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	<title>Create Digital Music &#187; wii</title>
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	<description>Making music with technology</description>
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		<title>Make Music with Anything: junXion Universal Send-Receive for Mac [Video Tutorial Round-up]</title>
		<link>http://createdigitalmusic.com/2012/04/make-music-with-anything-junxion-universal-send-receive-for-mac-video-tutorial-round-up/</link>
		<comments>http://createdigitalmusic.com/2012/04/make-music-with-anything-junxion-universal-send-receive-for-mac-video-tutorial-round-up/#comments</comments>
		<pubDate>Wed, 11 Apr 2012 19:38:25 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-controllers]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=23476</guid>
		<description><![CDATA[&#8220;So,&#8221; you say, &#8220;I&#8217;ve got a &#8230; and I want to connect it to a &#8230; to make music. How do I do that?&#8221; One strong answer to that question, if you&#8217;ve got a Mac, is junXion. Developed by the landmark audio research laboratory STEIM &#8211; a hotspot in Amsterdam that for years has been &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/04/make-music-with-anything-junxion-universal-send-receive-for-mac-video-tutorial-round-up/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2012/04/junXion_v4.jpg"><img src="http://createdigitalmusic.com/files/2012/04/junXion_v4-640x441.jpg" alt="" title="junXion_v4" width="640" height="441" class="alignnone size-large wp-image-23482" /></a></p>
<p>&#8220;So,&#8221; you say, &#8220;I&#8217;ve got a &#8230; and I want to connect it to a &#8230; to make music. How do I do that?&#8221;</p>
<p>One strong answer to that question, if you&#8217;ve got a Mac, is junXion. Developed by the landmark audio research laboratory STEIM &#8211; a hotspot in Amsterdam that for years has been imagining new ways of making music by connecting things to other things &#8211; it got a big update recently. </p>
<p>It takes lots of the inputs you might imagine (joysticks, mice, touchscreens, MIDI, OpenSoundControl, audio, Arduino-powered hardware and all of its sensors, and video sensing) and connects it to a lot of the outputs you might imagine (using MIDI or OSC). You can set up rules in between the input and output to make that connection musically meaningful.</p>
<p>OSC input and output wasn&#8217;t entirely optimal in past versions; a total rewrite now makes it work with useful OSC sources like the iOS TouchOSC and Lemur apps. You get nifty new Actions, like remote mouse control. You can use a Nintendo Wii &#8220;Wiimote&#8221;&#8216;s infrared-sesnsing capabilities and vibration support. If you&#8217;re using video, you can now support multiple &#8220;blobs.&#8221; And the whole app promises to run faster and look better, with more help tags in the UI, and added stability.</p>
<p>75 € for the full version. You need Mac OS X 10.5 or later, including the latest 10.7 Lion. (Upgrades for version 4 are free; Lite users can upgrade for 60 €.)</p>
<p><strong><a href="http://steim.org/product/junxion/">http://steim.org/product/junxion/</a></strong></p>
<p>Of course, talking about this doesn&#8217;t really make much sense; it&#8217;s better to see it in action. We have a whole bunch of videos from the folks at STEIM showing features like Wii and joystick control and video sensing from a camera &#8211; plus a couple of fascinating demo/tutorials submitted by users.</p>
<p>Let&#8217;s watch, shall we?<span id="more-23476"></span></p>
<p><iframe src="http://player.vimeo.com/video/40155351?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="512" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p><iframe src="http://player.vimeo.com/video/40156332?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="512" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p><iframe src="http://player.vimeo.com/video/40156482?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="512" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p><iframe src="http://player.vimeo.com/video/40156197?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="512" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p><iframe src="http://player.vimeo.com/video/40156118?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="512" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p><iframe src="http://player.vimeo.com/video/40155940?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="512" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Via <a href="https://vimeo.com/steim/videos">https://vimeo.com/steim/videos</a></p>
<p>Far from the walls of STEIM, though, intrepid users have concocted their own demos. Here&#8217;s a look at controlling Reason with a Wiimote:</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/9fTeKb_jTag" frameborder="0" allowfullscreen></iframe></p>
<p>Here&#8217;s a live performance, also controlled by Wiimote, in the modular live environment <a href="http://www.audiomulch.com/">AudioMulch</a>. The creator writes:</p>
<blockquote><p>A basic soundscape in AudioMulch controlled by two Wii remotes via JunXion IV.</p>
<p>Buttons in Wii Remotes control: start and stop buttons, presets of the main mixer, transient parameter of the granulator, frequency of the pulsecomb_1 (processing the drum), a junxion-timer controlling the volume of the granulator.</p>
<p>X-Y-Z accelerators control: 10 harmonics of a frequency generator, parameters of the rissettone</p></blockquote>
<p><iframe width="640" height="480" src="http://www.youtube.com/embed/HbUlGXoATAA" frameborder="0" allowfullscreen></iframe></p>
<p>And yes, a camera can be a Theremin:</p>
<p><iframe src="http://player.vimeo.com/video/16364179?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="400" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Got your own solution using junXion &#8211; or another tool? We&#8217;d love to hear about it.</p>
<p>See also two fine Mac-only tools:<br />
<a href="http://www.osculator.net/">Osculator</a> [Much like junXion, supports nearly anything as an input, adds advanced OSC routing]<br />
<a href="http://www.orderedbytes.com/controllermate/">ControllerMate</a> [not music-specific, but very powerful modular game input utility]</p>
<p>In fact, what&#8217;s largely missing is easy solutions on Windows and Linux, though you can roll your own with a free tool like <a href="http://puredata.info">Pd</a>, which also supports HID, Arduino, video, and the like.</p>
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		<title>InvisiBall: Play Tennis with Sound, Blindfolded &#8211; or Blind</title>
		<link>http://createdigitalmusic.com/2012/02/invisiball-play-tennis-with-sound-blindfolded-or-blind/</link>
		<comments>http://createdigitalmusic.com/2012/02/invisiball-play-tennis-with-sound-blindfolded-or-blind/#comments</comments>
		<pubDate>Fri, 17 Feb 2012 18:03:22 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[audio-games]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22744</guid>
		<description><![CDATA[Trust your ears. It seems a simple instruction, in the teaser video for this project by Stockholm-based producer/composer Håkan Libdo. But for those of us used to having vision, focusing in on one sense &#8211; even the sense on which we rely for music and sound &#8211; can be an extraordinary experience. If digital interface &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/02/invisiball-play-tennis-with-sound-blindfolded-or-blind/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/34333300?title=0&amp;byline=0&amp;portrait=0" width="640" height="480" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Trust your ears.</p>
<p>It seems a simple instruction, in the teaser video for this project by Stockholm-based producer/composer Håkan Libdo. But for those of us used to having vision, focusing in on one sense &#8211; even the sense on which we rely for music and sound &#8211; can be an extraordinary experience. If digital interface design has done anything, it has forced new ways of looking at design across senses, and not just in a weary repetition of &#8220;we always do it this way.&#8221;</p>
<p>Playing tennis in InvisiBall becomes a new experience. Sonic cues along direct the ball from side to side. And apart from experiencing the game &#8211; blindfolded or even as a non-seeing person &#8211; the result can be a performance. Developed with programmers Magnus Frenning and Jonatan Liljedahl, the game relies on three-dimensional sound and senses user play, a new musical game. </p>
<p>A computer, while tracking the players, seamlessly mixes sonic cues with a musical soundtrack, so that the results are melodic and not only sound effects. Played in a darkened room, the rackets emit infrared light. Wiimotes here don&#8217;t move, as they do when playing games like Nintendo&#8217;s Wii Tennis; instead, they&#8217;re just IR sensors.</p>
<p>An audience gets to &#8220;see&#8221; the position of that invisible ball, so that spectating is a slightly different sensation; a TV displays where the ball would be.</p>
<p>More information on Håkan Libdo&#8217;s site; he tells us this could be making appearances at festivals this year. (So&#8230; if you&#8217;ve got a festival, and you&#8217;re reading&#8230; uh, send CDM some tix, too, and we&#8217;ll visit?)</p>
<p><a href="http://hakanlidbo.com/archives/2075">http://hakanlidbo.com/archives/2075</a></p>
<p><a href="http://createdigitalmusic.com/files/2012/02/invisiball_ball_pos_2.jpg"><img src="http://createdigitalmusic.com/files/2012/02/invisiball_ball_pos_2-640x305.jpg" alt="" title="invisiball_ball_pos_2" width="640" height="305" class="alignnone size-large wp-image-22745" /></a></p>
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		<slash:comments>3</slash:comments>
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		<title>Touch, Plus Tactile: In Gaming as in Research, Physical Controls Augment Touchscreens</title>
		<link>http://createdigitalmusic.com/2011/06/touch-plus-tactile-in-gaming-as-in-research-physical-controls-augment-touchscreens/</link>
		<comments>http://createdigitalmusic.com/2011/06/touch-plus-tactile-in-gaming-as-in-research-physical-controls-augment-touchscreens/#comments</comments>
		<pubDate>Wed, 08 Jun 2011 19:29:59 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=19404</guid>
		<description><![CDATA[The gaming industry has made their bet, and it&#8217;s that touchscreens go better with tactile controls. Might digital musicians reach the same conclusion? A funny thing has happened on the way to the touch era. The vision of a device like the iPad is minimalist to the extreme: an uninterrupted, impossibly-slim metal slate, as impenetrable &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/06/touch-plus-tactile-in-gaming-as-in-research-physical-controls-augment-touchscreens/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/23507405?title=0&amp;byline=0&amp;portrait=0&amp;color=9dca68" width="640" height="360" frameborder="0"></iframe></p>
<p>The gaming industry has made their bet, and it&#8217;s that touchscreens go better with tactile controls. Might digital musicians reach the same conclusion?</p>
<p><iframe width="640" height="390" src="http://www.youtube.com/embed/RIaJHh60hQY" frameborder="0" allowfullscreen></iframe></p>
<p><iframe width="640" height="390" src="http://www.youtube.com/embed/4e3qaPg_keg" frameborder="0" allowfullscreen></iframe></p>
<p>A funny thing has happened on the way to the touch era. The vision of a device like the iPad is minimalist to the extreme: an uninterrupted, impossibly-slim metal slate, as impenetrable as some sort of found alien scifi object. The notion is that by reducing physical controls, the software itself comes to the fore. It&#8217;s beautiful conceptually &#8230; and then you find yourself tapping and stroking a piece of undifferentiated glass. For navigating interfaces &#8211; and even, I&#8217;d argue, exploring sound design and composition &#8211; it works brilliantly. But for live digital performance (what to game lovers is called &#8220;gaming&#8221;), for anything that wants tactile feedback, it can be imprecise or unsatisfying, or both.</p>
<p>Watching this shake out as a design problem is fascinating, especially coming from the perspective of music. Digital musicians were exploring alternative interfaces since before it was cool. Given the ability to make any sound we can possibly imagine, the question of how you design an interface around sound is compositional, philosophical, essential.</p>
<p>Whatever winds up working in the marketplace, there are some fascinating ideas for combining touch with tactile. Since both are good at certain tasks, why not do both?<span id="more-19404"></span></p>
<p>We&#8217;ve seen several examples among musicians and researchers exploring how to augment the touchscreen with physical input:</p>
<p>Mike Kneupfel&#8217;s research at NYU&#8217;s ITP program, in the video at top, investigates adding additional inputs. See: <a href="http://www.spike5000.com/">Extending the Touchscreen</a>.</p>
<p>We saw that kind of extensibility in an iPad dock <a href="http://createdigitalmusic.com/2011/05/control-with-room-to-grow-livid-adds-expansion-jacks-ipad-meets-tangible-controls/">concept by Livid Instruments</a>.</p>
<p>While it lacks additional tangible controls, I/O extensibility is featured in a still-as-yet-unreleased <a href="https://www.alesis.com/iodock">&#8220;pro&#8221; dock by Alesis</a>, and most recently in a DIY dock by circuit bending pioneer <a href="http://createdigitalmusic.com/2011/05/a-diy-ipad-audio-dock-with-instructions-from-father-of-circuit-bending-reed-ghazala/">Reed Ghazala</a>.</p>
<p>Now, game vendors are moving in the same direction &#8211; even with prototypes that look quite a lot like the research project above. (Sometimes, arriving at the obvious conclusion is necessary for a great design.)</p>
<p><strong>Sony&#8217;s PlayStation Vita</strong>, successor to the PSP mobile game platform, augments touch input with tactile controls in much the same way as Michael Knuepfel&#8217;s work does. Notably, it also proposes how these inputs can coexist in a form factor that&#8217;s larger than a phone, but smaller than a tablet &#8211; scaled roughly to a comfortable holding distance between your two hands. (Microsoft and Apple each unveiled standard split keyboards on Windows 8 and iOS 5, respectively. The era of thumb ergonomics is now fully underway.)</p>
<p><strong>Nintendo&#8217;s Wii U controller</strong> combines a lot of sensing capabilities into one device. Like Sony&#8217;s effort, the centerpiece is the combination of the interactive touch display with analog controls. But true to its Wii heritage, Nintendo is packing other sensing technology, too. While its evolution has been more piecemeal, the same is true of the Xbox 360 in the Kinect era. The Kinect camera is really a bundle of mic and stereoscopic camera sensing with software intelligence for motion analysis and even speech analysis via a variety of methods. While Kinect is touchless, the conventional gamepad still plays a role.</p>
<p><iframe width="640" height="390" src="http://www.youtube.com/embed/8bz_YiMUY5E" frameborder="0" allowfullscreen></iframe></p>
<p><img src="http://createdigitalmusic.com/files/2011/06/ipad_midi.jpg" alt="" title="ipad_midi" width="320" height="320" class="alignnone size-full wp-image-19414" /></p>
<div class="imgcaption">Yeah. What this says. Photo (<a href="http://creativecommons.org/licenses/by/2.0/">CC-BY</a>) <a href="http://www.flickr.com/people/motomachi24/">池田隆一 / motomachi24</a>.</div>
<p><strong>What&#8217;s the relevance of all of this evolution to music? </strong>Digital music&#8217;s demands parallel gaming, requiring precision, accessibility, scalability from beginners to hardcore experts, and real-time interaction. Also, music research has often been at the forefront of experimentation with a variety of means of translating sensory data to expression. And since musical practice itself is roughly as old in human evolution as language, if not older, it&#8217;s a key way of glimpsing how ubiquitous interfaces can become meaningful.</p>
<p>Let me put that another way: the stuff game companies are doing now looks a heck of a lot like what computer musicians have been doing for years. </p>
<p>While much of the acclaim for platforms like the iPad has been for their transparency and unadorned interfaces &#8211; and while I believe those are valuable concepts &#8211; bundles of capabilities for interacting with the world can become powerful. That means efforts like Apple&#8217;s addition of USB MIDI connectivity to the iPad, or Google&#8217;s nascent work to standardize USB host mode and open hardware development (based on Arduino), take on new meaning. Add to this additional connectivity via Bluetooth and wifi, and it may be that we only really see what these platforms do when, like the PC, they start geting sociable with a range of other gear.</p>
<p>This could also mean that communities like the music community have a chance to prove that the &#8220;post-PC era&#8221; is a little different than it&#8217;s been described in the mainstream press &#8211; and maybe a little less a radical departure. The &#8220;post PC era,&#8221; we&#8217;re told, is less about being a hub for a lot of hardware. But as people look for tactile feedback, some of the coolest applications of these platforms may not be in the mainstream use as &#8220;consumption&#8221; devices, but at the fringe. </p>
<p>I&#8217;ve just come from the launch of the <strong>Samsung Galaxy Tab 10.1</strong> in New York. You&#8217;re not missing much; there were a handful of people snapping up the tablets. (I think the 10.1, and a few other Honeycomb-based tablets, do have a bright future, though their growth may be a bit slow at first as developers get their hands on them and give people a reason to buy them.)</p>
<p><iframe width="640" height="390" src="http://www.youtube.com/embed/GHQjRjJYc-Q" frameborder="0" allowfullscreen></iframe></p>
<p>What was most compelling to people at the launch, though, was a planned appearance by pop star Ne-Yo (at least according to some staffers to whom I spoke).</p>
<p>But the connection was, at best, tenuous. It may be when devices like these tablets are made more viable for musicians onstage that that connection starts to make sense. And that may mean that Apple and Google/Android vendors alike need to start to think more aggressively about the larger ecosystem and hardware applications. Remember all those futuristic promises from Apple about hardware accessories? Right now, the most significant hardware is the Square payment add-on, and it uses a hack to make it work through the audio jack. Both Apple <em>and</em> Google can do more work to open up hardware development.</p>
<p>It&#8217;s all well and good for the tablet to be a &#8220;post PC&#8221; device, to be different from PCs, to be better. But they may simultaneously need some of the openness to other gadgets that made the PC age so revolutionary.</p>
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		<title>Unity Game Engine 3 Adds Real-time Audio, Mod Tracker Features</title>
		<link>http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/</link>
		<comments>http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 16:35:13 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[Nearing the release of Unity 3, the popular multi-platform game engine, the dev team offers thoughts on what excites them most in the upgrade. Amongst those features are some tasty introductions in sound. Real-time audio features could make Unity an appealing environment for people working on experimental 3D interfaces for sound or adding more interactive &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p>Nearing the release of Unity 3, the popular multi-platform game engine, the dev team offers thoughts on what excites them most in the upgrade. Amongst those features are some tasty introductions in sound. Real-time audio features could make Unity an appealing environment for people working on experimental 3D interfaces for sound or adding more interactive sonic and music elements to games. And a MOD tracker &#8230; well, if you have to ask, you probably don&#8217;t care, but some heart rates in a particular community just shot way up.</p>
<p>From the blog:</p>
<blockquote><p><strong>Samantha Kalman</strong><br />
I’m most thrilled about the new audio features. Big things like fx filters and reverb zones to add atmosphere to your audio are awesome, but little things like reliable synching of multiple playing sources is completely wonderful. Combined with spectrum analysis you can do things like procedurally modify colors, meshes, lighting, or anything else based on audio playback. As someone who wants to make synaesthesia-invoking music games, I am so happy that these features made it into 3.0.</p>
<p><strong>Nicolaj Schweitz<br />
</strong>I love the new audio features, especially the possibility to use audio to affect any runtime variable. I can’t wait to see what people get out of this.</p>
<p>The mod tracker file support might start a new epoch in music for games — or should I say a revival of the demo scene trackers.</p></blockquote>
<p><a href="http://blogs.unity3d.com/2010/08/23/unity-3-what-feature-are-the-dev-team-most-proud-of/">Unity 3 – What Feature is The Dev Team Most Proud Of?</a> [Unity blog]</p>
<p>Thanks to <a href="http://dontnormally.com">Zyler Vega</a> for the tip!</p>
<p>From Unity&#8217;s site, a description of the &#8220;Audio Magic&#8221; coming in version 3:</p>
<blockquote><p>Unity 3 brings Reverb Zones, filters, tracker file support and a bunch of other goodies to the table. We&#8217;re also introducing editable falloff curves for all major audio parameters, so you get complete control over your sound ambience.</p></blockquote>
<p><a href="http://createdigitalmotion.com/2010/08/unity-3-game-engine-approaches-mind-blowing-upgrade/">More on the upgrade</a> at Create Digital Motion.</p>
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		<title>Your Band in Rock Band: Rock Band Network Beta Opens, Q&amp;A with Harmonix</title>
		<link>http://createdigitalmusic.com/2010/01/your-band-in-rock-band-rock-band-network-beta-qa-with-harmonix/</link>
		<comments>http://createdigitalmusic.com/2010/01/your-band-in-rock-band-rock-band-network-beta-qa-with-harmonix/#comments</comments>
		<pubDate>Wed, 20 Jan 2010 18:07:48 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=9179</guid>
		<description><![CDATA[<img src="http://createdigitalmusic.com/files/2010/01/0110_rockband.jpg"> <a class="btn read-more" href="http://createdigitalmusic.com/2010/01/your-band-in-rock-band-rock-band-network-beta-qa-with-harmonix/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2010/01/reaper_rbn1.jpg"><img src="http://createdigitalmusic.com/files/2010/01/reaper_rbn1.jpg" alt="reaper_rbn1" title="reaper_rbn1" width="580" height="423" class="alignright size-full wp-image-9188" /></a></p>
<div class="imgcaption">Go from being just a gamer to a creator: a powerful collection of tools let you author every detail of a Rock Band track. Not only does your music appear in the game, but you can &#8211; if you like &#8211; control even every little lighting effect that appears. Screenshots courtesy Harmonix.</div>
<p>Games really are reshaping music. Despite their relatively simple gameplay, the Guitar Hero and Rock Band franchises originated by developer Harmonix are stimulating interest in real music making. It&#8217;s no accident that you can walk into a Best Buy and, next to aisles of video games, find a growing selection of serious musical instruments and technology. </p>
<p>These titles are also stimulating interest in music and artists and producing a new distribution outlet, at a time when the distribution picture for music can seem bleak. But until now, that outlet has been limited to big acts, big tracks, and big deals with big labels. It has only promoted music you already know, not the discovery of new music. Rock Band Network could change all that.</p>
<p>We took a <a href="http://createdigitalmusic.com/2009/08/27/inside-the-rock-band-network-as-harmonix-gives-interactive-music-its-game-changer/">detailed look in August</a> at how Rock Band Network worked technically, and how authoring a song for RBN could give you the same level of gameplay and choreographed graphics that the official Rock Band tracks get. But now here&#8217;s the big news: at long last, RBN is opening to the general public, starting with an open beta for artists and play-testers.</p>
<p><a href="http://www.flickr.com/photos/jacob-davies/2286062563/"><img src="http://farm4.static.flickr.com/3077/2286062563_11a176cb33.jpg"></a></p>
<div class="imgcaption">Coulton &#8220;plays&#8221; Coulton: Jonathan Coulton and friends play &#8220;Still Alive&#8221; in its Rock Band iteration. With the help of Rock Band Network, this is just the beginning. Photo (<a href="http://creativecommons.org/licenses/by/2.0/deed.en">CC-BY</a>) <a href="http://www.flickr.com/people/jacob-davies/">Jacob Davies</a>.</div>
<p><strong>What it is:</strong> Rock Band Network is a new set of authoring tools (built around <a href="http://www.reaper.fm/">Reaper</a>), a submission process (built around Microsoft&#8217;s Xbox 360 XNA Ceators Club), and an upcoming store to host indie tracks called the Rock Band Network Music Store.</p>
<p><strong>What it costs:</strong> Rock Band Network membership is free, but you&#8217;ll need a $99/year XNA Creators&#8217; Club Premium account to submit or test music.<span id="more-9179"></span></p>
<p><strong>What you&#8217;ll need:</strong> To author titles, you need an Xbox 360, a copy of the Reaper software, a set of free plug-ins for Reaper for RBN, the XNA account, and either a Windows PC or Mac. (You&#8217;ll need Windows, either virtualized or on another machine, in order to actually load the tracks for testing, but you can author on either; see below for more.)</p>
<p><strong>What it gets you (as an artist):</strong> If you make it through the peer-reviewed submission process, you stand to set your own pricing and receive 30% royalties (retail, excluding tax) on everything you sell.</p>
<p><strong>What it gets you (as a peer reviewer):</strong> With the XNA Creators&#8217; Club membership, you can play as many tracks as you want without any additional charge, in exchange for your feedback. Tired: squeezing into sweaty, overcrowded bars at CMJ and South by Southwest to hear new acts. Wired: Scouting for new acts on your cough with your Xbox 360. And that could make a nice community of music, depending on how this evolves.</p>
<p><strong>Where the tracks will be distributed:</strong> Anyone with a copy of Rock Band 2 (and presumably future versions of Rock Band) can play your tracks. Releases will initially debut on the Xbox 360 store for 30 days. A &#8220;selection&#8221; of tracks will also appear on the PS3 and Wii stores after that. (The approved songs will stay on the RBN Store on Xbox 360, regardless.)</p>
<p><strong>When does all of this happen?</strong> The open beta launches today for peer reviewers and artists. The store is due, um, &#8220;real soon now.&#8221; (No specific date yet.) The game itself is ready to go, at least on Xbox 360: a patch introduced way back in September added the ability to play RBN tracks.</p>
<p><a href="http://createdigitalmusic.com/files/2010/01/reaper_rbn.jpg"><img src="http://createdigitalmusic.com/files/2010/01/reaper_rbn.jpg" alt="reaper_rbn" title="reaper_rbn" width="580" height="355" class="alignright size-full wp-image-9190" /></a></p>
<h3>CDM Talks to Harmonix</h3>
<p>John Drake, Program Manager for Rock Band Network, took some time out to answer my questions on the eve of launch.</p>
<p><strong>CDM: What will the Rock Band Network Store look like? Where will you get access to it? Will it be a similar store on the PS3 and Wii?</strong></p>
<p>John: The RBN store will run in parallel to the existing Harmonix DLC store, and will be in the same menu location within Rock Band 2. The RBN store has more info about each song than our existing DLC store does, and it has more ways to discover new music: you can search by subgenre, album, country of origin, record label, even the author of the song.</p>
<p>The PS3 store will be very similar to the Xbox 360 store. Details of the Wii RBN presence are still being worked out.</p>
<p><em>Ed. note: It&#8217;s especially nice to see the RBN store on equal footing. I had high hopes for the XNA-produced games on Xbox Live, but those titles aren&#8217;t displayed or listed in exactly the same way, which I think has hurt the initiative a bit.</em></p>
<p><strong>CDM:  In addition to the XNA Premium subscription, you still need Windows to support testing your own tracks, yes? Do you need a Windows PC to be a playtester?</strong></p>
<p>John: You need to run Windows in order to transfer song files to the Xbox 360, because we use Games for Windows Live to manage the transfer. We have informally tested running Windows on a Mac on a number of virtual machines, as well as BootCamp, and most of them work perfectly for transferring files.</p>
<p><em>Ed.: I can add, a number of the Harmonix guys are Mac fans, so you can believe they tried the virtualization approach!</em></p>
<p><strong>CDM: Since we last talked, there has been a private beta. Were there any additional improvements / changes since our August conversation? What kind of feedback have you gotten?</strong></p>
<p>John: The closed beta has been absolutely invaluable to help us shape the experience for the new members just now joining the program. We&#8217;ve cleaned up and organized the documents section of the website, added a great deal of new information, clarified policies for submitting songs, and generally made sure that the pipeline is running smoothly. None of the major processes are any different than initially designed, but we have changed a million small details to make it better.</p>
<p>It’s important to note that the members that have been in the beta have been absolutely extraordinary: patient, intelligent, hard working, thoughtful, and helpful to each other as they worked through the inevitable issues that cropped up as we readied the site for launch. </p>
<p><strong>CDM: Have any currently-available tracks come through the private beta process? (Jonathan Coulton&#8217;s?)</strong></p>
<p>John: We currently have nearly 40 approved tracks, including tracks by the inimitable JoCo, and a bunch more up for playtesting and peer review. We’re expecting even more great content to go up for testing in the next few days, and we’re excited for people to join our playtesting ranks to get even more songs through the pipeline! </p>
<p><strong>CDM: I see <a href="http://www.tunecore.com/index/promotion/159">TuneCore is offering track preparation services</a>. Have you seen similar offerings begin to appear? (For some of us, doing the authoring may actually be satisfying &#8211; we&#8217;re weird that way!)</strong></p>
<p>John: There’s a great variety of services cropping up from authoring houses offering with different programs to create songs for bands. These range from straight, up-front fee structures to a $0 down, pay us out of your royalties deal. It’s really exciting to see how different groups are responding!</p>
<p>*PS, I’m with you on the satisfaction of authoring. I’ve been working with my band to put our whole last and current record (17 songs in total) up for RBN. It’s a lot of work, but it’s super rewarding to get involved in the process! And it’s really doable if you’re used to making music as a passion!</p>
<p><strong>CDM: Outside RBN, are these tools beginning to be used on Harmonix&#8217;s own tracks? (I believe that was in the works when we last spoke.)</strong></p>
<p>John: It was always the intention that the tools we developed for the Rock Band Network would be integrated internally at Harmonix and that has begun to happen. With the industry leading amount of content we produce (over 1000 songs and counting) anything that makes the job of our unparalleled Audio Team easier is welcome, and in most cases the Rock Band specific tools were built by members of the Audio Team themselves! </p>
<p><strong>CDM: Okay, enough of the nit-picky details&#8230; what&#8217;s it mean for you that you finally get to take this to public beta? Now with a few months more perspective on it, what do you think this will mean for musicians to get on this platform, revenue aside?</strong></p>
<p>John: As our Senior Producer Matthew Nordhaus said about Rock Band Network, “It completes me.” We’re already thrilled with the community working within RBN and we’re hopeful to see a lot more great content and enthusiastic playtesters signing up at Creators.RockBand.com now that we’re open!</p>
<p>Additionally, we’re really proud of our teams here at Harmonix and MTV Games, who have designed a really smart way of getting great music into the hands of fans. Empowering musical groups of all sizes and genres to be able to post their own content for sale is really a dream come true at Harmonix. Adding the great variety of music for our passionate fanbase only makes it that much sweeter. We’ll be even more excited when the store turns on and those first tracks sell!</p>
<h3>Go Check it Out</h3>
<p>I hope to help document both how artists are using RBN and the technical process for doing this yourself over the coming weeks. In the meantime, you can hop on the beta yourself if you&#8217;re interested:</p>
<p>How to submit a song: <a href="http://creators.rockband.com/docs/Website">http://creators.rockband.com/docs/Website</a><br />
Scroll down to &#8220;Adding a song to the pipeline.&#8221;</p>
<p>How to become a peer reviewer?<br />
<a href="http://creators.rockband.com/docs/Playtest_Process">http://creators.rockband.com/docs/Playtest_Process</a></p>
<p><em>And yes, I still want to see an Amplitude/Frequency Network that&#8217;s friendly to electronic music, minus drums + guitar. I think Harmonix knows a few of us feel that way.</em></p>
<p><a href="http://www.rockband.com/zine/rbn-panels-3-comm">Jonathan Coulton on Rock Band Network</a>, from the awesome PAX.</p>
<p><object width="580" height="326"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=7709775&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=7709775&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="326"></embed></object>
<p><a href="http://vimeo.com/7709775">PAX &#8217;09 Rock Band Network Panel #3</a> from <a href="http://vimeo.com/harmonix">Harmonix</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Everything you need:<br />
<a href="http://Creators.RockBand.com">http://Creators.RockBand.com</a></p>
<p>Video interview by G4:</p>
<p><object classId="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="480" height="418" id="VideoPlayerLg43656"><param name="movie" value="http://g4tv.com/lv3/43656" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://g4tv.com/lv3/43656" type="application/x-shockwave-flash" name="VideoPlayer" width="480" height="382" allowScriptAccess="always" allowFullScreen="true" /></object>
<div style="margin:0;text-align:center;width:480px;font-family:Arial,sans-serif;font-size:12px;color:#FF9B00;"><a href="http://g4tv.com/games/ps3/index" style="color:#FF9B00;" target="_blank">PS3 Games</a> &#8211; <a href="http://g4tv.com/e32010" style="color:#FF9B00;" target="_blank">E3 2010</a> &#8211; <a href="http://g4tv.com/games/xbox-360/55871/rock-band/index" style="color:#FF9B00;" target="_blank">Rock Band</a></div>
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		<title>Wherein the Wii Waggle is Wanted: Two Other Game Music Control Mappings</title>
		<link>http://createdigitalmusic.com/2009/10/wherein-the-wii-waggle-is-wanted-two-other-game-music-control-mappings/</link>
		<comments>http://createdigitalmusic.com/2009/10/wherein-the-wii-waggle-is-wanted-two-other-game-music-control-mappings/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 17:04:20 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=8095</guid>
		<description><![CDATA[Imagine a nightmarish, dark-world, alternative-reality version of Wii Music, one that sends Miyomato-san screaming. That&#8217;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&#8230; in order to &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/10/wherein-the-wii-waggle-is-wanted-two-other-game-music-control-mappings/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/7u3d8RG81v0&#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/7u3d8RG81v0&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Imagine a nightmarish, dark-world, alternative-reality version of Wii Music, one that sends Miyomato-san screaming. That&#8217;s what you get from <a href="http://tokoloten.furibond.com/">tokoloten</a>, in a very un-Nintendo noise performance, as found on comments. The Wii is just one of his tools:</p>
<blockquote><p>tokoloten uses a variety of objects such as magnet motors, infrared devices, game controllers&#8230; 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.<br />
tokoloten is based in Lausanne, Switzerland.
</p></blockquote>
<p>It&#8217;s proof that the controller &#8211; any controller &#8211; is in the hands of the creator, and what it <em>sounds</em> like is entirely undetermined.</p>
<p>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 <a href="http://createdigitalmusic.com/2009/10/26/raw-wii-waggling-meets-the-studio-in-gustavo-bravetti-david-amo-juli-navas/">yesterday&#8217;s brief mention of the use of the Wiimote as a studio recording</a>. Of course, that proves the creed of the blogger &#8211; 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.</p>
<p>But the reality remains: controllers are always abstracted from the sound, by definition, and whether they&#8217;re satisfying to you depends on how you&#8217;ve mapped them. I don&#8217;t know what qualifies as innovative, but then, there have been times when I&#8217;ve very much enjoyed <em>turning a knob</em>, so &#8220;innovation&#8221; isn&#8217;t always what matters to me. I tend to fall back on Duke Ellington &#8211; &#8220;if it sounds good, it is good.&#8221; For controllers, that means &#8220;if it feels good, it is good.&#8221; You&#8217;re the one with the controller in your hands.</p>
<p>For an alternative example, musician/artist <a href="http://bottomfeeder.ca/top/">Kassen</a> has an excellent session on improvising with custom software and game controllers. Below, you can catch some of his talk from Amsterdam&#8217;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 &#8230;more questions. But that&#8217;s a beautiful thing.</p>
<p><object width="580" height="437"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2495320&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=293977&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=2495320&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=293977&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="437"></embed></object>
<p><a href="http://vimeo.com/2495320">Kassen (DJ, performer, ChucK programmer)</a> from <a href="http://vimeo.com/steim">STEIM Amsterdam</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p><span id="more-8095"></span></p>
<p>Part of the reason I&#8217;ve never liked &#8220;controllerism&#8221; as a term &#8211; sorry, <a href="http://www.moldover.com/">Moldover</a> &#8211; is that there is no clear technique, no clear sound, no particular discipline. That is, I understand the case for the term and I&#8217;m glad there&#8217;s a discussion. But it seems to me that part of why controllerism is interesting is that there is no such thing as controllerism. The beauty of digital music is that you do have wide-open, blank-page possibilities. You can create your own system. It is abstract, simulation, ungrounded in physical reality. But while that is at odds with millenia of acoustic instrument-making, it&#8217;s also in tune with centuries of compositional and notational tradition, which are abstract. For the first time, the systems of how we conceive music can themselves become physical.</p>
<p>That to me is an exciting thing. </p>
<p>So, here&#8217;s a question &#8212; let&#8217;s take the example of sensors that handle orientation. How would you want to deal with them in music software, if they could be standardized, if any accelerometer or tilt sensor could announce its orientation? How do you decide which is the x, y, and z axis, for instance? How would you want the data normalized?</p>
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		<title>Raw: Wii Waggling Meets the Studio &#8211; in Gustavo Bravetti + David Amo + Julio Navas</title>
		<link>http://createdigitalmusic.com/2009/10/raw-wii-waggling-meets-the-studio-in-gustavo-bravetti-david-amo-juli-navas/</link>
		<comments>http://createdigitalmusic.com/2009/10/raw-wii-waggling-meets-the-studio-in-gustavo-bravetti-david-amo-juli-navas/#comments</comments>
		<pubDate>Mon, 26 Oct 2009 16:04:17 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=8079</guid>
		<description><![CDATA[Amo Navas Bravetti &#8211; Raw (live video) from Gustavo Bravetti on Vimeo. Sure, novel controllers are fun to watch, like our friend Gustavo Bravetti, driving a Brazilian crowd wild by waving his Wii remote live. But what if you can&#8217;t see the performance gimmick, if you&#8217;re just listening to the track? The pitch behind the &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/10/raw-wii-waggling-meets-the-studio-in-gustavo-bravetti-david-amo-juli-navas/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="319"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=7145914&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=7145914&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="580" height="319"></embed></object>
<p><a href="http://vimeo.com/7145914">Amo Navas Bravetti &#8211; Raw (live video)</a> from <a href="http://vimeo.com/gustavobravetti">Gustavo Bravetti</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Sure, novel controllers are fun to watch, like our friend <a href="http://createdigitalmusic.com/2009/03/09/gustavo-bravetti-driving-crowds-wild-with-a-wave-of-his-wii-enabled-hands/">Gustavo Bravetti, driving a Brazilian crowd wild</a> by waving his Wii remote live. But what if you can&#8217;t see the performance gimmick, if you&#8217;re just listening to the track?</p>
<p>The pitch behind the track &#8220;Raw,&#8221; celebrating the fifth anniversary of Fresco Records, is just that. It&#8217;s a studio-produced track, but the artists wanted to maintain some of the improvised feel of the live music. The track pairs the hit DJ/producer duo of David Amo and Juli Navas with Gustavo Bravetti of Uruguay &#8211; the Ableton and alternative controller wizard who <a href="http://createdigitalmusic.com/index.php?s=gustavo">regularly feeds tutorials to CDM</a>.</p>
<p>Of course, this trio aren&#8217;t the only folks thinking this way. The first sequencers gave us the power to arrange everything in advance, meaning people immediately began to seek ways to restore live feel, turning off the metronome and doing everything in one take. But it&#8217;s nice to see these high-profile artists &#8211; and our friend Gustavo &#8211; taking it on specifically with something as off-the-wall as a Wii remote. </p>
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		<title>Gustavo Bravetti, Driving Crowds Wild with a Wave of His Wii-Enabled Hands</title>
		<link>http://createdigitalmusic.com/2009/03/gustavo-bravetti-driving-crowds-wild-with-a-wave-of-his-wii-enabled-hands/</link>
		<comments>http://createdigitalmusic.com/2009/03/gustavo-bravetti-driving-crowds-wild-with-a-wave-of-his-wii-enabled-hands/#comments</comments>
		<pubDate>Mon, 09 Mar 2009 20:51:41 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5263</guid>
		<description><![CDATA[Gustavo Bravetti &#8211; Alternative Controllers @ Tribaltech 2009 (SC edition) from Gustavo Bravetti on Vimeo. Friend of the Site Gustavo Bravetti is back, getting the young Brazilian boys and girls on their feet with his virtual reality glove and Wiimotes and gesturally-controlled electronica. Gustavo sends us this video from the 2009 Tribaltech SC Edition in &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/03/gustavo-bravetti-driving-crowds-wild-with-a-wave-of-his-wii-enabled-hands/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="579" height="334"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3527121&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=3527121&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="334"></embed></object><br /><a href="http://vimeo.com/3527121">Gustavo Bravetti &#8211; Alternative Controllers @ Tribaltech 2009 (SC edition)</a> from <a href="http://vimeo.com/user1390936">Gustavo Bravetti</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Friend of the Site Gustavo Bravetti is back, getting the young Brazilian boys and girls on their feet with his virtual reality glove and Wiimotes and gesturally-controlled electronica. Gustavo sends us this video from the 2009 Tribaltech SC Edition in Campinas. Having seen a lot of DJs take the easy way out at festivals in front of throngs of people, it&#8217;s great to see someone really <em>play</em> his laptop &#8211; and while some of us, ahem, look goofy waving Wiimotes around, Gustavo makes it look good.</p>
<p><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="400" height="100" ><param name="movie" value="http://bandcamp.com/EmbeddedPlayer.swf/track=1663345185/size=venti/bgcol=FFFFFF/linkcol=4285BB/"><param name="quality" value="high"><param name="allowScriptAccess" value="never"><param name="bgcolor" value="#FFFFFF"><embed src="http://bandcamp.com/EmbeddedPlayer.swf/track=1663345185/size=venti/bgcol=FFFFFF/linkcol=4285BB/" width="400" height="100" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" quality=high allowScriptAccess=never bgcolor=#FFFFFF ></embed><noembed><a href="http://gustavobravetti.bandcamp.com/track/orange">orange by Gustavo Bravetti</a></noembed></object></p>
<p>Gustavo also gives us the scoop on a new track release, orange. It&#8217;s inspired by &#8230; wait, Henry Purcell? (Indeed; see also: Wendy Carlos.)</p>
<blockquote><p>I did produce this track specially for the Tribaltech 2009 SC edition, it was inspired on the classic piece by the baroque composer Henry Purcell (century XVIII), &#8220;The Funeral Of Queen Mary&#8221;. As usual all synthesizers and fx was made using only Ableton stuff, this time Operator, Analog, and Tension was used to create all synths and effects.</p></blockquote>
<p>Gustavo also gets a rather eloquent review by our friend David Cross.</p>
<blockquote><p>The incredibly simple melody of the short &#8216;Bocuma&#8217; becomes a lump-in-the-throat meditation on man&#8217;s place in the universe through subtle pitch shifts and just the right mist of reverb. The slow fade-in on &#8216;An Eagle in Your Mind&#8217; is the lonesome sound of a gentle wind brushing the surface of Mars moments after the last rocket back to Earth has lifted off.&#8221; Why not listen to, Only the Proletariat Floss&#8217;s by Screaming at the Mirror. With a truncated syncopation and approach that rivals only Tosh Guarrez pre &#8220;FartFlap&#8221;, &#8220;S.A.T.M&#8221; has taken steps to dismantle what was previously only dared mantled by the great Gilda Thrush when she fronted &#8220;Cycle Clause&#8221;. It&#8217;s as if Genghis Kahn got together for breakfast with Oliver Wendell Holmes and Virginia Wolfe and ordered just a bowl of homemade granola and then skipped out on the check. RATING: 11.-111 -David Cross</p></blockquote>
<p>Previous Gustavo action on CDM:<br />
<a href="http://createdigitalmusic.com/2008/07/24/live-fm8-drum-kit-love-free-fm8-drum-kit-download/">Live + FM8 = Drum Kit Love: Free FM8 Drum Kit Download</a><br />
<a href="http://createdigitalmusic.com/2008/05/10/weekend-inspiration-ableton-live-follow-actions-dummy-clips-making-snares/">Weekend Inspiration: Ableton Live Follow Actions, Dummy Clips, Making Snares</a><br />
<a href="http://createdigitalmusic.com/2008/02/05/gustavo-bravetti-show-us-how-to-glitch-out-ableton-live/">Gustavo Bravetti Show Us How To Glitch out Ableton Live</a><br />
<a href="http://createdigitalmusic.com/2007/09/21/interview-gustavo-bravetti-playing-music-with-light-and-interactive-gloves/">Interview: Gustavo Bravetti, Playing Music with Light and Interactive Gloves</a></p>
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		<title>Hexagonal Sequencer with vvvv, MIDI, Ableton, and Soon Wii, Camera Input</title>
		<link>http://createdigitalmusic.com/2009/01/hexagonal-sequencer-with-vvvv-midi-ableton-and-soon-wii-camera-input/</link>
		<comments>http://createdigitalmusic.com/2009/01/hexagonal-sequencer-with-vvvv-midi-ableton-and-soon-wii-camera-input/#comments</comments>
		<pubDate>Fri, 30 Jan 2009 17:13:23 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<description><![CDATA[Our friend and interactive hero Gustavo Bravetti must have been inspired by all the talk of hexagonal sequencers, because he&#8217;s come through with a brilliant prototype of a new interactive sequencer design. He writes: I just wanna share mi first very unfinished and at ultra alpha stage, hexagonal sequencer prototype! Between many things, I have &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/01/hexagonal-sequencer-with-vvvv-midi-ableton-and-soon-wii-camera-input/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/ZzBX9PLdwgk&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ZzBX9PLdwgk&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Our friend and interactive hero Gustavo Bravetti must have been inspired by all the talk of hexagonal sequencers, because he&#8217;s come through with a brilliant prototype of a new interactive sequencer design. He writes:</p>
<blockquote><p>I just wanna share mi first very unfinished and at ultra alpha stage, hexagonal sequencer prototype!</p>
<p>Between many things, I have planed to include many automatic scale definition tools, follow actions, you&#8217;ll can easily change the hexagon density,  and multi-touch support via IR (wiimote or cams) is planned also.<br />
This is just a sneak peak.</p></blockquote>
<p>For an &#8220;alpha&#8221; version, as you can see, there&#8217;s already a lot of goodness going on. The visuals and interaction are powered by vvvv, the free-for-non-commercial use (and otherwise affordable) Windows-only patching language. Max is great, but vvvv is capable of some very powerful features of its own, including particularly nice hooks into Windows&#8217; DirectX rendering engine.</p>
<p><a href="http://vvvv.org/tiki-index.php">vvvv Site + Wiki + Community</a></p>
<p>More on vvvv at Create Digital Motion, as it&#8217;s most often used on the visual side:<br />
<a href="http://createdigitalmotion.com/tag/vvvv">http://createdigitalmotion.com/tag/vvvv</a></p>
<p>As with so many of these things, vvvv&#8217;s community is more valuable than even the tool itself; we&#8217;re seeing lots of work on doing clever things with the environment. And vvvv <a href="http://createdigitalmusic.com/2008/07/17/vvvv-adds-music-features-get-your-synesthesia-patching-on-free-on-windows/">has gotten some powerful music features</a> like VST plug-in support, meaning you could build your sequencer in vvvv and skip something like Live altogether.</p>
<p>Previously on this topic:<br />
<a href="http://createdigitalmusic.com/2009/01/15/music-on-the-game-grid-interactive-arpeggiators-al-jazari-reactogon/">Music on the Game Grid: Interactive Arpeggiators Al-Jazari, reacTogon</a><br />
<a href="http://createdigitalmusic.com/2009/01/13/alternative-sequencers-elysium-generative-mac-app-and-the-joy-of-hex/">Alternative Sequencers: Elysium Generative Mac App and the Joy of Hex</a></p>
<p>And for more of the Awesomeness of Gustavo (pay close attention to that interview, especially):<br />
<a href="http://createdigitalmusic.com/2008/07/24/live-fm8-drum-kit-love-free-fm8-drum-kit-download/">Live + FM8 = Drum Kit Love: Free FM8 Drum Kit Download</a><br />
<a href="http://createdigitalmusic.com/2008/05/10/weekend-inspiration-ableton-live-follow-actions-dummy-clips-making-snares/">Weekend Inspiration: Ableton Live Follow Actions, Dummy Clips, Making Snares</a><br />
<a href="http://createdigitalmusic.com/2007/09/21/interview-gustavo-bravetti-playing-music-with-light-and-interactive-gloves/">Interview: Gustavo Bravetti, Playing Music with Light and Interactive Gloves</a></p>
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		<title>OSCulator, Magic Bullet for Mac Alternative Controllers, Updated</title>
		<link>http://createdigitalmusic.com/2008/08/osculator-magic-bullet-for-mac-alternative-controllers-updated/</link>
		<comments>http://createdigitalmusic.com/2008/08/osculator-magic-bullet-for-mac-alternative-controllers-updated/#comments</comments>
		<pubDate>Tue, 26 Aug 2008 15:05:51 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-controllers]]></category>
		<category><![CDATA[cheap]]></category>
		<category><![CDATA[controllers]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[guitar-hero]]></category>
		<category><![CDATA[joysticks]]></category>
		<category><![CDATA[Leopard]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[Mac OS X]]></category>
		<category><![CDATA[MIDI]]></category>
		<category><![CDATA[OpenSoundControl]]></category>
		<category><![CDATA[OSC]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Tiger]]></category>
		<category><![CDATA[utilities]]></category>
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=3861</guid>
		<description><![CDATA[Want to hook that joystick / Wii remote / Guitar Hero controller / something odd to your music software? If you&#8217;re on Mac, OSCulator is the do-everything solution. It&#8217;s pay-what-you-like software ($19 minimum for PayPal), and it just got a big update: Announcement: OSCulator 2.6 [Unidentified Sound Object, as seen in our sound design round-up] &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2008/08/osculator-magic-bullet-for-mac-alternative-controllers-updated/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files//2008/01/osculator-thumb.jpg"></p>
<p>Want to hook that joystick / Wii remote / Guitar Hero controller / something odd to your music software? If you&#8217;re on Mac, OSCulator is the do-everything solution. It&#8217;s pay-what-you-like software ($19 minimum for PayPal), and it just got a big update:</p>
<p><a href="http://usoproject.blogspot.com/2008/08/announcement-osculator-26.html">Announcement: OSCulator 2.6</a> [Unidentified Sound Object, as seen in our sound design round-up]<br />
<a href="http://www.osculator.net/wiki/Main/Download">Download page, with changelog</a> [osculator.net]</p>
<p>There&#8217;s a lot new in release 2.6; highlights include:</p>
<ul><LI>Preset management</li>
<p><LI>Graphical OSC routing editor</li>
<p><LI>Wii Guitar Hero support (preliminary)</li>
<p><LI>Hook up more: up to 2 virtual HID joysticks, up to <em>8 Wiimote</em> (does anyone own that many?)</li>
<p><LI>Make keyboard shortcuts just by striking the combo</li>
</ul>
<p>And just to be clear, this app <strong>outputs MIDI</strong>. That means you can use whatever music software you like &#8212; so don&#8217;t worry about the OSC business if it&#8217;s new to you!</p>
<p>It&#8217;s not even really just for OSC, any more &#8212; does all kinds of input tasks. Windows and Linux users have plenty to be jealous of in this program. Major kudos to creator Camille Troillard; USO Project points to a terrific SEAMUS newsletter article on the <a href="http://ethreemail.com/e3ds/mail_link.php?u=http%3A%2F%2Fwww.osculator.net%2Fwiki%2Fuploads%2FMain%2FSeamus_ITW_Camille_OSCulator.pdf&#038;i=0&#038;d=82D0EF6F-AD59-47AB-9CF7-EF758EDFD31D&#038;e=matteo.milani@usoproject.com">software and its future</a>.</p>
<p>The only sad news: this is the last release that will support Tiger; future versions are Leopard-only. (I&#8217;m curious, Camille &#8212; why? Lots of us still run Tiger for audio apps. Is this just to streamline testing, or is there really something in Leopard that OSCulator needs?)</p>
<p>You can add this to yesterday&#8217;s good news as far as <a href="http://opensoundcontrol.org/">OpenSoundControl</a> &#8212; the iPhone/iPod touch app we saw released to the app store in <a href="http://createdigitalmusic.com/2008/08/25/iphonetouch-roundup-btbx-acid-bass-idrum-workflow-and-babies-opensoundcontrol-app/">yesterday&#8217;s round-up</a>.</p>
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