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	<title>Create Digital Music &#187; Sony</title>
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		<title>Touch, Plus Tactile: In Gaming as in Research, Physical Controls Augment Touchscreens</title>
		<link>http://createdigitalmusic.com/2011/06/touch-plus-tactile-in-gaming-as-in-research-physical-controls-augment-touchscreens/</link>
		<comments>http://createdigitalmusic.com/2011/06/touch-plus-tactile-in-gaming-as-in-research-physical-controls-augment-touchscreens/#comments</comments>
		<pubDate>Wed, 08 Jun 2011 19:29:59 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<category><![CDATA[touchscreens]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=19404</guid>
		<description><![CDATA[The gaming industry has made their bet, and it&#8217;s that touchscreens go better with tactile controls. Might digital musicians reach the same conclusion? A funny thing has happened on the way to the touch era. The vision of a device like the iPad is minimalist to the extreme: an uninterrupted, impossibly-slim metal slate, as impenetrable &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/06/touch-plus-tactile-in-gaming-as-in-research-physical-controls-augment-touchscreens/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/23507405?title=0&amp;byline=0&amp;portrait=0&amp;color=9dca68" width="640" height="360" frameborder="0"></iframe></p>
<p>The gaming industry has made their bet, and it&#8217;s that touchscreens go better with tactile controls. Might digital musicians reach the same conclusion?</p>
<p><iframe width="640" height="390" src="http://www.youtube.com/embed/RIaJHh60hQY" frameborder="0" allowfullscreen></iframe></p>
<p><iframe width="640" height="390" src="http://www.youtube.com/embed/4e3qaPg_keg" frameborder="0" allowfullscreen></iframe></p>
<p>A funny thing has happened on the way to the touch era. The vision of a device like the iPad is minimalist to the extreme: an uninterrupted, impossibly-slim metal slate, as impenetrable as some sort of found alien scifi object. The notion is that by reducing physical controls, the software itself comes to the fore. It&#8217;s beautiful conceptually &#8230; and then you find yourself tapping and stroking a piece of undifferentiated glass. For navigating interfaces &#8211; and even, I&#8217;d argue, exploring sound design and composition &#8211; it works brilliantly. But for live digital performance (what to game lovers is called &#8220;gaming&#8221;), for anything that wants tactile feedback, it can be imprecise or unsatisfying, or both.</p>
<p>Watching this shake out as a design problem is fascinating, especially coming from the perspective of music. Digital musicians were exploring alternative interfaces since before it was cool. Given the ability to make any sound we can possibly imagine, the question of how you design an interface around sound is compositional, philosophical, essential.</p>
<p>Whatever winds up working in the marketplace, there are some fascinating ideas for combining touch with tactile. Since both are good at certain tasks, why not do both?<span id="more-19404"></span></p>
<p>We&#8217;ve seen several examples among musicians and researchers exploring how to augment the touchscreen with physical input:</p>
<p>Mike Kneupfel&#8217;s research at NYU&#8217;s ITP program, in the video at top, investigates adding additional inputs. See: <a href="http://www.spike5000.com/">Extending the Touchscreen</a>.</p>
<p>We saw that kind of extensibility in an iPad dock <a href="http://createdigitalmusic.com/2011/05/control-with-room-to-grow-livid-adds-expansion-jacks-ipad-meets-tangible-controls/">concept by Livid Instruments</a>.</p>
<p>While it lacks additional tangible controls, I/O extensibility is featured in a still-as-yet-unreleased <a href="https://www.alesis.com/iodock">&#8220;pro&#8221; dock by Alesis</a>, and most recently in a DIY dock by circuit bending pioneer <a href="http://createdigitalmusic.com/2011/05/a-diy-ipad-audio-dock-with-instructions-from-father-of-circuit-bending-reed-ghazala/">Reed Ghazala</a>.</p>
<p>Now, game vendors are moving in the same direction &#8211; even with prototypes that look quite a lot like the research project above. (Sometimes, arriving at the obvious conclusion is necessary for a great design.)</p>
<p><strong>Sony&#8217;s PlayStation Vita</strong>, successor to the PSP mobile game platform, augments touch input with tactile controls in much the same way as Michael Knuepfel&#8217;s work does. Notably, it also proposes how these inputs can coexist in a form factor that&#8217;s larger than a phone, but smaller than a tablet &#8211; scaled roughly to a comfortable holding distance between your two hands. (Microsoft and Apple each unveiled standard split keyboards on Windows 8 and iOS 5, respectively. The era of thumb ergonomics is now fully underway.)</p>
<p><strong>Nintendo&#8217;s Wii U controller</strong> combines a lot of sensing capabilities into one device. Like Sony&#8217;s effort, the centerpiece is the combination of the interactive touch display with analog controls. But true to its Wii heritage, Nintendo is packing other sensing technology, too. While its evolution has been more piecemeal, the same is true of the Xbox 360 in the Kinect era. The Kinect camera is really a bundle of mic and stereoscopic camera sensing with software intelligence for motion analysis and even speech analysis via a variety of methods. While Kinect is touchless, the conventional gamepad still plays a role.</p>
<p><iframe width="640" height="390" src="http://www.youtube.com/embed/8bz_YiMUY5E" frameborder="0" allowfullscreen></iframe></p>
<p><img src="http://createdigitalmusic.com/files/2011/06/ipad_midi.jpg" alt="" title="ipad_midi" width="320" height="320" class="alignnone size-full wp-image-19414" /></p>
<div class="imgcaption">Yeah. What this says. Photo (<a href="http://creativecommons.org/licenses/by/2.0/">CC-BY</a>) <a href="http://www.flickr.com/people/motomachi24/">池田隆一 / motomachi24</a>.</div>
<p><strong>What&#8217;s the relevance of all of this evolution to music? </strong>Digital music&#8217;s demands parallel gaming, requiring precision, accessibility, scalability from beginners to hardcore experts, and real-time interaction. Also, music research has often been at the forefront of experimentation with a variety of means of translating sensory data to expression. And since musical practice itself is roughly as old in human evolution as language, if not older, it&#8217;s a key way of glimpsing how ubiquitous interfaces can become meaningful.</p>
<p>Let me put that another way: the stuff game companies are doing now looks a heck of a lot like what computer musicians have been doing for years. </p>
<p>While much of the acclaim for platforms like the iPad has been for their transparency and unadorned interfaces &#8211; and while I believe those are valuable concepts &#8211; bundles of capabilities for interacting with the world can become powerful. That means efforts like Apple&#8217;s addition of USB MIDI connectivity to the iPad, or Google&#8217;s nascent work to standardize USB host mode and open hardware development (based on Arduino), take on new meaning. Add to this additional connectivity via Bluetooth and wifi, and it may be that we only really see what these platforms do when, like the PC, they start geting sociable with a range of other gear.</p>
<p>This could also mean that communities like the music community have a chance to prove that the &#8220;post-PC era&#8221; is a little different than it&#8217;s been described in the mainstream press &#8211; and maybe a little less a radical departure. The &#8220;post PC era,&#8221; we&#8217;re told, is less about being a hub for a lot of hardware. But as people look for tactile feedback, some of the coolest applications of these platforms may not be in the mainstream use as &#8220;consumption&#8221; devices, but at the fringe. </p>
<p>I&#8217;ve just come from the launch of the <strong>Samsung Galaxy Tab 10.1</strong> in New York. You&#8217;re not missing much; there were a handful of people snapping up the tablets. (I think the 10.1, and a few other Honeycomb-based tablets, do have a bright future, though their growth may be a bit slow at first as developers get their hands on them and give people a reason to buy them.)</p>
<p><iframe width="640" height="390" src="http://www.youtube.com/embed/GHQjRjJYc-Q" frameborder="0" allowfullscreen></iframe></p>
<p>What was most compelling to people at the launch, though, was a planned appearance by pop star Ne-Yo (at least according to some staffers to whom I spoke).</p>
<p>But the connection was, at best, tenuous. It may be when devices like these tablets are made more viable for musicians onstage that that connection starts to make sense. And that may mean that Apple and Google/Android vendors alike need to start to think more aggressively about the larger ecosystem and hardware applications. Remember all those futuristic promises from Apple about hardware accessories? Right now, the most significant hardware is the Square payment add-on, and it uses a hack to make it work through the audio jack. Both Apple <em>and</em> Google can do more work to open up hardware development.</p>
<p>It&#8217;s all well and good for the tablet to be a &#8220;post PC&#8221; device, to be different from PCs, to be better. But they may simultaneously need some of the openness to other gadgets that made the PC age so revolutionary.</p>
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		<title>Platforming as Musical Interface: Jonathan Mak Shows Sound Shapes for New PlayStation Vita</title>
		<link>http://createdigitalmusic.com/2011/06/platforming-as-musical-interface-jonathan-mak-shows-sound-shapes-for-new-playstation-vita/</link>
		<comments>http://createdigitalmusic.com/2011/06/platforming-as-musical-interface-jonathan-mak-shows-sound-shapes-for-new-playstation-vita/#comments</comments>
		<pubDate>Wed, 08 Jun 2011 15:37:37 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Artists]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=19395</guid>
		<description><![CDATA[Load up an Ableton set or mix samples, and you&#8217;re already in the domain of interactive music. With joysticks and arcade buttons and other controls, the blending of game and musical interface into generative compositional fusion is even clearer. It&#8217;s little wonder many electronic musicians take an interest in the nexus of gaming and music. &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/06/platforming-as-musical-interface-jonathan-mak-shows-sound-shapes-for-new-playstation-vita/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="390" src="http://www.youtube.com/embed/yq_LSb6p6F0" frameborder="0" allowfullscreen></iframe></p>
<p>Load up an Ableton set or mix samples, and you&#8217;re already in the domain of interactive music. With joysticks and arcade buttons and other controls, the blending of game and musical interface into generative compositional fusion is even clearer. It&#8217;s little wonder many electronic musicians take an interest in the nexus of gaming and music.</p>
<p>Any discussion of interactive music scores for games would be incomplete without Jonathan Mak. His self-produced title Everyday Shooter used classic top-down space combat as a musical experience: not only do sound effects in the game act as musical elements, but even the flow of the game itself fits into a generated song structure. Mak even imagined the title as an album. Playing through it, once you get into the groove of the action, the roles of gamer and listener merge into a single flow. (See video, at end.) Another nice feature &#8211; breaking from cliche, it&#8217;s a music game that employs guitar lacks in place of, say, a pounding trance soundtrack.</p>
<p>Now, Mak turns his attentions from space shooter to platformer, with <em>SoundShapes</em>, on the console Sony announced this week, the PlayStation Vita. It&#8217;s best to watch the video to see what&#8217;s going on. It&#8217;s just a taste; we&#8217;ll have to see the final title. </p>
<p>There&#8217;s more good news, too: on of our favorite artists, the inventive <a href="http://www.robotandproud.com/">i am robot and proud</a>, is the musical collaborator. And you can now look to Toronto as a hotbed of indie game action &#8211; take that, Montreal and New York &#8211; with i am robot and proud and the team behind iPad album-as-game-as-album Swords &#038; Sworcery.</p>
<p>The effects of making ever game event musical can be cartoonish at times &#8211; though, perhaps in a game, that&#8217;s part of the pleasure and aesthetic. But in Mak&#8217;s best moments, it was as though he was composing with gameplay &#8211; canonical gameplay forms as a modern, digital parallel to musical forms like a sonata.<span id="more-19395"></span></p>
<p>We&#8217;ll be watching. Thanks to Metehan Korkmazel for the tip!</p>
<p>Via <a href="http://www.gamesetwatch.com/2011/06/jonathan_maks_latest_is_for_br.php">GameSetWatch</a>, who have some nice analysis. (One point of disagreement &#8211; they speculate this will be onstage &#8220;in the hands of at least one chiptunes performer.&#8221; I think that&#8217;s actually relatively unlikely; chip music artists continue to prefer dedicated music tools, not games. Laptop artists would occasionally feature an ElectroPlankton cameo. But I&#8217;ve been fiddling with some Processing sketches that try to make game interfaces for music. It&#8217;s fun, if really hard; I&#8217;ll keep trying. Seems a good airport layover project.)</p>
<p>Previously on CDM:<br />
<a href="http://createdigitalmusic.com/2011/05/portal-2s-musical-world-available-free-in-non-adaptive-form-for-testing/">Portal 2′s Musical World, Available Free, in Non-Adaptive Form “For Testing”</a> [ Also makes use of interactive musical accompaniment ]</p>
<p><a href="http://createdigitalmusic.com/2011/04/game-meets-album-behind-the-music-and-design-of-the-ipad-indie-blockbuster-swords-sworcery/">Game Meets Album: Behind the Music and Design of the iPad Indie Blockbuster Swords &#038; Sworcery</a></p>
<p><iframe width="640" height="390" src="http://www.youtube.com/embed/LQJUmXfit9Q" frameborder="0" allowfullscreen></iframe></p>
<p><iframe width="640" height="510" src="http://www.youtube.com/embed/WOVeeNCfJgM" frameborder="0" allowfullscreen></iframe></p>
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		<title>Interview: Sound Legend Paul Frindle, and a Story Behind the Digital Audio Revolution</title>
		<link>http://createdigitalmusic.com/2010/01/interview-sound-legend-paul-frindle-and-a-story-behind-the-digital-audio-revolution/</link>
		<comments>http://createdigitalmusic.com/2010/01/interview-sound-legend-paul-frindle-and-a-story-behind-the-digital-audio-revolution/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 18:32:26 +0000</pubDate>
		<dc:creator>Primus Luta</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=9282</guid>
		<description><![CDATA[Photo (CC-BY) Liz Bustamante. Ed.: Make no mistake about it: digital sound tech, from mixing to processing, has evolved to a fidelity on par with its analog predecessors and opening possibilities well beyond what they offered. But the making of that evolution wasn&#8217;t easy, and it was more than a technical challenge. You can thank &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/01/interview-sound-legend-paul-frindle-and-a-story-behind-the-digital-audio-revolution/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/liz_noise/2509486106/"><img src="http://farm4.static.flickr.com/3163/2509486106_36eecc576e.jpg"></a></p>
<div class="imgcaption">Photo (<a href="http://creativecommons.org/licenses/by/2.0/deed.en">CC-BY</a>) <a href="http://www.flickr.com/people/liz_noise/">Liz Bustamante</a>.</div>
<p><P><em>Ed.: Make no mistake about it: digital sound tech, from mixing to processing, has evolved to a fidelity on par with its analog predecessors and opening possibilities well beyond what they offered. But the making of that evolution wasn&#8217;t easy, and it was more than a technical challenge. You can thank the creative spirit of people like Paul Frindle. As contributor Primus Luta explains to CDM, his work is about more than just engineering or tools &#8211; it&#8217;s driven by creative, musical energy. -PK</em></p>
<p><em>Author&#8217;s note: I wanted to bring this piece to the CDM audience because, whether we know it or not, if we Create Digital Music, we are indebted to people like Paul Frindle.  While this piece is on the technical side, one of the things that I hope readers will pull away is his creative spirit. May Paul inspire you to bring that same energy to the work that you produce in the digital realm.  You can read the full interview, with war stories from Virgin Records, Trident Studios, SSL and more at <a title="Coming of Digital Age: Paul Frindle" href="http://avanturb.com/news/?p=841" target="_blank">AvantUrb</a>.</em></p>
<p><P>In the world of audio, Paul Frindle is a legend.  During his tenure at Solid State Logic, he was responsible for the channel electronics of the SSL G Series Console.  He was also a part of the team that broke the &#8220;damnable black art&#8221; of digital conversion.  He went on to cofound the (pre-dot=com) startup Oxford Digital Ltd. Their first contract was with Sony (who would eventually take over the company), developing the application design of Sony&#8217;s flagship digital mixing console.  The result of this work was the OXF-R3, to this day regarded as the pinnacle of digital mixing consoles, not only in music, but also in film.  Like everything Paul has worked on, as much of a landmark as the OXF-R3 was, it proved to be but merely a stepping stone.  Where it was leading, however, could have been much different.</p>
<p><span id="more-9282"></span><br />
<P><img class="aligncenter size-full wp-image-281" title="Sony-OXF-R3" src="http://plpheads.noisepages.com/files/2010/01/Sony-OXF-R3.jpg" alt="Sony-OXF-R3" width="448" height="336" /></p>
<div class="imgcaption">Sony&#8217;s legendary OXF-R3 console.</div>
<p><P>“I think there was a fantastic opportunity to revive the large studio concept, by integrating non-linear storage and editing into the OXF-R3,&#8221; Paul says. &#8220;It was already a massively-powerful workstation, wide open [enough] to accept it. This would have been amazingly powerful and creative, and would have knocked underpowered workstations off the map for many years to come, restoring a much-needed differential to the elite studios against the upcoming project studios.&#8221; </p>
<p>The OXF-R3 has only continued to blur that line in favor of the project studios.  Strapped for the kind of clients who could appreciate &#8212; let alone could afford &#8212; high-end studios, the great studios of their time have faded away one by one. If those studios could have stayed on the leading edge of digital tech, would it have been enough to halt those closures? We may never know.  Fortunately for all studio buffs, high-end and project alike, there was another avenue of exploration left for Paul that would give his work the broadest audience to date.</p>
<p><P>“The design of the OXF-R3 was amazingly ahead of time. It was a great big, highly flexible processor with a whole load of software running on it, which was restricted and presented on a panel just for conformity and convenience. It was already ‘software in a box’. It could even be controlled remotely. All of the design systems and debugging tools I was using on it consisted of on-screen GUIs.&#8221;  This was a dramatic, yet understated shift from the way technical engineers had previously worked.  It was a physical product, but the brains of it was moving into the virtual space.</p>
<p><P>&#8220;I was warning that the OXF-R3 product concept was obsolete even before we finished it. The large digital tape recorder was nothing more than a very costly and highly delicate ‘bit bucket’ organised like an analogue machine. With the meteoric rise in performance of digital technology, it was fairly easy to envisage a time when a unit bought for £1000 would be capable of doing a large chuck of what a mixer needed.  In the near future, we would be able to make art without all this paraphernalia, at a miniscule fraction of the cost. I was far more excited about this than doggedly hanging onto established formats and design constraints.”</p>
<p><P><img class="alignleft size-medium wp-image-282" title="oxfordeq" src="http://plpheads.noisepages.com/files/2010/01/oxfordeq-300x276.jpg" alt="oxfordeq" width="300" height="276" /></p>
<div class="imgcaption">Paul&#8217;s work for Sony Oxford was a new high water mark for digital audio processing in software.</div>
<p>Not one to let this excitement lay dormant, Paul and a few others started their own pursuit.  “The plug-ins project was initially hatched from humble beginnings, almost by us working in our spare time and at nights. My colleague actually did the first proof of concept EQ plug-in over the Christmas break and it all grew from that.</p>
<p><P>&#8220;What people needed most were high-quality, refined and indispensable applications; the EQ and Dynamics were adapted to provide that. Making them identical to the OXF-R3 applications was a link to our existing reputation. Of course running these in 48bits for TDM or double float in RTAS actually provided better performance than was available in the OXF-R3 32-bit, fixed-point environment. And it has to be said that we ironed out a few bugs along the way too, so these were actually better than the applications in the large format console.”</p>
<p><P>For users, this resulted in what are still being called the best equalizer and dynamics processing plug-ins on the market.  For Sony, however, the greatest deliverable was the system they built to create both the OXF-R3 and the plugins.  “It was a complete hierarchical graphic design system running on a specially-designed processor, which allowed real-time interaction and analysis of the action for almost every instruction in your processing design!&#8221;  If this description sounds familiar, it is because what Paul is describing is a modular environment for signal processing, much like tools like Max/MSP, AudioMulch and Plogue Bidule.</p>
<p><P>&#8220;Not only did it allow engineers without formal programming skills to build highly complex applications, it also very crucially allowed us to experiment freely and actually listen to what was happening in real time! It was this system that enabled me to delve so deeply into what we could hear and why, exploit that knowledge and realise the applications for the OXF-R3 console and subsequently the Sony Oxford plug-ins. Quite simply, I was able to ‘play around’ with all sorts of  wacky processing models to get the behaviour that matched the all-important sounds in my head.”</p>
<p><P>This freedom of experimentation allowed Paul to move from traditional audio utilities like EQ’s and dynamics processors into more creative arenas.  “The Transmod was something that I have always wanted since the mid-1970s, and over the decades had tried on several occasions to make out of analogue technology. But it was doomed to failure because of the relatively poor accuracy and stability of [analogue] components. During a lunchtime, I knocked up a digital version of my old idea as proof of concept, and it just worked!</p>
<p><P><img class="alignright size-medium wp-image-283" title="oxford_inflator" src="http://plpheads.noisepages.com/files/2010/01/oxford_inflator-300x220.jpg" alt="oxford_inflator" width="300" height="220" /></p>
<p>“The Inflator came about because I received a late night call from a friend who had been doing high-profile sessions in L.A. with Eric Clapton and BB King. He had slogged away for months doing recordings and mixes, but had been beaten into production by another engineer who managed to make it louder. He wanted to know if there was anything he could possibly do to make it louder without wrecking the sound completely.  I was reminded that I had to make my first transistor power amp design in 1970 twice as powerful as the previous tube amp design to get the same volume and impact. All I had to do was to apply all this old knowledge into a digital process and the same effect would be available. I used a combination of math packages and the OX-R3 design system to experiment and extract the salient details of what made the tube amp louder. This was definitely a walk on the wild side, since for the first time in this employment I was making something whose sole purpose was to generate a heap of distortion!”</p>
<p><P>After leaving Sony Oxford, Paul set out on his own again to further explore the creative possibilities opening up through digital audio.  The result is his latest venture <a title="Pro Audio DSP" href="http://www.proaudiodsp.com/" target="_blank">Pro Audio DSP</a>.  “This initiative was conceived as a way of getting this stuff done without too much interference from marketing executives and sales infrastructures.”</p>
<p><P>The first product is the <a title="DSM" href="http://www.proaudiodsp.com/products/dsm/" target="_blank">Dynamic Spectrum Mapper</a> plugin.  “It was yet another object I had always wanted to have, but the idea was given greater urgency from listening to what people were trying to achieve in their productions using greater amounts of compression, the kinds of character they were trying to produce, and the difficulties they were battling with along the way. This, and a deep personal dislike for the artefacts produced in conventional multi-band designs, gave impetus for the design of the DSM. Digital processing seemed to provide the possibility of actually making it at last.</p>
<p><object width="580" height="677"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2365432&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=2365432&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="677"></embed></object>
<p><a href="http://vimeo.com/2365432">Dynamic Spectrum Mapper introduction</a> from <a href="http://vimeo.com/user979579">Paul Frindle</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p><P>“I am particularly pleased with the DSM because it’s exactly the sort of thing I want to bring to the marketplace &#8211; serious processes that have groundbreaking practical purpose and facility.  They are, at the same time, artistically capable and great fun! Such things excite me because they bring genuinely new capabilities and artistic power to the production process.” </p>
<p>If there is a theme to be found throughout Paul&#8217;s career it is a continuous effort to push forward this idea of the technology as art.: “I don’t want to waste the rich experience of the past in some manic push for ‘newness,’&#8221; says Paul. &#8220;Neither do I want to simply try and blindly copy what was there, in the hope that it does the same ‘kind of thing’. I want to understand it and use that understanding to produce new stuff, which is truly creative and actually advances our art. We should be carrying the past forward with us in a continuous process of advancement, not writing it off to history, or reverting to it in a religious search for past success.”</p>
<p><P>Speaking with Paul, his mind is so focused on the present or even the future, it&#8217;s easy to forget his historical relevance.  Working dilligently to realize the &#8216;sounds in his head&#8217; and put them out into the world, he is not only an inspiration for the work he produces, but for the creative ethic it exemplifies.</p>
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		<title>Inside Beaterator, Rockstar Games&#8217; New PSP Beat Maker, with Gory Technical Bits</title>
		<link>http://createdigitalmusic.com/2009/09/inside-beaterator-rockstar-games-new-psp-beat-maker-with-gory-technical-bits/</link>
		<comments>http://createdigitalmusic.com/2009/09/inside-beaterator-rockstar-games-new-psp-beat-maker-with-gory-technical-bits/#comments</comments>
		<pubDate>Thu, 03 Sep 2009 17:06:26 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<description><![CDATA[What’s that? A full-blown synth interface on the PSP – in a title from the makers of GTA, with Timbaland’s named plastered all over it? Yep. That’s exactly what it is. As you may know, the creators of games like Grand Theft Auto have collaborated with Timbaland to bring a mobile music studio to Sony’s &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/09/inside-beaterator-rockstar-games-new-psp-beat-maker-with-gory-technical-bits/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2009/09/beaterator_synth.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="beaterator_synth" border="0" alt="beaterator_synth" src="http://createdigitalmusic.com/files/2009/09/beaterator_synth_thumb.jpg" width="481" height="280" /></a> </p>
<div class="imgcaption">What’s that? A full-blown synth interface on the PSP – in a title from the makers of GTA, with Timbaland’s named plastered all over it? Yep. That’s exactly what it is.</div>
<p>As you may know, the creators of games like <em>Grand Theft Auto</em> have collaborated with Timbaland to bring a mobile music studio to Sony’s PSP (and later, the iPhone), based on an ambitious free Flash experiment on their Website. Now, it’s my impassioned belief that you shouldn’t <em>need</em> lots of canned loops or celebrity endorsements to make music fun, so normally I might actually run the opposite direction of any story starting with that line. But here’s the surprise: underneath, the app is more powerful than I expected.</p>
<p>I’ve gotten an early preview of the title in person at Rockstar’s offices here in New York, and was also able to grill their developers on geeky details of how the sound engine is put together. A test copy isn’t yet available so I can’t properly review the app, but I am at least able to talk about some of what lies beneath the PSP screens and marketing.</p>
<p>For some time, a select few have known that the Sony PSP’s secret is that it’s a powerful handheld computer, ideal for mobile music. Brilliant-but-underground apps like <a href="http://www.dspmusic.org/psp/">PSPSEQ</a> and <a href="http://www.psprhythm.com/">PSP Rhythm</a> capitalized on this potential, but required you hack your PSP in order to run them, because Sony restricts launching non-authorized applications from memory.</p>
<p>Beaterator is the first full-featured app that can be run directly on the PSP. Some people may not look past the fact that it comes from a game company, past its (admittedly) thick layer of marketing glitz and celebrity endorsement. But based on a first look, I believe Beaterator is the most powerful music app ever released through game channels, surpassing in functionality even the recent cult hit Korg DS-10 for the Nintendo DS. </p>
<p> <span id="more-7285"></span>
<p><a href="http://createdigitalmusic.com/files/2009/09/beaterator_psp_titlemenu.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="beaterator_psp_titlemenu" border="0" alt="beaterator_psp_titlemenu" src="http://createdigitalmusic.com/files/2009/09/beaterator_psp_titlemenu_thumb.jpg" width="482" height="280" /></a> </p>
<div class="imgcaption">In a world already crowded with celebrity-endorsed games and mobile iPhone music apps, you&#8217;d be forgiven for walking away from this title screen. But, in fact, look more closely, and it visually sums up the split personality of Beaterator.</div>
<p>In the interest of disclosure, I have a confession: I didn’t expect to have any interest in Beaterator at all. I was concerned that the musical experience would be watered down (though more on what I actually discovered below). The fact that this game had one artist – Timbaland – literally dancing around the screen talking about how it’s his game I thought would be a deal killer. And, of course, it’ll be impossible to talk about this game without the shadow of the “Acidjazzed Evening” controversy, which aleges Timbaland plagiarized music by Finnish composer Janne Suni – made worse by a <a href="http://createdigitalmusic.com/2009/06/18/chip-strikes-back-finnish-label-sues-timbaland-nelly-furtado/">lawsuit and a glib interview</a> in which the artist responded, “It’s from a video game, idiot.” Timbaland is by no means the first artist to get into trouble with an uncleared sample, but the fact that it was a much lesser-known artist and that the situation was handled less than gracefully certainly created a credibility issue in the enthusiast community.</p>
<p>I bring those issues up front, because I know readers will bring them up. But what intrigues me about Beaterator is that it has an essentially split personality. At one moment, Beaterator is an animated Timbaland talking to you while you trigger canned loops with game buttons, neither game <em>nor</em>, really, a music creation app. At another moment, though, it’s a full-blown music sequencer you can carry around on your PSP, with some retro design and sound features that might actually make it appealing. And I think it’d be unfair to cover one side without the other.</p>
<p>The marketing for Beaterator focuses on the thousands of loops assembled by Timbaland and Rockstar. But Beaterator isn’t limited to those loops. What you likely won’t see emphasized in the gaming press:</p>
<p><a href="http://createdigitalmusic.com/files/2009/09/beaterator_soundeditor.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="beaterator_soundeditor" border="0" alt="beaterator_soundeditor" src="http://createdigitalmusic.com/files/2009/09/beaterator_soundeditor_thumb.jpg" width="483" height="281" /></a> </p>
<ul>
<li><strong>Sampling: </strong>You can make your own samples using the mic (or, if you can find it, you can add a <a href="http://pspaccessories101.blogspot.com/2008/03/psp-accessories-psp-microphone.html">PSP microphone</a>) </li>
<li><strong>Audio import: </strong>You can import WAV files from a computer, as easily as dropping them onto a MemoryStick. </li>
<li><strong>Audio export: </strong>You can save your work as an audio file. Rockstar will have its own site for exchanging your music with other users, but that will be limited to the built-in effects (I’m guessing so they don’t have to police piracy). But that won’t stop you from exporting audio on your MemoryStick and using it however you like. </li>
<li><strong>MIDI import and export: </strong>While even many serious iPhone games lack this functionality, you can use Beaterator as a mobile MIDI editing workstation. </li>
<li><strong>Grown-up interface and effects: </strong>Beaterator has real audio effects, with real labels. The Compressor has labels like Gain and Ratio, instead of, you know, “Phatness” or “AMPMEUP.” It’s a clue that this really is a tool and not a game. </li>
<li><strong>It’s-a-me … not! </strong>Game cartoon character heads never appear in the interface – though I do have to admit, those Mario Paint Mario noteheads were cute. (For the PSP, might I suggest semidemiquavers with the face of <a href="http://en.wikipedia.org/wiki/Kratos_(God_of_War)">Kratos</a>?) </li>
</ul>
<p>I love my desktop sequencers, but having these kinds of features in a comfortable-to-hold mobile device you take anywhere, being able to fly through settings with the PSP buttons, and lots of little details added by the Rockstar developers like confining pattern editing to scales and keys make Beaterator look like something that’ll be fun to use. After a couple of minutes, I was ready to charge up my PSP and fire up Beaterator alongside PSPSEQ.</p>
<h3>Inside Beaterator’s Engine</h3>
<p><a href="http://createdigitalmusic.com/files/2009/09/beaterator_flash.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="beaterator_flash" border="0" alt="beaterator_flash" src="http://createdigitalmusic.com/files/2009/09/beaterator_flash_thumb.jpg" width="580" height="350" /></a> </p>
<p>Beaterator began several years ago on Rockstar’s website. Before making full-blown music production tools with Flash was popular, before the idea of “cloud editing” had become a buzzword, a side project at Rockstar yielded a free Flash game, which you can still play. The interface is loop-based and reminiscent of tools like ACID, GarageBand, and Fruity Loops. But it’s surprisingly minimal, capable of full-blown pattern and loop editing, includes real-time effects, and comes with a selection of loops from some of my all-time favorite producers – A.VEE &amp; 3D, Juan Atkins, King Britt, Matthew Dear, and Steinski. <em>Side note: please, Rockstar, can we have a custom version of Beaterator with those producers?</em></p>
<p><a href="http://beaterator.rockstargames.com/beaterator.html">http://beaterator.rockstargames.com/beaterator.html</a></p>
<p>Having talked to mobile developers both big and indie, I was curious about the technical details of Beaterator’s implementation – especially after being impressed in a short demo by capabilities that went beyond what I had expected. Rockstar replied with some very particular details from the developers. I think the answers say a lot about what’s possible on the PSP – even with that iPhone version in the works – and how a handheld sequencer on mobile hardware can be put together.</p>
<p><a href="http://createdigitalmusic.com/files/2009/09/beaterator_songcrafter.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="beaterator_songcrafter" border="0" alt="beaterator_songcrafter" src="http://createdigitalmusic.com/files/2009/09/beaterator_songcrafter_thumb.jpg" width="482" height="280" /></a> </p>
<p><strong>PK: So, I see eight tracks, some effects – what are the capabilities of the underlying audio engine in Beaterator?</strong></p>
<p><strong>Rockstar: </strong>Our engine runs at 16-bit stereo, 22.05kHz throughout. As you say, there are 8 tracks, each of which each can have up to two insert effects* summed into a stereo mix. Each track also has a stereo pre-fader Send to a dedicated reverb buss which runs a global reverb unit which is also added into the output. The channel level, pans, aux send and all effects parameters can be automated to 1-bar resolution, as can the final mix output level, pan, and the global reverb parameters. At any given time, each of the 8 tracks can be playing either a sample-based Melody/Drum loop (with 8 channel polyphony), a monophonic synth melody loop, or a mono/stereo timestretched audio loop.</p>
<p>Our sequencer also supports 8 channels, at 4ppqn. The maximum song length is 240 bars, and we are fixed to 4/4 time. BPM ranges from 60-300, and there is a simple 16th-note swing control as well.</p>
<p>The insert effects we support are: Compressor, Chorus, Delay, Distortion, 3-band EQ, Multimode Resonant Filter, Flanger, Noise Gate, Phaser &amp; Tremolo.</p>
<p><strong><a href="http://createdigitalmusic.com/files/2009/09/beaterator_drumcrafter.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="beaterator_drumcrafter" border="0" alt="beaterator_drumcrafter" src="http://createdigitalmusic.com/files/2009/09/beaterator_drumcrafter_thumb.jpg" width="481" height="280" /></a>&#160;</strong></p>
<p><strong>A lot of the editing (aside from vocals, really) appears to be in MIDI pattern editing. Is this always triggering a sampled instrument, or is there live synthesis / DSP going on under the hood at all? (I know the PSP is capable of such things.) Do you have any control over the timbre of the instruments, or just the musical patterns?</strong></p>
<p>We trigger either our pitched sample playback code or our own DSP synthesiser on a channel. The sample playback code is a fairly simple 8-voice (which means a theoretical maximum polyphony of 64 if you are playing 8 samples on each of the 8 channels) pitchshifter (no multisampling), with no real control of timbre (no filters). But it does support velocity sensitivity (although this has to be sequenced as the PSP buttons aren’t velocity sensitive) and a full ADSR amplitude envelope.</p>
<p>The inbuilt synth is monophonic (but you can run one per channel, so up to 8 in theory). It’s a simple 3-oscillator Virtual Analog design. Each oscillator has a smoothly-morphable waveshape from Sine, through Triangle, Sawtooth, Square and finally to 10% Pulse) and has independent +/-2 octave pitch and +/-1 semitone detune controls. There is also a separate white-noise generator. The synth also has its own multimode resonant filter (24dB/octave Low Pass, 12dB/octave Low Pass, 12dB/octave Band Pass, 12dB/octave High Pass and 24dB/octave Low Pass modes) with controllable keyboard tracking. There are two ADSR envelope generators, one locked to amplitude controls, and the other freely assignable to the modulation matrix. There are also two LFOs with multiple shapes and speeds. These three modulation sources can be freely assigned to any of the 14 modulation destinations, which amounts to 42 modulation slots. Unfortunately, none of the parameters of the synth can be automated.</p>
<p>Pattern editing in Beaterator does not use MIDI internally – The game is locked to 4ppqn on a five-octave keyboard, and the melody notes use a unique pitch bend/portamento technique which doesn’t map directly onto MIDI pitch bend events. However, we can import and export MIDI files with a reasonable degree of accuracy, which is a feature we think will be particularly useful.</p>
<p><strong>I&#8217;m already impressed by some of the editing capabilities – I was surprised to see a brief glimpse of envelope rubber-banding. Any other specifics you want to talk about in terms of editing possibilities?</strong></p>
<p>As explained above, we have ADSR envelope control throughout, and we are particularly proud of our Synthesizer. Our sound waveform editor supports most of the normal editing tools you would expect (trim, insert silence, normalisation), and also allows you to set up sustain regions for the sample playback engine, timestretch and slice the waveform.</p>
<p><strong>Okay, so let&#8217;s imagine I&#8217;ve got a bunch of audio loops on my drive and want to do, effectively, what Timbaland did with his loops. Do you have as much control over authoring loops for Beaterator as Rockstar? Are there limitations on this feature?</strong></p>
<p>You can freely import and edit any 44.1kHz or 22.05kHz mono or stereo uncompressed 16-bit WAV into Beaterator (we have 9MB of sample memory available in any one song). You can edit these however you like (indeed we use these tools ourselves to generate content).</p>
<p><a href="http://createdigitalmusic.com/files/2009/09/beaterator_loopsmenu.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="beaterator_loopsmenu" border="0" alt="beaterator_loopsmenu" src="http://createdigitalmusic.com/files/2009/09/beaterator_loopsmenu_thumb.jpg" width="482" height="277" /></a> </p>
<p><strong>Do you need to prepare your loops at a fixed bpm? If I bring in a 120 bpm loop and change the tempo to 144, does my loop stretch? (If it&#8217;s doing stretching, the audio warping engine sounds really fantastic!)</strong></p>
<p>We do timestretch loops to match the songs tempo (but this can be disabled if desired). You can also over-stretch sounds for that early-90s “granular timestretch” effect. Thanks for the compliments on our warping engine too! </p>
<p><strong>I’ve got a soft spot for 90s digital, I think. What was the emphasis of the Rockstar team in terms of their samples and musical genres?</strong></p>
<p>The focus was on loops that could work well with most genres. We like to think you can create songs from Rock to Rap with the selection we present.</p>
<p><a href="http://createdigitalmusic.com/files/2009/09/beaterator_liveplay.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="beaterator_liveplay" border="0" alt="beaterator_liveplay" src="http://createdigitalmusic.com/files/2009/09/beaterator_liveplay_thumb.jpg" width="484" height="280" /></a> </p>
<h3>Is it (You) Live, or is it Timbaland?</h3>
<p>Beaterator gets at the heart of what’s happening with the way music creation is packaged in a digital age. Rockstar contrasted their title with things that are “games,” like the Rock Band/Guitar Hero mold that was refined by Harmonix. Rockstar emphasizes creative music creation and deemphasizes gaming. At the same time, they pack the title with pre-made loops and are concerned about whether what you do will easily sound good, or whether you’ll be overwhelmed by the genuinely powerful tools underneath. Beaterator, unlike Rock Band, is not about playing along with your favorite artists – but clearly Rockstar is betting that Timbaland <em>is</em> a favorite artist of prospective buyers, and that you <em>will</em> try to sound like him and use his loops. Rock Band makes no such attempt to be creative. The Beatles, coming out next week, is about <em>playing along with the Beatles</em>. (I recall singing along with my sister when we were kids, and I was someone who grew up taking weekly piano lessons.) Yet the “game” in this case does just the opposite – instead of trying to be easier, the whole selling point is a ramped difficulty curve. Maybe the reason studies are showing people graduating from Rock Band to real instruments is that, eventually, if you seek out difficulty, you need to go beyond the game. (Actual instruments: they’re the ultimate expansion pack.)</p>
<p>It’s a paradox, but it’s not a paradox restricted to gaming. You can take the conflict above and apply it to the way <em>all music technology is marketed</em>. On one hand, you have software that’s almost comically complex – sometimes offering so many options that it’s hard even for people with doctoral-level training in digital signal processing to make actual music. On the other, from many of the same vendors, you have pre-built loop libraries and presets with push-button simplicity, requiring less musical coordination or rhythm than, well, Rock Band on Easy mode.</p>
<p>All of us, like our technology, have a split personality when we use digital tech. But maybe the ultimate question is a simple one: can you make something? </p>
<p>I’ll reserve that question in regards to Beaterator until I get a final version. I was set to take a development build home with me, but I do have to wait until the final release. I do think these are interesting questions, though.</p>
<p>Oh, and say what you will about Timbaland, but <em>animated Timbaland</em> has some sort of nuclear control panel that he uses to DJ from. I want a real one. Surplus shopping, anyone?</p>
<p>Stay tuned for a look at the finished product. If fans of mobile game music were willing to use Mario Paint to get an extremely basic song editor, I think Beaterator could be a revelation. And in addition to looking at music production in Beaterator well beyond what might qualify as “Rock” or “Rap,” I think it’s long overdue for a guide to the other independent apps for the PSP. (In fact, I just got a new one in my inbox), so watch for that, too, in a separate story.</p>
<p>Videos from Rockstar (all images and videos are of the PSP version, not the iPhone)&#8230;</p>
<p>Now, I talk too much. The best way to make my argument? Listen to the kids. Their favorite feature: recording their own voice.</p>
<p>I rest my case.</p>
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		<title>Happy 30th, Sony Walkman: Your Memories and the Best of Cassettes on CDM</title>
		<link>http://createdigitalmusic.com/2009/07/happy-30th-sony-walkman-your-memories-and-the-best-of-cassettes-on-cdm/</link>
		<comments>http://createdigitalmusic.com/2009/07/happy-30th-sony-walkman-your-memories-and-the-best-of-cassettes-on-cdm/#comments</comments>
		<pubDate>Wed, 01 Jul 2009 15:41:36 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[1970s]]></category>
		<category><![CDATA[cassettes]]></category>
		<category><![CDATA[distribution]]></category>
		<category><![CDATA[DIY]]></category>
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		<category><![CDATA[Sony]]></category>
		<category><![CDATA[tapes]]></category>
		<category><![CDATA[trends]]></category>
		<category><![CDATA[walkman]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6382</guid>
		<description><![CDATA[The once and future Walkman. Photo: FaceMePLS. July 1, 1979: it was thirty years ago today that the Sony Walkman went on sale, launching mobile music for the first time. Wait &#8211; rewind (so to speak). That honor really belongs to the portable transistor radio &#8211; and, indeed, part of the reason America already knew &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/07/happy-30th-sony-walkman-your-memories-and-the-best-of-cassettes-on-cdm/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/faceme/3231861654/"><img src="http://farm4.static.flickr.com/3338/3231861654_812d48b8c4.jpg"></a></p>
<div class="imgcaption">The once and future Walkman. Photo: <a href="http://www.flickr.com/people/faceme/">FaceMePLS</a>.</div>
<p><img src="http://createdigitalmusic.com/files//2008/02/home-taping-is-killing-music-thumb.png" align="right" hspace="10">July 1, 1979: it was thirty years ago today that the Sony Walkman went on sale, launching mobile music for the first time.</p>
<p>Wait &#8211; rewind (so to speak). That honor really belongs to the portable transistor radio &#8211; and, indeed, part of the reason America already knew and loved Sony by the time 1979 rolled around, having embraced their pocketable radios as early as the 1950s. In fact, if you want to blame a device for degrading audio fidelity, you should again look not to MP3s and iPods but back to &#8212; you guessed it &#8212; the same transistor radio.</p>
<p>But no matter. The Walkman <em>did</em> popularize carrying your own music collection with you. It was not only about mobility, but mobile music collections free of airwaves, mix tapes and the experience of walking around the city or doing a workout with your own personally-assembled soundtrack. It turned everyone into DJs and made the music something that could easily bounce around inside your head rather than around your living room or a music venue. The Walkman and not the iPod might also have to carry the burden of claims that music was made antisocial &#8211; but it also made for a uniquely personal experience. </p>
<p>And do we ever love cassettes, with their ability to accommodate our own mixes and recordings and stack in neat cubes.</p>
<p><a href="http://www.flickr.com/photos/abbeychristine/491259365/"><img src="http://farm1.static.flickr.com/220/491259365_3d8792a561.jpg?v=0"></a></p>
<div class="imgcaption">Why, back in my day, we had real women in our portable music player ads, not these silhouettes like you iPod-owning brats have. Photo (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/abbeychristine/">Abbey Hambright</a>.</div>
<p>True, the link that&#8217;s making the rounds on the Web parodies the clueless 13-year-old child of the iPod age:<br />
<a href="http://news.bbc.co.uk/2/hi/uk_news/magazine/8117619.stm">Giving up my iPod for a Walkman</a> [BBC News]</p>
<p>This comes from a different planet than the one on which we live on CDM. In this world, snarky 13-year-olds have no idea what the metal/normal switch does, and the zinger is &#8220;Did my dad, Alan, really ever think this was a credible piece of technology?&#8221; Okay, you snot-nosed brat, it&#8217;s a good thing global warming will revert us all to a primitive Stone Age existence and you won&#8217;t have to suffer the fate of technological advancement. PS &#8211; your dad says never to call him Alan again. (I kid, kid, really. Just can&#8217;t resist.)</p>
<p>Of course, on our planet some 13-year-old is probably assembling his or her own cassette player out of spare parts and turning it into a circuit-bent DJ machine, and knows the entire history of the Sony Walkman by model number, and can tell you which factory assembled your old broken model based on the serial number. In that demented spirit, I invite readers to share your own Walkman memories, and offer up a selection of my favorite cassette-themed posts from CDM (of which, I was surprised to discover, there are quite a lot).</p>
<p>I won&#8217;t even try to summarize the history of the Walkman, because I have no idea what it is, and <a href="http://en.wikipedia.org/wiki/Sony_Walkman">Wikipedia has beaten me to the punch</a>.<span id="more-6382"></span></p>
<h3>CDM on Cassettes</h3>
<p><a href="http://flickr.com/photos/p_kirn/1451643124/"><img src="http://farm2.static.flickr.com/1190/1451643124_c550ce52fe.jpg?v=0"></a></p>
<p>The best story of all time: Eric Beug on how to make a Mellotron sampler entirely out of Walkmans, as seen at an early Handmade Music with CDM, Make Magazine, and Etsy. See <a href="http://blog.makezine.com/archive/2007/09/make_a_mellotron_out_of_w.html">MAKE:blog</a> for the full post.</p>
<p><embed src="http://blip.tv/play/gZIvmN1J5wQ" type="application/x-shockwave-flash" width="580" height="338" allowscriptaccess="always" allowfullscreen="true"></embed><a href="http://www.flickr.com/photos/statusfrustration/143040265/"><img src="http://farm1.static.flickr.com/47/143040265_faaa9d44e9.jpg?v=0"></a></p>
<div class="imgcaption">Photo (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/statusfrustration/">J E Smith</a>.</div>
<p>The best-ever cassette quote: from experimental DJ Artjom (DIY machines and Max patches below):</p>
<blockquote><p>Yes, you can contact with me. But, if you would want that I played on your party on cassettes, then I refuse. I do not play on cassettes any more. In general, I don’t want play in the club, because people come there to drink and to search partner for copulate. This is bad.</p></blockquote>
<p>The best day for cassettes: when we read RIAA numbers that showed that DVD Audio and SACD combined were still <a href="http://createdigitalmusic.com/2008/04/29/record-sales-up-no-really-actual-records/">matched by cassette sales</a>. Some new formats catch on. Some do not.</p>
<p>Cassette tapes (and other tape media) as a way of making lo-fi samples:</p>
<p><a href="http://createdigitalmusic.com/2008/02/18/free-tape-recorded-samples-of-roland-tr-606-808/">Free Tape-Recorded Samples of Roland TR-606, 808</a></p>
<p><img src="http://www.createdigitalmusic.com/files/2007/04/cassettewalletbig.jpg"></p>
<p>Cassettes for uses silly and uses practical alike:</p>
<p><a href="http://createdigitalmusic.com/2007/04/30/cassette-change-purse-choosing-cassette-decks-with-pitch-control/">Cassette Change Purse; Choosing Cassette Decks with Pitch Control</a></p>
<p>In other words, cassettes can be entirely useless and about nostalgia only &#8212; or they can remain a useful and inspiring musical tool even for digital users, helping you get out of your rut and approach sound in a new way.</p>
<p><a href="http://createdigitalmusic.com/2007/04/30/call-for-cassette-jockeys-maker-faire-cassette-tech-roundup/">Cassette Jockeys at the 2007 Maker Faire</a></p>
<p><img src="http://www.createdigitalmusic.com/files/stories/2006/sept2006/cassettebox.jpg"></p>
<p>The work of DJ Artyom, who assembled DIY DJ gear using cassette tapes for a unique sound and mixing techniques:</p>
<p><a href="http://createdigitalmusic.com/2006/09/28/homemade-cassette-tape-dj-mixers-maxmsp-pc/">Homemade Cassette Tape DJ Mixers + Max/MSP PC</a></p>
<p><a href="http://createdigitalmusic.com/2006/06/27/international-mixtape-project-sharing-tapes-cds-worldwide/">An international collective shares mix tapes &#8211; the physical tapes, yes, even in the Internet age</a></p>
<div><object width="420" height="339"><param name="movie" value="http://www.dailymotion.com/swf/xgjt" /><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><embed src="http://www.dailymotion.com/swf/xgjt" type="application/x-shockwave-flash" width="420" height="339" allowFullScreen="true" allowScriptAccess="always"></embed></object><br /><b><a href="http://www.dailymotion.com/swf/xgjt">Andy Warhol</a></b><br /><i>by <a href="http://www.dailymotion.com/StErn">StErn</a></i></div>
<p>Above: Andy Warhol <a href="http://createdigitalmusic.com/2006/02/16/warhol-for-tdk-tapes/">shills for TDK</a>. Video cassette tape, to be sure &#8211; but sublime nonetheless. If I had to remember my Japanese lines, I might have to close my eyes, too.</p>
<p><img src="http://createdigitalmusic.com/files/2008/07/cassettes1.jpg"><br />
Tape collections:<br />
The brilliant <a href="http://createdigitalmusic.com/2008/07/03/project-c-90-insanely-huge-cassette-tape-collection-site-expands/">Project C-90</a><br />
<a href="http://createdigitalmusic.com/2005/10/24/obsessive-cassette-tape-collection/">The Obsessive &#8220;Tape Jam&#8221;</a></p>
<p><img src="http://createdigitalmusic.com/files/storiespre2k6/TseqWITH_Gameboy.jpg"></p>
<p><a href="http://createdigitalmusic.com/2005/07/29/walkman-sequencer-tape-homebrew-sequencer-nintendo-game-boy/">Walkman Sequencer: Tape + Homebrew Sequencer + Nintendo Game Boy</a></p>
<p>Gijs Gieskes is a master circuit bender, and cassette is a favorite medium. Check out his <a href="http://gieskes.nl/instruments/?file=TapeSEQ2">Tape Seq 02</a>, which varies cassette playback using controllable pots and synchronizes to a Game Boy. It&#8217;s an analog result that&#8217;s only possible in this way with tape as the playback technology.</p>
<p><img src="http://createdigitalmusic.com/files/storiespre2k6/plusdeck.jpg"></p>
<p><a href="http://createdigitalmusic.com/2005/05/16/put-a-cassette-deck-in-your-windows-pc/">Put a cassette deck inside a Windows PC</a> (sadly, this product appears to be discontinued?)</p>
<h3>You Tell Us</h3>
<p><a href="http://www.flickr.com/photos/hugovk/951986652/"><img src="http://www.flickr.com/photos/hugovk/951986652/"></a></p>
<p>Nostalgia is one thing. But what to you have the cassette and the Sony Walkman meant for music? And is there anything these youngsters (well, anyone younger than &#8230; 20, I guess?) could learn about this technology? Is there a lesson from the Walkman?</p>
<p>Above: You know a technology makes an impact when it has its own graffiti. The cult of the cassette, as captured (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/hugovk/">hugovk</a>.</p>
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		<title>Game Music Inspiration: Amon Tobin and Sony on Infamous</title>
		<link>http://createdigitalmusic.com/2009/06/game-music-inspiration-amon-tobin-and-sony-on-infamous/</link>
		<comments>http://createdigitalmusic.com/2009/06/game-music-inspiration-amon-tobin-and-sony-on-infamous/#comments</comments>
		<pubDate>Tue, 09 Jun 2009 08:33:56 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[adaptive-music]]></category>
		<category><![CDATA[amon-tobin]]></category>
		<category><![CDATA[composing]]></category>
		<category><![CDATA[game-music]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[interactive-music]]></category>
		<category><![CDATA[scores]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Sound-design]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/06/09/game-music-inspiration-amon-tobin-and-sony-on-infamous/</guid>
		<description><![CDATA[Wired has a great mini-documentary on the score for the videogame Infamous. It’s chock full of sound design ear candy, not only served by the chops of composer Amon Tobin but the team at Sony Music and Sony’s entertainment division, as well. Curiously, Jonathan Mayer, Music Manager at SCEA, says explicitly that he doesn’t want &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/06/game-music-inspiration-amon-tobin-and-sony-on-infamous/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object id="flashObj" width="404" height="436" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,47,0"><param name="movie" value="http://c.brightcove.com/services/viewer/federated_f9/1813626064?isVid=1&amp;publisherID=1564549380" /><param name="bgcolor" value="#FFFFFF" /><param name="flashVars" value="videoId=24993155001&amp;linkBaseURL=http://www.wired.com/video/amon-tobin--beans--infamous-music/24993155001&amp;playerID=1813626064&amp;domain=embed&amp;" /><param name="base" value="http://admin.brightcove.com" /><param name="seamlesstabbing" value="false" /><param name="allowFullScreen" value="true" /><param name="swLiveConnect" value="true" /><param name="allowScriptAccess" value="always" /><embed src="http://c.brightcove.com/services/viewer/federated_f9/1813626064?isVid=1&amp;publisherID=1564549380" bgcolor="#FFFFFF" flashVars="videoId=24993155001&#038;linkBaseURL=http://www.wired.com/video/amon-tobin--beans--infamous-music/24993155001&#038;playerID=1813626064&#038;domain=embed&#038;" base="http://admin.brightcove.com" name="flashObj" width="404" height="436" seamlesstabbing="false" type="application/x-shockwave-flash" allowFullScreen="true" swLiveConnect="true" allowScriptAccess="always" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash"></embed></object>
<p>Wired <a href="http://www.wired.com/video/amon-tobin--beans--infamous-music/24993155001">has a great mini-documentary</a> on the score for the videogame <em>Infamous</em>. It’s chock full of sound design ear candy, not only served by the chops of composer Amon Tobin but the team at Sony Music and Sony’s entertainment division, as well. Curiously, Jonathan Mayer, Music Manager at SCEA, says explicitly that he <em>doesn’t</em> want composers writing interactive music. He’d prefer to have them write a conventional score and then adapt it to the interactive engine. Now, of course, around these parts we like the idea of composers finding ways to write genuinely generative and interactive scores. But in this case, Mayer is acting as a kind of remix artist for the game realm, sampling Tobin’s compositions and reconceiving them in the game world. That kind of collaboration could be powerful.</p>
<p>Chuck Doug, SCEA music director, overstates things a bit by claiming this game has a unique aesthetic. The visuals are a burnt-out, post apocalyptic city – yeah, been there quite a few times. The music involves lots of ethnic percussion-y instruments and bowed metal and deep booming sounds. (Let me get this straight: we’ll hear a plucky stringy thing, then a bowedy metally thing, then there will be a big boom!) So, generally, not some radical new departure from game and motion soundtracks. But regardless of its novelty, I’d be an utter killjoy to complain: it sounds utterly gorgeous.</p>
<p><strong>Previously:</strong></p>
<p>I got to listen in on a lot of gems regarding sound design from composer Troels Folmann. He doesn’t just bow metal instruments – he boils them.</p>
<p><a href="http://createdigitalmusic.com/2009/04/09/gdc-boiling-waterphones-and-other-sonic-inspirations-from-composer-troels-folmann/">GDC: Boiling Waterphones and Other Sonic Inspirations from Composer Troels Folmann</a></p>
<p>And on the subject of getting composers to write interactively, Matt Ganucheau has been teaching that way:</p>
<p><a href="http://createdigitalmusic.com/2009/04/06/teaching-adaptive-music-with-games-unity-maxmsp-meet-space-invaders/">Teaching Adaptive Music with Games: Unity + Max/MSP, Meet Space Invaders!</a></p>
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		<title>Playing Music with Light Pens, Flourescent Bulbs, Brought to You By &#8230; Sony?</title>
		<link>http://createdigitalmusic.com/2009/02/playing-music-with-light-pens-flourescent-bulbs-brought-to-you-by-sony/</link>
		<comments>http://createdigitalmusic.com/2009/02/playing-music-with-light-pens-flourescent-bulbs-brought-to-you-by-sony/#comments</comments>
		<pubDate>Fri, 27 Feb 2009 21:36:43 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[computer-vision]]></category>
		<category><![CDATA[contact-mics]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[experimental-music]]></category>
		<category><![CDATA[Japan]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[lights]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[motion-tracking]]></category>
		<category><![CDATA[MP3]]></category>
		<category><![CDATA[oddities]]></category>
		<category><![CDATA[physical-computing]]></category>
		<category><![CDATA[Sony]]></category>

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		<description><![CDATA[The urgency of being way behind a single dominant player can make electronics makers do some odd stuff to promote their products. iPod, once an icon of digital cool, has achieved such ubiquity that it doesn&#8217;t even try to be hip any more. The thing is being promoted with American Idol, for crying out loud &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/02/playing-music-with-light-pens-flourescent-bulbs-brought-to-you-by-sony/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/PusSVnRh3sw&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/PusSVnRh3sw&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object> </p>
<p>The urgency of being way behind a single dominant player can make electronics makers do some odd stuff to promote their products. iPod, once an icon of digital cool, has achieved such ubiquity that it doesn&#8217;t even try to be hip any more. The thing is being promoted with <a href="http://www.apple.com/itunes/">American Idol</a>, for crying out loud &#8212; not exactly indie cred. We saw Microsoft enlisting indie musicians and animators to sell Zune, of course.</p>
<p>But here&#8217;s where things get surprisingly amazing: Sony is using weird and wonderful Japanese experimental music to promote Walkman. </p>
<p>Now we&#8217;re talking.</p>
<p>And whether or not Walkman is cool again, this is for sure: Japanese experimental musicians? Mind-blowingly cool. And, apparently, in love with using light as a controller for sound.</p>
<p>Atsuhiro Ito uses contact mics on a fluorescent bulb he dubs the Optron. Instead of just being stage eye candy, the bulbs are really making the sounds here; coupled with guitar effects, he can solo on the bulbs. It&#8217;s what the Knitting Factory will be like after the nuclear winter. I can&#8217;t wait.</p>
<p>Taeji Sawai uses a light pen to draw melodic lines and rhythmic onto a screen. The basic effect &#8211; track light from a single source &#8211; is old. Yet he&#8217;s clearly got a brilliant aesthetic mind that makes it all work; the elements are strikingly simple but never fail to be engaging. And there&#8217;s a strong connection to work by his fellow sonic inventor Toshio Iwai.</p>
<p>Thanks to our friend Donald Bell of cnet, aka very talented and (cool) musician Chachi Jones, who has a great write-up:</p>
<p><a href="http://reviews.cnet.com/8301-12519_7-10172634-49.html">Sony Walkman promos are awesome, confusing</a></p>
<p>Confusing? No, I&#8217;d say Sony is confusing; the real question is why their Walkman can&#8217;t be more like <em>these ads</em>. Plus, since neither Don nor I can read Japanese, how do we know those characters don&#8217;t say something like &#8220;Hey, guys, sorry for that bit with the lousy boring electronics &#8211; we&#8217;re coming back from the dark side to make awesome things again&#8221;? Okay, maybe not. (Do let me know if the next one says &#8220;Fine, you damned snarky blogger, I&#8217;d like to see you run a giant multinational corporation.&#8221;)</p>
<p>Admittedly, the problem here is this makes me want to toss my iPod touch out the window and build my own open source MP3 player with Popsicle sticks and wire, or, at best, mod an original Walkman so I can play circuit-bent OGG files using power from a bicycle. At the very least, I&#8217;m ready to add to my Atsuhiro Ito and Taeji Sawai collection. And I don&#8217;t think their full body of work is on iTunes. That&#8217;s just as well.</p>
<p>So, Sony, thanks. Now, will you let us run homebrew music apps on your PSP? Please?</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/0hdViona6Dw&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/0hdViona6Dw&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
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		<title>LittleGPTracker (lgpt) Port to PSP: Call for Donations</title>
		<link>http://createdigitalmusic.com/2009/01/littlegptracker-lgpt-port-to-psp-call-for-donations/</link>
		<comments>http://createdigitalmusic.com/2009/01/littlegptracker-lgpt-port-to-psp-call-for-donations/#comments</comments>
		<pubDate>Fri, 09 Jan 2009 15:40:34 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Asides]]></category>
		<category><![CDATA[Game-Boy]]></category>
		<category><![CDATA[homebrew]]></category>
		<category><![CDATA[LGPT]]></category>
		<category><![CDATA[LSDJ]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[portable]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[trackers]]></category>

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		<description><![CDATA[N0stromo tells us he is planning to port his &#8220;Piggy&#8221; LittleGPTracker (lgpt), the tracker currently on the Linux GamePark platform, to the Sony PSP. LGPT has the interface of littlesounddj, as known on the Game Boy, and can even drive MIDI (meaning this could be a great time to figure out MIDI output on the &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/01/littlegptracker-lgpt-port-to-psp-call-for-donations/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p>N0stromo tells us he is planning to port his &ldquo;Piggy&rdquo; LittleGPTracker (lgpt), the tracker currently on the Linux GamePark platform, to the Sony PSP. LGPT has the interface of littlesounddj, as known on the Game Boy, and can even drive MIDI (meaning this could be a great time to figure out MIDI output on the PSP). He&rsquo;s asking for donations, and he&rsquo;s already well on his way, meaning you have a chance to put him over the top &ndash; reach into your (ahem) Piggy Bank:</p>
<p><a href="https://www.fundable.com/groupactions/groupaction.2009-01-06.7772881275">PSP lgpt port [fundable]</a></p>
<p>You&rsquo;ll need to hack your PSP, of course, until Sony sees the light and allows arcane music downloads via its official store. But hacking isn&rsquo;t so bad. We&rsquo;ll keep you posted!</p>
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		<title>NYC: Blip Festival Thurs-Sun; Join Our 32-bit Meetup with Boing Boing Friday 6p</title>
		<link>http://createdigitalmusic.com/2008/12/nyc-blip-festival-thurs-sun-join-our-32-bit-meetup-with-boing-boing-friday-6p/</link>
		<comments>http://createdigitalmusic.com/2008/12/nyc-blip-festival-thurs-sun-join-our-32-bit-meetup-with-boing-boing-friday-6p/#comments</comments>
		<pubDate>Thu, 04 Dec 2008 07:09:15 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[32-bit]]></category>
		<category><![CDATA[8-bit]]></category>
		<category><![CDATA[blip-festival]]></category>
		<category><![CDATA[C64]]></category>
		<category><![CDATA[CDM]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[DS]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[Game-Boy]]></category>
		<category><![CDATA[gamepark]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[NYC]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[vintage]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2008/12/04/nyc-blip-festival-thurs-sun-join-our-32-bit-meetup-with-boing-boing-friday-6p/</guid>
		<description><![CDATA[Living, eating, breathing Game Boys. Meneo, visual/musical artist on Game Boys. Photo (CC) rabato. Retro hardware? Vintage game machines? Old computers? New mobile devices? Whatever it is, we&#8217;ll make music and motion on it. The Blip Festival, the legendary international festival of vintage music and visual tech, invades New York today (Thursday) through Sunday. There&#8217;s &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2008/12/nyc-blip-festival-thurs-sun-join-our-32-bit-meetup-with-boing-boing-friday-6p/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files/2008/12/maneo.jpg" /> </p>
<div class="imgcaption">Living, eating, breathing Game Boys. <a href="http://www.meneo.info/">Meneo</a>, visual/musical artist on Game Boys. Photo (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) <a href="http://flickr.com/photos/rabato/">rabato</a>.</div>
<p>Retro hardware? Vintage game machines? Old computers? New mobile devices? Whatever it is, we&rsquo;ll make music and motion on it.</p>
<p>The Blip Festival, the legendary international festival of vintage music and visual tech, invades New York today (Thursday) through Sunday. There&rsquo;s an unbelievable lineup, with fantastic musicians and live visualists playing every single night Thursday, Friday, Saturday, and Sunday, from music from m-.-n to Bubblyfish and visuals from Paris Treantafales to Meneo (and many other friends). In fact, every single musician has their own live visuals, so your eyes and ears are guaranteed to be (over)stimulated at all times.</p>
<p><strong>Saturday afternoon</strong> is a lineup of workshops, including making your own visual electronics with VBLANK and putting music on NES albums with NO CARRIER. </p>
<p><strong>Sunday </strong>is the debut of <em>Reformat the Planet</em>, the documentary film.</p>
<p><a href="http://blipfestival.org/2008/" target="_blank">2008 Blip Festival</a></p>
<p>And before the Friday night Blip festival starts, get your 32-bit / mobile gaming + music device / happy hour mixer on:</p>
<p><a href="http://www.facebook.com/home.php#/event.php?eid=50069883328&amp;ref=share">Mobile Music: 32-Bit Blip Drinkup/Meetup with CDM + Boing Boing</a> [Facebook]</p>
<h3>Friday 32-bit BB/CDM Meetup @ Bell House Bar</h3>
<p><a href="http://flickr.com/photos/hsuyo/9383497/"><img src="http://farm1.static.flickr.com/4/9383497_85d6b2ffea.jpg?v=0" /></a> </p>
<div class="imgcaption">Retro&rsquo;s great, but, um, heart your PSP? Via <a href="http://flickr.com/photos/hsuyo/">hsuyo</a>.</div>
<p>Blip has a strictly 8-bit and/or retro focus. The stated mission is to:</p>
<blockquote><p>showcase emerging creative niches involving the use of legacy video game &amp; home computer hardware as modern artistic instrumentation. Devices such as the Nintendo Entertainment System, Commodore 64, Atari ST, Nintendo Game Boy and others are repurposed into the service of original, low-res, high-impact electronic music and visuals&hellip;</p>
</blockquote>
<p>Now, I love retro tech, but being the subversive character I am, I have to say, cough, &ldquo;low resolution&rdquo;? &ldquo;8-bit&rdquo;?</p>
<p>And so, with Joel Johnson (<a href="http://boingboing.net">Boing Boing</a> / <a href="http://offworld.com/">Offworld</a> / <a href="http://gadgets.boingboing.net/">Boing Boing Gadgets</a>), we&rsquo;re hosting a very informal meetup to celebrate all things mobile and 32-bit with the Boing Boing and CDM communities. If you&rsquo;ve got one, bring your PSP, your Nintendo DS, and your GamePark (or even mobile phone / PDA), and prepare to share. I&rsquo;m especially hopeful we&rsquo;ll get some wireless action with multiples of the DS, Korg DS-10, and homebrew. We may be able to unlock your PSP for homebrew (contact us first &ndash; likewise, give us a holler if you&rsquo;re good with a Pandora&rsquo;s Battery and Magic Memory Stick). If you&rsquo;ve found a way to hook your 8-bit Game Boy <em>into</em> your new DS DIY MIDI interface, all numbers of bits will be accommodated.&#160; I&rsquo;ll be bringing my PSP with the incredible <strong><a href="http://dspmusic.org/psp/">PSPSEQ</a> onboard</strong> &ndash; which sounds utterly beautiful and is really inspiring to use. I&rsquo;ll have DS homebrew, too.</p>
<p>If you just want to meet me and Joel and folks and see what&rsquo;s possible and nerd out and have a few drinks, that goes, too!</p>
<p>We&rsquo;re meeting at the bar at the Bell House, which also happens to be where Blip is happening. So you can come, get some drinks and snacks, and get your mobile music/visual geek on. Bonus: it&rsquo;s two-for-one happy hour, so bring a friend / significant other and we&rsquo;ll make them feel at home!</p>
<p><a href="http://www.thebellhouseny.com/food.php" target="_blank">Bell House Food &amp; Drink Menu</a></p>
<p><a href="http://www.facebook.com/home.php#/event.php?eid=50069883328&amp;ref=share">RSVP on Facebook</a></p>
<p><strong>When: </strong>Friday, December 5, 6-8p</p>
<p><strong>Where: </strong>149 7th Street, Brooklyn, NY 11215 [<a href="http://maps.google.com/maps?f=q&amp;hl=en&amp;geocode=&amp;q=149+7th+Street,+Brooklyn,+NY+11215&amp;sll=41.939657,-87.663651&amp;sspn=0.028603,0.0633&amp;g=149+7th+Street,+Brooklyn,+NY+11215&amp;ie=UTF8&amp;z=17&amp;iwloc=r1" target="_blank">Map</a> | <a href="http://www.thebellhouseny.com/info.php" target="_blank">Directions</a>]</p>
<p>See you there!</p>
<p>Again, <strong>very important rest of the planet</strong>, I&rsquo;ll try to stream live if WiFi cooperates in the bar! Watch <a href="http://twitter.com/cdmblogs">http://twitter.com/cdmblogs</a> for updates.</p>
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		<slash:comments>14</slash:comments>
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		<title>Poll: Which Mobile Music Platforms Do You Care About?</title>
		<link>http://createdigitalmusic.com/2008/08/poll-which-mobile-music-platforms-do-you-care-about/</link>
		<comments>http://createdigitalmusic.com/2008/08/poll-which-mobile-music-platforms-do-you-care-about/#comments</comments>
		<pubDate>Tue, 12 Aug 2008 19:52:33 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[announcements]]></category>
		<category><![CDATA[CDM]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[DS]]></category>
		<category><![CDATA[feedback]]></category>
		<category><![CDATA[Game-Boy]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod-touch]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[phones]]></category>
		<category><![CDATA[polls]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[symbian]]></category>
		<category><![CDATA[windows-mobile]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2008/08/12/poll-which-mobile-music-platforms-do-you-care-about/</guid>
		<description><![CDATA[With all this talk of mobile music creation, it&#8217;s time to get a little scientific. Which mobile digital platforms do you actually own? Which do you want to read about on CDM? We have, of course, lots of interesting stuff happening with actual mobile computers &#8211; think UMPC, Eee, and OLPC &#8211; but then, those &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2008/08/poll-which-mobile-music-platforms-do-you-care-about/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://flickr.com/photos/malisia/129092445/" target="_blank"><img src="http://farm1.static.flickr.com/54/129092445_04104e854b.jpg?v=0" /></a> </p>
<p>With all this talk of mobile music creation, it&rsquo;s time to get a little scientific. Which mobile digital platforms do you actually own? Which do you want to read about on CDM? We have, of course, lots of interesting stuff happening with actual mobile computers &#8211; think UMPC, Eee, and OLPC &ndash; but then, those fit nicely with other computing platforms since that&rsquo;s what they are. Other handheld game systems, PDAs, and phones require real, specific attention for musicians. And naturally, this is about <strong>making music on mobile systems, </strong>not necessarily playing Mario Kart.</p>
<p>We need to know what you think. Your feedback will help us direct the site. Don&rsquo;t worry, we still love things that no one else does, so fear not if you&rsquo;re in a more obscure category &ndash; though you will want to get your votes in. </p>
<p>This is also a chance to sign up for our soon-to-launch email list, which we&rsquo;ll use for human-created, exclusive dispatches from team CDM in a form that makes sense for our overburdened inboxes. (It won&rsquo;t duplicate anything else, and it won&rsquo;t be too often, and it won&rsquo;t be sold to anyone else &ndash; it&rsquo;s just another way for me and the team to chat with you.)</p>
<p>So, here goes &ndash; you&rsquo;ll need to click through to the actual site to finish the survey, or head straight to:</p>
<p><a href="http://www.surveygizmo.com/s/61300/yvwf9" target="_blank">http://www.surveygizmo.com/s/61300/yvwf9</a></p>
<p>Respond now; poll closes Monday 8/18</p>
<p>Photo credit: <a href="http://www.yesrobot.net/" target="_blank">Yesrobot&rsquo;s Game Boy rig</a>, captured by <a href="http://flickr.com/photos/malisia/" target="_blank">AlÃ­cia</a></p>
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