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	<title>Create Digital Music &#187; scoring</title>
	<atom:link href="http://createdigitalmusic.com/tag/scoring/feed/" rel="self" type="application/rss+xml" />
	<link>http://createdigitalmusic.com</link>
	<description>The latest gear, software, and techniques for electronic music production and performance</description>
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		<title>Upcoming Final Fantasy Album: Treating the Orchestra Like an Analog Synth</title>
		<link>http://createdigitalmusic.com/2009/09/30/upcoming-final-fantasy-album-treating-the-orchestra-like-an-analog-synth/</link>
		<comments>http://createdigitalmusic.com/2009/09/30/upcoming-final-fantasy-album-treating-the-orchestra-like-an-analog-synth/#comments</comments>
		<pubDate>Wed, 30 Sep 2009 15:20:25 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[albums]]></category>
		<category><![CDATA[artists]]></category>
		<category><![CDATA[composers]]></category>
		<category><![CDATA[composing]]></category>
		<category><![CDATA[domino-records]]></category>
		<category><![CDATA[final-fantasy]]></category>
		<category><![CDATA[inspiration]]></category>
		<category><![CDATA[orchestra]]></category>
		<category><![CDATA[owen-pallett]]></category>
		<category><![CDATA[previews]]></category>
		<category><![CDATA[scoring]]></category>
		<category><![CDATA[songwriting]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7683</guid>
		<description><![CDATA[Photos by Hedi Slimane; courtesy Final Fantasy.
Can you approach a symphony orchestra as though it&#8217;s an analog synth? That&#8217;s a question composers have asked since the first time they heard electronic sounds. It&#8217;s impossible to hear the 20th-century technology alongside the 19th-century technology without the one reframing your view of the other. Now, it will [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/09/finalfantasy_owen.jpg" alt="finalfantasy_owen" title="finalfantasy_owen" width="580" height="268" class="alignright size-full wp-image-7694" /></p>
<div class="imgcaption">Photos by <a href="http://www.hedislimane.com/">Hedi Slimane</a>; courtesy Final Fantasy.</div>
<p>Can you approach a symphony orchestra as though it&#8217;s an analog synth? That&#8217;s a question composers have asked since the first time they heard electronic sounds. It&#8217;s impossible to hear the 20th-century technology alongside the 19th-century technology without the one reframing your view of the other. Now, it will be tackled by the new album from composer/singer/violinist Owen Pallett, with an interesting cast of characters onboard, plus one imaginary ultra-violent farmer.<span id="more-7683"></span></p>
<p>Pallett, who performs confusingly under the band name best known as a Japanese video game, Final Fantasy, is something really different in the artist scene right now. For years, the &#8220;new music&#8221; or &#8220;art music&#8221; landscape had begun incorporating elements of rock and pop songwriting, but his work seems to find an ease and intimacy that&#8217;s entirely his own. He&#8217;s also evidently a Max/MSP fan &#8211; see the site:</p>
<p><a href="http://www.finalfantasyeternal.com/">http://www.finalfantasyeternal.com/</a></p>
<p>Final Fantasy gets filed clumsily under that catch-all &#8220;indie,&#8221; but the artist&#8217;s work is heavily influenced by contemporary chamber music and classical gestures. I imagine some people may actually find they hate the results, in asymmetrical combinations of ideas and wordy streams of lyrics. To me, though, those quirks can grow on you, carried by utterly gorgeous string writing. &#8220;He Poos Clouds,&#8221; with piano and string quartet, is an imaginative operetta inspired by <em>Dungeons &#038; Dragons</em>. Then there&#8217;s his video single from the beginning of this year, &#8220;Horsefail Feathers,&#8221; seen below. It epitomizes Pallett&#8217;s unusual tastes, mixing quasi-surrealist lyrics, lush, movie musical-style arrangement, and a dose of self-aware awkwardness that could upset everything else but instead becomes charming.</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/6imuFUR26HI&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/6imuFUR26HI&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>It certainly made me wonder what would come next. At a time when many of us eliminate instrumentalists altogether, the upcoming &#8220;Heartland&#8221; will be 45 minutes of orchestra music, courtesy the Czech Symphony. To me, the relevance to this site is thinking about how to construct music, whether for instruments electronic or acoustic. In today&#8217;s announcement, Pallett says:</p>
<blockquote><p>The album was compositionally modeled upon the principles of electronic music.  The principles of analog synthesis informing symphonic writing,  like an inversion of a Tomita record.  These songs, too, were designed to be as dense with polyphony as the Final Fantasy live shows can become.  While writing it, I kept an image in my head of putting so many notes on the page that the paper turned black.</p></blockquote>
<p>The first album for Domino, <em>Heartland</em> has an unusual subject matter: the lyrics are sung from the perspective of &#8220;a young, ultra-violent farmer, speaking to his creator&#8221; in the fictional realm of Spectrum. There are some fascinating collaborators, too: ongoing collaboration with Arcade Fire&#8217;s drummer Jeremy Gara, a guest appearance by composer Nico Muhly (whose new music is strongly influenced by his work with Philip Glass, without being derivative), mixing by Animal Collective producer Rusty Santos, and a number of others.</p>
<p>After our <a href="http://createdigitalmusic.com/2009/09/28/au-revoir-simones-new-music-video-and-missing-a-dark-side-for-shadows/">extended discussion</a> in comments about what constitutes an appropriate artist for CDM, Final Fantasy is not really digital music. But it does promise an interesting interview on the &#8220;creation&#8221; side, and &#8211; given that many brilliant artists find it tough to be articulate in interviews &#8211; I know that&#8217;s what matters when I have my choice.</p>
<p>The new album is due in January.</p>
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		<slash:comments>11</slash:comments>
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		<title>DAW Day: Digital Performer 7 Adds Effects, Easier Access, PT8 Support</title>
		<link>http://createdigitalmusic.com/2009/09/15/daw-day-digital-performer-7-adds-effects-easier-access-pt8-support/</link>
		<comments>http://createdigitalmusic.com/2009/09/15/daw-day-digital-performer-7-adds-effects-easier-access-pt8-support/#comments</comments>
		<pubDate>Wed, 16 Sep 2009 02:02:52 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[backing-tracks]]></category>
		<category><![CDATA[channel-strip]]></category>
		<category><![CDATA[DAW]]></category>
		<category><![CDATA[DAW-Day]]></category>
		<category><![CDATA[DAWs]]></category>
		<category><![CDATA[Digital-Performer]]></category>
		<category><![CDATA[dp]]></category>
		<category><![CDATA[effects]]></category>
		<category><![CDATA[guitar-amps]]></category>
		<category><![CDATA[guitars]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[Pro-Tools]]></category>
		<category><![CDATA[pro-tools-hd]]></category>
		<category><![CDATA[scoring]]></category>
		<category><![CDATA[Software]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7480</guid>
		<description><![CDATA[DP&#8217;s clever channel strip integrates quite a lot of functionality in every view.
I&#8217;d be remiss if I didn&#8217;t note another significant DAW release: DP7 is shipping this week. The Mac-only Digital Performer still has a loyal following, especially among the scoring crowd, some of whom have stuck with DP since the Performer days &#8211; one [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/09/dpchannelstrip.jpg" alt="dpchannelstrip" title="dpchannelstrip" width="580" height="376" class="alignright size-full wp-image-7489" /></p>
<div class="imgcaption">DP&#8217;s clever channel strip integrates quite a lot of functionality in every view.</div>
<p>I&#8217;d be remiss if I didn&#8217;t note another significant DAW release: DP7 is shipping this week. The Mac-only Digital Performer still has a loyal following, especially among the scoring crowd, some of whom have stuck with DP since the Performer days &#8211; one of the Mac&#8217;s first sequencers. I have to say, this particular update seems to focus more on bundled effects than core functionality &#8211; and, in fairness, because it&#8217;s tough to change core features without upsetting the stuff that keeps your users loyal, this isn&#8217;t uncommon. But DP has uncommonly rich support for being a Pro Tools HD front end, it&#8217;s Mac-savvy and Snow Leopard compatible, and given its popularity in scoring, a little touch like the Marker Counter could be huge news for its major following.</p>
<p>Full disclosure: I haven&#8217;t found much reason to touch DP lately, with plenty of other tools to keep my attention, so if there is a loyal DP user who would like to send in their dispatch, I&#8217;d love to run it on CDM.</p>
<p>In the meantime, I&#8217;ll keep this compact to give you a birds-eye view. First, the effects stuff:<span id="more-7480"></span><br />
<img src="http://createdigitalmusic.com/images/2009/09/dpliveroom.jpg" alt="dpliveroom" title="dpliveroom" width="580" height="413" class="alignright size-full wp-image-7490" /></p>
<ul>
<li><strong>Stompboxes:</strong> For the first time, you get a suite of guitar pedal effects, including emulations of Ibanez, BOSS, RXT, and Electro-Harmonix.</li>
<li><strong>Modeled amps:</strong> Simulations of the Fender Bassman, Marshall JTM45, and Marshall JCM800. So, sure, other suites offer more options &#8211; but these are three top picks.</li>
<li><strong>Physically-modeled guitar miking:</strong> The Live Room | G simulates a speaker cabinet and mic placement. Unlike the Logic 9 take on the same idea, you get a built-in EQ and four channels &#8211; but also unlike Logic, you get close / near / far rather rather free-form mic placement. That&#8217;s too bad, given the clever top-down view, though I suspect the default placements are typically all you need.</li>
<li><strong>Smarter strips:</strong> Access channel strips from a floating window, and see EQ <em>and</em> dynamics in-line on the mixing board. (Usually you get EQ, but not dynamics.) Plus, finally &#8211; unlike most other programs &#8211; your virtual rack of synths appears right on the mixing board. Mixer controls are also available in any edit window, not just the usual arrangement view.</li>
<li><strong>Better counters:</strong> A Large Counter resizes the counter to an arbitrary size &#8211; ideal for when you&#8217;ve rented an orchestra and are projecting counts (literally). And a Marker Counter displays markers and jumps to specific spots, which could be fantastic for backing tracks, recording, and scoring. It&#8217;s a simple thing &#8211; obvious, really &#8211; and yet I haven&#8217;t seen it done before.</li>
<li><strong>Real-time crossfades</strong> promise to speed editing.</li>
<li><strong>Automation by range</strong>.</li>
</ul>
<p><img src="http://createdigitalmusic.com/images/2009/09/dp7mixer.jpg" alt="dp7mixer" title="dp7mixer" width="579" height="333" class="alignright size-full wp-image-7493" /></p>
<div class="imgcaption">The DP mixer. Look closer, and you&#8217;ll see virtual instrument racks and even compressor instances integrated with the view.</div>
<p>There are also various notation improvements, including lead sheet generation &#8211; though I still think it&#8217;s touch to beat a dedicated scoring tool, or the recent inclusion of Sibelius in Pro Tools. More interesting, you get full support for running Pro Tools 8 on the back end, which is ideal for people who prefer DP (and that Marker Counter) as their front end. And there are also tweaks under the hood, including Wave64 support for massive broadcast files, side-chaining AU plug-ins, and a new sample rate conversion engine.</p>
<p>Guitar effects in this tool have to go up against Apple&#8217;s Logic Studio. I&#8217;d have to generally give the edge there to Apple, though, because the range of tools remains wider, and Apple also includes MainStage for rigging their effects into a performance-ready setup.</p>
<p>Guitar effects are nice, but I think enhancing the Counter, cleverly integrating some of the mixing controls, and making cross-fade editing faster could actually be more important. If you&#8217;re a DP user, do let us know what you think of the update.</p>
<p><a href="http://www.motu.com/products/software/dp/new-70.html">New in DP7</a> [MOTU]</p>
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		<slash:comments>17</slash:comments>
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		<item>
		<title>Tron, Redux Redux: Trailer with Daft Punk Music, New Reaktor-Reason-Live Score</title>
		<link>http://createdigitalmusic.com/2009/07/30/tron-redux-redux-trailer-with-daft-punk-music-new-reaktor-reason-live-score/</link>
		<comments>http://createdigitalmusic.com/2009/07/30/tron-redux-redux-trailer-with-daft-punk-music-new-reaktor-reason-live-score/#comments</comments>
		<pubDate>Thu, 30 Jul 2009 15:33:15 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[80s]]></category>
		<category><![CDATA[Ableton-Live]]></category>
		<category><![CDATA[awesomeness]]></category>
		<category><![CDATA[axiom]]></category>
		<category><![CDATA[composing]]></category>
		<category><![CDATA[daft-punk]]></category>
		<category><![CDATA[film-scoring]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[history]]></category>
		<category><![CDATA[keyboards]]></category>
		<category><![CDATA[M-Audio]]></category>
		<category><![CDATA[Native-Instruments]]></category>
		<category><![CDATA[Reaktor]]></category>
		<category><![CDATA[Reason]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[sci-fi]]></category>
		<category><![CDATA[scoring]]></category>
		<category><![CDATA[tron]]></category>
		<category><![CDATA[wendy-carlos]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6788</guid>
		<description><![CDATA[In a Hollywood overrun with remakes, a new Tron has quite a daunting challenge. The original film may be a cult hit for its 80s arcade cool, but it also was a seminal moment in the evolution of computer animation, at the nexus of obsessive-compulsive optical effects that came before and digital effects that came [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/a1IpPpB3iWI&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/a1IpPpB3iWI&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p>In a Hollywood overrun with remakes, a new <em>Tron</em> has quite a daunting challenge. The original film may be a cult hit for its 80s arcade cool, but it also was a seminal moment in the evolution of computer animation, at the nexus of obsessive-compulsive optical effects that came before and digital effects that came after. (Google Perlin Noise, if you must.) But where the bits of the effects look uneven or dated alongside the brilliant, it&#8217;s nearly impossible to top the genius of Wendy Carlos&#8217; score. Her deft blend of choirs, orchestras, organs, and rich electronics wasn&#8217;t just forward looking: it&#8217;s fresh today, an alternative to some of the signature sameness in today&#8217;s games and films.</p>
<p>Perhaps Tron Legacy will do what other belated sequels have not: express love for the original. With Daft Punk helming the score and a reverent, inspired crew ready to make Tron live again, the trailer last week was the real sleeper hit of Comic-Con.</p>
<p>If that&#8217;s not enough layers of fandom, though, head to GearSlutz for a lesson in film scoring and a recreation of the trailer in Reason, custom Reaktor patches, and Ableton Live. This is not much of an infomercial for Live: because Ableton&#8217;s arrange view doesn&#8217;t quite understand frames, scoring with Live is a bit of a beast. (Live 9, anyone?) But it&#8217;s a great example of love for the movie and its original score. And hey, everyone need a source of joy, even a film.</p>
<p><a href="http://www.gearslutz.com/board/post-production-forum/410018-ableton-live-sound-design-tron-legacy.html#">Ableton Live for Sound Design :Tron Legacy</a> [GearSlutz forum]</p>
<blockquote><p>Stripped the original audio and redid all of the sound from scratch using Reason/NI Reaktor/Ableton Live 8. An M-Audio Axiom 49 was used to perform the Lightcycle Engine Oscillations</p></blockquote>
<p>Wendy Carlos, if you&#8217;re out there, we get it. You revolutionized film scoring and electronic orchestration, and we&#8217;re all in your debt. It&#8217;s not so much that you switched on Bach or switched on Moog or even switched on Kubrick and guys in glowing skin-tight outfits. You switched on sound, and nothing has been quite the same since.</p>
<p>Now, we just have to hope 2010 can show us a good time, too.</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/ZqQpNnMUIZk&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ZqQpNnMUIZk&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
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		<slash:comments>17</slash:comments>
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		<item>
		<title>Sibelius 6: Notation Software Gets Magnetic Layout, ReWire, More &#8211; Details</title>
		<link>http://createdigitalmusic.com/2009/05/19/sibelius-6-notation-software-gets-magnetic-layout-rewire-more-details/</link>
		<comments>http://createdigitalmusic.com/2009/05/19/sibelius-6-notation-software-gets-magnetic-layout-rewire-more-details/#comments</comments>
		<pubDate>Tue, 19 May 2009 09:09:11 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Avid]]></category>
		<category><![CDATA[composing]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[notation]]></category>
		<category><![CDATA[previews]]></category>
		<category><![CDATA[ReWire]]></category>
		<category><![CDATA[scoring]]></category>
		<category><![CDATA[sibelius-6]]></category>
		<category><![CDATA[upgrades]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2009/05/19/sibelius-6-notation-software-gets-magnetic-layout-rewire-more-details/</guid>
		<description><![CDATA[ 
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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/05/sib6.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="sib6" border="0" alt="sib6" src="http://createdigitalmusic.com/images/2009/05/sib6-thumb.jpg" width="580" height="362" /></a> </p>
<p>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.</p>
<p>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:</p>
<p><a href="http://createdigitalmusic.com/2009/05/15/five-sibelius-5-notation-tips-for-education-and-experimentation-with-scores/">Five Sibelius 5 Notation Tips, for Education and Experimentation with Scores</a></p>
<p>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.</p>
<p><a href="http://createdigitalmusic.com/images/2009/05/sib6-magnetic.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="" border="0" alt="" src="http://createdigitalmusic.com/images/2009/05/sib6-magnetic-thumb.jpg" width="580" height="170" /></a> </p>
<p>Here’s what’s new in Sibelius 6:</p>
<ul>
<li><strong>Magnetic Layout: </strong>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&#8217;ren’t magnetic now are. (see above) </li>
<li><strong>Magnetic Layout implementation: </strong>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. </li>
<li><strong>Versions and comments: </strong>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. </li>
<li><strong>ReWire: </strong>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 <em>just</em> 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. </li>
<li><strong><a href="http://createdigitalmusic.com/images/2009/05/stemlets.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; margin-left: 0px; border-left-width: 0px; margin-right: 0px" title="stemlets" border="0" alt="stemlets" align="right" src="http://createdigitalmusic.com/images/2009/05/stemlets-thumb.jpg" width="240" height="118" /></a> Notation improvements: Slurs</strong> 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 <strong>beaming across rests</strong> (hugely helpful for people who write complex, cough, rhythms in their music), automatic <strong>feathered beams</strong> (instead of the hack we’ve been using), and smarter <strong>articulation</strong> placement. There are new <strong>jazz repeat bars</strong>, and <strong>cautionary accidentals</strong> 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.) </li>
<li><strong>New integrated instruments: </strong>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.) </li>
</ul>
<p> <span id="more-5997"></span>
<p><a href="http://createdigitalmusic.com/images/2009/05/sib6-versions.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="sib6_versions" border="0" alt="sib6_versions" src="http://createdigitalmusic.com/images/2009/05/sib6-versions-thumb.jpg" width="580" height="376" /></a></p>
<div class="imgcaption">Comparing scores with Versions. </div>
<p>There are other features, as well. <strong>Keyboard and Fretboard </strong>windows provide visual feedback to those just learning musical notation. (The guitar fretboard is handy, too, for keyboardists like me who need to think through what a guitarist would do with our music – it was an early feature of Sibelius’ entry-level guitar product G7.) <strong>Classroom Control</strong> allows educators to monitor students, send and receive scores, and monitor changes, which could help with file exchange or even administering exams in Sibelius.</p>
<p><a href="http://createdigitalmusic.com/images/2009/05/sib6-classroom.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="sib6_classroom" border="0" alt="sib6_classroom" src="http://createdigitalmusic.com/images/2009/05/sib6-classroom-thumb.jpg" width="580" height="322" /></a> </p>
<p>One feature may be especially revolutionary for certain user applications. <strong>Live Tempo </strong>finally allows you to tap in a conductor track so you can control tempo fluctuations manually. This is more sophisticated than the (useful) similar feature in Finale – it integrates with Sibelius’ existing fluid tempo functionality, allows subdivision of beats and other musical possibilities, and can be recorded and played back and edited by section. </p>
<p>All in all, this is a very significant upgrade. I’m still disappointed that Sibelius – and mainstream notation in general – remains so inflexible for lots of alternative notations, and that seems not to improve in this release. But as I noted in my tips from last week, there are workarounds, and for sheer usability and saving time, these improvements all look welcome. I’m also pleased with the subtle notation changes – these are little things, but I think it refines the quality of score you can produce and saves time. We expect review copies soon, so stay tuned.</p>
<p><a href="http://createdigitalmusic.com/images/2009/05/sib6-comments.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="sib6_comments" border="0" alt="sib6_comments" src="http://createdigitalmusic.com/images/2009/05/sib6-comments-thumb.jpg" width="580" height="254" /></a> </p>
<h3>Q&amp;A on Slurs, New Instruments</h3>
<p>CDM asked Daniel Spreadbury of Sibelius to talk to us about some of the specifics of the new instruments from AIR and the slurs. </p>
<p><a href="http://createdigitalmusic.com/images/2009/05/sib6-mixer.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; margin-left: 0px; border-left-width: 0px; margin-right: 0px" title="sib6_mixer" border="0" alt="sib6_mixer" align="right" src="http://createdigitalmusic.com/images/2009/05/sib6-mixer-thumb.jpg" width="183" height="404" /></a><strong>CDM: As I understand it, the sounds have been ported to the new instrument engine, built by AIR. What does this mean for bringing scores you’ve produced in earlier versions of Sibelius into Sibelius 6 for playback?</strong></p>
<p>D S: When you open a score that was created in Sibelius 5 that used the old version of Sibelius Sounds Essentials played back by Kontakt Player 2, Sibelius 6 will silently update the score to use the new version of Sibelius Sounds Essentials played back by the Sibelius Player.</p>
<p>99 times out of 100 this will be an improvement on the playback you heard inSibelius 5. Although the updated Essentials library excludes a set of GM sounds (now provided by a separate virtual GM module, which can nevertheless be used simultaneously with the Sibelius Player if desired), and some sounds from old providers (e.g. recorder, handbells, piano, harp) have been replaced with alternatives from Garritan, Tapspace or AIR, there are many new and improved sounds that better complement each other than the sounds with Sibelius 5. For example, Essentials for Sibelius 5 contained only a solo violin sound from GPO and the other solo strings came from the GM set, so ensembles like e.g. string quartets didn&#8217;t sound great. In Sibelius 6, we have licensed further solo string sounds from GPO, so a string quartet will sound substantially better. And we&#8217;ve tried to do this across the board, for all the common genres of music.</p>
<p>For that one time in 100 when the original library would sound better, provided users still have Sibelius 5 installed, they will be able to choose to use the Kontakt Player 2 version of the library by choosing &#8216;Sibelius Essentials (32 sounds, Kontakt)&#8217; from the Configuration menu in Play &gt; Playback Devices.</p>
<p><strong>CDM: Slurs with more manual control handles are something we had seen previously in Sibelius’ rival, Finale. Can you describe what’s different about Sibelius’ implementation?</strong></p>
<p>Sibelius&#8217;s slurs have a number of advantages, including the power to copy and paste a tweaked slur and have its tweaks reliably reproduced when pasted elsewhere, the ability to tweak multiple selected slurs simultaneously via the Properties window, reliable keyboard editing of the position of each handle and control point, and so on. Sibelius 6 also implements the standard slur positioning rules (i.e. slur below when all stems point up, but slur above if any stem points down; in two voices, slurs go above stem up notes and below stem down notes, etc.) but retains the ability to simply flip slurs by hitting X. Slurs are also now properly editable on both sides of a system or page break.</p>
<p><a href="http://createdigitalmusic.com/images/2009/05/sib6-slurs.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="sib6_slurs" border="0" alt="sib6_slurs" src="http://createdigitalmusic.com/images/2009/05/sib6-slurs-thumb.jpg" width="300" height="156" /></a> </p>
<p>Sibelius&#8217;s method of editing slurs (including multiple slurs simultaneously) and copying slurs while retaining these edits, together with the fact that creating, extending and retracting slurs is in general simpler in Sibelius, gives slurs inSibelius 6 the edge.</p>
<p><em>Ed. note: Based on my experience with previous releases of both programs, this sounds about right – now I just need to pick something to compose this summer so I can give Sibelius 6 a try! –PK</em></p>
<p>If you have more questions about the new release, ask them here, and we’ll have a look as the new release comes out or pass along technical specifics to the folks at Sibelius.</p>
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		<title>GDC: Music, Games, Interactivity Pt. II, Plus Embarrassing Dance Footage</title>
		<link>http://createdigitalmusic.com/2009/04/10/gdc-music-games-interactivity-pt-ii-plus-embarassing-dance-footage/</link>
		<comments>http://createdigitalmusic.com/2009/04/10/gdc-music-games-interactivity-pt-ii-plus-embarassing-dance-footage/#comments</comments>
		<pubDate>Fri, 10 Apr 2009 20:59:21 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[In the thrilling conclusion of our chat with Boing Boing&#8217;s Xeni Jardin, Matt Ganucheau and I explore deep thoughts about the roles of interactivity and adaptivity in music and game design &#8212; then attempt to dance in giants Katamari Damacy hats. (Note the use of the word attempt &#8212; those things were more than a [...]]]></description>
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<p>In the thrilling conclusion of our chat with Boing Boing&#8217;s Xeni Jardin, Matt Ganucheau and I explore deep thoughts about the roles of interactivity and adaptivity in music and game design &#8212; then attempt to dance in giants Katamari Damacy hats. (Note the use of the word <em>attempt</em> &#8212; those things were more than a bit tricky to move in. Hilarity ensues.)</p>
<p>Prior to leading a dance dance RevoluciÃ³n, 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 &#8212; and, in a way, awkwardly-dancing musicians may be a fitting metaphor. Or parable. Or something or other.</p>
<p>We do it all for you.</p>
<p>I really did find this a fascinating way to promote discussion, so if you&#8217;ve got suggestions for future broadcasts, I&#8217;d love to hear them. You can even think of new silly things for us / guests to do.</p>
<p>See also, related:<br />
<a href="http://createdigitalmusic.com/2009/04/09/gdc-boiling-waterphones-and-other-sonic-inspirations-from-composer-troels-folmann/">Troels Folmann on the boiled waterphone-style instrument, sound design inspiration</a><br />
<a href="http://createdigitalmusic.com/2006/10/11/cdm-interview-tomb-raider-legend-composer-troels-brun-folmann-on-adaptive-micro-scoring/">Troels on &#8220;micro-scoring&#8221; adaptive music</a></p>
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<p>For part the first:<br />
<a href="http://createdigitalmusic.com/2009/04/09/gdc-music-video-games-and-interactivity-chat-with-boing-boing-video/">GDC: Music, Video Games, and Interactivity &ndash; Chat with Boing Boing Video</a></p>
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		<title>GDC: Boiling Waterphones and Other Sonic Inspirations from Composer Troels Folmann</title>
		<link>http://createdigitalmusic.com/2009/04/09/gdc-boiling-waterphones-and-other-sonic-inspirations-from-composer-troels-folmann/</link>
		<comments>http://createdigitalmusic.com/2009/04/09/gdc-boiling-waterphones-and-other-sonic-inspirations-from-composer-troels-folmann/#comments</comments>
		<pubDate>Thu, 09 Apr 2009 05:02:41 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[acoustic-instruments]]></category>
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		<description><![CDATA[&#160;
Hot-boiled waterphone, coming up. Troels explains: &#8220;We boiled it at 4 different temperature levels and its a part of the massively multi-sampled waterphone (it&#8217;s over 2.900 samples).&#8221;
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 [...]]]></description>
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<div class="imgcaption">&#160;</div>
<div class="imgcaption">Hot-boiled <a href="http://www.tonehammer.com/?p=1564">waterphone</a>, coming up. Troels explains: &ldquo;We boiled it at 4 different temperature levels and its a part of the massively multi-sampled waterphone (it&rsquo;s over 2.900 samples).&rdquo;</div>
<p>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 &ldquo;micro-scoring&rdquo; methodology. But speaking to a roomful of composers and sound designers at the recent <a href="http://createdigitalmusic.com/tag/gdc09">Game Developer Conference</a>, 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.</p>
<p>And that means torturing some instruments. No, <em>really</em> torturing them: breaking sticks, destroying drums, warping instruments, and boiling waterphones (putting the whole instrument on a stove).</p>
<p>Human beings, of course, shouldn&rsquo;t be tortured &ndash; to get the best sound of them, you want to get them drunk. (I want the Drunken Eastern European Choir sample library, Troels!)</p>
<p>Speaking excitedly in run-on sentences that clipped one another &ndash; a bit like sample in and out points were set wrong &ndash; Troels revealed some of his latest sampling explorations and sonic secrets. It was, truly, one of the best talks I saw at GDC &ndash; and unquestionably the highest idea and inspiration &ndash; to &ndash; time ratio, even if you weren&rsquo;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.</p>
<p>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&rsquo;ll share them with you in exactly that form.</p>
<p> <span id="more-5584"></span>
</p>
<blockquote><h3>The Right Wrong</h3>
<p><em>Pipe organ, kalimba, baby toys, didgeridoo, conga, claps, IKEA stopwatch, church bell, vocals, ambience</em></p>
<p>One of the things I&#8217;m playing with is trying to do the right thing wrong &#8212; I call it the right wrong.</p>
<p>Some of these instruments [I sample] suffered through [the sampling process]. When you sample, you have to take it one step further. When it gets into the computer, it dies a bit. I don&#8217;t know what it is, there&#8217;s a translation issue. You have to push it further.</p>
<p><a title="http://www.tonehammer.com/demos/tonehammer_lakeside_organ_demo_4_dressed.mp3" href="http://www.tonehammer.com/demos/tonehammer_lakeside_organ_demo_4_dressed.mp3">tonehammer_lakeside_organ_demo_4_dressed.mp3</a></p>
<h3>Naked Ear</h3>
<p><em>Kalimba, hang-drum, IKEA flower vase, Coke Bottle, public domain vocals &ndash; girl&rsquo;s choir</em></p>
<p>We have certain ways we get stuck as composers &#8212; certain harmonic progressions and so forth. What I&#8217;m trying to do is more of a naked ear. I disregard any kind of theory. If it sounds right, it is right. </p>
<p>It&#8217;s an awesome practice, because it allows you to step out of theory.</p>
<p>This is a $19 kalimba. I don&#8217;t buy the most expensive instrument &#8212; I get 90% out of this instrument. And I can torture it through sampling. IKEA is the best music store; I don&#8217;t know if you know that. </p>
<p>Sometimes we get super caught in [the idea that ] it needs to be pristine, it needs to be high quality &#8212; it doesn&#8217;t matter. You get it in the mix, you can totally make something wonderful out of it.</p>
<p>I never have anything 24-bit &hellip;. It doesn&#8217;t really matter.</p>
<p><a href="http://www.tonehammer.com/demos/tonehammer_kalimba_demo_1.mp3">tonehammer_kalimba_demo_1.mp3</a></p>
<p><a href="http://www.flickr.com/photos/35133223@N05/3258680999/in/photostream/"><img src="http://farm4.static.flickr.com/3529/3258680999_1b1ea5080e.jpg?v=0" /></a> </p>
<h3>No Fear</h3>
<p><em>Propane drum, flower vase, Coke bottle, kalimba, monkey balls, harmonica, vocals</em></p>
<p>[On eBay], I found this wonderful drum. I have a hang drum, this super-expensive crazy drum. This one was way better, and it&#8217;s like $300.</p>
<p><a href="http://www.tonehammer.com/demos/tonehammer_propanium_demo_1_dressed.mp3">tonehammer_propanium_demo_1_dressed.mp3</a></p>
<h3>Twist and Tweak</h3>
<p><em>Didgeridoo, soda tabs, water cooler ensemble, hang drum</em></p>
<p>[On working with a Dr. Pepper soda.] You can &hellip; tap it to become percussion, you can also talk into it, sing into it &hellip; I multisampled [the taps] into an entire instrument.</p>
<p><a href="http://www.tonehammer.com/demos/tonehammer_didge_demo_1_dressed.mp3">tonehammer_didge_demo_1_dressed.mp3</a></p>
<h3>It Doesn&rsquo;t Matter</h3>
<p>Things don&#8217;t matter so much. I was playing a 7-string guitar, and it wasn&#8217;t nasty enough. I took all the strings and drop tuned them to the same note &#8230; so it didn&#8217;t make a sound any more. I got this nasty sound to it. I&#8217;m starting more and more to let go of these conventions &#8230;how it should be. </p>
<p>I took a 5 string bass and again I couldn&#8217;t get it nasty enough &#8212; I&#8217;m not a great musician by any means. Put it down on the table, let the surgery begin. I put towels down to mute the sound. I played it with drumsticks, and got this tight sound that I was looking for.</p>
<p>Especially in the low frequencies of instruments, you get these &#8230; amazing, fat sounds. There&#8217;s so much you can do.</p>
<h3>Sampling a Restroom</h3>
<p>One of the best songs &#8212; I went to a restroom. I always use the handicapped restroom because there&#8217;s more space and you can be alone. I hate American restrooms &#8211; European restrooms are closed, you can&#8217;t see in to see what people are doing.</p>
<p>[On the result -- multi-sampling the metal bar next to the toilet in a handicapped restroom.] You expand your palette when you do that. There are so many sounds out there.</p>
<p><a href="http://www.flickr.com/photos/35133223@N05/3350816358"><img src="http://farm4.static.flickr.com/3563/3350816358_883e9a00a3.jpg?v=0" /></a> </p>
<h3>Boiled [and timestretched) Waterphone</h3>
<p>There's so much you can do in terms of torture to get more out of it. Of course you can strum it, you can play it sort of percussively. But then you can boil it. </p>
<p>It was totally ruined in the end. But at least someone has boiled a waterphone. </p>
<p>We recorded it at different temperatures. It started spinning, as well, as you got to higher temperatures.</p>
<p>[In a separate experiment, timestretching:] As you know, the waterphone is impossible to control tonally. [I tried] timestretching a single note &#8212; [Native Instruments&rsquo; sampler] <a href="http://kore.noisepages.com/tag/kontakt">Kontakt</a> has a harmonizer &#8212; putting some other notes on top of it to make a more strange, otherworldly sound to it.</p>
<h3>Hybrid [Stacked] Orchestras</h3>
<p>Unfortunately game composers are asked to do epic scores all the time. The main elements in it &#8212; it&#8217;s really about stacking. It needs several different libraries; you can&#8217;t stack the same library or it starts phasing. I like to stack until it starts phasing. You can also stack until it starts clipping.</p>
<p>There is no less &#8212; there&#8217;s only more.</p>
<p>I have synths for the bases, I have drones that line underneath the basses. Arpeggiators are almost mandatory for strings, so when you have stacatto notes &#8212; which is also stacked, at least two or three libraries &#8212; you also have arpeggiators under that.</p>
<p>It&rsquo;s the art of adding, epic music.</p>
<p><a href="http://www.troelsfolmann.com/music/tbf_epic_orchestral_demo_2009.mp3">tbf_epic_orchestral_demo_2009.mp3</a></p>
<h3>The Future of Music</h3>
<p>i think the future of music is partly all of us exploring more textures. We all want to do epic music and trailers &#8230;. and everyone is sounding a lot alike now. Especially in games; I never hear things that sound all that unique. We have to find ways to differentiate ourselves.</p>
<p>I&#8217;m a super commercial composer &#8230; I force myself to step out of that.</p>
<p>There are many many ways that we can stand apart. The best thing ever is the <a href="http://www.samsontech.com/products/brandPage.cfm?brandID=4">Zoom</a> [<a href="http://www.samsontech.com/products/productpage.cfm?prodID=1901&amp;brandID=4">H4</a> portable digital] recorder. I use it for everything, for the handicapped recording. There are sounds all over. You can break the convention, break the theory. </p>
<h3>Successfully Sampling Choirs</h3>
<p>The sampling is incredibly demoralizing. So you have to actually have them play a melody. If you get a performance that is not emotional, it totally dies.</p>
<p>We got an entire Eastern European orchestra drunk. It was a huge help. &hellip;They were half drunk, so they could still play.</p>
<h3>Successfully Sampling Drums</h3>
<p>Percussion is its own science. It&#8217;s important when you do recording sessions to dent the drums. If you don&#8217;t dent the drum &hellip;it won&#8217;t work. A mistake a lot of people make is &#8230;they only use one stick. Always use two sticks. The sound may flange .. it doesn&#8217;t matter. And those sticks need to break, if you want &ldquo;triple-X&rdquo; percussion.</p>
</blockquote>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/04/timefreezer.jpg" /> </p>
<blockquote><h3>Favorite Tools</h3>
<p><a href="http://timefreezer.net/">Timefreezer</a> is just incredible &#8212; you have to sculpt it in realtime, don&#8217;t just make a drone. Put it in multisamplers, map to velocity and really sculpt that tone. Put them in a sampler and assign it to a mod wheel &#8212; anything you have to do to get more control.</p>
<p><a href="http://lascoringstrings.com/">LA Scoring Strings</a> is coming out &#8212; it&#8217;s the first library that&#8217;s really nailed legato. [with legato for different tempi] &hellip;solo instruments, divisi, full section.</p>
<p>The <a href="http://www.wizoo.com/index_en.html">Wizoo</a> W2 reverb plug-in&hellip;[now distributed through M-Audio / part of the Advanced Instruments Research group at Digidesign]</p>
<h3>Compositional Process</h3>
<p>Daily Exercises:</p>
<p>1. Watch YouTube </p>
<p>2. Chat and forums</p>
<p>3. Listen</p>
<p>4. Network</p>
<p>5. Talent = time = fun</p>
<p>I listen more than I compose these days. I listen two or three hours a day consciously. For me the process of listening is as important as composing. </p>
</blockquote>
<p>Troels also listed some of his own inspirations, which included YouTube videos seen on this site:</p>
<p><a href="http://createdigitalmusic.com/2009/03/05/video-mashed-kutiman-funk-what-if-all-of-youtube-played-a-song/">Video Mashed Kutiman Funk: What if All of YouTube Played a Song?</a></p>
<p><a href="http://createdigitalmusic.com/2009/02/06/depressing-project-of-the-day-stock-market-set-music-with-microsoft-songsmith/">Depressing Project of the Day: Stock Market, Set to Music with Microsoft Songsmith</a></p>
<p>What&rsquo;s interesting about this is that he took these not simply as worktime distractions but inspiration for his own work &ndash; to try to analyze the thought process <em>behind </em>the videos and do something similar in his own work.</p>
<p>Here&rsquo;s an example of his own: what&rsquo;s the sound of one hand clapping? Well, here&rsquo;s one hand clapping, made into an entire composition:</p>
<p><a href="http://www.troelsfolmann.com/blog/?p=160">One sound composition</a></p>
<p>For more on Troels&rsquo; own sample house:</p>
<p><a href="http://www.tonehammer.com/">tonehammer</a></p>
<p>And everything on Troels himself:</p>
<p><a href="http://www.troelsfolmann.com/">http://www.troelsfolmann.com/</a></p>
<p>Previously, right here on CDM:</p>
<p><a href="http://createdigitalmusic.com/2008/03/16/weekend-inspiration-coke-bottle-as-tribal-percussion-and-the-future-of-adaptive-music/">Weekend Inspiration: Coke Bottle as Tribal Percussion, and the Future of Adaptive Music</a></p>
<p><a href="http://createdigitalmusic.com/2006/10/11/cdm-interview-tomb-raider-legend-composer-troels-brun-folmann-on-adaptive-micro-scoring/">CDM Interview: Tomb Raider: Legend Composer Troels Brun Folmann on Adaptive &ldquo;Micro-Scoring&rdquo;</a></p>
<p>There&rsquo;s plenty to process here, so I hope we&rsquo;ll talk to Troels again soon.</p>
]]></content:encoded>
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		<slash:comments>28</slash:comments>
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		<title>Teaching Adaptive Music with Games: Unity + Max/MSP, Meet Space Invaders!</title>
		<link>http://createdigitalmusic.com/2009/04/06/teaching-adaptive-music-with-games-unity-maxmsp-meet-space-invaders/</link>
		<comments>http://createdigitalmusic.com/2009/04/06/teaching-adaptive-music-with-games-unity-maxmsp-meet-space-invaders/#comments</comments>
		<pubDate>Mon, 06 Apr 2009 16:52:06 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Features]]></category>
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		<description><![CDATA[<img src="http://media.createdigitalmedia.net/cdmu/images/featured/0409_invader.jpg">]]></description>
			<content:encoded><![CDATA[<p><object width="579" height="333"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3963954&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3963954&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="579" height="333"></embed></object>
<p><a href="http://vimeo.com/3963954">Game Audio: Selected Student Works</a> from <a href="http://vimeo.com/user363916">Matt Ganucheau</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>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 <a href="http://en.wikipedia.org/wiki/Spike_Jones">Spike Jones</a>. 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 &ndash; and the linear composition that goes with them, as though someone just took a film score CD and hit play.</p>
<p>It&rsquo;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?</p>
<p><a href="http://ganucheau.com/?page_id=9">Matt Ganucheau</a>, 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&rsquo; Spore, with music by Brian Eno working with EA&rsquo;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.</p>
<p>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&rsquo;re also working on open sourcing the coursework content and the patches, which we&rsquo;ll soon provide both for Pd and Max/MSP. I&rsquo;m doing some work on the game side so that you can play with game mechanics in Processing. Stay tuned for more on that.</p>
<p>We spoke a bit about this process &ndash; and interactive music in general &ndash; with <a href="http://www.ustream.tv/recorded/1306296">Xeni Jardin and Boing Boing</a> in their Game Developer Conference livecast a week ago Friday. Edited video of that coming soon.</p>
<p>Here&rsquo;s Matt on the coursework itself:</p>
</p>
<p> <span id="more-5542"></span>
</p>
<blockquote><p>When faced with the challenge of updating our Game Audio course at Expression College, we wanted to create a course that reflected the increase of interest in adaptive and interactive audio in the current game industry. To do this successfully, we had to make sure our students had an understanding of how audio engines have evolved in the past eight years. Since our terms are only five weeks and our student body is comprised of non-programmers, this seemed like quite a daunting task. But having carefully fine-tuned the details, we feel we have a good recipe.</p>
<p>First, we begin by having the students build simple environments and place audio emitters inside the Unreal 2k environment. This shows them the restrictions of audio functionality in a proprietary engine. After a few labs with Unreal, the students are then introduced to the concepts of a middleware platform, using Audiokinetic&rsquo;s WWise connected to the game Cube. Here, they are able to explore more interactive audio such as real-time control parameters and dynamic music changes. Finally, the students are introduced to Max/MSP. Lead through labs comprised of synthesis, sampling, basic programming concepts and sound design, we are able to arm the students will all of the information needed to create their own generative audio engine inside Max/MSP. By hacking away at a <a href="http://forum.unity3d.com/viewtopic.php?t=15021&amp;view=previous&amp;sid=b7abec2b7f34298e17dc3d85045f8101">recreation of Space Invaders</a> posted to the Unity3d forums (thank you, Eric Haines), we are able to pipe all of the real-time game data to Max/MSP via the UDP transport (with help from Bjerre).</p>
</blockquote>
<p><a href="http://media.createdigitalmedia.net/cdmu/images/2009/04/unity2max.png"><img src="http://media.createdigitalmedia.net/cdmu/images/2009/04/unity2max_t.jpg" /></a></p>
<div class="imgcaption">Click for larger version (source patches coming soon) </div>
<blockquote><p>Inside Max/MSP, the game data is received in our Unity2Max patch. With this initial infrastructure in place, the students are able to use the real-time events to remix the classic arcade game with their own audio engine. Piece by piece, we recreate the original audio engine through tasks such as creating the alternating pitched footsteps for the invaders, and a UFO spaceship noise with a flanger and a sine-wave, as well as mapping invader&rsquo;s proximity to the music&rsquo;s speed. For their final project, the students are allowed to use these tools to go in any stylistic direction they wish, as long as the music is adaptive.</p>
<p>We did not give students access to all of the game events because we didn&rsquo;t want them to become overwhelmed with options. To our surprise, these restrictions created the opposite reaction. Students were frustrated by not having a message saying that the &ldquo;UFO was destroyed&rdquo;, so they hacked their own ways to find this out by deducing the change in points. In another example a student wanted the missile explosion to sound when the bunker was hit, so he placed a threshold on the missile flight time to be able to see if a bunker was hit. Hacks like these began to appear all over the students projects. This may seem like basic programming techniques to some, but to see this development come from a class of audio engineers is quite amazing.</p>
<p>Although this new course design has only been active for 4 months, we have seen a dramatic increase of interest from our students. Once a cultural standard like Space Invaders is deconstructed, the students become extremely excited to explore a new direction for the classic game. It still amazes me just how far students can go with only 3 weeks of Max/MSP instruction.</p>
</blockquote>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/04/patchandgame.jpg" /> </p>
<p><a href="http://unity3d.com/">Unity Game Engine</a> (recently updated to 2.5, and now both on Mac and Windows)</p>
<p><a href="http://cycling74.com/">Cycling &#8216;74, Makers of Max/MSP</a></p>
<p><a href="http://www.expression.edu/">Expression College for Digital Arts</a></p>
<p>And the bits for this game, specifically:</p>
<p><a href="http://forum.unity3d.com/viewtopic.php?t=5400&amp;highlight=space+invaders">Unity Invaders</a> on the Unity Community Forum (the Space Invaders game used in the class)     <br /><a href="http://www.starscenesoftware.com/Arcade.html">Unity Invaders Site</a> with downloadable, playable versions of the game     <br /><a href="http://forum.unity3d.com/viewtopic.php?t=5291&amp;highlight=bjerre">Discussion of UDP communication between Max and Unity</a>, with the patch solution by Bjerre</p>
<p>Also, don&rsquo;t miss the fantastic Pd-based book <em>Designing Sound</em> (well worth a read for Max users, as well). It&rsquo;s an entire textbook built on the idea of doing interactive sound design in Pd, useful for games but other live and interactive sound, too &ndash; and while the emphasis is sound design rather than music per se, it remains a great reference on learning to patch and learning about audio synthesis.</p>
<p><a href="http://obiwannabe.co.uk/">Andy Farnell</a></p>
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		<title>A New Cubase: V5 Emphasizes Add-ons, Performance, and Steinberg Goes iPhone</title>
		<link>http://createdigitalmusic.com/2009/01/20/a-new-cubase-version-5-emphasizes-add-ons-performance-and-steinberg-goes-iphone/</link>
		<comments>http://createdigitalmusic.com/2009/01/20/a-new-cubase-version-5-emphasizes-add-ons-performance-and-steinberg-goes-iphone/#comments</comments>
		<pubDate>Tue, 20 Jan 2009 22:21:34 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<description><![CDATA[ 
Cubase 5 includes under-the-hood improvements to performance, but many of the new features &#8211; like the unusual LoopMash loop masher upper instrument &#8211; come in the form of instrumental add-ons. LoopMash is interesting, but it&#8217;s more a bundled instrument than a truly integrated feature.
The big traditional DAW announcement at this NAMM show was Steinberg&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/01/loopmash.jpg" /> </p>
<div class="imgcaption">Cubase 5 includes under-the-hood improvements to performance, but many of the new features &ndash; like the unusual LoopMash loop masher upper instrument &ndash; come in the form of instrumental add-ons. LoopMash is interesting, but it&rsquo;s more a bundled instrument than a truly integrated feature.</div>
<p>The big traditional DAW announcement at this NAMM show was Steinberg&rsquo;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&rsquo;t want for new stuff. And Cubase still claims to be the world&rsquo;s most popular computer DAW.</p>
<p>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):</p>
<p><a href="http://namm09.musicradar.com/blog/computer-musics-first-look-at-the-cubase-rc-app-for-iphone/">Computer Music&rsquo;s first look at Cubase RC for iPhone</a></p>
<p><a href="http://namm09.musicradar.com/blog/computer-music-reports-on-the-steinberg-cubase-5-presentation/">Computer Music on Steinberg Cubase 5</a></p>
<p>The <strong>iPhone app, Cubase RC</strong>, is just the sort of thing I expected other developers to do, though they didn&rsquo;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&rsquo;re controlling or recording. And major kudos to Steinberg for making this free rather than trying to squeeze extra cash out of it.</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/01/cubaserc.jpg" /> </p>
<div class="imgcaption">Sure, the iPhone and iPod touch are a bit small to make your only controller &#8211; but they make a pretty nice remote control.</div>
<p>So, what do you get out of <strong>Cubase 5 itself</strong>? 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.</p>
<p>There are some good bits here, but &ndash; realizing I&rsquo;m biased as I&rsquo;ve never been a big Cubase user &ndash; I can&rsquo;t help but notice they&rsquo;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&rsquo;re using Cubase, this may be great news, but if not, I just wonder if it&rsquo;s capable of even inspiring an twinge of envy from anyone else. (And, hey, while you can&rsquo;t convert all other users, it is nice to at least make them a bit jealous.)</p>
<p><strong>The good:</strong> 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.</p>
<p><strong>Less impressive: </strong>Tacked-on features for mixing grooves I suspect a lot of loyal Cubase users may simply ignore.</p>
<p>I&rsquo;m happy to be frank over this just to see if people generally agree or disagree &ndash; 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&rsquo;d love to hear from you. Here&rsquo;s my (slightly uneducated) take:</p>
<p> <span id="more-4817"></span>
<p><strong>Vocal editing </strong>is a big push, in the form of <a href="http://www.steinberg.net/en/products/musicproduction/cubase5_product/cubase5_newfeatures/cubase5_newfeatures_2.html">integrated vocal editing and pitch alteration</a> and a pitch correction plug-in. <strong>The competition: </strong><a href="http://www.celemony.com/cms/">Celemony</a> just unveiled their incredible Melodyne editor. Cubase works with monophonic vocals, but Melodyne can do other instruments, even polyphonic lines on a single instrument. Still, Steinberg&rsquo;s offering looks as though it may be more impressive than what comes bundled in other DAWs, and Melodyne is impressive enough that it makes me believe integration in DAWs is the future. (It&rsquo;s too bad Steinberg couldn&rsquo;t just license Melodyne for use in Cubase, however.)</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/01/cubasevocal.jpg" /> </p>
<div class="imgcaption">Each DAW generation, we get closer to editing audio as easily as MIDI. Cubase boasts some impressive-looking editing features &ndash; but their monophonic functionality for vocals has to stand up to the just-released, polyphonic instrumental support from Celemony.</div>
<p><a href="http://www.steinberg.net/en/products/musicproduction/cubase5_product/cubase5_newfeatures/cubase5_newfeatures_1.html"><strong>Beat creation</strong></a><strong>&#160;</strong>is the other story, though oddly it&rsquo;s spread between three included instruments. They&rsquo;re supposed to work with each other, but they seem to take slightly different approaches, and they&rsquo;re not fully integrated with the host. The most interesting of the three is something called LoopMash. The idea: mix up different loop lines, intelligently analyzed and sliced up, as an instrument. Aside from that, you get a more conventional (and possibly more widely useful) step sequencer / pattern editor and drum sampler. <strong>The competition: </strong>Drum racks in Live, built-in tools in software like FL Studio, trackers like Renoise, plus the likes of fxpansion GURU,Spectrasonics Stylus RMX, Digidesign Transfuser, and the upcoming Native Instruments Maschine and MOTU&rsquo;s new bpm. </p>
<p>Other features:</p>
<ul>
<li><strong>Better performance: </strong>Version 5 has been rebuilt on the Cocoa framework on Mac, adds WASAPI and low-latency support on Vista, and 64-bit support. Of course, Steinberg is at a disadvantage as a cross-platform entrant here: Apple and MOTU have led on native support for the Mac, as Cakewalk has on Windows (with this very features). It certainly will be welcome to existing Cubase users, and interestingly lays the groundwork for a future, 64-bit Cubase on Mac and not just 64-bit Windows. </li>
<li><a href="http://www.steinberg.net/en/products/musicproduction/cubase5_product/cubase5_newfeatures/cubase5_newfeatures_4.html"><strong>VST Expression for scoring</strong></a><strong>:</strong> This one&rsquo;s more unique &ndash; Cubase adds sophisticated instrumental articulations to the Score and Key Editors in Cubase. For people working on better mock-ups of orchestral scores or composing for sophisticated sample libraries, that should be great. The problem is, Pro Tools just added the entire Sibelius notation engine to their editor &ndash; so you may have to choose between either easier instrumental editing in Cubase or (arguably) more robust notation in Pro Tools. </li>
<li><strong>A convolution reverb: </strong>You know, like the ones that have been sitting in SONAR, DP, and Logic Studio (for years, in the case of Logic). Nice to have, I&rsquo;m sure, but not really news. </li>
<li><strong>A drum sampling device: </strong>Would likewise be big news if people didn&rsquo;t already have their choice of plug-ins, or built-in features like Ableton Live&rsquo;s Drum Racks or a nearly identical-looking plug-in that ships with SONAR 8. </li>
<li><strong>A virtual MIDI keyboard. </strong>You&rsquo;ve got to be kidding me &ndash; Cubase didn&rsquo;t have this before? It&rsquo;s in GarageBand, for crying out loud. Couldn&rsquo;t there have been something more distinctive about Steinberg&rsquo;s implementation? </li>
</ul>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/01/cubasekeyeditor.jpg" /> </p>
<div class="imgcaption"><strong>Saving the best for last: </strong>VST Expressions look like a really musical way of dealing with instruments, marking them the way you&rsquo;d mark a score. You can build your own custom libraries for these, too. But does this substitute for the richer notation tools in software like Sibelius (now also in Pro Tools) or Finale?</div>
<p>If you like Cubase, I&rsquo;d imagine the performance improvements alone could be reason to upgrade. But if you like Cubase, wouldn&rsquo;t you want more tight integration of new functionality, rather than just features as add-ons? (VST Expression being one notable exception, and I am curious how people use that. To me, it&rsquo;s actually the most compelling feature in the new release, as I can&rsquo;t think of any direct equivalent elsewhere.)</p>
<p>I write frankly on this blog to trigger discussion and learn something, so I&rsquo;m happy to hear what you think &ndash; including friendly disagreement.</p>
<p>From Steinberg:</p>
<p><a href="http://www.steinberg.net/en/community/community_events/namm_show_2oo81.html">Watch the press conference</a></p>
<p><a href="http://www.steinberg.net/en/company/steinberg_news/detailansicht/article/steinberg-announces-controller-application-472.html">iPhone Controller Announcement</a></p>
<p><a href="http://www.steinberg.net/en/products/musicproduction/cubase5_product/cubase5_newfeatures.html">New Cubase 5 Features</a></p>
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		<title>Demystifying Sound Design: 15 Online Learning Resources for Film, Games, and More</title>
		<link>http://createdigitalmusic.com/2008/08/18/demystifying-sound-design/</link>
		<comments>http://createdigitalmusic.com/2008/08/18/demystifying-sound-design/#comments</comments>
		<pubDate>Mon, 18 Aug 2008 17:27:45 +0000</pubDate>
		<dc:creator>West Latta</dc:creator>
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		<description><![CDATA[<img src="http://media.createdigitalmedia.net/cdmu/images/featured/0808_sounddesign.jpg">]]></description>
			<content:encoded><![CDATA[<p><a href="http://flickr.com/photos/altemark/1096301323/"><img src="http://farm2.static.flickr.com/1109/1096301323_cfb03aae04.jpg?v=0"></a></p>
<div class="imgcaption">Waveforms, pictured by <a href="http://flickr.com/photos/altemark/">altemark</a></div>
<p><P><em>Composer, musician, and sound designer W. Brent Latta knows something about sound design, currently working professionally on sound for games with <a href="http://www.amazeentertainment.com/">Amaze Entertainment</a>. As an enthusiast of what it takes to craft sound, he&#8217;s put together a list for us of where to go to learn more and hone your abilities, from fundamentals to the specifics required by film/video and games. -Ed.</em></p>
<p>Sound design is a fundamental aspect of nearly every form of digital media, from music production to games to commercial radio. Sometimes seen as a &#8216;dark art&#8217;, sound design can also be viewed as difficult and mysterious, often deterring would-be creators. Here are 15 sound design resources to help rookies and veterans alike.</p>
<h3>Fundamentals</h3>
<p>The fundamentals of sound design rest firmly on the core fundamentals of audio engineering. Without a working knowledge of basic audio engineering, your road to becoming a sound designer could be a long one. Here are some resources to help get you off on the right foot.</p>
<p><strong>1. <a href="http://www.audiotuts.com" title="AudioTuts.Com">AudioTuts.com</a></strong> is a great place to start learning basic and advanced techniques for audio production. Even if you have no interest in producing music, taking the time to work through both sound design <em>and</em> music production tutorials will quickly give you practical, hands-on experience with the techniques you&#8217;ll need to get your sound design career moving.</p>
<p><strong>2. <a href="http://www.soundonsound.com/articles/Technique.php" title="Sound On Sound">Sound On Sound</a></strong> has a <em>voluminous</em> archive of audio, music and production tutorials. These range from the most fundamental techniques of sound synthesis, all the way up to specific techniques using outboard effects processors.</p>
<p><strong>3. <a href="http://digitalprosound.digitalmedianet.com/" title="Digital Pro Sound">Digital Pro Sound</a></strong> has a nice archive of tutorials and articles covering a range of applications, plug-ins, and general techniques.</p>
<p><span id="more-3771"></span></p>
<h3>Sound For Film</h3>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2008/08/randythom.jpg"></p>
<div class="imgcaption">Sound design master Randy Thom. Courtesy <a href="http://www.skysound.com/press/images/randythom.jpg">Skywalker Sound</a>.</div>
<p>Sound for film has a long and proud history, with a level of camaraderie and support that is not often found in other aspects of various media industries. As sound designers, we are fortunate to have a plethora of amazing individuals who help promote our work, keep us informed, and help us keep up on the latest and greatest news and tech. Here are a few film-specific sites that are worth checking out.</p>
<p><strong>4. <a href="http://www.filmsound.org" title="Filmsound.org">FilmSound</a></strong> is perhaps the most comprehensive site on the web regarding the topic of sound and music for film. Contributors include legendary sound designers such as Randy Thom, Ben Burtt and Walter Murch. There&#8217;s even a section specifically for beginners!</p>
<p><strong>5. <a href="http://www.filmsounddaily.com" title="FilmSoundDaily.org">FilmSoundDaily</a></strong> is relatively new to the blogosphere, but is highly recommended for unique, personal approach, its thorough interviews, and plenty of audio and video content.</p>
<p><strong>6. <a href="http://www.syncsoundcinema.com/" title="SyncSoundCinema">SyncSoundCinema</a></strong> is an interesting blog covering field production and recording. Product reviews and announcements, as well as industry commentary make for a useful daily read.</p>
<h3>Sound For Games</h3>
<p><a href="http://flickr.com/photos/wisekris/183438282/"><img src="http://farm1.static.flickr.com/66/183438282_7dd773fb5b.jpg?v=0"></a></p>
<div class="imgcaption">The New Media Team&#8217;s video game collection, also known as Things Gamers See In Their Dreams. Photo by <a href="http://flickr.com/photos/wisekris/">wisekris</a></div>
<p>Now that we&#8217;re moving into my neck of the woods, I&#8217;m happy to share with you some of my favorite sites covering the topics of audio for games. While many of the techniques are the same, the specific application of sound in games can vary widely from film, television and radio. Here are a few sites to give you a head-start on audio for games.</p>
<p><strong>7. <a href="http://www.gamasutra.com" title="GamaSutra">GamaSutra</a></strong> is one of the premier sites on the web for news, articles, interviews, and industry reports on games. Their archives are replete with interesting game audio articles covering a range of topics including adaptive music, voiceover recording, production pipelines and development methodology. In addition, Gamasutra has sections devoted to job-hunting and education, for those who are just getting started.</p>
<p><strong>8. <a href="http://www.audiogang.org" title="Game Audio Network Guild">GANG</a></strong> is the Game Audio Network Guild, is the largest game audio community in the world. It is a non-profit organization devoted to the promotion, education and growth of the game audio community. The majority of the resources are available to members-only, but with the recent site overhaul, there are a number of new features that are available for those who are interested in joining but want more information first.</p>
<p><strong>9. <a href="http://www.music4games.net" title="Music4Games">Music4Games</a></strong> is devoted to all aspects of music for video games, including soundtrack reviews, interviews with top composers, and even reviews of software used frequently in the production of game music. This is a great site for learning about the movers and shakers of the game music industry.</p>
<p><strong>10. <a href="http://www.iasig.org" title="IASIG">IASIG</a></strong> &#8220;exists to allow developers of audio software, hardware, and content to freely exchange ideas about improving the performance of interactive applications by influencing hardware, software, and tool design.&#8221; Comprised of a wide variety of individuals from across the interactive entertainment industry, the IASIG has working to improve the lives of game developers and game audio designers for over 13 years.</p>
<p><strong>11. <a href="http://sound-music-interactive-games.blogspot.com/" title="SMIG">sound-music-interactive-games</a></strong> is a blog I recently stumbled upon. While much of the content is linked from other, previously mentioned sites, it is all focused on game-audio, and contains thoughtful and amusic commentary from Richard Stevens.</p>
<h3>Communities and Lists</h3>
<p><a href="http://flickr.com/photos/alfito_grc/2510752644/"><img src="http://farm4.static.flickr.com/3174/2510752644_574f62c05c.jpg?v=0"></a></p>
<div class="imgcaption">Making the right connections: patch bay photographed by <a href="http://flickr.com/photos/alfito_grc/">JosÃ© RamÃ³n de LothlÃ³rien&#8217;s</a>.</div>
<p>I&#8217;m happy to say that the sound design community is generally welcoming, informative, and a fun place to work and play. Here are some great places where you can begin to network with fellow composers and sound designers. As a general rule, newbies are welcome in all of these communities, though the signal-to-noise ratio here is very high. Posts are almost always &#8216;on-topic&#8217;, and searching the archives for previously answered questions is mandatory.</p>
<p><strong>12. <a href="http://www.gameaudioforum.com" title="GameAudioForum">GameAudioForum</a></strong> is an excellent place to learn, share ideas, and network with other game audio professionals.</p>
<p><strong>13. <a href="http://groups.yahoo.com/group/gameaudiopro" title="GameAudioPro">GameAudioPro</a></strong> is a Yahoo! mailing list devoted to learning more about sound design for games. While there isn&#8217;t a much traffic here as on GameAudioForum, this is a great way to stay connected if you don&#8217;t want to spend a lot of time searching through web forums.</p>
<p><strong>14. <a href="http://groups.yahoo.com/group/sound_design/" title="Sound Design">sound_design</a></strong> is another Yahoo! discussion group. This particular group is a veritable who&#8217;s-who of the film, television and game sound world. The level of professionalism here is extremely high, and while rookies are welcome, asking rookie questions is somewhat frowned upon, as most rookie questions are readily answered elsewhere (in the archives or on other websites). I&#8217;ve been a &#8216;lurker&#8217; on this site for two years and have yet to ask a question. Even so, I&#8217;ve learned a great deal by simply reading the posts of others.</p>
<h3>A Random Must Read Site</h3>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2008/08/USO.jpg"></p>
<p><strong>15. <a href="http://usoproject.blogspot.com/" title="Unidentified Sound Object">USO</a></strong> is a site with a wide ranging scope covering topics such as sound design, production, technique, interviews and digital signal processing. This is one of my favorite daily visits, with a great sense of humor, and reverence for audio creators everywhere. Highly recommended! <em>Ed.: I agree &#8212; this has long been on my blog RSS feed! -PK</em></p>
<h3>Your Favorites?</h3>
<p>Do you have favorite websites, mailing lists, or forums that cover the topic of sound design, production, recording, foley or audio for games? If so, let us know in the comments!</p>
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		<title>MOTU Digital Performer 6 Released, With Tasty Sound Tools</title>
		<link>http://createdigitalmusic.com/2008/06/21/motu-digital-performer-6-released-with-tasty-sound-tools/</link>
		<comments>http://createdigitalmusic.com/2008/06/21/motu-digital-performer-6-released-with-tasty-sound-tools/#comments</comments>
		<pubDate>Sat, 21 Jun 2008 16:37:40 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[composing]]></category>
		<category><![CDATA[Convolution]]></category>
		<category><![CDATA[DAWs]]></category>
		<category><![CDATA[effects]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[final-cut]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[mac-os]]></category>
		<category><![CDATA[mastering]]></category>
		<category><![CDATA[MOTU]]></category>
		<category><![CDATA[Plug-ins]]></category>
		<category><![CDATA[previews]]></category>
		<category><![CDATA[scoring]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[upgrades]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2008/06/21/motu-digital-performer-6-released-with-tasty-sound-tools/</guid>
		<description><![CDATA[ 
DP6 is here (or will be here soon, say commenters), with a badly-needed UI update and a number of new features. The results still look like DP &#8211; in the way that should appeal to current users, that is &#8211; but enhancements demonstrate that the ongoing DAW battles carry on.
DP6 New Features
In the usability [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2008/06/dp6.jpg" /> </p>
<p>DP6 is here (or will be here soon, say commenters), with a badly-needed UI update and a number of new features. The results still look like DP &ndash; in the way that should appeal to current users, that is &ndash; but enhancements demonstrate that the ongoing DAW battles carry on.</p>
<p><a href="http://www.motu.com/products/software/dp/features60/">DP6 New Features</a></p>
<p>In the usability category:</p>
<ul>
<li>Updated UI with vertical track resizing (about time, jeez!) and better zooming and resizing</li>
<li>Window tabs, which are a pretty cool way of switching between windows and tabbing views a la Firefox, Safari, et al (I&rsquo;m surprised we haven&rsquo;t seen more tabs in music software, given their popularity in browsing)</li>
<li>Inspector palettes</li>
<li>Build comps by selecting from different takes, which would be exciting if we hadn&rsquo;t just seen similar features elsewhere</li>
</ul>
<p><strong>New Effects</strong></p>
<p>As welcome as these features will be, most of the buzz I&rsquo;ve heard from DP users centers around the new effects plug-ins. The <strong>MasterWorks Leveler</strong> models the &ldquo;Teletronix LA-2A optical leveling amplifier.&rdquo; Translated into plain English, it&rsquo;s an automatic gain adjustment that can have some of the dynamic-smoothing qualities of compression without their soul-sucking quality &ndash; it&rsquo;s an arguably better way of adjusting dynamics. I know at least one very prominent Ableton Live and Logic lover who wants DP6 <em>just to run this plug-in</em>. See the <a href="http://www.motu.com/products/software/dp/features60/leveler.html">full description on MOTU&#8217;s site</a>.</p>
<p><span id="more-3593"></span></p>
<p><strong><img src="http://media.createdigitalmedia.net/cdmu/images/2008/06/leveler.jpg" /> </strong></p>
<p>The <a href="http://www.motu.com/products/software/dp/features60/proverb.html">ProVerb</a> convolution reverb joins convolution reverbs in various other DAWs, with a few twists. It claims to be more CPU-efficient, which is generally not something you associate with convolution. There&rsquo;s drag-and-drop convolution support, which allows you to drag audio right into the reverb for convolution use. It&rsquo;s not the first reverb to support using your own audio files, but drag-and-drop is very hot. And MOTU adds automatic ducking features, called Dynamic Mix. And there are surround features, including the ability to use the convolution reverb to upsample to surround.</p>
</p>
</p>
</p>
</p>
<p> Combined, these features should allow you to get cleaner, higher-fidelity mixes th&hellip;
</p>
<p>Um, excuse me. I need a moment. I feel my Jekyl-like alterego coming on here. Let me put on my mad scientist outfit.</p>
<p>[evil murmuring cackle, growing into loud evil laugh] So, MOTU thinks we&rsquo;ll use these sound features for <em>good</em>, do they? Drag and drop convolution, to <em>destroy my sounds</em>! Let the world cower in the shadow of the new&#8211;</p>
<p>Ahem. Okay, moving on. Other features.</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2008/06/proverb.jpg" /> </p>
<p><strong>Still-Improved Film Scoring Support</strong></p>
<p>While Apple customers complain that there aren&rsquo;t more extensive integration features between Final Cut and Logic, MOTU has gone and created their own, with a <a href="http://www.motu.com/products/software/dp/features60/final-cut-pro-xml.html">dynamic link system</a> for translating edits in Final Cut to scores assembled in DP. DP already has a surprisingly-strong corner on the film scoring niche, and this is yet another reason. You can even output visual cues over FireWire. Logic doesn&rsquo;t come anywhere close to DP&rsquo;s capabilities here. There&rsquo;s just no competition. For composers doing actual scores, DP will remain king. It&rsquo;s not a very big niche, but it&rsquo;s DP&rsquo;s domain, period.</p>
<p>There&rsquo;s also improved Pro Tools front-end support, which I expect may be important to this market, as well.</p>
<p><strong>Plug-In Features</strong></p>
<p>You might think that Apple would lead the industry with AU support in Logic given that it&rsquo;s all in the same building in Cupertino, but don&rsquo;t count out MOTU &ndash; after a rough start in the early Mac OS X days, they&rsquo;ve been really close to the Audio Unit spec and development tools. In this version:</p>
<ul>
<li>AU side-chaining support (&lsquo;bout time)</li>
<li>Sample-accurate timing</li>
<li>Cocoa graphics support (I&rsquo;m not actually sure which plug-ins are using Cocoa &ndash; anyone know?)</li>
<li>Ramp automation</li>
<li>Prioritized MIDI for support for plug-ins like Access Virus TI</li>
</ul>
<p>Not terribly <em>exciting</em>, but good to have. The one feature I think people will find exciting is the new, integrated plug-in manager. Boy, would I like this in some other hosts.</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2008/06/pluginmanager.jpg" /> </p>
<p>There&rsquo;s also improved soft synth hosting for more efficient CPU use. One trick here is really interesting: DP now <em>pre-renders</em> instrument tracks so that already-recorded soft synths are rendered in advance instead of playing live. <strong>Update:</strong> See comments; readers are divided about just how useful this will be, and there are still some complaints about the way DP routes instrument tracks. I think we&#8217;ll have to see it in practice.</p>
<p>The combination of the pre-rendering with some of the other features here means that DP may be your best choice on older hardware, not to mention a very strong choice for people who want to load up on lots of plug-ins and experiment with sound design.</p>
<p><strong>Bottom Line (Preview)</strong></p>
<p>DP may be a niche player at this point, but boy, does it rock out in its niche. For film scoring, it remains dominant. And I think that the combination of a better UI, CPU-efficient features, a plug-in manager, and the reverb and dynamics additions here could actually increase its appeal to people who want a host for doing creative sound design and scoring, too &ndash; as well as continuing to make it a favorite for backing tracks in live performance. I&rsquo;m still personally happier in some other hosts for various reasons when it comes to creating stuff, but you have to give some props to the things DP does differently. And it&rsquo;s a relief that DAW competition continues to remain heated-up, even in 2008. If you wonder why Logic hasn&rsquo;t become the one and only DAW on Mac, look closely at some of the details here. Composers and producers are very picky about the finer points, and as long as that remains true, we&rsquo;ll have more than one DAW.</p>
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