterday are therefore all fair game.)</p>
<p>You can read a section of the book right here on CDM, for a taste of what&#8217;s in store:<br />
<a href="http://createdigitalmusic.com/2012/03/how-to-make-a-music-app-for-ios-free-with-libpd-exclusive-book-excerpt/">How to Make a Music App for iOS, Free, with libpd: Exclusive Book Excerpt</a><span id="more-22986"></span></p>
<p>It&#8217;s an exceptional, comprehensive look at development using libpd, covering iOS and Android, but also a complete look at the libpd API and how to use it. For Pd patchers just getting started with iOS and Android, it includes all of the basics of how to use libpd in your mobile development environment. For mobile developers new to Pd and patching, it makes clear how you&#8217;d communicate with Pd, so you can either dive into Pd yourself or properly interface with patches made by musicians, composers, and sound designers with whom you may be collaborating. It&#8217;s an ideal title for anyone interested in taking a game and giving it a more dynamic soundtrack &#8211; in sound effects, music or both &#8211; or for people building mobile musical instruments and effects, sonic toys, interactive albums, or, really, anything at all that involves sound or music. Since it walks you through the entire development experience, you can sit down with it in the course of a few evenings, and get a complete picture of how to integrate Pd with your development workflow.</p>
<p>Dr. Peter Brinkmann, the principal developer of libpd, is the author of the title. I asked Peter to explain a little bit about the book, who it&#8217;s for (hint: you!), and what&#8217;s in it (hint: stuff you want to read!) &#8230;</p>
<p><a href="http://createdigitalmusic.com/files/2012/03/libpdbookcover.jpg"><img src="http://createdigitalmusic.com/files/2012/03/libpdbookcover.jpg" alt="" title="libpdbookcover" width="487" height="640" class="alignnone size-full wp-image-22991" /></a></p>
<p><strong>CDM: How did this book come about? And the book process really helped drive improvements to libpd, too?</strong></p>
<p>Peter B.: Shawn Wallace, an editor at O&#8217;Reilly, contacted me last summer and asked whether I would be interested in writing a short book on libpd. I was interested, and so I talked to my [Google] manager (&#8220;No conflict &#8212; we all have time-consuming hobbies!&#8221;) as well as a couple of colleagues who had written books for O&#8217;Reilly.  They made a token attempt to dissuade me, but it was clear that they had enjoyed writing their books, and they seemed quite proud of the result, too.</p>
<p>Once I had made up my mind to write a book, the next question was whether to self-publish or go with O&#8217;Reilly.  Self-publishing is a viable option these days, but then I decided that I really wanted an animal on the cover.  Besides, I had never written a book before, and having the support of O&#8217;Reilly&#8217;s editorial staff made the prospect seem less daunting.</p>
<p>The first draft was done in mid-November, but at that time it was basically science fiction because it presented libpd the way I wanted it to be, not the way it was at the time.</p>
<p>So, after the bulk of the writing was done, libpd needed to be revised so that it would actually be in agreement with the book.  In particular, Rich Eakin and I rewrote the iOS components for better performance and usability.  That delayed the book by a month or so, which turned out to be a great stroke of luck because that was when I discovered that Xcode 4.2 had changed the entire development model by introducing automatic reference counting, instantly rendering existing<br />
texts obsolete.  That included my chapter on iOS, and so I had to sit down and rewrite it.</p>
<p>After that, the rest happened rather quickly &#8212; getting reviews, revising the draft, going through the production process.  O&#8217;Reilly&#8217;s toolchain is remarkably efficient, using asciidoc and docbook in a Subversion repository.  The editorial staff is great, too.  I&#8217;m amazed to see how quickly it all came together.</p>
<p><strong>How did you approach writing the book?</strong></p>
<p>For the first draft, I just imagined that I was teaching a class on libpd.  When you&#8217;re lecturing in front of an audience, you don&#8217;t have time to polish every sentence; you just have to talk and maintain some sense of momentum.  That approach helps a lot when facing a blank page.  After that, it&#8217;s many, many rounds of revisions to eliminate weak or redundant sentences.</p>
<p>For the sample code, I picked one project that uses all major components of libpd.  That provided a natural progression from idea to completion, while touching on all important points in their proper context.  I&#8217;m basically providing running commentary on my thought process when making an app, including common mistakes and pitfalls. Like this, readers will know how to recognize and work around most problems.</p>
<p>Another trick is to write more than necessary.  The first draft contained a lot of gratuitous editorializing.  Those parts were never meant to make it into the finished text, but they were fun to write and they kept me going when I wasn&#8217;t quite sure what to write next.</p>
<p><strong>Who it&#8217;s for?</strong></p>
<p>The book explains how to patch for libpd, and how to write apps with libpd, with special emphasis on the interface between Pd patches and application code.  It&#8217;s for mobile developers who want to add real-time audio synthesis to their projects, as well as sound designers who want to deploy their work on mobile devices.  It&#8217;s light on prerequisites; if you know how to write a basic app for Android or iOS, you&#8217;re ready to read the book.</p>
<p><em>Ed.: I&#8217;d add to that, given that there are such great tutorials on app development for Android and iOS &#8211; even many of them free, including some very worthwhile documentation from Google and Apple &#8212; if you&#8217;ve messed with Pd, you should give the book a try. And if you haven&#8217;t messed with Pd, this could be a great excuse. This book won&#8217;t teach you Pd, but it&#8217;ll make very clear how to glue everything together. -PK</em></p>
<p><strong>Why does a book like this matter? What do you hope will come out of it?</strong></p>
<p>I hope that the book will help popularize real-time procedural audio, in games and other apps.  I&#8217;m thrilled to see all the projects that use libpd, and I hope that the book will help people create even more awesomeness of this kind.  One thing I only fully realized when writing the book is that libpd lets developers use DSP code like a media file: An audio developer creates a Pd patch, and the app developer just drops it into the resources of the app and loads and<br />
triggers it as needed.  I guess this was implicit in a blog post I wrote on workflow and prototyping a year ago, but I think the DSP-as-media angle is even more powerful.  I hope that the book will bring this out.</p>
<p>The book project has already improved libpd.  Whenever I faced the choice between fixing an awkward bit of code or explaining the awkwardness in the book, I chose to fix the code.  That took care of all the little things that were sort of bothering me but didn&#8217;t seem significant enough to spend time on.  It also gave us a deadline for a number of related things that we wanted to do, such as migrating to GitHub and launching the new website, libpd.cc. <em>Ed.: Cough. Yes, glad that gave me that deadline &#8211; and thanks to Peter B. for the extra push! -PK</em></p>
<p><strong>Congrats to Peter on his first animal-on-a-cover!</strong> It&#8217;s really a great book: you read it, and feel like making more new things, inventing new creations that produce sound and music. And that&#8217;s a very good thing.</p>
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		<title>Music for a Place, as Central Park Becomes a Score, and Location Meets Recording</title>
		<link>http://createdigitalmusic.com/2012/03/music-for-a-place-as-central-park-becomes-a-score-and-location-meets-recording/</link>
		<comments>http://createdigitalmusic.com/2012/03/music-for-a-place-as-central-park-becomes-a-score-and-location-meets-recording/#comments</comments>
		<pubDate>Wed, 07 Mar 2012 23:00:07 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22966</guid>
		<description><![CDATA[There was a time when the ability to record and playback music didn&#8217;t exist &#8211; such things were magical fiction no one had seen. So, the idea of playing one channel of recorded sound, then two channels, had to be invented. Artists hadn&#8217;t created something called an &#8220;album&#8221; until there were devices that played back &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/03/music-for-a-place-as-central-park-becomes-a-score-and-location-meets-recording/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/29630558?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>There was a time when the ability to record and playback music didn&#8217;t exist &#8211; such things were magical fiction no one had seen. So, the idea of playing one channel of recorded sound, then two channels, had to be invented. Artists hadn&#8217;t created something called an &#8220;album&#8221; until there were devices that played back that monophonic and stereophonic sound; even the idea that such a strange art counted as &#8220;music&#8221; had to be constructed. It&#8217;s obvious now, but it&#8217;s easy to forget that these musical forms were produced to cater to the capabilities of what was once a new device. </p>
<p>Now that your music device can do more than play a couple of channels of sound, will musicians find use in those features? Or are they just distractions? Can the fact that your music player knows where you are be as important as the fact that it can play audio?</p>
<p>We saw the work of Bluebrain, the Washington, DC-based duo of Hays Holladay &#038; Ryan Holladay, before. They&#8217;ve been slowly building up a repertoire of locative art, starting with the Mall in DC. Their first full-length album came to Central Park, as documented beautifully in a short film that details the creation of the music and software, and various critics responding to its significance. </p>
<p>The most compelling image recurring in the film may be their scrawled-upon map of the city itself. It&#8217;s clear in those images that composition and place converge: the map itself becomes a score for the music, a topography of interaction through the landmark park.<span id="more-22966"></span></p>
<p>One of those people interviewed in the film, briefly, is me. You&#8217;ll see some of the answers from the interviewees don&#8217;t entirely agree with others. Rather than focus on the novelty of the thing, I chose to look at their work as rooted in history. It&#8217;s not entirely clear whether the musical card game attributed to Mozart was his work, but various aleatoric and algorithmic approaches to composition pre-date even recording, let alone GPS. That to me gives a context and a continuity to these kinds of activities.</p>
<p>But beyond the meaning of &#8220;disruptive&#8221; technology as one person puts it, what the film conveys most is the artists&#8217; love of where they are. They&#8217;re not making an album that&#8217;s an app, they hasten to add. They really just want you to hear this music in this particular place, moving in these particular ways. The fact that they record an organ that is part of where they grew up is added evidence.</p>
<p>If you&#8217;re going to South by Southwest, you can experience this application when you&#8217;re in Austin, as covered in an article on The Creators&#8217; Project. You should do it if you&#8217;re there, especially as you otherwise can&#8217;t hear this music without going to the National Mall or New York&#8217;s Central Park.</p>
<p><a href="http://www.thecreatorsproject.com/blog/choose-your-own-adventure-app-album-debuts-at-sxsw">Choose-Your-Own-Adventure App Album Debuts At SXSW</a></p>
<p>In a way, though, that seems to me the least interesting of these applications. Perhaps I&#8217;m biased in that I have a connection in my life to Manhattan and not so much to downtown Austin. But to me, the arguably-perverse requirement that you go to a place in order to hear a work seems part of the joy of these creations. Having it switch on in a place already full of iPhone-toting Web geeks deeply in love with GPS seems to take out the fun and the challenge. It comes to its audience; the other works demand an audience come to it. </p>
<p>What the duo succeeded in doing in New York and DC &#8211; even though these places are landmarks &#8211; is making the ever-present software somehow more ephemeral. It works in one place, and then it&#8217;s gone. Like the <a href="http://createdigitalmusic.com/2012/02/making-digital-one-of-a-kind-inside-icarus-generative-album-in-1000-variations/">generative limited edition</a> we saw last month, it undercuts the very ubiquity that seems to be digital music&#8217;s fundamental character.</p>
<p>And yes, greetings, New York and New Yorkers; I love where I am, but I do miss you. Unlike in software, in the real world, we can&#8217;t be more than one place at once. We have to be alive, and we have to do what we&#8217;re doing now. We are where we are, and we&#8217;re not somewhere else. If you aren&#8217;t there when someone plays, you miss it. You have to choose.</p>
<p>And perhaps that&#8217;s what is sometimes missing in our music and technology.</p>
<p>Previously:<br />
<a href="http://createdigitalmusic.com/2011/05/an-album-that-can-be-heard-only-in-one-location-in-interactive-ode-to-washington-d-c/">An Album That Can Be Heard Only in One Location, in Interactive Ode to Washington, D.C.</a></p>
<p>More:<br />
<a href="http://bluebrainmusic.blogspot.com/">Bluebrain&#8217;s Music</a>, locative and non-locative alike</p>
<p><a href="http://itunes.apple.com/app/id505045618">A free app download for iOS, for use in Austin, TX</a></p>
<p><a href="http://itunes.apple.com/us/app/central-park-listen-to-light/id468193258?mt=8">Listen in Central Park</a> </p>
<p><em>I love reviews. One person writes on the iTunes App Store about the Central Park app, &#8220;Weirdest music we have ever heard. Creepy, eerie noise.&#8221; You can&#8217;t please everyone.</em></p>
<p>I&#8217;m also quoted in a story in <em>The New York Times</em> from December:<br />
<a href="http://www.nytimes.com/2011/12/08/arts/music/bluebrains-app-central-park-listen-to-the-light.html">Central Park, the Soundtrack</a></p>
<p>I believe I did the interview from Amsterdam (ironically, the old one), and apparently said:</p>
<blockquote><p>“It’s not just that they are using this as a novel delivery mechanism. It’s part of their musical process. They are forcing you to go to a place because that place for them is musically meaningful.”</p></blockquote>
<p><iframe src="http://player.vimeo.com/video/37257918?title=0&amp;byline=0&amp;portrait=0&amp;color=cf1782" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
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		<title>FOUND Installation Plays Narration, Robotic Music with Vinyl, Unravels Truth</title>
		<link>http://createdigitalmusic.com/2012/03/found-installation-plays-narration-robotic-music-with-vinyl-unravels-truth/</link>
		<comments>http://createdigitalmusic.com/2012/03/found-installation-plays-narration-robotic-music-with-vinyl-unravels-truth/#comments</comments>
		<pubDate>Mon, 05 Mar 2012 16:29:44 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22945</guid>
		<description><![CDATA[One perhaps unexpected impact of technology has been to change the way we think about ourselves and our experience. Recording equipment &#8211; from photography to phonograph &#8211; has given us a new sense that memory itself might be fixed, unchanging, an accurate record of an unmoving truth. Except, of course, neither the recorded object nor &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/03/found-installation-plays-narration-robotic-music-with-vinyl-unravels-truth/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/37753879?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>One perhaps unexpected impact of technology has been to change the way we think about ourselves and our experience. Recording equipment &#8211; from photography to phonograph &#8211; has given us a new sense that memory itself might be fixed, unchanging, an accurate record of an unmoving truth.</p>
<p>Except, of course, neither the recorded object nor the thing it is recording ever quite seems to work out that way. (Ask your local theoretical physicist, or for a more localized, humanized, sociological view, any loved one.)</p>
<p>UNRAVEL is an installation that uses just those sorts of technologies to construct a narrative, and push and tug at that narrative. And if you don&#8217;t like it, well, that&#8217;ll impact the video, too. (Just complain via Twitter, and you&#8217;ll make the narrator &#8220;increasingly insecure.&#8221; As a blogger, I can relate.)</p>
<p><a href="http://createdigitalmusic.com/files/2012/03/unravel.jpg"><img src="http://createdigitalmusic.com/files/2012/03/unravel-640x421.jpg" alt="" title="unravel" width="640" height="421" class="alignnone size-large wp-image-22948" /></a></p>
<p>Combining record playback, a robotic band contributing incidental music, and a set of interactive dials, the installation recounts a story with mechanically-reproduced soundtrack, as the audience adjusts what happens. It&#8217;s all clear in the extended video:<span id="more-22945"></span></p>
<p><iframe src="http://player.vimeo.com/video/37756494?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>More information: </p>
<blockquote><p>UNRAVEL opens to the public on 20 April – 7 May as part of Glasgow International Festival of Visual Art at Arch 24/ SWG3.</p>
<p>UNRAVEL is a collection of devices making up a gallery-based, reactive sound installation, through which the audience will attempt to unravel the truth about The Narrator’s life by playing records from his collection.</p>
<p>When we tell the story of a memory, how much of it is true and how much is shaped by who we are talking to? Once we’ve told the story many times, how do we even know what is true any more – what is constructed and what actually happened?</p>
<p>The installation is the work of Edinburgh based arts collective / experimental pop band FOUND, whose members include Ziggy Campbell, Simon Kirby and Tommy Perman and Glasgow-based author and musician, Aidan Moffat best known as one half of the band Arab Strap. FOUND and Aidan Moffat are signed to Glasgow record label Chemikal Underground.</p>
<p>At the heart of the installation is a vinyl record player and ten 7” records of familiar singles from pop music’s heyday. Visitors to the gallery are encouraged to select a record from the collection to be played. As soon as they drop the needle on to the record the installation springs to life. The vinyl controls a series of acoustic, self-playing musical instruments positioned throughout the gallery which soundtrack the story as the narrator recounts a memory he associates with that record. Each 7” record represents a different memory, but unlike conventional vinyl recordings they sound different each time they are played.</p>
<p>Just as a real narrator alters the way they tell a story depending on their mood, audience and context, the memories embodied in the installation will distort, evolve and warp depending on external influences: the time of day, the size of #UNRAVEL’s audience, the local weather, and what people are writing about the installation on twitter from moment to moment.</p>
<p>A year in the making, #UNRAVEL is the first collaboration between FOUND and Aidan Moffat and represents a major new body of work for both. The project required Aidan to write 10 short stories with multiple variations of each, to be soundtracked by a total of 160 new musical compositions by FOUND.</p>
<p>With Investment from Creative Scotland’s Vital Spark programme and New Media Scotland‘s Alt-w Fund with the support of the Centre for Design Informatics, Glasgow International Festival of Visual Art, SWG3 and the University of Edinburgh.</p></blockquote>
<p>Funny side note: I recall some evenings out drinking with Scottish people that also questioned the boundaries of what is real and not real and the imperfection of memory, though more in a performative, real-time sense than in an interactive installation. (I was a willing and active participant, so I&#8217;ll not hold this experience against the fine countrymen and women of Scotland. Indeed, I hope to toast with these chaps next time I&#8217;m in Glasgow. I, of course, do not condone such behavior, and you will find that by contrast, this particular interactive installation has no ill health effects that I know of.) </p>
<p>For something completely different, here&#8217;s a beautiful set of instrument robotic solos incorporating acoustic instruments, plants, and bamboo:</p>
<p><iframe src="http://player.vimeo.com/video/36019718?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="480" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<blockquote><p>A composition for plants, yangqin, bamboo robot and robotic chimes, Three Pieces is designed as a collaboration between robots, traditional instruments, and living things, housed in Victorian Palm House of the Royal Botanic Garden in Edinburgh. A traditional Chinese dulcimer is played by a robot with many bamboo fingers while the surrounding foliage hides an ensemble of robotic chimes. Despite being separate individuals, the robots communicate and perform together. The robot performers are conducted by all the living things in the Palm House. The moisture content of the soil changes slowly as the plants absorb water, while on a much faster timescale, the temperature changes in the building as animals, including humans, move about. The installation detects this living presence in the Palm House and the music changes accordingly. The robots react to humans, but their mood alters with the plants. For more info visit&#8230; <a href="http://foundcollective.com">foundcollective.com</a></p></blockquote>
<p><strong>Previously:</strong></p>
<p><a href="http://createdigitalmusic.com/2008/07/plant-reactive-robots-play-bamboo-chinese-instruments-at-royal-botanic-garden-scotland/">Plant-Reactive Robots Play Bamboo, Chinese Instruments at Royal Botanic Garden, Scotland</a></p>
<p><a href="http://createdigitalmusic.com/2007/08/reconceived-acoustic-music-on-an-interactive-table-etiquette-in-edinburgh/">Reconceived Acoustic Music on an Interactive Table: Etiquette in Edinburgh</a></p>
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		<title>Eye, Ear, Body Candy: The Pulsing, Geometric AV Worlds of numbercult</title>
		<link>http://createdigitalmusic.com/2011/08/eye-ear-body-candy-the-pulsing-geometric-av-worlds-of-numbercult/</link>
		<comments>http://createdigitalmusic.com/2011/08/eye-ear-body-candy-the-pulsing-geometric-av-worlds-of-numbercult/#comments</comments>
		<pubDate>Tue, 09 Aug 2011 16:33:59 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=20153</guid>
		<description><![CDATA[Sometimes, to quote Depeche Mode, words are very unnecessary. Instead, lose yourself for a few minutes in the vibrating mathemagical lands of numbercult, audiovisual immersions in which sound and geometry fuse in a strange, abstract dance. Their most recent creation, found via Richard Devine&#8217;s prolific Facebook wall and posted earlier this summer, explores an actual &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/08/eye-ear-body-candy-the-pulsing-geometric-av-worlds-of-numbercult/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/24473909?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0"></iframe></p>
<p>Sometimes, to quote Depeche Mode, words are very unnecessary. Instead, lose yourself for a few minutes in the vibrating mathemagical lands of numbercult, audiovisual immersions in which sound and geometry fuse in a strange, abstract dance.</p>
<p>Their most recent creation, found via Richard Devine&#8217;s prolific Facebook wall and posted earlier this summer, explores an actual audiovisual sequencer. See it at top:</p>
<blockquote><p>Connected is a graphical/musical sequencer system. a three way flow of information, between graphics, sound and external triggers shape the composition. Recorded in real-time.</p></blockquote>
<p>But actual functioning interfaces aside, I&#8217;ll leave you with some other video clips that traverse similar territory, these syncing up separate visual and audio systems.</p>
<p>These folks make music, too &#8211; have a listen to their album, at bottom. And that shifts to body candy, as in, for your butt, with danceable grooves.</p>
<p><iframe src="http://player.vimeo.com/video/6818046?title=0&amp;byline=0&amp;portrait=0" width="640" height="480" frameborder="0"></iframe><span id="more-20153"></span></p>
<p><iframe src="http://player.vimeo.com/video/5086207?title=0&amp;byline=0&amp;portrait=0" width="640" height="272" frameborder="0"></iframe></p>
<p><iframe src="http://player.vimeo.com/video/2231540?title=0&amp;byline=0&amp;portrait=0" width="640" height="483" frameborder="0"></iframe></p>
<p>All three of the above videos combine vvvv &#8211; the Windows-only, graphical patching environment for powerful 3D effects &#8211; with Ableton Live for sound.</p>
<p>But lest you think it&#8217;s all abstraction, have a listen to their excellent dance release on Bandcamp. Downloading:</p>
<p><iframe width="300" height="355" style="position: relative; display: block; width: 300px; height: 355px;" src="http://bandcamp.com/EmbeddedPlayer/v=2/album=2136079942/size=grande2/bgcol=FFFFFF/linkcol=4285BB/" allowtransparency="true" frameborder="0"><a href="http://numbercult.bandcamp.com/album/volume-1-dance-floor-classics">Volume 1: Dance floor classics by numbercult</a></iframe></p>
<p><a href="http://www.numbercult.com/">http://www.numbercult.com/</a></p>
<p>By the way, ever wondered what visual software people are using? So did we. Don&#8217;t miss this look on our sister site, Create Digital Motion, including where vvvv fits on the spectrum:<br />
<a href="http://createdigitalmotion.com/2011/08/what-visual-software-readers-use-some-clear-favorites-plenty-of-diversity-in-census-results/">What Visual Software Readers Use: Some Clear Favorites, Plenty of Diversity, in Census Results</a></p>
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		<title>Rainlith: A Robotic, Responsive Rainstick, Powered by Kinect</title>
		<link>http://createdigitalmusic.com/2011/06/rainlith-a-robotic-responsive-rainstick-powered-by-kinect/</link>
		<comments>http://createdigitalmusic.com/2011/06/rainlith-a-robotic-responsive-rainstick-powered-by-kinect/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 04:44:11 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=19557</guid>
		<description><![CDATA[In a responsive, real-time sculpture, the simple sonic qualities of a rainstick become electronically enhanced. Rainlith, a &#8220;kinetic sound art&#8221; work by Rui Gato, makes the rainstick itself robotic, its sounds transformed in space in a way that is itself sculptural. Responding to movement in the space using Microsoft&#8217;s Kinect, the apparatus is a geektastic &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/06/rainlith-a-robotic-responsive-rainstick-powered-by-kinect/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/25165614?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0"></iframe></p>
<p>In a responsive, real-time sculpture, the simple sonic qualities of a rainstick become electronically enhanced. Rainlith, a &#8220;kinetic sound art&#8221; work by Rui Gato, makes the rainstick itself robotic, its sounds transformed in space in a way that is itself sculptural. Responding to movement in the space using Microsoft&#8217;s Kinect, the apparatus is a geektastic brew of just about every tool you could imagine involved in this sort of construction.</p>
<p>The artist shares full details, reproduced here in both English and Portugese &#8211; and Rui, thanks for sending this in:<span id="more-19557"></span></p>
<blockquote><p>Rainlith 2 &#8211; Kinectic sound art piece. </p>
<p>On Rainlith, the primitive naturally granular sound of a big rainstick gets explored in real-time by cyber-age sound manipulation tools.<br />
It&#8217;s an interactive piece in witch the movement of the audience&#8217;s body activates an electric motor, making a reflex movement on the structure that embraces the instrument.<br />
The sound of the rainstick is captured and processed in realtime, and sent 24 meters above, filling the empty space of a old industrial cereal container. The reverberated acoustic mix is then received back by the audience in the spot right below the opening of the container.</p>
<p>Na peça Rainlith o som primitivo, naturalmente granular, de um pau de chuva é explorado por ferramentas modernas de sound design, em tempo real.<br />
É uma peça interactiva em que o movimento do corpo do público activa um motor eléctrico, provocando um movimento reflexo na estrutura que sustenta o instrumento.<br />
O som captado em tempo real é processado e enviado 24 metros acima, enchendo o espaço de um silo de cereais industrial. A mistura acústica reverberada é absorvida pelo visitante no local imediatamente abaixo da abertura do silo.</p>
<p>hardware:</p>
<p>microsoft kinect<br />
arduino duemilanove<br />
H-bridge (hand made)<br />
24v 6A DC motor<br />
CPU<br />
zoom H4N<br />
FM emitter / receiver<br />
ion ipa3 portable speaker</p>
<p>software:</p>
<p>MAX/MSP<br />
Max for Live<br />
OSCeleton<br />
OpenNI<br />
Nite<br />
toxiclibs</p>
<p>agradecimentos especiais:</p>
<p>Nicola Henriques<br />
Susana Luiz<br />
Luís Pereira<br />
Paulo Carocinho<br />
André Sier<br />
Daniel Coimbra<br />
Ruben Santos</p></blockquote>
<p>By the way, if you&#8217;re intrigued by the potential of Kinect, be sure to read sister site <a href="http://createdigitalmotion.com">Create Digital Motion</a> for more. Just today, we have news of a new version of EyesWeb that could be relevant to musical use:<br />
<a href="http://createdigitalmotion.com/2011/06/eyesweb-powerful-computer-vision-software-for-windows-adds-kinect-support-fixes-more/">EyesWeb, Powerful Computer Vision Software for Windows, Adds Kinect Support, Fixes, More</a></p>
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		<title>An Album That Can Be Heard Only in One Location, in Interactive Ode to Washington, D.C.</title>
		<link>http://createdigitalmusic.com/2011/05/an-album-that-can-be-heard-only-in-one-location-in-interactive-ode-to-washington-d-c/</link>
		<comments>http://createdigitalmusic.com/2011/05/an-album-that-can-be-heard-only-in-one-location-in-interactive-ode-to-washington-d-c/#comments</comments>
		<pubDate>Mon, 30 May 2011 04:18:49 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=19234</guid>
		<description><![CDATA[&#8220;You had to be there.&#8221; Live performance has always been dictated by being present in a particular place, at a particular time. Now, the same is true of an interactive album produced by brothers Hays and Ryan Holladay, aka Bluebrain. Both a two-man band and a two-man development team, there&#8217;s no clear dividing line between &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/05/an-album-that-can-be-heard-only-in-one-location-in-interactive-ode-to-washington-d-c/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/24250620?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0"></iframe></p>
<p>&#8220;You had to be there.&#8221; Live performance has always been dictated by being present in a particular place, at a particular time. Now, the same is true of an interactive album produced by brothers Hays and Ryan Holladay, aka Bluebrain.</p>
<p>Both a two-man band and a two-man development team, there&#8217;s no clear dividing line between &#8220;coder&#8221; and &#8220;musician&#8221; for the artists on this project. But the only way to hear the work is to physically go to Washington, D.C.&#8217;s National Mall, and begin walking around. The satellites that populate the GPS received in your smartphone,  currently on iOS but with an Android release planned, realize the work. You, and your device, then, participate in a kind of performance. The album is the first of a series; New York&#8217;s Flushing Meadows, site of a World&#8217;s Fair and a failed Olympics bid, is next.</p>
<p><em>The Washington Post</em>&#8216;s Chris Richards talk with the two artists; I&#8217;m quoted as the story pans back to look at music technology in general:<span id="more-19234"></span><br />
<a href="http://www.washingtonpost.com/blogs/click-track/post/bluebrain-make-magic-with-the-worlds-first-location-aware-album/2011/05/28/AGSVQSDH_blog.html">Bluebrain make magic with the world’s first location aware album</a> [Washington Post]</p>
<p>It&#8217;s well worth a full read, as the artists describe some of their intentions, and claim they&#8217;re uninterested in this as technological gimmick. Richards also explains the experience of hearing the work, since not all of us can go to DC:</p>
<blockquote><p>Approach that crazy-looking thing while listening to “The National Mall,” and you’ll hear a keyboard weep. Get closer and digital cellos begin to trace a regal melody. Closer. There’s percussion. Keep going. The volume creeps up. The drums push toward anarchy. Walk right up to the monument, press your hand against the cool, smooth stone and listen, as if the obelisk were a giant radio needle receiving some riotous transmission from deep space.
</p></blockquote>
<p>At one point when Richards interviewed me for the story, he asked me point blank whether technology&#8217;s greater impact has been on distribution or production. Caught off guard &#8211; it&#8217;s a question so fundamental I hadn&#8217;t really thought to choose &#8211; I found myself choosing production. After all, while distribution has been profound, the advent of recording, not the advent of the computer, is the fundamental breakthrough. But with computer music software, the ability to re-imagine what music actually <em>is</em> has taken the grandest leap since the gramophone.</p>
<p>Ironically, though, Bluebrain are taking the same approach to conventional recording technology as they are the new smartphone &#8211; they&#8217;re intervening to ensure music is limited and local. A &#8220;surprise&#8221; record release earlier this year not only went straight-to-vinyl (see previous editorial here), but required that you go to an actual store in the DC area.</p>
<p><iframe src="http://player.vimeo.com/video/22083556?title=0&amp;byline=0&amp;portrait=0&amp;color=9dca68" width="640" height="280" frameborder="0"></iframe></p>
<p>In vinyl, the approach is an intentional throwback. In digital, it suggests a new way of making music for a space with a device as the medium rather than live performance.</p>
<p>There have certainly been locative digital works before this one, but I couldn&#8217;t think of one that was introduced as an album in this way. Then again, if the idea is worthwhile, it may prove worth repeating. </p>
<p>Follow Bluebrain&#8217;s work via their blog and site (and you may have to literally <em>follow</em> it, geographically):<br />
<a href="http://bluebrainmusic.blogspot.com/">http://bluebrainmusic.blogspot.com/</a><br />
<a href="http://bluebra.in/">http://bluebra.in/</a></p>
<p>And do point us to other examples of locative work &#8211; including anything that might challenge their claim of being first, at least for our historical benefit.</p>
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		<title>Unity Game Engine 3 Adds Real-time Audio, Mod Tracker Features</title>
		<link>http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/</link>
		<comments>http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 16:35:13 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=13106</guid>
		<description><![CDATA[Nearing the release of Unity 3, the popular multi-platform game engine, the dev team offers thoughts on what excites them most in the upgrade. Amongst those features are some tasty introductions in sound. Real-time audio features could make Unity an appealing environment for people working on experimental 3D interfaces for sound or adding more interactive &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p>Nearing the release of Unity 3, the popular multi-platform game engine, the dev team offers thoughts on what excites them most in the upgrade. Amongst those features are some tasty introductions in sound. Real-time audio features could make Unity an appealing environment for people working on experimental 3D interfaces for sound or adding more interactive sonic and music elements to games. And a MOD tracker &#8230; well, if you have to ask, you probably don&#8217;t care, but some heart rates in a particular community just shot way up.</p>
<p>From the blog:</p>
<blockquote><p><strong>Samantha Kalman</strong><br />
I’m most thrilled about the new audio features. Big things like fx filters and reverb zones to add atmosphere to your audio are awesome, but little things like reliable synching of multiple playing sources is completely wonderful. Combined with spectrum analysis you can do things like procedurally modify colors, meshes, lighting, or anything else based on audio playback. As someone who wants to make synaesthesia-invoking music games, I am so happy that these features made it into 3.0.</p>
<p><strong>Nicolaj Schweitz<br />
</strong>I love the new audio features, especially the possibility to use audio to affect any runtime variable. I can’t wait to see what people get out of this.</p>
<p>The mod tracker file support might start a new epoch in music for games — or should I say a revival of the demo scene trackers.</p></blockquote>
<p><a href="http://blogs.unity3d.com/2010/08/23/unity-3-what-feature-are-the-dev-team-most-proud-of/">Unity 3 – What Feature is The Dev Team Most Proud Of?</a> [Unity blog]</p>
<p>Thanks to <a href="http://dontnormally.com">Zyler Vega</a> for the tip!</p>
<p>From Unity&#8217;s site, a description of the &#8220;Audio Magic&#8221; coming in version 3:</p>
<blockquote><p>Unity 3 brings Reverb Zones, filters, tracker file support and a bunch of other goodies to the table. We&#8217;re also introducing editable falloff curves for all major audio parameters, so you get complete control over your sound ambience.</p></blockquote>
<p><a href="http://createdigitalmotion.com/2010/08/unity-3-game-engine-approaches-mind-blowing-upgrade/">More on the upgrade</a> at Create Digital Motion.</p>
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		<title>The Generative iPhone-iPod Touch: RjDj Updates, Albums, Free Downloads</title>
		<link>http://createdigitalmusic.com/2009/04/the-generative-iphone-ipod-touch-rjdj-updates-albums-free-downloads/</link>
		<comments>http://createdigitalmusic.com/2009/04/the-generative-iphone-ipod-touch-rjdj-updates-albums-free-downloads/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 03:51:50 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5553</guid>
		<description><![CDATA[Dreaming of a future in which music, instead of just being rendered audio files, arrives in fully generative, interactive form? Albums might &#8220;listen&#8221; 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 &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/04/the-generative-iphone-ipod-touch-rjdj-updates-albums-free-downloads/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files/2009/04/rjdj.jpg"></p>
<p>Dreaming of a future in which music, instead of just being rendered audio files, arrives in fully generative, interactive form? Albums might &#8220;listen&#8221; to the world around you, and listeners could record their own alternate versions of music and share with others.</p>
<p>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&#8217;ll need a headset with a mic; I have one by Griffin I&#8217;m testing.) And the RjDj folks have a whole bevy of significant updates to share:</p>
<ul>
<li><strong>Free downloads (limited time):</strong> 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.</li>
<li><strong>Download &#8220;scenes&#8221;:</strong> 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&#8217;ll be able to buy right from the app.)</li>
<li><strong>Share recordings:</strong> 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.</li>
<li><strong>RjDj.me community:</strong> 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. </li>
</ul>
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<p>By the way, with all of these releases, I know there&#8217;s some confusion. <strong>RjDj </strong>is the main app &#8212; the platform from which you&#8217;ll be able to grab scenes in the future. <strong>RjDj Album</strong> is a collection of &#8220;player&#8221;-style RjDj scenes &#8212; ones we have seen released previously. <strong>RjDj Shake</strong> is a newer, accelerometer-powered set of scenes. It comes with the amusing admonition that you should &#8220;PLEASE TAKE CARE, DON&#8217;T HURT ANYONE AND DON&#8217;T SMASH YOUR DEVICE.&#8221; If you missed Shake before, it now also has the recording sharing features. But the main RjDj app is the big release going forward.</p>
<p>We&#8217;re also awaiting news on more &#8220;sprints,&#8221; community-driven development efforts for making new scenes. And if you&#8217;re a fan of this sort of thing, RjDj isn&#8217;t the only game in town. RjDj itself is powered on Pure Data, the open source patching cousin of Max/MSP. Pd is making its way to other mobile devices; I even have it working on the BUG Labs gadget. At the same time, I&#8217;m curious to see if the RjDj gang can succeed in building a platform for lots of people doing this sort of work.</p>
<p>Regardless of how you look at it, more mobile generative / responsive music is most definitely in your future. Stay tuned.</p>
<p>Elsewhere:<br />
<a href="http://www.offworld.com/2009/04/free-trip-into-the-rainbow-vei.html">Free trip into the rainbow vein: reality-enhancing iPhone app RjDj free with social update</a> [Boing Boing Offworld]</p>
<p><a href="http://rjdj.me/">RjDj.me community site</a><br />
<a href="http://more.rjdj.me/2009/04/02/rjdj-07-out-now/">RjDj 0.7 out now</a> [RjDj News]</p>
<p><a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=290626964&#038;mt=8">RjDj</a> [iTunes]<br />
<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=292800319&#038;mt=8">RjDj Album</a> [iTunes]<br />
<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=300718434&#038;mt=8">RjDj Shake</a> [iTunes]</p>
<p>Be sure to see our previous interview with the creators:<br />
<a href="http://createdigitalmusic.com/2008/10/10/exclusive-rjdj-interview-interactive-music-listening-everywhere-you-go/">Exclusive RjDj Interview: Interactive Music Listening, Everywhere You Go</a></p>
<p>Also, expect more iPod/iPhone news and hands-on&#8217;s soon &#8212; I&#8217;m way behind, but let&#8217;s assume that means the best stuff will rise to the top.</p>
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		<title>RjDj Updates: Compatibility, Reliability Info</title>
		<link>http://createdigitalmusic.com/2008/10/rjdj-updates-compatibility-reliability-info/</link>
		<comments>http://createdigitalmusic.com/2008/10/rjdj-updates-compatibility-reliability-info/#comments</comments>
		<pubDate>Sun, 12 Oct 2008 16:45:45 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bug-fixes]]></category>
		<category><![CDATA[bugs]]></category>
		<category><![CDATA[compatibility]]></category>
		<category><![CDATA[generative]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod-touch]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[reliability]]></category>
		<category><![CDATA[responsive]]></category>
		<category><![CDATA[rjdj]]></category>
		<category><![CDATA[updates]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2008/10/12/rjdj-updates-compatibility-reliability-info/</guid>
		<description><![CDATA[The creators of interactive iPhone music app RjDj have posted a quick update on their blog answering a number of questions readers have raised here. The easiest fix: if you can&#8217;t hear RjDj&#8217;s output, you need to use the official Apple headset and mic. Tougher, but in the works: iPod touch support, and a fix &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2008/10/rjdj-updates-compatibility-reliability-info/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p>The creators of interactive iPhone music app RjDj have <a href="http://www.rjdj.me/2008/10/12/the-first-day-in-the-life-of-rjdj/" target="_blank">posted a quick update on their blog</a> answering a number of questions readers have <a href="http://createdigitalmusic.com/2008/10/10/rjdj-responsive-interactive-music-on-iphone-now-available-free-3/#comments" target="_blank">raised</a> <a href="http://createdigitalmusic.com/2008/10/10/exclusive-rjdj-interview-interactive-music-listening-everywhere-you-go/#comments" target="_blank">here</a>. The easiest fix: if you can&rsquo;t hear RjDj&rsquo;s output, you need to use the official Apple headset and mic. Tougher, but in the works: iPod touch support, and a fix for the nasty crash bug. Don&rsquo;t tell us here on comments; go straight to their bug tracker and help them squash the problem. (One reader here thinks the issue may be downloading over-the-air rather than via iTunes sync.)</p>
<blockquote><p>Some people were trying to install RjDj on their Ipod touch, which does not work because we currently only support the iPhone (we are working on an iPod touch 2g version too&hellip;.) Others tried to use RjDj without headset microphone. In theory that should work but only in theory. Ask <a href="http://www.rjdj.me/paul-brossier/">Paul</a> who spent countless nights on the audio driver how much he cursed over the Apple SDK&hellip; </p>
<p>A few people also reported one nasty problem that really twisted the mind of <a href="http://www.rjdj.me/paul-brossier/">Paul</a> and <a href="http://www.rjdj.me/gunter-geiger/">Guenter</a>: RjDj crashed right after launch. We are working on this but are still trying to find a way to reproduce this error. If it happens to you, <a href="http://trac.rjdj.me/ticket/32">read the bug report</a> and send us an email.</p>
</blockquote>
<p>Incidentally, as a 1g iPod touch owner, I&rsquo;m still looking into that; it comes down to homebrew mic support. Now that Apple has lifted their NDA, I hope developers can start to sort some of these odder driver issues.</p>
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