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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A Blog Focused on Sound Design, Special with Game Sound Veteran Rob Bridgett

Designing Sound, as the name implies, focuses entirely on the craft of audio from film to games. While there are industry-driven sites devoted to the topic, this blog is entirely the labor of love of composer and sound designer Miguel Isaza, whose writing has also appeared on Spain’s Hispasonic and Monofónicos. (Miguel also tweets to Reaktor aficionados as reaktorlovers.) That personal perspective has imbued the site with the feeling of artists talking to artists.

http://designingsound.noisepages.com/

All week, Designing Sound has focused on Rob Bridgett, who has worked on numerous sound designs for games. Despite the massive growth of the game industry, most top artists have worked largely in obscurity – even less so in sound. There isn’t an equivalent of Ben Burtt, Randy Thom, Walter Murch, or others. (Those greats have been featured in Designing Sound specials, too.) Gaming is a young industry, to be sure, but that’s no excuse for simple ignorance.

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Rob Bridgett at Radical Entertainment 7.1 THX. Photo ©Designing Sound, used by permission.

In this week’s interviews with Isaza, Bridgett talks frankly about every last detail of what goes into sound production. He’s frank not only about what can go right in a game production – Scarface, pictured above, gets special treatment – but also what can go wrong. The brutal deadlines, fluid production parameters, and tangled production process of games can exact a toll on sound in gaming. The high point of this: Bridgett has gotten to employ the full resources of Skywalker Sound and has been at the forefront of bringing Hollywood-style sonic treatment to gaming.

I’m sure many readers here are curious about the games industry. There’s still time to forward your own questions to Miguel to pass along to Rob Bridgett.

Exclusive interview

Rob Bridgett Special

Ask your own questions

Incidentally, this is beyond what we even imagined for our fledgling noisepages.com, which we’re readying for a full launch as a community and blogging platform. Miguel created Designing Sound without prompting or assistance – it’s entirely his vision. It’s great to have people sharing information in this way. I can’t wait to see what’s ahead.

Wherein the Wii Waggle is Wanted: Two Other Game Music Control Mappings

Imagine a nightmarish, dark-world, alternative-reality version of Wii Music, one that sends Miyomato-san screaming. That’s what you get from tokoloten, in a very un-Nintendo noise performance, as found on comments. The Wii is just one of his tools:

tokoloten uses a variety of objects such as magnet motors, infrared devices, game controllers… in order to hide his lack of conventional technic. Depending on the venue, the show might be ambient-like, experimental or electronica with weird cinematographic references. But it most often combines all of this.
tokoloten is based in Lausanne, Switzerland.

It’s proof that the controller – any controller – is in the hands of the creator, and what it sounds like is entirely undetermined.

Mapping a hardware input to a sound means making an abstract connection between one physical action and another sonic reaction. What that relationship is is entirely up to you. I was honestly a bit surprised by some of the impassioned critical reactions to yesterday’s brief mention of the use of the Wiimote as a studio recording. Of course, that proves the creed of the blogger – post first, ask questions later, and when in doubt, just post. Amidst some of the frustration, there are some good discussions, though I do dream of an Internet on which we criticize content without name-calling.

But the reality remains: controllers are always abstracted from the sound, by definition, and whether they’re satisfying to you depends on how you’ve mapped them. I don’t know what qualifies as innovative, but then, there have been times when I’ve very much enjoyed turning a knob, so “innovation” isn’t always what matters to me. I tend to fall back on Duke Ellington – “if it sounds good, it is good.” For controllers, that means “if it feels good, it is good.” You’re the one with the controller in your hands.

For an alternative example, musician/artist Kassen has an excellent session on improvising with custom software and game controllers. Below, you can catch some of his talk from Amsterdam’s famed STEIM research center, which has a long history of researching the controller-music connection. After all these years asking that question, what we have is …more questions. But that’s a beautiful thing.

Kassen (DJ, performer, ChucK programmer) from STEIM Amsterdam on Vimeo.

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You, Too Can Learn Renoise: Video Tutorial from Dac Makes you a Tracker

Seeing a tracker interface for the first time can be intimidating. But dive in a bit deeper, and you’ll discover what’s actually a very efficient interface for programming in musical sequences and working with samples. With just ten days left in the Renoise – Indamixx music production contest, there’s still time to get up and running using even the demo version of Renoise (into which you can import samples). And this could be a great excuse to learn a new tool.

Dac, who’s a big part of support and community for Renoise, has put together a nice tutorial showing off the workflow in the tool. It’s nothing all that unusual: bring in samples, assemble patterns, make music. Some of the voice over is hard to hear, but this is a good start. Now, I still like reading and writing better than video just in terms of how I learn, so I may try to work on a written version for the end of the week; feel free to shout encouragement.

For more Renoise inspiration, forum regular djnick sends along a PsyTrance video made in Renoise – so, yes, you can make PsyTrance with a tracker, too, if you like. He samples Peter Jennings talking about ecstasy. Yeah, whatever – as if you can make Peter Jennings any more trippy. Watching Jennings is the ultimate natural high.

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Music for an Olympic Bid: Making of Antipop’s Madrid 2016 Songs

My own President Obama is this week off making his pitch for why Chicago should host the Olympic Games. Correction. Oops. I need to read the news. Chicago was eliminated first. But look out – our friends at Antipop (slogan: “antipop music for a pop music”) are using a different tool in their arsenal: music.

Watch the video for some fun gear spotting, plus one vintage arcade cabinet. I could point out stuff I see, but that’d spoil the fun. Shout out in comments.

There’s definitely a commercial gloss on this, but it’s nicely executed, and felt so absurdly Olympic to me that I actually couldn’t help but smile listening. (In fairness, either Chicago or Madrid ought to be able to do better than New York did with 2012; I recall dignitaries in traffic while rowers paced the polluter waters of Flushing Meadows. Yipes.)

Here you go, probably the most commercial music we’ll ever run on CDM:
<a href="http://antipop.bandcamp.com/album/madrid-2016-songs">Madrid 2016 Corazonada by antipop</a>

Makes me want to, like, train or something.

Updated: From comments, I like these alternative suggestions by safd in place of “anti” pop:

superpop, poppypop, hippop, popcore, purelypop, universapop

Popcore is something I need to work on. It was worth posting this for that word alone.

Background: “Antipop is the Antonio Escobar music production personal studio, one of the most awarded Spanish producer and composer.” [sic]

Update: Superpop or antipop, the song alone couldn’t melt the hearts of the Olympic Committee. Congrats to – Rio!