Live Music Makers Ask: How Can We Get in Sync?

Sync or swim, indeed. Synchronized swimming performance in Brighton, which itself had to sync with live music and cinema – check out the details, as they’re perfect metaphorically for this story. Photo: Greg Neate.

Laptop musicians are feeling out of sync — literally. But we can work together to help the situation.

Computer music making can be an isolating experience. But when users try to use their eminently-mobile tools to play together in the same room, they often find that the technology resists. MIDI, as a serial protocol, isn’t designed for networked environments. Software interfaces are designed to be visible to only one user. Sharing between users rarely figures into designs. Input points are made to be single-user only.

And most importantly, just getting a couple of computers to sync can be a Herculean task — one that seems to have gotten worse with advanced computer software rather than better. In short, for all the technology we have today, we’ve actually regressed from the state of interoperability 20 years ago.

I’ve been hearing more and more frustration over sync, as people begin to collaborate with multiple computers as they would with a small ensemble of instruments. Ableton Live is the most frequent example, but it’s only one case – and I suspect part of the fault is that people are more likely to try to sync multiple copies of Live. When I spoke to Depeche Mode’s Martin Gore in the spring for Keyboard, Martin complained that they had trouble syncing his Apple Logic sessions with other band members using Pro Tools and Ableton. This weekend in Los Angeles at the DubSpot sessions, Glitch Mob’s Justin Boreta talked about the issues that group has had with multiple copies of Live.

Synchronization is, by definition, a tough thing to do. But musical engineering is replete with challenges; it’s no longer acceptable to simply say “live with it” and walk away. It seems we need both better shared knowledge about what sync is how to make it work, and better engineering solutions on the software and protocols side to support the way users want to work. And yes, we need a new sync standard that goes beyond what’s presently available in MIDI alone.

Focusing this discussion, I just got an essay in my inbox that I think focuses the issue. I will try to speak to Ableton’s engineers about the matter, but this isn’t really about Ableton alone, so I’m posting it here first. We could use more data about how you’re working with various software and hardware, what techniques you’ve developed, and what frustrations you’ve had. We have a wide community here of users and developers (and a whole lot of you are both).

Mark Kunoff writes:

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Max for Live Beta is Here; Final Version November 23

Max For Live Sneak Peak from max4live on Vimeo.

Suddenly, I have an image of American Ableton hackers patching on their MacBook over Thanksgiving turkey.

After a long, long wait, a public beta of Max for Live is available. The software incorporates the full version of Max/MSP/Jitter – complete with visual output, video processing, and 3D capabilities – with the Live host. Max patches operate with all their usual capabilities as devices inside Live. User interface elements are available to give Max patches conventional Ableton device interfaces, and there are even pre-built elements for useful functions like frequency displays and MIDI patterns. Via the Live API, Max for Live patches are also able to control most elements of the Live interface.

Because of Max’s networking capabilities, Max for Live devices can also be used to route OpenSoundControl data into Live. That isn’t necessarily with the same ease as you might route MIDI, and there’s still no native support in the Live interface, but it is a step forward.

Our friend Michael at max4live.info has been busy documenting the new software. His overview video is at top, and for OSC coverage, see his tutorial [part 1 | part 2].

Updated: Pricing has now been announced.
Max for Live is not included with Live 8 or even (perhaps surprisingly) Live Suite. It will be a US$299 / EUR249 download, available separately, on top of the cost of Live 8 or Live Suite 8. If you already own Max, you’ll have a set of crossgrades available:
1. You own Live. You can add Max for Live for US$99.
2. You don’t own Live, and want just Live. You can get that and Max for Live for US$449.
3. You don’t own Live, and want the whole Suite. Suite plus Max for Live crossgrade, US$699.

Total cost:
Max owners without Live: US$449-699
Live owners without Max: US$299 + cost of the upgrade to Live 8
Max + Live owners: US$99 + cost of the upgrade to Live 8

I think this could arguably be worth the investment, but given the discontinuation of support for developing VST, RTAS, and AU plug-ins in Max – a feature that was formerly free – I expect some resistance. Also, as previously announced, there is no known Max for Live “runtime,” meaning Max patch developers don’t really have a distribution outlet for work made in Max for Live, other than other Max for Live users.

Sign up for the public beta on Ableton’s site, and you’ll be able to grab the downloads (details below). You must be an Ableton Live 8 owner, though you don’t need to own Max 5:
http://www.ableton.com/maxforlive/beta

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ToneSynthDS: Promising New Nintendo DS Synth + Sequencer Homebrew

tsds

Commercial developers are now releasing music creation apps for mobile game systems, in the form of the KORG DS-10 for Nintendo DS and Rockstar’s Beaterator for PSP. But some of the best ideas still come from the homebrew community.

What’s most impressive about ToneSynthDS is not so much what it does as its interface, fitting all its functionality into the DS’ two compact screens. Its minimal interface finds an elegant arrangement of everything you most urgently need, with a sequencer screen on one DS screen and basic virtual analog synth parameters on the other. A 4 x 4 matrix next to the main sequencer grid lets you switch between patterns, in a step sequencer reminiscent of the monome and Tenori-On. There isn’t a whole lot of depth to event editing in this early version, but it could be a lovely way to sketch melodic patterns. (And some of those limitations come from the DS itself. Note, though, that this app gets a full 16 real-time channels on the original DS hardware to the Korg DS-10’s paltry two.)

Developer Fanta/Hotelsinus Sound Design has been posting mock-ups, demos, and now builds as he goes. That means that he gets feedback from an audience of readers and incorporates those as he develops the app – another key difference between the DIY/homebrew scene and conventional commercial development.

More good news: this DS app should also run as a PC VST in a forthcoming version, opening up the fun to folks using netbooks and laptops instead of the DS and creating a nice mobile-to-computer workflow.

http://ndscomposer.blogspot.com/

In related Nintendo DS news: If you’re thinking about getting the new DS-10 Plus Limited Edition of the KORG DS-10, you’ll need to get it for the region coding of your DS. (In other words, you probably won’t want to import it.) The “Dual Mode” functions are region-locked, so North American and European users can’t use the Japanese DS-10. That’s not such a big deal, as North American distribution was announced, and other regions are expected to follow, but it’s good to know. See details on the All Things KORG DS-10 blog. (Thanks, DS-10 Dominator!)

Check out some demo videos and a quick run-down on specs, and if you’ve got the capability to run homebrew, you can give this a try. Thanks to Art/toitoy for the tip!

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Going Mobile: Velocity-Sensitive Touch Pads – on an iPhone? iGOG Says Yes

The iPhone’s glass touchscreen may be a thing of beauty, but despite its multi-touch capabilities, it would seem this device is incapable of responding to how hard you tap it. But the developers at Wave Machines Labs apparently didn’t want to take no for an answer.

The iGOG drum suite for iPhone provides drum pads and sample triggering in unique ways, most notably in its velocity-sensitive VelAUcity. How do you get velocity response from a device that’s supposedly not pressure-sensitive? Presumably there’s additional data in the touch events that makes this possible, but for now Wave Labs aren’t saying:

iGOG’s proprietary VelAUcity technology does the unthinkable and turns the iPhone’s screen into touch sensitive drum pads. Play loud, play soft, or play a full-blown crescendo on a crash cymbal, iGOG will capture every nuance of your performance. Just plug in your headphones and start playing.

Here’s the interesting twist: generally, when any of us say “iPhone,” what we really mean is “iPhone or iPod touch.” That’s not true in this case: “NOTE: VelAUcity is only available on iPhone devices. if you’re using an iPod Touch, VelAUcity is disabled.” That seems to suggest that the trick is the built-in mic, or at the very least some private API that’s iPhone-specific. (Audio triggering is most likely, as this app comes from a developer with drum replacement experience.) That would also suggest to me that you might be able to pull this off with non-Apple mobile devices and controllers in the future.

As a result, though, I can’t test it – I have only the iPod touch.

Unconvinced or uninterested? iGOG has some other approaches to how the small Apple handheld can be made more useful as a set of pads:

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Going Mobile: Nintendo DS-10 Comes to North America

ds10

Today was full of good news for people interested in carrying pads in the palm of their hand.

Fans of the Nintendo DS in North America, the Korg DS-10 Plus synthesizer for Big N’s game system is now coming to your side of the Pacific Ocean. (That also bodes well, I think, for other parts of the world.) The DS-10 I think really deserves some credit for making a straight-up music title a hit on gaming platforms, and its success certainly surpassed my own expectations. It’s not a game, it’s not an interactive experience, it’s not a music game – it’s actually a synth and music workstation that happens to run on a game platform. The DS-10 Plus beefs up the original’s features, though it now has a commercially-available rival in the form of Rockstar’s Beaterator for PSP.

In Plus for both the DS and DSi:

  • MUTE/SOLO built into the SONG mode
  • EDIT/PLAY enabled for all modes within the SONG mode

Apparently DSi-exclusive (as I had speculated in the original story on the new edition):

  • Twice the analog synths (4 of them, instead of 2)
  • Twice the drum machines (8 instead of 4)
  • Twice the tracks (12 instead of 6)
  • Expanded song mode: programmable track mute, realtime editing (that is, edit parameters inside the song mode
  • Two effects layers instead of just the usual effects routing (the equivalent of running two instances of DS-10)

(Previously: Korg DS-10 Plus Coming, with Beefed-Up Features for Nintendo DSi)

I’m also pleased that, if the Joystiq story confirming North American distribution is correct, only the extra effects layers require the newer-model Nintendo DSi. It sounds as though the rest of this functionality works just fine on other DS models.

Correction: As Liam notes in comments, and as I’ve clarified above, many of the new features are indeed DSi-exclusive. That means this is probably worth upgrading if you have a DSi, and a reasonable purchase if you don’t already have DS-10, but something you’ll ignore if you have a pre-DSi system and the earlier DS-10 title. Joystiq apparently mis-interpreted the press release, which is easy enough to do; it’s confusingly written.

XSEED press release

Via Joystiq’s David Hinkle:
XSEED bringing Korg DS-10 Plus to North America