Sibelius 6: Notation Software Gets Magnetic Layout, ReWire, More – Details

sib6

Sibelius today gets the biggest upgrade I’ve seen from the tool in a long time, with major improvements to the way the notation package lays out musical objects on the score, and ReWire support so you can integrate it with your host of choice.

This is an especially meaningful upgrade to me, as I’ve spent a lot of time with Sibelius since its first Mac release about a decade ago, both composing and teaching with it. In case you missed it Friday, I just spoke about some tips that can help with working in both education and composing:

Five Sibelius 5 Notation Tips, for Education and Experimentation with Scores

A couple of the recent upgrades, while nice enough, were not necessarily “must-haves” – a natural part of any upgrade cycle. But this to me looks different.

Here’s what’s new in Sibelius 6:

  • Magnetic Layout: Sibelius has always been “magnetic” in that it automatically reflows objects and page layout to keep everything looking “tidy” as its English creators would say. It’s also always been fast at the task. The problem is, a lot of objects have still required lots of manual tweaking. Sibelius users, you know what I’m talking about: hours spent fine-tuning dynamics and text indications, rehearsal marks, and the like. Basically, all the objects that we’ren’t magnetic now are. (see above)
  • Magnetic Layout implementation: In addition to the more intelligent objects and space optimization, you’ll see clever collision avoidance, and red-colored collision highlighting when a collision is unavoidable. It also looks like there are nice new guides for, say, making a forte, piano, and hairpin descrescendo all line up, something that required painful manual tweaks previously.
  • Versions and comments: Scores now track and manage revisions, and you can create comments on the score. Theoretically, this is for collaboration and teaching, though I imagine it’ll be useful even to a solo composer as a score is developed – enough so that you may start to haul your laptop to rehearsals instead of just paper.
  • ReWire: Sibelius will now act as a ReWire client, so you can record the output of the notation software itself (see the new instruments), or simply sync Sibelius to an existing project. Avid is naturally talking all about Pro Tools, but because the integration is with ReWire and not just Pro Tools, Ableton Live, SONAR, Logic, DP, and the like all become possible, too. I’ve never much liked the notation facilities in standard DAWs, so that’s good news – and this should be huge for the composer just wanting to record a quick mock-up with virtual instruments as well as someone doing film score.
  • stemlets Notation improvements: Slurs have always been reasonably elegant and automatic in Sibelius, but when it comes to manually overriding those controls, they’ve been more challenging. Sibelius 6 includes (appropriately enough) six handles for controlling slurs. There are also optional stemlets when beaming across rests (hugely helpful for people who write complex, cough, rhythms in their music), automatic feathered beams (instead of the hack we’ve been using), and smarter articulation placement. There are new jazz repeat bars, and cautionary accidentals are finally added automatically. These are minor things, but quite frankly, it’s little details like that that often make the biggest day-to-day difference. (The cautionary accidentals alone might be worth an upgrade.)
  • New integrated instruments: Profiting from Sibelius’ acquisition by Avid (formerly its Digidesign unit), Sibelius now acquires the lovely virtual instruments from the AIR team who have been doing soft synths for Pro Tools. There’s a new player, plus M-Audio’s General MIDI sound player. This replaces a previous player from Native Instruments. I love NI, but the NI player in Sibelius often wasn’t quite plug-and-play, and this promises to be an improvement. (See additional notes below.)

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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: Boiling Waterphones and Other Sonic Inspirations from Composer Troels Folmann

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Hot-boiled waterphone, coming up. Troels explains: “We boiled it at 4 different temperature levels and its a part of the massively multi-sampled waterphone (it’s over 2.900 samples).”

Award-winning composer Troels Folmann has made a name as a video game composer on the likes of the Tomb Raider series, as well as espousing new ideas about adaptive music for games like his “micro-scoring” methodology. But speaking to a roomful of composers and sound designers at the recent Game Developer Conference, he turned to the topic of reinvention. Even having perfected signature sounds that keep him in demand on jobs like blockbuster feature trailer soundtracks, Troels challenged attendees to get out of their usual habits and comfort zones.

And that means torturing some instruments. No, really torturing them: breaking sticks, destroying drums, warping instruments, and boiling waterphones (putting the whole instrument on a stove).

Human beings, of course, shouldn’t be tortured – to get the best sound of them, you want to get them drunk. (I want the Drunken Eastern European Choir sample library, Troels!)

Speaking excitedly in run-on sentences that clipped one another – a bit like sample in and out points were set wrong – Troels revealed some of his latest sampling explorations and sonic secrets. It was, truly, one of the best talks I saw at GDC – and unquestionably the highest idea and inspiration – to – time ratio, even if you weren’t into sound. Here are some of the gems from that conversation, along with some of the lists of bizarrely-combined sampled instruments in recent compositions.

I was looking over my notes and wondering if I should polish them. But then, I realized that I had transcribed all the things Troels said that interested me. If I put them all in a jar, I could take any one idea out on a day when my musical reserves were dry and be inspired. So I’ll share them with you in exactly that form.

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Teaching Adaptive Music with Games: Unity + Max/MSP, Meet Space Invaders!

Game Audio: Selected Student Works from Matt Ganucheau on Vimeo.

In the early days of game sound, musical soundtracks were all largely adaptive and interactive, fused with the sound effects of the game and the logic of gameplay. Scores were less Alfred Newman or John Williams, more Spike Jones. Today, game music has the potential to reinvent composition itself, to help us reimagine what makes a musical score as on-screen user action drives musical ideas. But with a few, notable exceptions, most modern titles have opted for big, Hollywood-style soundtracks – and the linear composition that goes with them, as though someone just took a film score CD and hit play.

It’s one thing to talk about that in theory. Better yet: give it a shot yourself. So why not teach game music as its own discipline?

Matt Ganucheau, a composer, sound designer, and interactive developer/artist, is teaching just that, working with students at Expression College in Emeryville, California. The accelerated course works with the elegant Unity game engine and a clone of the legendary Space Invaders arcade game, adding music built in Max/MSP. If Max seems an unlikely choice, its open source cousin Pure Data (Pd) is actually integrated with the game engine for Electronic Arts’ Spore, with music by Brian Eno working with EA’s Kent Jolly and contributor Aaron McLeran. So, this could be the wave of the future. The first problem: figuring out how to actually compose.

The results are astonishing, given that the students were just learning Max and had extremely limited amounts of time. I asked Matt to write up for CDM how the coursework evolved; he shares his process and what he learned as a teacher. We’re also working on open sourcing the coursework content and the patches, which we’ll soon provide both for Pd and Max/MSP. I’m doing some work on the game side so that you can play with game mechanics in Processing. Stay tuned for more on that.

We spoke a bit about this process – and interactive music in general – with Xeni Jardin and Boing Boing in their Game Developer Conference livecast a week ago Friday. Edited video of that coming soon.

Here’s Matt on the coursework itself:

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A New Cubase: V5 Emphasizes Add-ons, Performance, and Steinberg Goes iPhone

Cubase 5 includes under-the-hood improvements to performance, but many of the new features – like the unusual LoopMash loop masher upper instrument – come in the form of instrumental add-ons. LoopMash is interesting, but it’s more a bundled instrument than a truly integrated feature.

The big traditional DAW announcement at this NAMM show was Steinberg’s Cubase 5. Cubase as a music software brand is now older than some people who read this blog, but never mind: Cubase 5 certainly doesn’t want for new stuff. And Cubase still claims to be the world’s most popular computer DAW.

Computer Music Magazine has the best coverage I saw of the new release (admittedly, I think Cubase is bigger on their side of the pond than it is here in the US):

Computer Music’s first look at Cubase RC for iPhone

Computer Music on Steinberg Cubase 5

The iPhone app, Cubase RC, is just the sort of thing I expected other developers to do, though they didn’t. It offers basic remote control functionality and even triggers arrangements, both of which ought to be pretty useful, since you can sit an iPhone or iPod touch next to / atop whatever you’re controlling or recording. And major kudos to Steinberg for making this free rather than trying to squeeze extra cash out of it.

Sure, the iPhone and iPod touch are a bit small to make your only controller – but they make a pretty nice remote control.

So, what do you get out of Cubase 5 itself? Just about every area of the program has seen improvement, with the major selling points being optimized performance, vocal editing, and new beat creation tools.

There are some good bits here, but – realizing I’m biased as I’ve never been a big Cubase user – I can’t help but notice they’re lagging behind some of their competitors with some of the items. I was always impressed with the basic editing environment in Cubase, and the way it handles MIDI and soft synths. My disappointment here is that, while there are some nice-looking performance and workflow tweaks, much of the functionality comes in the form of add-ons. That means Cubase has to compete with similar efforts by other tools and (particularly) plug-ins. If you’re using Cubase, this may be great news, but if not, I just wonder if it’s capable of even inspiring an twinge of envy from anyone else. (And, hey, while you can’t convert all other users, it is nice to at least make them a bit jealous.)

The good: optimized performance for existing users, some nice monophonic vocal editing integrated with the program, and an innovative, really musical way of dealing with expressions for instruments.

Less impressive: Tacked-on features for mixing grooves I suspect a lot of loyal Cubase users may simply ignore.

I’m happy to be frank over this just to see if people generally agree or disagree – particularly Cubase users. This is all basically on paper, as well, so if there is a loyal Cubase user who wants to review these features when available, we’d love to hear from you. Here’s my (slightly uneducated) take:

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