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	<title>Create Digital Music &#187; vintage</title>
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		<title>Chipsounds Reviews, Videos, and More Places to Get Your Vintage Chip Fix</title>
		<link>http://createdigitalmusic.com/2009/10/19/chipsounds-reviews-videos-and-more-places-to-get-your-vintage-chip-fix/</link>
		<comments>http://createdigitalmusic.com/2009/10/19/chipsounds-reviews-videos-and-more-places-to-get-your-vintage-chip-fix/#comments</comments>
		<pubDate>Mon, 19 Oct 2009 04:53:43 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[8-bit]]></category>
		<category><![CDATA[chipmusic]]></category>
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		<category><![CDATA[soft-synths]]></category>
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		<category><![CDATA[SuperCollider]]></category>
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		<category><![CDATA[vintage]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=8025</guid>
		<description><![CDATA[Want to make a splash among the aficionados of digital sound? Releasing a software instrument emulating a broad collection of vintage digital synthesis chips from game and computer systems seems to do the trick. See my look at that software, and just as importantly, the chips that inspired it.
Within days of the release of Plogue&#8217;s [...]]]></description>
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<p>Want to make a splash among the aficionados of digital sound? Releasing a <a href="http://createdigitalmusic.com/2009/10/14/for-love-of-chips-chipsounds-instrument-and-ep-and-the-gear-that-inspired-them/">software instrument emulating a broad collection</a> of vintage digital synthesis chips from game and computer systems seems to do the trick. See my look at that software, and just as importantly, <a href="http://createdigitalmusic.com/2009/10/14/for-love-of-chips-chipsounds-instrument-and-ep-and-the-gear-that-inspired-them/">the chips that inspired it</a>.</p>
<p>Within days of the release of Plogue&#8217;s Chipsounds, we have a couple of fair reviews of the new tool. Already got Chipsounds? Plogue&#8217;s David Viens has released screencasts showing you how to use it. Curious about other ways to explore vintage 8-bit sound? We&#8217;ve got that, too, in samples, hardware, and even SuperCollider code.</p>
<h3>Reviews are in</h3>
<p>Torley has an extensive video review &#8211; amazing stuff for something just days old &#8211; shown above. Gisle Martens Meyers has a review, too, <a href="http://www.ugress.com/post.asp?id=1252">on the blog Ugress</a>. One complaint is that the plug-in is multi-timbral, rather than requiring different instances. In turn, automation is in the form of MIDI Control Changes, not parameters, since parameter automation really doesn&#8217;t deal with multi-timbral plug-ins. But all in all, you can get a lot from both reviews, plus a look at how the software works. There&#8217;s also a sense of where the software could go in future updates.</p>
<p><a href="http://torley.com/plogue-chipsounds-makes-chiptune-video-game-sounds-easy">Plogue Chipsounds makes chiptune &#038; video game sounds easy</a> [Torley Lives]<br />
<a href="http://www.ugress.com/post.asp?id=1252">Chipsounds Plugin Chip Sounds</a> [Ugress]</p>
<p>The discussion of Chipsounds has also brought other efforts to resurrect vintage, 8-bit sounds. <span id="more-8025"></span></p>
<h3>Get Your Chip Fix</h3>
<p>This is by no means comprehensive, but here are a few of the best goodies readers have pointed out in the last few days:</p>
<p><strong>Free Samples:</strong> Little Scale, aka Sebastian Tomczak, has been busy. He&#8217;s added sample packs of his own, including a Friday release of the Commodore 64 SID. Add that to Sega Master System, Mega Drive, speech chip, and Atari POKEY and TIA. These are just samples, so rather than being a turn-key solution as Chipsounds is, they&#8217;re more of a construction set &#8211; though that could make them useful in other scenarios.</p>
<p><a href="http://little-scale.blogspot.com/2009/10/commodore-64-sid-8580-basic-sample-pack.html">C64 SID Sample Pack</a> [little-scale]</p>
<p><strong>Go Hardware!</strong> And, in turn, if hardware fires you up more than software or samples, Sebastian has done some lovely work connecting the actual chips to MIDI interfaces.</p>
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<p>And here&#8217;s the <a href="http://little-scale.blogspot.com/2008/02/cool-its-midi-controlled-sega-master.html">documentation on how to do it with the free and open hardware Arduino platform</a></p>
<p>Other hardware solutions:<br />
<a href="http://mypeoplepc.com/members/scottnoanh/birthofasynth/id22.html">A DIY TI SN76477N-based Voice Module</a>, comprehensively documented (a heck of a lot fancier than the Arduino stuff I wanted to play around with)</p>
<p><strong>SuperCollider Code:</strong> For SuperCollider fans, Fredrik Olofsson (aka RedFrik) has built emulations of vintage chips in the object-oriented sound coding language. That&#8217;s a doubly delicious thing: aside from allowing you to make 8-bit sounds in the free tool, looking at his emulations is a great way to discover more of what you can do with SuperCollider. You can continue in code the kind of elegant, minimal synthesis design work the early creators of the original chips did in hardware. (Thanks, Howard S and Morgan Packard for the tip!)</p>
<p><a href="http://www.fredrikolofsson.com/pages/code-sc.html">SC Code</a> [and a lot of other great SC code there, too... bookmarked, downloaded.]</p>
<h3>Video walkthroughs</h3>
<p>I know quite a few readers did pick up Chipsounds, so you&#8217;ll be pleased to know &#8211; in case you missed this &#8211; that there are some video demos that walk you through how the tool works. This also gives a better idea of how the software itself functions, since I got distracted waxing rhapsodic about the chips!</p>
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<p>As my piano teacher used to say to me, &#8220;that should keep you off the streets.&#8221;</p>
<p>Enjoy.</p>
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		<title>The Art of Music with Chips: Behind the Scenes with 8-bit Band Anamanaguchi</title>
		<link>http://createdigitalmusic.com/2009/08/18/the-art-of-music-with-chips-behind-the-scenes-with-8-bit-band-anamanaguchi/</link>
		<comments>http://createdigitalmusic.com/2009/08/18/the-art-of-music-with-chips-behind-the-scenes-with-8-bit-band-anamanaguchi/#comments</comments>
		<pubDate>Tue, 18 Aug 2009 17:25:04 +0000</pubDate>
		<dc:creator>Vijith Assar</dc:creator>
				<category><![CDATA[Features]]></category>
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		<description><![CDATA[<img src="http://createdigitalmusic.com/images/2009/08/0809_amanaguchi.jpg">]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/beef_taco_supreme/2337205484/"><img src="http://farm3.static.flickr.com/2220/2337205484_6a5f4deed7.jpg"></a></p>
<div class="imgcaption">Anamanaguchi at South by Southwest in Austin, Texas, last year. Photo (<a href="http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en">CC</a>) Oliver Lopena aka <a href="http://www.flickr.com/people/beef_taco_supreme/">beef_taco_supreme</a> (nice).</div>
<p><em>Ed.: It&#8217;s more than nostalgia that drives the dedicated chip musician with their modified Nintendo instruments. As guest writer Vijith Assar learned while interviewing Anamanaguchi, some more elemental love of digital synthesis leads these artists to deal with esoteric hardware and crashing homebrewed software. Vijith covered Anamanaguchi for <a href="http://www.villagevoice.com/2009-08-04/music/anamanaguchi-avoid-the-perils-of-cheap-nostalgia/">New York&#8217;s Village Voice</a>, but this trio had far more geeking than could fit in the free weekly&#8217;s pages. The band&#8217;s front man and songwriter, flanked by talented NES hacker bandmates, muses on the technology and artistic process &#8211; and on why, yes, the act did have to start with blowing on the cartridges. (Surprised?) -PK</em></p>
<p>I recently had a chance to chat with <a href="http://www.anamanaguchi.com">Anamanaguchi</a>, who would probably be the boy-band teen idols of the chiptune world if the scene were to tolerate such things. Lead songwriter Pete Berkman opened up about his creative process and the digital speed bumps he hits along the way, and guitarist Ary Warnaar is on another planet when it comes to working with Game Boy synths like <a href="http://www.littlesounddj.com/lsd/">LSDJ</a> and <a href="http://www.nanoloop.de/">Nanoloop</a>, but the most freakish technical bits came from bassist James DeVito.  He wrote later to describe in detail the customized hardware he&#8217;s cobbling together for use on tour, which so far has involved modding the Nintendo for <a href="http://www.disgruntleddesigner.com/chrisc/nesstereo.html">multiple outputs</a>, each with a bolted-on 1/4&#8243; jack and volume knob, and <a href="http://benheck.com/hacking-videogame-consoles">integrating a tiny high-res screen</a> lifted from a PlayStation. He&#8217;s even considering a built-in controller for the next version.</p>
<p><span id="more-7020"></span></p>
<blockquote><p>The stock NES has five channels of sound &#8212; two square waves (lead), triangle (usually for bass), noise, and DPCM sample channel. Normally, these are all mixed down to one mono output, but by tapping directly into pins 1 and 2 of the CPU, we are able to separate them into two outputs.  Pin 1 on the NES CPU (2A03) contains the two square channels, and pin 2 contains the triangle, sample and noise channel.  A third output is gained from a proprietary audio expansion, containing two extra square channels and a sawtooth channel. This particular one, VRC6, was designed by Konami and featured only on Japanese Famicom games. However, with <a href="http://www.retrousb.com">development carts</a> we are able to get the expansion audio on our NES. The extra audio chip is in the cartridge itself, and outputted directly through a pin on the cartridge. This pin is tied directly to pin 9 on the expansion port, which is where we tap in to get our third output.  Directly off those pins I connected 1µf capacitors @ 50V (negative leg goes to CPU pin, positive goes to output) to protect the chips from any short circuits or power surges when plugging a cable in.  From there it’s relatively simple, putting them in line with 50K pots and outputting directly to the 1/4 inch jacks out the back.  The screen is all wired internally. 5V power is taken from the regulator within the screen and fed into the NES. In order to avoid problems, I cut out the 7805 regulator in the NES and applied the 5V where it needed to be. Audio and video were soldered directly to where the RCA jacks are attached to provide signal to the screen.</p></blockquote>
<p>And what then?  Well, let&#8217;s ask Pete.</p>
<p><strong>Vijith: How do you do write these sequences?</strong></p>
<p>Pete: It&#8217;s a [DOS] program called <a href="http://nesdev.parodius.com/nt2/">Nerdtracker 2</a> that apparently writes music in the language that the NES can understand.  It&#8217;s a really home-brewed program.  It was made in 1998 by a bunch of Swedish dudes, and it never got out of beta, and it&#8217;s prone to crashing, and it has all these terrible bugs in it, half the features don&#8217;t work.</p>
<p><strong>And the decision to mix it with guitars?</strong></p>
<p>Pete: I started messing around with it and sending songs back and forth with a friend of mine, and in the beginning, the music I wrote kind of sounded &#8220;videogamey,&#8221; but as I continued writing, my actual musical influence kind of started to get in there.  And at that point, it made a lot of sense to put it as an instrument in a full live band setting, with guitars and drums and that sort of thing. Right before going to NYU, literally NYU move-in day, I released the Power Supply EP through <a href="http://www.8bitpeoples.com">8bitpeoples</a>, which I had recorded totally by myself at my house except for one track which we recorded with James.  All I had was a shitty mic and a shitty guitar and a shitty amp and just recorded what I knew, without any kind of formal training.</p>
<p><a href="http://createdigitalmusic.com/images/2009/08/2A03.jpg"><img src="http://createdigitalmusic.com/images/2009/08/2A03.jpg" alt="2A03" title="2A03" width="580" height="435" class="alignright size-full wp-image-7033" /></a></p>
<div class="imgcaption">The soul of the matter: the 2A03 chip in the Nintendo NES is what gives the game console its unique sound. And because it&#8217;s dedicated (digital) hardware, you can get at its circuits directly. Photo courtesy Anamanaguchi.</div>
<blockquote><h3>It was made in 1998 by a bunch of Swedish dudes, and it never got out of beta, and it&#8217;s prone to crashing, and it has all these terrible bugs in it, half the features don&#8217;t work.</h3>
</blockquote>
<p><strong>Do you write using a guitar or a Nintendo?</strong></p>
<p>Pete: It&#8217;s a mixture of both.  Certain songs, I&#8217;ll get the idea as a melody in my head.  The music is pretty melodic, so it&#8217;s pretty transferable from instrument to instrument. Anything I write on guitar I can put on the Nintendo, and anything I write on the Nintendo I can usually play on guitar &#8211; unless it&#8217;s way too fast, which it usually is.  </p>
<p>Recently, I&#8217;ve been getting more into making sounds on the Nintendo that can&#8217;t be reproduced by instruments, doing stuff that only the sound chip can do. But more or less I like to create a skeleton of the song on the NES.  Ary, on the Game Boy, makes some absolutely ridiculous stuff that&#8217;s really fucking weird, like, really just straight-up the weirdest music I&#8217;ve ever heard.  And the way he does it is not so much thinking musically, but technically.  When I came into the 8-bit world, I was definitely the opposite.  Any time there&#8217;s electronic music, you have people who are thinking technically, and usually that&#8217;s music that I&#8217;m not very interested in, because it&#8217;s kind of cold, usually.  I came into the 8 bit world with a very musical background, being in bands growing up and stuff, as opposed to a programming background.  But recently I&#8217;ve been getting really into making strange sounds on the Nintendo that, like, &#8220;Whoa, I didn&#8217;t know you could do that with that sound chip.&#8221;  At the same time, I&#8217;m mixing that with that simple pop sensibility.</p>
<p>What I usually like to do is to harmonize everything.  Why not? You have two square channels.  What else are they going to do but harmonize each other?</p>
<p>James: You don&#8217;t have the option of chords, so you might as well harmonize.</p>
<p>Pete: I tend to get bored very easily, which kind of finds its way into the music too.  Like, &#8220;Oh, here&#8217;s an idea.  Oh, wait, no, it&#8217;s gone now.  Now it&#8217;s totally different.&#8221;  In high school, I guess I was diagnosed with ADD &#8212; whether that&#8217;s bullshit or not, which I think it is, but I&#8217;m very capricious, and I tend to jump from thing to thing, in life and in music.  But yeah, basically, hyperactivity is something I do.</p>
<p><a href="http://www.flickr.com/photos/nookly/342203770/"><img src="http://farm1.static.flickr.com/166/342203770_5e1a94cd41.jpg"></a></p>
<div class="imgcaption">Anamanaguchi play BLIP Festival 2006 in New York. Photo (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/nookly/">nookly</a>.</div>
<h3>
<blockquote>Basically, hyperactivity is something I do.</p></blockquote>
</h3>
<p><strong>How does it actually work?  All this time I thought it was a <a href="http://www.wayfar.net/0xf00000_overview.php">MidiNES</a>, but I recently read a <a href="http://www.youtube.com/watch?v=LnMUrkAY9Wg">YouTube comment</a> where you said that wasn&#8217;t the case.</strong></p>
<p>Pete: Two years ago, I was really upset by the claim that it was MIDI, because it was such a ridiculous process that we don&#8217;t do anymore.  Back then, you would make the song in Nerdtracker 2, and if you typed in a wrong filename and hit Enter, the program would just crash, and you&#8217;d lose everything you had worked on.  From there, you&#8217;d have to hit Enter to create, like, four different files &#8212; temp.ihd, temp.dat, temp.dmc, and temp-dot-some-other-shit.  And you&#8217;d take all those files and compile them in an NES compiler.  That would give you a Nintendo Sound File.  And you&#8217;d have to do this specifically in Windows 98, because the assembler for XP was fucked up, and it would give you the wrong shit, the wrong hex to burn onto a chip.  What you would do from that point is turn it into a binary file, .nsf.  The only command is &#8220;Play this song at this location in the EPROM&#8217;s memory.&#8221;  And so what you would do from there is you would take that binary file and burn it to a special 28-pin EPROM chip that you would have to order in bulk from some electronics company in New Jersey.  And then if you&#8217;re lucky, the burning worked.  And then if you&#8217;re even luckier, all 28 pins are in place in the socket that you soldered into an NES cartridge.  And then if you&#8217;re even luckier, the NES is willing to play the song in the cartridge &#8212; instead of having to blow on it &#8212; and then it plays.  And that&#8217;s the process that we did live, with one chip for each different song, having to flip it out with a guitar pick and replace it with my shaky hands.</p>
<p>James: And the chips aren&#8217;t even labeled.  So it was this long, complicated process.</p>
<p><strong>Wait, isn&#8217;t that last problem your fault?</strong></p>
<p>Pete: Yeah.</p>
<p>James: We&#8217;ve come a long way since then.</p>
<p>Pete: Yeah, we have come a long way.  That&#8217;s why I was&#8230; not upset, but adamant about saying what it was.  But we&#8217;ve got this new system that&#8217;s the happiest&#8230;</p>
<p>James [unzips case]</p>
<p>Pete: Yeah, we have it here. Instead of burning stuff to a chip, you just take the NSF and put it on a CompactFlash card, and put that in a cartridge that will straight-up just play the song, and has a menu.  It&#8217;s a 2-gig Flash card, so you can put every song on there, and there&#8217;s an on-cartridge browser.  And we have a screen hooked up to it, too.<br />
<a href="http://createdigitalmusic.com/images/2009/08/nesmod.jpg"><img src="http://createdigitalmusic.com/images/2009/08/nesmod.jpg" alt="nesmod" title="nesmod" width="580" height="435" class="alignright size-full wp-image-7035" /></a></p>
<div class="imgcaption">The band&#8217;s modified NES system adds pots and separate outputs, and takes advantage of a system intended originally for development that makes loading songs easier. Photo courtesy Anamanaguchi.</div>
<p>James: The card is usually meant for development, but it also plays the Nintendo sound files that Pete exports, so we can actually just go through it and the file browser has all of our songs listed.  (And every game we downloaded from a torrent.)</p>
<p>Ary: He&#8217;s currently working on a new Nintendo.  They&#8217;re going to replace literally every electrical component.</p>
<p>James: Well, not everything.  But just make it sound better, like improve the output.</p>
<p><strong>You mean just gutting it and rebuilding it with better parts?</strong></p>
<p>James: It&#8217;s more like rebuilding the audio output aspect of it, and certain things like the power supply that adds noise to the signal.  It&#8217;ll have newer parts, so it&#8217;s less likely to explode on stage.  With our old setup, if major vibrations were happening to it, it would actually just restart the song.</p>
<p>Pete: Tons of aberrations live.</p>
<p>Ary: And major vibrations happen a lot on stage&#8230;</p>
<p><strong>Check out the band for yourself; they&#8217;re <a href="http://www.myspace.com/anamanaguchi">on tour now</a>.</strong></p>
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<p><a href="http://www.vijithassar.com">Vijith Assar</a> is a musician, writer, and computer geek based in New York City.  His musical projects have tended toward scores for film, television, and<br />
advertising, and his writing has appeared in the Village Voice, the New York Post, Tape Op, Electronic Musician, and PopMatters, among others.  He plays the <a href="http://www.stick.com">Chapman Stick</a> and might be going bald because of Reaktor.</p>
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		<title>Millioniser 2000: 80s-tastic MIDI Harmonica Whose Time Has Come?</title>
		<link>http://createdigitalmusic.com/2009/07/22/millioniser-2000-80s-tastic-midi-harmonica-whose-time-has-come/</link>
		<comments>http://createdigitalmusic.com/2009/07/22/millioniser-2000-80s-tastic-midi-harmonica-whose-time-has-come/#comments</comments>
		<pubDate>Wed, 22 Jul 2009 11:08:23 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6644</guid>
		<description><![CDATA[&#8220;It comes from tomorrow &#8230;but it&#8217;s here today.&#8221;
Well, now it is tomorrow. And yesterday&#8217;s tomorrow still looks futuristic. Try this test: show someone the video above for the Millioniser 2000, a MIDI harmonica designed by Ronald Schlimmer. Tell them this is a 2009 video designed to go viral, a fakery of 80s cheese. After all, [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/XRPI_fD0iKQ&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/XRPI_fD0iKQ&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>&#8220;It comes from tomorrow &#8230;but it&#8217;s here today.&#8221;</p>
<p>Well, now it is tomorrow. And yesterday&#8217;s tomorrow still looks futuristic. Try this test: show someone the video above for the Millioniser 2000, a MIDI harmonica designed by Ronald Schlimmer. Tell them this is a 2009 video designed to go viral, a fakery of 80s cheese. After all, the instrument itself looks impossibly futuristic. Surely this wasn&#8217;t really designed in 1979. Surely the close up thigh shots of the backup singer girls in the back are tongue-in-cheek parody.</p>
<p>Your friends will believe you. Of course, you&#8217;ll be lying.<span id="more-6644"></span></p>
<p>It did indeed come from tomorrow &#8211; and speaking from tomorrow, I&#8217;d like my instrument back. The MIDI harmonica has sophisticated breath control, a compact form factor, clever controls for adjusting pitch, and &#8212; well, you know, all the goodness of the harmonica but with an easier pitch layout to figure out. From comments, we see that it does go well with our futuristic instruments, meaning you don&#8217;t have to get retro-sounding synths &#8211; you could get something more 2009-appropriate.</p>
<blockquote><p>Rock Erickson -The first American called to Europe to play and record with Walter Mueller&#8217;s Millioniser 2000. Harmonica like in principal giving the end user complete control over synthesizer and midi functions with the sensitivity of your own breath. This instrument is a one of a kind powerhouse. The video starts off by showing the functions of Millioniser 2000 and then merges into the on stage video which was shot in London. Rick Fenn of &#8220;Lie For A Lie&#8221; Sony Music was the music director and lead guitarist along with Charlie Barret from The FIXX on bass. The Millioniser Breath Controller units that I&#8217;m currently using in the studio are breathing new life (literally) thru their capability to dynamically control some of the most popular software and rack synths ( Garritan Personal Orchestra, Roland Sound Canvas, Yamaha VL70 ect ) and samplers like SampleTank &#038; Tascam Giga Studio ) in both the mono and polyphonic arena. If you have comments or questions please post here or email rock@millioniser.com</p></blockquote>
<p>Oh yeah &#8211; and this all looks strikingly similar to the (less sophisticated) iPhone apps from Smule, <a href="http://createdigitalmusic.com/2009/07/22/interview-smules-ge-wang-on-iphone-apps-ocarinas-and-democratizing-music-tech/">featured in today&#8217;s interview</a>.</p>
<p>All I know is, I desperately want one. And you might even be able to build one &#8212; the microcontroller inside, a Moto 68705, is the equivalent of what you can get very cheaply now. </p>
<p>Who were these forward-looking folk? <a href="http://www.bassharp.com/m2000.htm">According to Wim Dijkgraaf&#8217;s history of the instrument</a>, you can thank Swiss harmonica player Walter Muller (&#8221;Walt Miller&#8221;), Ronald Schlimmer of SM Elektronik (that name should be familiar &#8211; think a lot of the sensors used in music projects now), and the good folks of Acorn Computers for assembly, who in turn had their own ahead-of-its-time products like the BBC Micro and the self-named Acorn. (The Acorn drove the original version of the Sibelius notation product now owned by Digidesign/Avid. Sibelius engineers swore they never got the performance out of Windows and Mac OS that they once had on the Acorn.)</p>
<p>Via our friend <a href="http://www.elijahbtorn.com/">Elijah B. Torn</a> and <a href="http://matrixsynth.blogspot.com/2009/07/millioniser-2000-promo-video-rock.html">Matrixsynth</a>.</p>
<p>Anyone out there who knows how to get this, yes, I want one. I&#8217;ll start working out and seeing if I can make my physique transparent, as that&#8217;ll help.</p>
<p>Lesson learned: <a href="http://en.wikipedia.org/wiki/Tomorrow_is_Yesterday">tomorrow is yesterday</a>.</p>
<p>Via comments: RA has more links, plus promising news that there may be indeed be a modern update of this instrument.</p>
<blockquote><p><a href="http://www.musicweb.ch/millioniser_2000.asp">http://www.musicweb.ch/millioniser_2000.asp</a> (long demo)<br />
<a href="http://www.musicweb.ch/millioniser_geschichte.asp">http://www.musicweb.ch/millioniser_geschichte.asp</a>  (sound demos and great pics)</p></blockquote>
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		<title>Take it to the Stage: Reflections on Live Laptop Music from Artists</title>
		<link>http://createdigitalmusic.com/2009/07/21/take-it-to-the-stage-reflections-on-live-laptop-music-from-artists/</link>
		<comments>http://createdigitalmusic.com/2009/07/21/take-it-to-the-stage-reflections-on-live-laptop-music-from-artists/#comments</comments>
		<pubDate>Tue, 21 Jul 2009 10:39:58 +0000</pubDate>
		<dc:creator>primusluta</dc:creator>
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		<description><![CDATA[<img src="http://createdigitalmusic.com/images/featured/0709_onstage.jpg">]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/07/daedelus_large.jpg" alt="daedelus_large" title="daedelus_large" width="480" height="321" class="alignleft size-full wp-image-6599" /></p>
<div class="imgcaption">Live rig &#8211; Daedelus. Photo: Dania Gennai.</div>
<p><em>Defining and re-imagining performance with computers and technology is an ongoing theme of this site. In a special guest column, artist Primus Luta goes deeper into that question with some of our favorite artists to look at practical and philosophical dimensions of playing electronics.</em></p>
<p>Today, the fruits of electronic musical labor can be heard in every corner of culture, from academic to niche to popular. Still, there remains a perceptual disconnect between traditional and electronic music, especially in the context of performance.  With traditional instruments, performance proficiency can be measured as a physical accomplishment.  Electronic performance, on the other hand, is generally understood as music made by computers. That poses a question: if the music is being made by the machines, what exactly does the musician do?  To find out, I talked with some of the best electronic performers on the road, and got a glimpse of what exactly is going on behind the screen. </p>
<div id="attachment_6601" class="wp-caption alignleft" style="width: 490px"><img src="http://createdigitalmusic.com/images/2009/07/mark1.jpg" alt="Live Rig: Mark de Clive-Lowe" title="http://plpheads.noisepages.com/files/2009/07/cdmrigs_0000_mdcl.jpg" width="480" height="320" class="size-full wp-image-6601" /><p class="wp-caption-text">Live Rig: Mark de Clive-Lowe</p></div>
<div class="imgcaption">Live Rig: Mark de Clive Lowe.</div>
<h3><strong>From the Studio to the Stage</strong></h3>
<p>Historically, performance long preceded recorded music.  Early recordings weren&#8217;t what we think of today as studio productions, but rather recordings of performances.  Electronic music is a bit of an anomaly.  While some early electronic compositions were created for live performance, most electronic music today begins with a recording.<span id="more-6549"></span></p>
<p>Translating the high production values heard on a record into a live performance isn&#8217;t an easy task. It isn&#8217;t always possible to recreate the same aesthetic on stage, but it is important to make the connection.</p>
<p>&#8220;We can multi-track sounds in the studio,&#8221; explains <a href="http://www.8bitweapon.com/" target="_blank">8 Bit Weapon</a>,  &#8220;but live, you are stuck with all the limitations the vintage computers, consoles and sound chips have to offer.  So we have to trim down parts or add parts that are recorded by recreating them live.&#8221;</p>
<p><img src="http://createdigitalmusic.com/images/2009/07/8bitweapon.jpg" alt="8bitweapon" title="8bitweapon" width="480" height="320" class="alignleft size-full wp-image-6603" /></p>
<div class="imgcaption">Live Rig: 8 Bit Weapon. Image by Rachel McCauley.</div>
<p>For <a href="http://www.richard-devine.com/" target="_blank">Richard Devine</a>, assembling the live performance begins in the studio with &#8220;trying to translate all the programmed MIDI data and song transitions into Ableton [Live]. Ableton is running the pieces of my tracks. I have hundreds of audio clips running in session view.&#8221;  Onstage, this allows Devine to &#8220;mix and match breaks, intros, or builds for different tracks, and even manipulate how those are played if I select them. I can really do anything with the arrangement of the original track. It is now total remixing and producing on the fly.&#8221; </p>
<p>What this means for electronic performance is the ability to condense what could be days of production work into a performance piece of a few minutes. &#8220;It&#8217;s really similar to my studio process, on fast-forward!&#8221; says <a href="http://www.markdeclivelowe.net/" target="_blank">Mark de Clive-Lowe</a>. </p>
<p>&#8220;We create tracks in the studio in the normal fashion,&#8221; says J Tonal of <a href="http://theflyingskulls.com/" target="_blank">The Flying Skulls</a>.  &#8220;They get broken up in to drum and bass parts, which get played live on the MPC, melody and lead parts which get played on the MS2000, and samples and other melody parts which get broken down into [Ableton] Live clips and played from [an M-Audio] Trigger Finger.&#8221;  These pieces are then used live to create what they call <em>deconstruxions</em>.</p>
<p>As <a href="http://www.markdeclivelowe.net/" target="_blank">Mark de Clive-Lowe</a> explains, &#8220;the idea of reinterpreting and translating the same pieces to different audiences with different bands and setups is nothing new.&#8221; In other words, rearranging electronic music for performance contexts does have its roots in a larger musical tradition.</p>
<p>For some, this has resulted in working to restore the historical role of performance as the heart of a recording.  &#8220;The experience of participating in a musical happening is ephemeral and never translates to a record,&#8221; says <a href="http://www.timexile.com/index.php" target="_blank">Tim Exile</a>.  &#8220;I have developed a number of paths of improvisation which you could consider scores&#8230; these are adaptive positive feedback responses to features of the musical environments I&#8217;ve been in. These features can be very local, such as the slight manufacturing error in one of the buttons on the control surfaces causing it to be slightly harder to hit to be sure of pressing it, to the very wide, such as the proliferation of a new genre changing the way audiences categorize and respond to certain musical structures.&#8221; </p>
<p>This interplay of the studio and performance feeds the creative loop to take a new shape each time the artist goes on stage.  &#8220;Most of my studio output is mellow,&#8221; says <a href="http://daedelusmusic.com/" target="_blank">Daedelus</a>. &#8220;Most performances are riotous or at least dance-able.  So finding relationships and movement in my own output is quite fun, and leads to disaster in the best nights.&#8221;</p>
<p><img src="http://createdigitalmusic.com/images/2009/07/mark2.jpg" alt="mark2" title="mark2" width="480" height="360" class="alignleft size-full wp-image-6610" /></p>
<div class="imgcaption">Mark de Clive-Lowe playing live.</div>
<h3><strong>Is It Live Or Memorex?</strong></h3>
<p>When it comes to electronic music performance, is the music is being performed or played? As technology like Ableton Live evolves, the line between the two may blur to the point of irrelevance.  As <a href="http://www.timexile.com/index.php" target="_blank">Tim Exile</a> explains, &#8220;the discussion lies more in the boundaries between performance of compositions and improvisation.  Most of what I see being played live these days seems of the live arrangement variation, focusing mostly on compression or expansion of set arrangements in response to the environment. This is live and adaptive and of the same genus as the style of performance exercised in DJing.&#8221;</p>
<p>Whatever the prepared sources, this adaptive style is undeniably a performance.  &#8220;I can’t always reproduce the same exact show twice now,&#8221; says <a href="http://www.richard-devine.com/" target="_blank">Richard Devine</a>. &#8220;There are now so many different variables that can change or be manipulated.&#8221;</p>
<p>&#8220;I employ a lot of pre-made loops,&#8221; says <a href="http://daedelusmusic.com/" target="_blank">Daedlus</a>.  &#8220;In some regards the legos are in a large box and I try to make spaceships or castles accordingly.&#8221; </p>
<p><img src="http://createdigitalmusic.com/images/2009/07/devinesetup.jpg" alt="devinesetup" title="devinesetup" width="425" height="640" class="alignleft size-full wp-image-6606" /></p>
<div class="imgcaption">Richard Devine&#8217;s live setup, looking like the bridge of the Enterprise.</div>
<p>&#8220;There are a lot of our songs that have a prerecorded studio version,&#8221; says J Tonal.  &#8220;That gets played for about two minutes, and then we switch it up into a deconstruction and play a live remixed version of the same song.&#8221;  Over top of backing tracks from their songs, Seth and Michelle of <a href="http://www.8bitweapon.com/" target="_blank">8 Bit Weapon</a> &#8220;play the Commodore 64 and 128 live like pianos, and use the Apple IIc as a mono synth in the same fashion. The Game Boy can do very basic live sounds and sequences.&#8221;  </p>
<p><img src="http://createdigitalmusic.com/images/2009/07/exilerig.jpg" alt="exilerig" title="exilerig" width="480" height="360" class="alignleft size-full wp-image-6614" /><br />
<img src="http://createdigitalmusic.com/images/2009/07/timexile_reaktor.jpg" alt="timexile_reaktor" title="timexile_reaktor" width="480" height="360" class="alignleft size-full wp-image-6615" /></p>
<div class="imgcaption">Tim Exile&#8217;s live rig (top) and Reaktor brain (bottom).</div>
<h3><strong>The Nucleus</strong></h3>
<p>At the center of any musical performance is the instrument. For electronic music, that instrument is the live rig.  That rig can be a single laptop or an intricate hybrid of hardware and software; the possible configurations are limitless. Combining controllers, sound sources, mixing, and effects determines the breadth of available sound. The shape the rig takes becomes the defining point for the artist. </p>
<p>No matter how large, most rigs contain a center &#8211; a nucleus from which the soundscape is derived.  For <a href="http://daedelusmusic.com/" target="_blank">Daedelus</a> that nucleus is the monome. &#8220;My preoccupation is with the Monome,&#8221; he explains, &#8220;especially MLR and added goodies tailored for use. I find it the most freeing from linear shackles, figuartive handcuffs, and my own preconceptions. It is improvisatory in the same way jamming in a jazz ensamble is, but with samples.&#8221;</p>
<p>Even if your rig is multi-faceted, the improvisational aspect is essential.  As <a href="http://www.richard-devine.com/" target="_blank">Richard Devine</a> explains, his hybrid rig provides &#8220;maximum flexibility to change anything at any point in my show.&#8221;  At the center  is a MacBook Pro running Ableton Live 8 which syncs his three primary controllers.  &#8220;The Monome is dedicated to doing random FM synth triggering with Max, and the MonoMachine is doing lots of synth and baselines, while the Machine Drum handles the huge analogue kick drums, and skeletal backbone percussion.&#8221;  </p>
<p>Equally complex is the hybrid rig of <a href="http://www.8bitweapon.com/" target="_blank">8 Bit Weapon</a>.  There&#8217;s still a laptop, but along with it they have &#8220;a Commodore 64 computer, a Commodore 128 computer, a Game Boy,  a Apple IIc computer, Elektron Sid Station [containing a C64 sound chip], Nintendo Entertainment System, KORG microKORG vocoder, and a 12-channel mixer.&#8221;  </p>
<p>While a laptop does all of the number crunching for <a href="http://www.timexile.com/index.php" target="_blank">Tim Exile</a>, the true center of his rig is his two Behringer BCR2000&#8217;s and one BCF2000.  &#8220;The 2-way control is perfectly implemented, and there are hacks around that allow you to use every single button on the surface. I&#8217;ve made my own context-sensitive control for layer switching in Reaktor. Pretty much all the state info I need is right there on the controllers.&#8221;</p>
<p><a href="http://www.markdeclivelowe.net/" target="_blank">Mark de Clive-Lowe&#8217;s</a> rig may look like that of a keyboardist with a Rhodes, Clavinet, and other synths.  But what he calls &#8220;the heart of the show&#8221; is the MPC3000 he uses to program beats live.  &#8220;The tactile interface means i can really get into playing the drum machine like an instrument.&#8221;  </p>
<p>For <a href="http://theflyingskulls.com/" target="_blank">The Flying Skulls</a>, each performer takes different instrumental roles. Bringing those instruments together is the Rane Empath. &#8220;It operates like a master mixing console for several elements of the show: Snareface on the MPC, Jerome on the MS2000, and a channel from Live running on J Tonal&#8217;s laptop.&#8221; Using the Empath&#8217;s Flex-FX, they  &#8220;get real-time access to over 100 effects that can be applied to any or all of the channels with touch-sensitive parameter control.&#8221;  </p>
<p><img src="http://createdigitalmusic.com/images/2009/07/flyingskulls.jpg" alt="flyingskulls" title="flyingskulls" width="480" height="318" class="alignleft size-full wp-image-6612" /></p>
<div class="imgcaption">The Flying Skulls Live. Image by Eric Weisz.</div>
<h3>Audience: Engaged</h3>
<p>There is always the need to engage the audience.  &#8220;This is crucial,&#8221; says <a href="http://www.richard-devine.com/" target="_blank">Richard Devine</a>.  &#8220;You have to somehow connect with them. I usually try to play some songs that people know, and of course try to play out lots of new material that hasn’t been heard. I like to program large builds and breaks to take the audience on a roller coaster ride, if you will.&#8221;  </p>
<p>Leading the audience through the performance is no easy task with all the variables in a complex rig, but getting the audience to link the performance to what they are hearing aurally is its own reward.</p>
<p>&#8220;Movement is as important as sound in this respect,&#8221; says <a href="http://www.timexile.com/index.php" target="_blank">Tim Exile</a>.  &#8220;I&#8217;ve noticed that audiences respond well when they make connections between movements and sounds which they&#8217;ve never made before. So if they can see you directly controlling a sound structure which they&#8217;d only heard devoid from its kinetic correlate before (a lot of electronic sounds) then they will have a transformative experience.&#8221; </p>
<p>&#8220;They are seeing a full studio production created at break-neck speed live on stage in front of them,&#8221; says <a href="http://www.markdeclivelowe.net/" target="_blank">Mark de Cliv-Lowe</a>. &#8220;They go on a journey via the music &#8211; the rhythm, the harmony and the melody.&#8221;</p>
<p>Artists can adapt the journey by feeding off the audience. &#8220;They are the ocean currents,&#8221; says <a href="http://daedelusmusic.com/" target="_blank">Daedelus</a> muses. &#8220;Fighting directly against [them] is useless. I mean, you can tack the ship against the prevailing winds, but you don&#8217;t get very far. I like having a direction, but watching and listening and being willing to go elsewhere.&#8221; </p>
<p>This doesn&#8217;t eliminate the value of more traditional ways of audience engagement.  &#8220;Definitely always have a mic to talk to yer crowd,&#8221; advises J Tonal.  &#8220;We like to make sure the audience is on the same page as us,&#8221; <a href="http://www.8bitweapon.com/" target="_blank">8 Bit Weapon</a> shares.  &#8220;We check in from time to time between songs using fun banter.&#8221;  There is always room in any musical performance for fun banter, but <a href="http://daedelusmusic.com/" target="_blank">Daedelus</a> warns, &#8220;never let audience members try to speak to you in drug-addled states during performance.  It is a careless whisper, no Wham reference.&#8221;<br />
<img src="http://createdigitalmusic.com/images/2009/07/flyingskullsrig.jpg" alt="flyingskullsrig" title="flyingskullsrig" width="425" height="640" class="alignleft size-full wp-image-6616" /></p>
<div class="imgcaption">Live Rig: The Flying Skulls. Image by Eric Weisz.</div>
<h3><strong>There Will Be FAIL</strong></h3>
<p>With all of the amazing things we&#8217;ve been able to do with technology, we&#8217;ve yet to perfect the anti-fail science.  If only repairing a crashed hard drive were as simple as changing a guitar string.  </p>
<p>&#8220;I&#8217;ve had MPC&#8217;s blow up and melt down right before and during gigs,&#8221; recalls <a href="http://www.markdeclivelowe.net/" target="_blank">Mark de Clive-Lowe</a>.  &#8220;I have played many shows,&#8221; says <a href="http://www.richard-devine.com/">Richard Devine</a>, &#8220;where my computer had crashed right before I was to play or I had some hardware sync problems.&#8221;</p>
<p>&#8220;We have sent the Sidstation back to Sweden for repairs 2 or 3 times,&#8221; <a href="http://www.8bitweapon.com/" target="_blank">8 Bit Weapon</a> recalls.  &#8220;A drunk club patron tore it right off the stage and it slammed on the floor.&#8221; </p>
<p>Managing these inevitable situations is as much a part of the performance as anything else.  &#8220;The biggest skill for a live performer,&#8221; <a href="http://www.markdeclivelowe.net/" target="_blank">Mark de Clive-Lowe</a> says, &#8220;is to be able to take a mistake and flip it so it was never a mistake.&#8221; &#8220;When you have only a short amount of time to play &#8212; when something goes wrong, you have to have a back up plan, which may be having another computer ready to go on standby or another piece of hardware that you can use to play,&#8221; says Richard Devine. &#8220;There is nothing worse then flying around the world to play a show and running into technical problems.&#8221;</p>
<p>But perhaps the absolute worst scenario is, as <a href="http://www.timexile.com/index.php" target="_blank">Tim Exile</a> says, &#8220;not being in the right mood. There&#8217;s very little you can do about that. There are no other mistakes.&#8221;</p>
<p><em>Primus Luta is a musician, technologist and a writer.  When not working to finish his Heads Project, he&#8217;s trying to convince himself he&#8217;s got it in him to write that book he always wanted to write.</em></p>
<p><em>Primus Luta&#8217;s blog on noisepages, featuring computer music performance techniques, Plogue Bidule tips, and a lot more:</em></p>
<p><a href="http://plpheads.noisepages.com/">http://plpheads.noisepages.com/</a></p>
<p><strong>See the <a href="http://createdigitalmusic.com/2009/07/21/video-gallery-live-acts-live-electronic-performance-done-right/">companion video gallery</a> for this story, featuring live performances from the artists interviewed.</strong> [about to be posted]</p>
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		<title>Video Gallery: Live Acts &#8211; Live Electronic Performance, Done Right</title>
		<link>http://createdigitalmusic.com/2009/07/21/video-gallery-live-acts-live-electronic-performance-done-right/</link>
		<comments>http://createdigitalmusic.com/2009/07/21/video-gallery-live-acts-live-electronic-performance-done-right/#comments</comments>
		<pubDate>Tue, 21 Jul 2009 10:35:40 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6619</guid>
		<description><![CDATA[As a companion to Primus Luta&#8217;s story on artists and live electronic music performance, we&#8217;ve compiled a gallery of videos of the artists featured in action live.
Daedelus


Richard Devine

Tim Exile

8 Bit Weapon
With the fabulous ComputeHer on visuals, using her Apple II.

Mark de Clive-Lowe
 
 
The Flying Skulls
Not actually a video that does this crew justice, but [...]]]></description>
			<content:encoded><![CDATA[<p>As a companion to Primus Luta&#8217;s <a href="http://createdigitalmusic.com/2009/07/21/take-it-to-the-stage-reflections-on-live-laptop-music-from-artists/">story on artists and live electronic music performance</a>, we&#8217;ve compiled a gallery of videos of the artists featured in action live.</p>
<h3>Daedelus</h3>
<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/yCzHpQtNduE&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/yCzHpQtNduE&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p><span id="more-6619"></span></p>
<h3>Richard Devine</h3>
<p><object height="435" width="580"><param name="movie" value="http://s3.amazonaws.com/stlth/static/production/swf/videoPlayer.swf" /><param name="wmode" value="opaque" /><param name="flashvars" value="mediaPath=http://drop.io/download/public/hxpheffdwf4hu1suf8tj/f56dc932c30c5e569df24efbc1c15b329e52225a/a067d340-4f44-012c-0dc0-f29293c35cc9/851ad1b0-4f45-012c-9890-f3285d229226/v2/content&#038;autoplay=false&#038;mediaTitle=Richard Devine Live NYE 2008.mp4" width="400" /><embed allowfullscreen="true" src="http://s3.amazonaws.com/stlth/static/production/swf/videoPlayer.swf" wmode="opaque" type="application/x-shockwave-flash" height="435" flashvars="mediaPath=http://drop.io/download/public/hxpheffdwf4hu1suf8tj/f56dc932c30c5e569df24efbc1c15b329e52225a/a067d340-4f44-012c-0dc0-f29293c35cc9/851ad1b0-4f45-012c-9890-f3285d229226/v2/content&#038;autoplay=false&#038;mediaTitle=Richard Devine Live NYE 2008.mp4" width="580"></embed></object></object></p>
<h3>Tim Exile</h3>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/Qan4zE7T-ww&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Qan4zE7T-ww&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<h3>8 Bit Weapon</h3>
<p>With the fabulous <a href="http://www.computeher.net/">ComputeHer</a> on visuals, using her Apple II.</p>
<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/OAATFEGlw3w&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/OAATFEGlw3w&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<h3>Mark de Clive-Lowe</h3>
<div style="text-align: left; color: #595653; font-size: 11px; font-family: Verdana, sans-serif; padding-top: 10px; padding-right: 5px;"> <br />
<object height="435" width="580"><param name="movie" value="http://s3.amazonaws.com/stlth/static/production/swf/videoPlayer.swf" /><param name="wmode" value="opaque" /><param name="flashvars" value="mediaPath=http://drop.io/download/public/hxpheffdwf4hu1suf8tj/75a2344ecbb56ac5ec4502f6ace6aaa308b9c9a0/a067d340-4f44-012c-0dc0-f29293c35cc9/b24bfb50-4f45-012c-d60d-fd734816ce19/v2/content&#038;autoplay=false&#038;mediaTitle=mdcl_freeman_gabriel_021709.wmv" width="580" /><embed allowfullscreen="true" src="http://s3.amazonaws.com/stlth/static/production/swf/videoPlayer.swf" wmode="opaque" type="application/x-shockwave-flash" height="435" flashvars="mediaPath=http://drop.io/download/public/hxpheffdwf4hu1suf8tj/75a2344ecbb56ac5ec4502f6ace6aaa308b9c9a0/a067d340-4f44-012c-0dc0-f29293c35cc9/b24bfb50-4f45-012c-d60d-fd734816ce19/v2/content&#038;autoplay=false&#038;mediaTitle=mdcl_freeman_gabriel_021709.wmv" width="580"></embed></object></object> </p>
<h3>The Flying Skulls</h3>
<p><em>Not actually a video that does this crew justice, but you get the idea&#8230;</em></p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/OmY-4xplUAI&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/OmY-4xplUAI&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
]]></content:encoded>
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		<slash:comments>69</slash:comments>
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		<item>
		<title>Roland Wants Videos of Junos New and Old; A Look Back at the Juno Line</title>
		<link>http://createdigitalmusic.com/2009/04/21/roland-wants-videos-of-junos-new-and-old-a-look-back-at-the-juno-line/</link>
		<comments>http://createdigitalmusic.com/2009/04/21/roland-wants-videos-of-junos-new-and-old-a-look-back-at-the-juno-line/#comments</comments>
		<pubDate>Tue, 21 Apr 2009 10:49:53 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alpha-juno]]></category>
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		<category><![CDATA[juno]]></category>
		<category><![CDATA[juno-106]]></category>
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		<description><![CDATA[ 
JUNO-106, as captured by cicciostoky [MySpace].
Roland is holding a YouTube video contest to get people to show off their JUNO keyboard synths. They’re not just talking the currently-available Roland keyboards that wear the JUNO badge, but the classic models going back to 1982. 
&#34;How Do You JUNO?&#34; Video Contest [Roland US]
I like to disclose [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/04/juno106.jpg" rel="lightbox"><img title="juno106" style="border-top-width: 0px; display: inline; border-left-width: 0px; border-bottom-width: 0px; border-right-width: 0px" height="376" alt="juno106" src="http://createdigitalmusic.com/images/2009/04/juno106-thumb.jpg" width="580" border="0" /></a> </p>
<div class="imgcaption"><a href="http://www.flickr.com/photos/cicciostoky/312974657/">JUNO-106</a>, as captured by cicciostoky [<a href="http://www.myspace.com/cookiesnap">MySpace</a>].</div>
<p>Roland is holding a YouTube video contest to get people to show off their JUNO keyboard synths. They’re not just talking the currently-available Roland keyboards that wear the JUNO badge, but the classic models going back to 1982. </p>
<p><a href="http://www.rolandus.com/go/how_do_you_juno/">&quot;How Do You JUNO?&quot; Video Contest</a> [Roland US]</p>
<p>I like to disclose our partnerships upfront, so in the interest of disclosure: Roland US is currently promoting this campaign on CDM – thanks, Roland, for supporting the site. I can also tell you that personally, selfishly, I’d really love to see some great JUNO videos up on that YouTube channel, and that I suspect the take of some of you readers will be different. Also in the interest of <em>really</em> full disclosure – yeah, okay, I’m partial to the vintage JUNO. That’s my own personal bias. But I’m eager to see videos of whatever you’ve got. (Also, the JUNO-G is one of my favorite mainstream keyboards at the moment, for reasons I talk about below – it has the advantages of a workstation, like the ability to load custom waveforms and do onboard audio recording and sequencing, but without some of the bells and whistles a lot of us don’t want.)</p>
<p>Right now, there’s not a whole lot uploaded to the YouTube video. The contest just started, and you have until July 1. But I’d like to see some more from the CDM readers – especially after you successfully conquered Keyboard Magazine’s Depeche Mode <a href="http://createdigitalmusic.com/2009/03/20/depeche-mode-inside-the-studio-identify-the-gear-at-keyboard-mag/">identify-the-gear competition</a> last month. Prizes this time include a new, loaded JUNO-Stage to the top three winners, plus two SRX expansion boards of your choice to the top winner. I can kick in a beer if I see you, plus international fame here on CDM if you do something great – and that extends beyond the US borders. (The contest itself is US-only as it’s run by Roland US.)</p>
<h3>JUNO History</h3>
<p>I think it’s worth reviewing the history of the JUNO line. What it’s meant to be a “JUNO” has changed pretty radically over the years; a JUNO-D and a JUNO-6 might not recognize each other. It reflects some of the changing tastes and technologies in the industry. Sometimes that represents forward progress &#8212; hooray, MIDI and patch memory! But sometimes something is lost. The analog original is something special, and even Roland wound up bringing back retro-styled front-panel editing, missing on the JUNO-D, to the JUNO-G and JUNO-STAGE. It’s not about nostalgia: it’s about making something musically productive. In some ways, that’s brought us full circle.</p>
<p><a href="http://www.flickr.com/photos/frigante/410053708/"><img src="http://farm1.static.flickr.com/129/410053708_16e177f264.jpg?v=0" /></a></p>
<div class="imgcaption">Mirror, mirror: JUNO-6, photographed by <a href="http://www.flickr.com/people/frigante/">p caire</a>.</div>
<p> <span id="more-5664"></span>
<p><strong>1982: JUNO-6, JUNO-60. </strong>The original JUNO was a six-voice polyphonic analog synth. The distinctive, punchy analog sound was so beloved, it even inspired a meticulous emulation on a <a href="http://www.vintagesynth.com/misc/ultrajuno6.php">dedicated Linux machine</a>. It also introduced Roland’s friendly-looking panel layout approach with big, clear labels and a spacious setup – something to which Roland themselves have recently returned. The JUNO-60 added patch memory storage. No MIDI, although there Roland later produced add-on hardware for MIDI control.</p>
<p><a href="http://www.flickr.com/photos/klam/276784760/"><img src="http://farm1.static.flickr.com/120/276784760_33de3eb71d.jpg?v=0" /></a></p>
<div class="imgcaption">Roland generations: the JX-8P was the successor to the first commercially-available Roland MIDI synth (JX-3P). You can also see how the JUNO-60 compares to the size of the JUNO-106 at top. Photo: <a href="http://www.soundingblue.com/">Soundingblue</a>.</div>
<p><strong>1984: JUNO-106.</strong> The 106 has a special place in history, not only a favorite of the 80s but ever since – it’s got six analog voices as on the original JUNO, plus one digitally-controlled oscillator per voice, but adds MIDI control. It sounds great and it’s dead-simple to use. It’s also a nice choice if you’re looking to pick up an 80s keyboard as it’s a good value today as it was when released. In a world in which “vintage” often translates to elite and expensive, the JUNO-106 is one of the great populist keyboards of all time. Note that if you are looking to pick up a used 106, our friend James Grahame from Retro Thing notes tells me the voice chips are starting to die. Buyer beware: owning a used synth can be like owning a used car.</p>
<p>The Roland Jupiter, not the JUNO, went down in history as one of the two first synths to connect in public via MIDI – at winter NAMM, January 1983, connected to a Sequential Prophet-600. But the JUNO-106 was still one of the Roland products that helped popularize MIDI.</p>
<p><a href="http://www.flickr.com/photos/naturalkinds/1281958042/"><img src="http://farm2.static.flickr.com/1327/1281958042_b503487820.jpg?v=0" /></a></p>
<div class="imgcaption">Digital oscillators + analog filters. Odd that we don’t have more synths like that today, in fact. Photo: <a href="http://alertalert.blogspot.com/">ALERT ALERT</a>. </div>
<p><strong>1986: Alpha JUNO 1. </strong>The Alphas are smaller, and eschew physical controls for LED and minimalist button selections – there was something about the mid-1980s that did that to synth design. But you can add on a PG-300 controller for additional controls, the Alphas are MIDI-friendly, and not hard to find these days. They maintained the distinctive JUNO sound and have been a favorite in the techno scene ever since. </p>
<p><strong>Alpha JUNO 2. </strong>The Alpha 2 hits a nice sweet spot as a controller: aftertouch, 61-note keyboard. That could make it a decent choice on your keyboard rack even today.</p>
<h3>The New JUNO Models</h3>
<p><strong>2005: JUNO-D. </strong>The JUNO-D is a budget wavetable synth, and as such, really the odd man out here. The connection to the original JUNO is presumably that it’s a friendly synth with some favorite sounds, and it does support a computer editor. There are also front-panel envelope controls. But it’s the more recent JUNO models that have brought back more of the original spirit of the JUNO. The JUNO-D has “JUNO” printed on it, but otherwise, while a solid entry-level keyboard, it lacks a lot of the features that make the other modern JUNO line appealing.</p>
<p><a href="http://www.flickr.com/photos/cmatsuoka/3246211160/"><img src="http://farm4.static.flickr.com/3528/3246211160_cefb17cc48.jpg?v=0" /></a></p>
<div class="imgcaption">JUNO-G, at home in the studio. Photo: <a href="http://www.flickr.com/people/cmatsuoka/">Claudio Matsuoka</a>. </div>
<p><strong>2007: JUNO-G.</strong> The JUNO-G is quite a lot more interesting if you’re interested in doing some real programming and live performance. It’s a workstation, though without some of the arranger features that are superfluous to many of us. You get the Fantom-X synth processor, but with easily-accessible front-panel editing controls and a layout inspired by the original JUNO. There are also some nice gigging features, like onboard audio/MIDI recording, 16-part MIDI sequencing, and a slot for flash memory. It’s also got additional controller features, like a D-Beam, plus USB connectivity. I <a href="http://www.keyboardmag.com/article/roland-juno-g/jun-07/29104">reviewed the JUNO-G</a> in summer 2007 for Keyboard Magazine. I was especially attracted to the ability to use your own waveforms as the basis of sounds, and to the front-panel editing and sequencing/recording features.</p>
<p>Version 2 of the JUNO-G recently added waveform editing.</p>
<p><a href="http://createdigitalmusic.com/images/2009/04/junostage.jpg" rel="lightbox"><img title="junostage" style="border-top-width: 0px; display: inline; border-left-width: 0px; border-bottom-width: 0px; border-right-width: 0px" height="385" alt="junostage" src="http://createdigitalmusic.com/images/2009/04/junostage-thumb.jpg" width="580" border="0" /></a> </p>
<p><strong>2008: JUNO-STAGE. </strong>I quite liked that the JUNO-G is light, but the JUNO-STAGE gives you a 76-note, semi-weighted keyboard and additional performance controls. It gets rid of some of the sequencing and workstation features of the JUNO-G, but if you want to do all your sequencing on computer, that may not matter. The idea of the STAGE is really focused on live performance controls. Like the JUNO-G, it’s the soul of a Fantom-X in a different package, but that package is more narrowly-focused in a way that can appeal for live playing.</p>
<p><a href="http://www.roland.com/synth/JUNO/index.html">Modern JUNO Portal at Roland</a></p>
<h3>JUNO Users, We’d Love to Hear From You</h3>
<p>An informal poll reveals there are some JUNO owners – new and vintage – out there in CDMland. So I’m actually quite interested to hear what these results might be like. I’d love to hear your actual music and learn how you use these in the studio or live.</p>
<p>Hopefully in the future, we can extend this to other popular gear, as well.</p>
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		<slash:comments>44</slash:comments>
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		<title>Teaching Adaptive Music with Games: Unity + Max/MSP, Meet Space Invaders!</title>
		<link>http://createdigitalmusic.com/2009/04/06/teaching-adaptive-music-with-games-unity-maxmsp-meet-space-invaders/</link>
		<comments>http://createdigitalmusic.com/2009/04/06/teaching-adaptive-music-with-games-unity-maxmsp-meet-space-invaders/#comments</comments>
		<pubDate>Mon, 06 Apr 2009 16:52:06 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Features]]></category>
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		<category><![CDATA[adaptive]]></category>
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		<category><![CDATA[interactive]]></category>
		<category><![CDATA[interactive-music]]></category>
		<category><![CDATA[Max/MSP]]></category>
		<category><![CDATA[patching]]></category>
		<category><![CDATA[Pd]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/04/06/teaching-adaptive-music-with-games-unity-maxmsp-meet-space-invaders/</guid>
		<description><![CDATA[<img src="http://media.createdigitalmedia.net/cdmu/images/featured/0409_invader.jpg">]]></description>
			<content:encoded><![CDATA[<p><object width="579" height="333"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3963954&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3963954&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="579" height="333"></embed></object>
<p><a href="http://vimeo.com/3963954">Game Audio: Selected Student Works</a> from <a href="http://vimeo.com/user363916">Matt Ganucheau</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>In the early days of game sound, musical soundtracks were all largely adaptive and interactive, fused with the sound effects of the game and the logic of gameplay. Scores were less Alfred Newman or John Williams, more <a href="http://en.wikipedia.org/wiki/Spike_Jones">Spike Jones</a>. Today, game music has the potential to reinvent composition itself, to help us reimagine what makes a musical score as on-screen user action drives musical ideas. But with a few, notable exceptions, most modern titles have opted for big, Hollywood-style soundtracks &ndash; and the linear composition that goes with them, as though someone just took a film score CD and hit play.</p>
<p>It&rsquo;s one thing to talk about that in theory. Better yet: give it a shot yourself. So why not teach game music as its own discipline?</p>
<p><a href="http://ganucheau.com/?page_id=9">Matt Ganucheau</a>, a composer, sound designer, and interactive developer/artist, is teaching just that, working with students at Expression College in Emeryville, California. The accelerated course works with the elegant Unity game engine and a clone of the legendary Space Invaders arcade game, adding music built in Max/MSP. If Max seems an unlikely choice, its open source cousin Pure Data (Pd) is actually integrated with the game engine for Electronic Arts&rsquo; Spore, with music by Brian Eno working with EA&rsquo;s Kent Jolly and contributor Aaron McLeran. So, this could be the wave of the future. The first problem: figuring out how to actually compose.</p>
<p>The results are astonishing, given that the students were just learning Max and had extremely limited amounts of time. I asked Matt to write up for CDM how the coursework evolved; he shares his process and what he learned as a teacher. We&rsquo;re also working on open sourcing the coursework content and the patches, which we&rsquo;ll soon provide both for Pd and Max/MSP. I&rsquo;m doing some work on the game side so that you can play with game mechanics in Processing. Stay tuned for more on that.</p>
<p>We spoke a bit about this process &ndash; and interactive music in general &ndash; with <a href="http://www.ustream.tv/recorded/1306296">Xeni Jardin and Boing Boing</a> in their Game Developer Conference livecast a week ago Friday. Edited video of that coming soon.</p>
<p>Here&rsquo;s Matt on the coursework itself:</p>
</p>
<p> <span id="more-5542"></span>
</p>
<blockquote><p>When faced with the challenge of updating our Game Audio course at Expression College, we wanted to create a course that reflected the increase of interest in adaptive and interactive audio in the current game industry. To do this successfully, we had to make sure our students had an understanding of how audio engines have evolved in the past eight years. Since our terms are only five weeks and our student body is comprised of non-programmers, this seemed like quite a daunting task. But having carefully fine-tuned the details, we feel we have a good recipe.</p>
<p>First, we begin by having the students build simple environments and place audio emitters inside the Unreal 2k environment. This shows them the restrictions of audio functionality in a proprietary engine. After a few labs with Unreal, the students are then introduced to the concepts of a middleware platform, using Audiokinetic&rsquo;s WWise connected to the game Cube. Here, they are able to explore more interactive audio such as real-time control parameters and dynamic music changes. Finally, the students are introduced to Max/MSP. Lead through labs comprised of synthesis, sampling, basic programming concepts and sound design, we are able to arm the students will all of the information needed to create their own generative audio engine inside Max/MSP. By hacking away at a <a href="http://forum.unity3d.com/viewtopic.php?t=15021&amp;view=previous&amp;sid=b7abec2b7f34298e17dc3d85045f8101">recreation of Space Invaders</a> posted to the Unity3d forums (thank you, Eric Haines), we are able to pipe all of the real-time game data to Max/MSP via the UDP transport (with help from Bjerre).</p>
</blockquote>
<p><a href="http://media.createdigitalmedia.net/cdmu/images/2009/04/unity2max.png"><img src="http://media.createdigitalmedia.net/cdmu/images/2009/04/unity2max_t.jpg" /></a></p>
<div class="imgcaption">Click for larger version (source patches coming soon) </div>
<blockquote><p>Inside Max/MSP, the game data is received in our Unity2Max patch. With this initial infrastructure in place, the students are able to use the real-time events to remix the classic arcade game with their own audio engine. Piece by piece, we recreate the original audio engine through tasks such as creating the alternating pitched footsteps for the invaders, and a UFO spaceship noise with a flanger and a sine-wave, as well as mapping invader&rsquo;s proximity to the music&rsquo;s speed. For their final project, the students are allowed to use these tools to go in any stylistic direction they wish, as long as the music is adaptive.</p>
<p>We did not give students access to all of the game events because we didn&rsquo;t want them to become overwhelmed with options. To our surprise, these restrictions created the opposite reaction. Students were frustrated by not having a message saying that the &ldquo;UFO was destroyed&rdquo;, so they hacked their own ways to find this out by deducing the change in points. In another example a student wanted the missile explosion to sound when the bunker was hit, so he placed a threshold on the missile flight time to be able to see if a bunker was hit. Hacks like these began to appear all over the students projects. This may seem like basic programming techniques to some, but to see this development come from a class of audio engineers is quite amazing.</p>
<p>Although this new course design has only been active for 4 months, we have seen a dramatic increase of interest from our students. Once a cultural standard like Space Invaders is deconstructed, the students become extremely excited to explore a new direction for the classic game. It still amazes me just how far students can go with only 3 weeks of Max/MSP instruction.</p>
</blockquote>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/04/patchandgame.jpg" /> </p>
<p><a href="http://unity3d.com/">Unity Game Engine</a> (recently updated to 2.5, and now both on Mac and Windows)</p>
<p><a href="http://cycling74.com/">Cycling &#8216;74, Makers of Max/MSP</a></p>
<p><a href="http://www.expression.edu/">Expression College for Digital Arts</a></p>
<p>And the bits for this game, specifically:</p>
<p><a href="http://forum.unity3d.com/viewtopic.php?t=5400&amp;highlight=space+invaders">Unity Invaders</a> on the Unity Community Forum (the Space Invaders game used in the class)     <br /><a href="http://www.starscenesoftware.com/Arcade.html">Unity Invaders Site</a> with downloadable, playable versions of the game     <br /><a href="http://forum.unity3d.com/viewtopic.php?t=5291&amp;highlight=bjerre">Discussion of UDP communication between Max and Unity</a>, with the patch solution by Bjerre</p>
<p>Also, don&rsquo;t miss the fantastic Pd-based book <em>Designing Sound</em> (well worth a read for Max users, as well). It&rsquo;s an entire textbook built on the idea of doing interactive sound design in Pd, useful for games but other live and interactive sound, too &ndash; and while the emphasis is sound design rather than music per se, it remains a great reference on learning to patch and learning about audio synthesis.</p>
<p><a href="http://obiwannabe.co.uk/">Andy Farnell</a></p>
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		<title>REX/ReCycle Loops Meet MPC Via Mac Utilities, MPC Add-ons Live On</title>
		<link>http://createdigitalmusic.com/2009/03/27/rexrecycle-loops-meet-mpc-via-mac-utilities-mpc-add-ons-live-on/</link>
		<comments>http://createdigitalmusic.com/2009/03/27/rexrecycle-loops-meet-mpc-via-mac-utilities-mpc-add-ons-live-on/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 06:27:19 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Akai]]></category>
		<category><![CDATA[drum-machines]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[MPC]]></category>
		<category><![CDATA[propellerhead]]></category>
		<category><![CDATA[Sampling]]></category>
		<category><![CDATA[SCSI]]></category>
		<category><![CDATA[utilities]]></category>
		<category><![CDATA[vintage]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5474</guid>
		<description><![CDATA[Up close with an MPC screen. Now you can make your computer screen your MPC slicing interface. Photo: regueifeiro.
Want to load ReCycle REX sample files onto your MPC? Or looking for a better solution for chopping up samples &#8211; that is, firing up ReCycle on your screen? Joe Lambert writes in to share his GBP11 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/endogamia/3241339367/"><img src="http://farm4.static.flickr.com/3086/3241339367_3db5aeb704.jpg?v=0"></a></p>
<div class="imgcaption">Up close with an MPC screen. Now you can make your computer screen your MPC slicing interface. Photo: <a href="http://www.flickr.com/photos/endogamia/">regueifeiro</a>.</div>
<p>Want to load ReCycle REX sample files onto your MPC? Or looking for a better solution for chopping up samples &#8211; that is, firing up ReCycle on your screen? Joe Lambert writes in to share his GBP11 Mac utility for the task:</p>
<blockquote><p>Just a quick note to let you know about a little application I wrote that lets users easily convert chopped Recycle files into Akai MPC program files.</p>
<p><a href="http://apps.steamshift.com/">http://apps.steamshift.com/</a></p>
<p>This essentially allows a producer to chop a breakbeat (or other sample) using their Mac instead of having to use the built-in chopshop and small screen on the sampler itself. It also makes sample CD&#8217;s with pre-chopped loops a lot more useful for MPC users.</p></blockquote>
<p>Unrelated, but he also has a nifty &#8220;virtual BCF2000&#8243; utility so you can make use of its control mappings on the road, even when you don&#8217;t have the Behringer handy. (Editing in coach class, anyone?)</p>
<p>I&#8217;m curious what your REX/MPC workflows are like and if this is helpful.</p>
<h3>MPC Forever</h3>
<p>I certainly have no doubts that this is relevant to some people. I actually spent a good part of yesterday and today hanging out with MPC creator Roger Linn. Among many other conversations, Roger noted his own bemusement at the ongoing popularity of the <em>original</em> MPCs &#8211; to say nothing of the MPC as a category in general. You can buy <a href="http://www.rogerlinndesign.com/products/mpc60.shtml">version 3.10 software</a> for the MPC60 from Roger Linn Design. Tom Oberheim&#8217;s SCSI adapter for the MPC also came up. From that site:</p>
<blockquote><p>NOTE: As of March 1, 2009, Tom Oberheim&#8217;s Marion Systems has stopped manufacturing the MPC-SCSI due to diminished demand. However, he&#8217;ll make another batch if there is enough demand. If you definitely wish to purchase one at for the former price of $300, email us to let us know and we&#8217;ll add your name to a waiting list. When the list grows long enough, Tom will make another batch and we&#8217;ll contact you. </p></blockquote>
<p>Yes, just to be clear, we&#8217;re talking the MPC60 and the now-defunct SCSI. (While you&#8217;re at it, maybe you&#8217;d like a new dust case for your Apple III?) Of course, despite allegations that electronic music tech is easily outmoded or disposable, the MPC is doggedly neither. And while I have no personal need for an MPC60, elegant achievement that it was, I find something comforting in that. So I&#8217;ll do my own small part &#8211; with apologies to Tom and Roger &#8211; to call attention to the thing.</p>
<p>Of course, if you do want something <em>new</em> designed by Roger Linn, the LinnDrum II is planned for release later this year. The moment I can talk more about that, I will.</p>
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		<title>Video: Beloved Drum Machines Hit the Road</title>
		<link>http://createdigitalmusic.com/2009/02/26/video-beloved-drum-machines-hit-the-road/</link>
		<comments>http://createdigitalmusic.com/2009/02/26/video-beloved-drum-machines-hit-the-road/#comments</comments>
		<pubDate>Thu, 26 Feb 2009 05:18:54 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Akai]]></category>
		<category><![CDATA[Alesis]]></category>
		<category><![CDATA[beats]]></category>
		<category><![CDATA[drum-machines]]></category>
		<category><![CDATA[elektron]]></category>
		<category><![CDATA[Korg]]></category>
		<category><![CDATA[machinedrum]]></category>
		<category><![CDATA[MPC]]></category>
		<category><![CDATA[music-videos]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[Roland]]></category>
		<category><![CDATA[samples]]></category>
		<category><![CDATA[Sampling]]></category>
		<category><![CDATA[soundware]]></category>
		<category><![CDATA[videos]]></category>
		<category><![CDATA[vintage]]></category>
		<category><![CDATA[youtube]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5185</guid>
		<description><![CDATA[Would You Like to Tap My Box? from kamoni on Vimeo.
Drum machine lovers, you now have the beat gear equivalent of Matt Harding and Where the Hell is Matt?. Kamoni, aka sonic creator, composer, and experimenter Micah Frank, takes his favorite devices out on the road, piecing them together into an epic YouTubular jam. 
Doepfer [...]]]></description>
			<content:encoded><![CDATA[<p><object width="579" height="437"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3371623&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3371623&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="579" height="437"></embed></object><br /><a href="http://vimeo.com/3371623">Would You Like to Tap My Box?</a> from <a href="http://vimeo.com/user570434">kamoni</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Drum machine lovers, you now have the beat gear equivalent of Matt Harding and <a href="http://www.wherethehellismatt.com/?fbid=KHKNfYWY5r7">Where the Hell is Matt?</a>. Kamoni, aka sonic creator, composer, and experimenter <a href="http://kamoni.net/">Micah Frank</a>, takes his favorite devices out on the road, piecing them together into an epic YouTubular jam. </p>
<p>Doepfer and Korg, Elektron and Akai, plus a lot of other devices make their way around New York and Brooklyn and other parts of the world. Ableton I think figured into editing the video clips in time &#8212; thank you, Live, for video. I could point out individual devices, but then I&#8217;d ruin your fun, wouldn&#8217;t I?</p>
<p>Of course, this could be both emulated and expanded. We could perform a single rhythm, played by MPC and Machinedrum owners around the planet. (You could even get that laptop running on battery.)</p>
<p>I can see it now. Internets, go!</p>
<p>And yes, this does demonstrate where <a href="http://puremagnetik.com/">puremagnetik</a> gets all those beats for their line of sampled things. Micah gets his hands on a lot of gear. </p>
<p><strong>Updated: Replaced with a Vimeo link</strong>. Google seems to be having a bad week. We like Vimeo better for videos, anyway.</p>
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		<title>More Fuzzy Vintage Synths on Etsy; Now We Just Need Sound</title>
		<link>http://createdigitalmusic.com/2009/02/17/more-fuzzy-vintage-synths-on-etsy-now-we-just-need-sound/</link>
		<comments>http://createdigitalmusic.com/2009/02/17/more-fuzzy-vintage-synths-on-etsy-now-we-just-need-sound/#comments</comments>
		<pubDate>Tue, 17 Feb 2009 16:58:40 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[cloth]]></category>
		<category><![CDATA[crafts]]></category>
		<category><![CDATA[etsy]]></category>
		<category><![CDATA[fabric]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[Korg]]></category>
		<category><![CDATA[minimoog]]></category>
		<category><![CDATA[Moog]]></category>
		<category><![CDATA[oddities]]></category>
		<category><![CDATA[Roland]]></category>
		<category><![CDATA[soft]]></category>
		<category><![CDATA[synths]]></category>
		<category><![CDATA[vintage]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5100</guid>
		<description><![CDATA[Plushy soft replicas of beloved synths have become something of a meme. Via our friend atariboy of Plasq fame, here&#8217;s the latest addition to the cuddly vintage instrument category on Etsy. Think about what this means, if you will: it&#8217;s a synthesizer you can curl up with while you sleep. Now that&#8217;s love. (I know [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/02/ms20plush.jpg"></p>
<p>Plushy soft replicas of beloved synths have become something of a meme. Via our friend <a href="http://twitter.com/atariboy">atariboy</a> of Plasq fame, here&#8217;s the latest addition to the cuddly vintage instrument category on Etsy. Think about what this means, if you will: it&#8217;s a synthesizer you can curl up with while you sleep. Now that&#8217;s love. (I know at least a few of you have a relationship with synths that rivals or replaces, erm, significant others&#8230;)</p>
<p>Now, the last time I covered soft synths (cough), I got significant hate mail in comments, proving there are <em>really</em> some people who don&#8217;t enjoy joy. But let&#8217;s get serious: the issue here is, you really do want these things to make some noise. Maybe it won&#8217;t be a fully-accurate Korg MS-20 emulation, but it could at least make some blips and bleeps. Squeezing circuitry into something soft and fuzzy is not an easy chore, but soft circuits are becoming more manageable &#8212; it&#8217;s even possible to use conductive thread to do basic wiring. A simple resistive, noise-making circuit is possible.</p>
<p>Consider the gauntlet thrown. Any plushy makers want to collaborate?</p>
<p>On Etsy:<br />
<a href="http://www.etsy.com/shop.php?user_id=6852312">Pulsewidth shop</a>, currently with a Minimoog, a Roland Juno-106, Korg MS-20, and a couple of SH-101s.</p>
<p>Previously:<br />
<a href="http://createdigitalmusic.com/2008/12/12/tr-808-the-pillow-plus-other-soft-synths/">TR-808: The Pillow, Plus Other Soft Synths</a></p>
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