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Music in the Key of monome: From Samples, a Community Makes a Free Album

Friday, December 30th, 2011

Keys open doors to creative music making in a community-led process. Photo (CC-BY) Cassie / Angelandspot.

What an extraordinary thing an interface can be, a map to making music.

A new community-generated album from users of the now-legendary monome grid instrument yields a variety of musical outcomes. The results are instrumental and lovely, breaking off on lots of different stylistic vectors, but glued together by the notion of key and pitch. Let’s let contributor Joshua Saddler explain this – and the holiday album – as well as share some of the music. If you celebrate Orthodox Christmas or more generally the idea of “Holidays” (ahem), or if you just like good music, you can overlook the fact that the latter arrives a bit late on the Western calendar. But both albums are terrific, and I suspect the approach to the music in key, to sharing samples and field recordings, could well be an inspiration in your own music-making endeavors. Sometimes rules are liberating.

If you want to get a jump start on musical New Year’s resolutions, I can think of nothing better. Joshua writes:

A monome instrument, sporting custom-designed art included in the packaging. Photo (CC-BY) bm.iphone.

The monome community has released not one, but two albums for the holidays. Both are freely available at http://mcrpmusic.bandcamp.com

The first, MCRPv11 (Monome Community Remix Project, volume 11), was released mid-November, five months after the MCRPv10 album (which CDM has previously covered).

http://mcrpmusic.bandcamp.com/album/mcrpv11-all-keyed-up-edition

As with all MCRP albums, there are guidelines and a theme. Participants submitted a field recording and a short instrumental sample in the key of G/E-minor. The participants then chose as many samples as they wished from the shared pool (though they couldn’t use their own samples), and had a couple of weeks to assemble their tracks. Sounds ranged from falling rocks to ocean waves to modular synthesizers to toy ukeleles and dogs barking. From this pool emerged fifteen startlingly diverse tracks.

Have a listen, and head to Bandcamp for downloads in any format you desire:

MCRPv11: "All Keyed Up" Edition by MCRP

I appreciate the chance to see Joshua’s process in video:

I’m pretty pleased with how my contribution, “mnml autmn,” turned out:

mnml autmn by ioflow

I sequenced bits and pieces from four samples with Renoise (in some cases using single-cycle waveforms…so it still counts, even if it sounds nothing like the original!), exported sections to loops, and performed them live with rove (http://docs.monome.org/doku.php?id=app:rove) on a monome 128. I recorded and rearranged the resulting segments using Ardour3‘s timeline view. The tracker and the traditional DAW actually worked well together. As I’m the sole Linux musician on the album, composing and arranging takes much longer using free software than more common tools like Ableton Live. Things that took me hours are probably three-click operations in Live. Still, by having to strike out on my own, I learn so many new things each time I sit down to create…it’s worth the occasional frustration at not being able to do things the easy way, using the same process as everyone else.

The second release is the annual Monome Community Christmas Album volume 2, made available on December 21.

http://mcrpmusic.bandcamp.com/album/monome-community-christmas-album-volume-2

This project had much more leeway; no hard-and-fast rules about samples or themes. I ended up forgoing the monome entirely for this album, instead improvising an original acoustic piano piece:

gloria by ioflow

http://soundcloud.com/ioflow/gloria

There were fewer participants for MCXAv2, since it began immediately after MCRPv11, but the quality of the tracks is still extraordinary. Warm neo-retro-loungetronica. I’ll be listening to it year-round, not just in December.

Me, too. And perhaps you, as well:

Monome Community Christmas Album-Volume 2 by Monome Community

Thanks, monome-ers!

http://monome.org


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Listening: A Punky, Darkwave, Ice Level Game Austrian Christmas Album from Ireland; Laila Dub Christmas

Friday, December 23rd, 2011

Christmas in Cork, at – where else – McDonald’s. Photo (CC-BY-SA) jf1234.

If you can find a spot in the rotation with your Mannheim Steamroller collection for something a bit different, CDM reader Leigh Walsh of Cork, Ireland sends in his work. He describes it as “punky gothy electronic … for Christmas,” with any proceeds benefiting Autism research. The single sounds crazy, but for me, things get good with the game world-like, shimmering “Secret Inside the Ice Level” and “Melody for the Sewn Princess” tracks.

I can find myself mentally wandering an 8-bit ice cave level right now…

Austrian Christmas by Takeshi And The Kid

Heck, let’s take this playlist a little further out.

One darned trippy Christmas: HAPPY XMAS PEBBLES LAILA ROCKET YUSUF! By London-based artist Affie Yusuf, via SoundCloud:

HAPPY XMAS PEBBLES LAILA ROCKET YUSUF by AFFIE YUSUF

Thanks, Laila!

If that doesn’t cleanse your palette after hearing too many of the Christmas standards on repeat, I just can’t help you.

Now, go and use this to freak out your families and friends.


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Thank Me Later – Drake (Take Care Album) ( Hip Hop / R&B ) Type Beat

Saturday, November 12th, 2011

Download This Beat Here: agpzoebeatz.com Please Share On Twitter: clicktotweet.com This Is An Old Beat I had I Decided To Update and Upload For Y’all Follow Me On Twitter: twitter.com Check Out My Beats: agpzoebeatz.com Drake – Make Me Proud Ft. Nicki Minaj (Official Music Video) make me proud music video Doing It Wrong featuring Stevie Wonder good enough For the Both of Us drake take care Headlines Marvin’s Room Dreams Money Can Buy Club Paradise Free Spirit Rick Ross The Ride Real Her Lil Wayne Shot For Me produced by 40 angelo agpzoe instrumental thank me later miss right above it lil wayne young money nicki minaj

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Remembering Bob Moog: New Album, Remix Contest, Blog, and Some Bob Moog 101

Wednesday, August 24th, 2011

Synthesists Tara Busch dares you to remix her album. Photo courtesy the artist.

It barely seems as though it’s been that long, but synthesis pioneer Robert Moog died six years ago this week. That has brought a whole new wave of remembrances, including a great new EP you can remix. And if you still don’t know what the fuss is about, or want to refer a friend somewhere other than Wikipedia, a guest essay popped into our inbox here at CDM HQ, so I’ll add that, too.

The best news, from where I sit: Tara Busch has donated a three-track EP entitled The Rocket Wife to the cause of bettering the Bob Moog Foundation’s work in history, archiving, and education. You may know Tara as the writer behind AnalogSuicide, or from her synthesist/vocalist career. Regardless, give this EP a listen. It’s a fanciful, dreamily optimistic album, recalling grand pop songwriting traditions. “Motor Crash” channels another Bush (Kate) in a very good way over its all-too-brief yet oddly satisfying minute and a half amuse-bouche. (Amuse-Busch?) “Calendura” is a gliding waltz set to angular, sparse percussion. But “Rocket Wife” is my favorite, a wonderland soundscape that sounds like some sunlight of the two afternoon suns on your foreign planet streamed right into a rack of Moogs in the studio of your dreams.

And, anyway, if you think you can do better with these raw materials, you can try to prove it. 17 tracks of stems are available for purchase, too, also as a benefit. Grab them, give them a remix, and winners will receive prizes like Bob Moog merch and a collaboration with Tara. You’ve got until October 15 to make it happen.

The Rocket Wife EP

The Stems and Contest

SoundCloud-based Contest Submissions [great idea!]

About Tara Busch

The Rocket Wife EP by Tara Busch by Tara Busch

What else is new in the world of Bob Moog’s legacy?

Michelle Moog-Koussa (Bob Moog’s daughter) has her own blog, Moogstress. (Does that make us dudes Moogsters? Maestroogs?) See also a great new limited poster for donors.

Here’s a beautifully-shot video about what’s now called Dr. Bob’s Sound School. It’s just this kind of engineering-rich effort I think we need now in the US and worldwide to restart the economy, though that’s perhaps a story for another post.

Finally, writer Jennifer Helfrich sent us an unsolicited bio essay on Bob Moog. I was delighted to see it show up in my inbox, and it has the Bob Moog Foundation’s technical editing applied to it, so here it is – a great introduction to Bob Moog’s life.

Side editorial: I think it’s notable that Dr. Moog was a product of New York public education, beginning his educational journey at Bronx High School of Science and receiving his first BA – in physics, initially, not electrical engineering until later – at Queens College of The City University of New York. (Disclosure: I’m a PhD Candidate at CUNY’s Graduate Center.) It shows the power of public education to help support the people who innovate — just at a time when, in many places int he world, public education can be targeted for cuts.

Here’s Jennifer’s nicely-compact story:

Robert Moog is the godfather of modern electronic music, the man whose genius and passion made synthesizers accessible and put electronic sound generation on the musical map. This past Sunday, the 21st, was the six year anniversary of Bob Moog’s passing. Let us take a moment to remember his life and his legacy.

A New York native, he was born in 1934 to a mother who taught him piano and a father who puttered with house-hold electronics. Moog showed exceptional intelligence from an early age. He built a simple Theremin on his own at 14, and the experience made music his focus. At the tender age of 19 Moog founded R.A. Moog Co. to manufacture and sell Theremin kits. The business, begun at such an early age, exemplifies Moog’s incredible productive capacity and perhaps even a desire to share the joy he found in building his own.

During his bachelor and Ph.D. studies Moog began to develop his version of the synthesizer. Electronic synthesizers commercially available at the time were made of vacuum tubes and magnetic tape – they were huge, difficult to set-up, and often had to be custom made. With the 1964 presentation of his synthesizer Moog ushered in a new era of electronic music. Smaller and easier to use, with multiple modules for modifying voltage controlled oscillations and an organ-keyboard interface, the Moog synthesizer was ready for the music studio. Moog synthesizers hit the big-time with the success of the 1967 Wendy Carlos album Switched-On Bach. It was among the first classical albums to sell half-million copies, it hit the Top 10 and stayed in the Top 40 for 17 weeks.

As Moog synthesizers improved throughout the 60s and 70s they were featured in numerous albums by a wide variety of artists. Moog’s synthesizer helped shape disco; it showed up in the Beatles, the Doors, and the Monkees; both Stevie Wonder and Tangerine Dream loved the Moog synthesizer; it made appearances in genres from country to rock to jazz.

R.A. Moog Co. began to produce the Minimoog (Model D) in 1970 – an extremely popular smaller version of the synthesizer that was better suited to live performances. But the 60s had bankrupt Moog as other producers with larger factories outstripped his namesake firm. Moog sold the company and rights to the Moog name in 1972. Five years later Moog left the company, now Moog Music, frustrated with weak marketing and bad management. For the next 30 years he continued to develop and produce analog and digital tools for synthesizers, but during the time he could not produce under his own name Moog made no new instruments. Until, in 2002, he won back the rights to produce under his own name and returned to Moog Music. He designed and improved instruments at Moog Music until his death three years later in 2005.

The Moog legacy is a powerful inspiration for innovation in electronic music. His life was dedicated to the creation of quality analog and digital sounds composed in beautiful, interesting, and instructive ways. His understanding and appreciation of sound manipulation and the joys it can bring are carried on by the Bob Moog Foundation. His daughter, Michelle Moog-Koussa, as the Director, remembers her father as a quiet, introspective, cool, quirky, funny guy with a rambunctious laugh who loved to teach. The Foundation teaches science through music, has a Grammy recognized archive of the Moog legacy, and plans to build a museum. They recently released Mooged Out Asheville, Volume 2, an album exemplifying the many ways Moog changed music with songs spanning far-flung genres from hip-hop to avant electronica, from dub-step to rock. To learn more about Bob Moog and how his life still touches ours, visit http://www.moogfoundation.org/.

By the way, since this tends to come up – CDM welcomes suggestions for innovators you’d like us to cover. The Bob Moog Foundation archives alone cover lots of early designers, inventors, composers, and musicians, not only Dr. Moog himself. If you’ve got an idea, let us know.

Watch for, at long last, a series remembering the history of Max Mathews shortly — I’ve been editing it. It’s great the assemblage of people who helped build the tools we use.


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A MIDI Robot Percussionist and a New Album, from the Duo Electrocado

Monday, August 1st, 2011

Sydney-based duo Electrocado (Bill Day + Ryan Whare) have been busy making machines to make music – and banging things. In the video above, their inventive robotic percussionist, triggered via MIDI, plays tunes and rhythms. The CP1 (Creative Project 1) uses servos to control drum sticks (chopsticks, in fact) pivoting on rods, which can then strike metal, plastic, and drum skin surfaces. Playing a G# Minor scale on a xylophone along with drums, the robot responds here to MIDI patterns sent to it by Ableton Live.

You can read loads of commentary on the process of making it in a PDF paper:

“Aesthetic and Practical Applications for Robotics in Electronic Music: Further Development of CP1 MIDI Triggered Robot [all for the Bachelor of Audio at SAE Sydney]

These two aren’t just about building flashy hardware, though. They also have a full-length album debut out, with diverse, stuttering, danceable music. I like “psychedelic glitch trance electro” as the label; various other keywords could easily fit. (The opening track even recalls Akufen; keep listening for a gamut of other goodness.) Intricately composed, sometimes tending into tech-house, the record is as finely-tuned as the robotic machine.

I could ramble on, but it’s pay-what-you-like on Bandcamp, so have a listen:

The Hass Effect | http://electrocado.bandcamp.com/

The Hass Effect by Electrocado

We’re also treated to the delightfully-named track “The Lugubrious Frog,” complete with some froggy drawing timelapse. Artists, too contribute to the project.

Yet more music, in the form of earlier EPs:

Antianhedonia by Ryanosaurus

Guacamole Dreams by Electrocado

Thanks to Bill for sending this along; you’ll find his site worth a look, as well:
http://www.mrbillstunes.com/

Brilliant work, mates. We’ll be watching.

If you have any questions about their work, ask them here and perhaps we can do a follow-up interview.


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YouTube Exclusive! 2011 zircon Album Preview in FL Studio (Breaks/glitch vox)

Sunday, July 24th, 2011

www.zirconmusic.com – Subscribe and LIKE if you enjoyed this! This is a YouTube EXCLUSIVE preview of a work-in-progress track for my upcoming album, to be announced + released in 2011. It’s going to be very much in the style of Antigravity (www.cdbaby.com ) with a mix of progressive breaks, trance and house, except with better production values, more epic vocal tracks, and an overarching theme. I’m really excited about it and hope you enjoy this little preview. Keep in mind this is an EARLY wip and the final version will be even better :D Facebook! www.facebook.com Twitter! www.twitter.com Awesome Vocals! www.JillianAversa.com Pro Sounds & Samples! www.ImpactSoundworks.com
Video Rating: 4 / 5

DOWNLOAD 75 OF MY TRACKS FOR FREE: isohunt.com Superraverz this was requested by, although i couldnt remember the name when i done the video haha! this is basically showing ya how to sidechain i just run ya through whatcha need to do, and i was messin about and i cum up with a pretty sweet effect meself if ya watch the video haha! you can tell this when i use the phrase “ohh i like that” haha! anyway hope ya like the video My videos are also donation ware so please donate something if you have found this video to be helpful/educational. www.paypal.com Listen to me: www.soundcloud.com/kevwillow Follow Me: www.twitter.com

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In a Free Album, Community-Shared monome Samples Shine (Video and WINE Tips)

Wednesday, July 6th, 2011

From the intrepid grid-playing monome producers comes a whole bundle of goodness: a free album, and along with it, a nice video that illustrates what’s happening on some of the tracks, some reflections on how 15-second samples can bind together a community of music makers, and even, as a bonus, some tips on running Windows software in Linux under WINE. (Whew!)

Via Joshua Saddler, who illustrates his music creation techniques in the video at top, we learn of the monome Community Remix Project album, available as a free download via Bandcamp. (Full track lineup embedded below.)

MCRPv10: MCRP​-​RP, by monome community [Bandcamp]

MCRPv10: MCRP-RP by MCRP

Josh explains how the “meta-remix” came about — by limiting to 15-second samples, and pooling results, an entire community of producers was able to work collaboratively:

I admit that this is slightly in my own interest, since I’m on this album (as “ioflow”). But even though this is the first album I’ve ever appeared on, being new to the world of electronic music production, what’s really newsworthy is that it’s another outstanding effort by all the monome artists. these guys are super-talented.

This MCRP theme: the meta-remix project. Each participant grabbed a 15-second sample from a previous MCRP track, and submitted the unaltered clip to the pool. the participants then used the pool to craft their own original tracks.

Man, what they did is crazy. I had access to the samples and I still can’t tell how they got those sounds. they’re a fine buncha talented
folks, so maybe this is a news item of interest: monomers around the world coming together to create a free album, created at least in part
with free software (i even used Windows software on Linux), using tracks previously made freely-available on other MCRP albums.

Thanks, and happy listening!

Here’s Josh’s track, too, via SoundCloud:

lines and angles by ioflow

Linux + WINE Tips

Josh also, after my prompting, shares some tips on how he works with Linux and, for Windows compatibility inside Linux, WINE:

I ran Max/MSP under Wine. I ran the “Ricochet” performance patch for the monome, which was tied to Linux-native Renoise via JACK (WineASIO transports audio/midi from Wine to the system JACK daemon). Renoise hosted the samples as sliced instruments, with some more open-source software DSSI plugins loaded (Calf Vintage Delay, etc.)

Ricochet is based on the Otomata website that’s been covered on CDM previously. You can actually see how it translates to the monome on my video for “lines and angles.” Press a button to place an initial “token,” with each subsequent press indicating direction:

http://vimeo.com/25748942 [seen at top]

More details here:

http://nightmorph.livejournal.com/235021.html

(and more monome/controllerism/software/music-related stuff on the “music” tag!)

The Max/MSP stuff, especially MIDI-outputting patches, generally works on Linux exactly the way it does on Mac or Windows. Occasionally I have to do some hacking to get audio/sample-based patches to cooperate, but only rarely do I find something that doesn’t work at all. mlrv1 and mlrv2 are the only ones so far. Most of the challenges stem from the fact that Wine’s handling of Bonjour is broken. The zeroconf layer that’s used by serialosc poses the most problems. For zeroconf-based apps, I got the man himself, tehn, to create a “static” serialosc.maxpat, for which I use a plain text editor to manually specify ports, then copy that .maxpat into each serialosc-based Max patch I intend to use. serialosc itself is developed on Linux, but it uses Avahi there, whereas other platforms use Apple Bonjour. Can’t have two DNS stacks on one machine, so I’m forever hacking on and around Wine to get it to cooperate with the system DNS responder. So far, there’s no way to bridge the app’s zeroconf transport and use it unmodified on Linux.

Workarounds like customized .maxpats are a small price to pay, though, for the pleasure of being able to run monome performance patches. I’m not a coder, so I have to work with what’s available right now. Maybe in the future I’ll try porting some of these things to Python.

I recently got Aalto running under Wine — I posted that to the CDM article a week or so ago. Rules of the MCRP being what they were, though, no external sounds allowed, so I couldn’t hook that in, much as I wanted to. I had a lot of fun learning how to make music with samples for the first time, anyway.

Good to know, I think! For more on WINE, see:
http://www.winehq.org/

But personally, I’m delighted just to have some nice music to listen to – and the price is right. Thanks, monome community!


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An Album That Can Be Heard Only in One Location, in Interactive Ode to Washington, D.C.

Monday, May 30th, 2011

“You had to be there.” Live performance has always been dictated by being present in a particular place, at a particular time. Now, the same is true of an interactive album produced by brothers Hays and Ryan Holladay, aka Bluebrain.

Both a two-man band and a two-man development team, there’s no clear dividing line between “coder” and “musician” for the artists on this project. But the only way to hear the work is to physically go to Washington, D.C.’s National Mall, and begin walking around. The satellites that populate the GPS received in your smartphone, currently on iOS but with an Android release planned, realize the work. You, and your device, then, participate in a kind of performance. The album is the first of a series; New York’s Flushing Meadows, site of a World’s Fair and a failed Olympics bid, is next.

The Washington Post‘s Chris Richards talk with the two artists; I’m quoted as the story pans back to look at music technology in general:
Bluebrain make magic with the world’s first location aware album [Washington Post]

It’s well worth a full read, as the artists describe some of their intentions, and claim they’re uninterested in this as technological gimmick. Richards also explains the experience of hearing the work, since not all of us can go to DC:

Approach that crazy-looking thing while listening to “The National Mall,” and you’ll hear a keyboard weep. Get closer and digital cellos begin to trace a regal melody. Closer. There’s percussion. Keep going. The volume creeps up. The drums push toward anarchy. Walk right up to the monument, press your hand against the cool, smooth stone and listen, as if the obelisk were a giant radio needle receiving some riotous transmission from deep space.

At one point when Richards interviewed me for the story, he asked me point blank whether technology’s greater impact has been on distribution or production. Caught off guard – it’s a question so fundamental I hadn’t really thought to choose – I found myself choosing production. After all, while distribution has been profound, the advent of recording, not the advent of the computer, is the fundamental breakthrough. But with computer music software, the ability to re-imagine what music actually is has taken the grandest leap since the gramophone.

Ironically, though, Bluebrain are taking the same approach to conventional recording technology as they are the new smartphone – they’re intervening to ensure music is limited and local. A “surprise” record release earlier this year not only went straight-to-vinyl (see previous editorial here), but required that you go to an actual store in the DC area.

In vinyl, the approach is an intentional throwback. In digital, it suggests a new way of making music for a space with a device as the medium rather than live performance.

There have certainly been locative digital works before this one, but I couldn’t think of one that was introduced as an album in this way. Then again, if the idea is worthwhile, it may prove worth repeating.

Follow Bluebrain’s work via their blog and site (and you may have to literally follow it, geographically):
http://bluebrainmusic.blogspot.com/
http://bluebra.in/

And do point us to other examples of locative work – including anything that might challenge their claim of being first, at least for our historical benefit.


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End of Train Device, New Album from Your Editor, and an Experiment in Releasing Music

Monday, May 23rd, 2011

A closer look at Richard Bailey’s artwork, made in paint, and not digital.

Yes, I create digital music, too. One of the things I’ve loved about CDM is the chance to share music making, from the construction of the tools to the production of performances and recordings. If that’s all we ever get out of music – getting to share with someone else – that’s already more than enough for me.

This week I’ve released my own End of Train Device, a full-length ambient / leftfield electronic album.

You can listen to the record in its entirety streaming on SoundCloud, on a site I built using their Premiere App for the Web. (HTML5 + Flash, so it works on computers, tablets, iOS, etc. I’m going to write up a little more documentation on how to use this yourself later this week, in case the included documentation in their code isn’t entirely clear! It’s the same app that Amon Tobin and NinjaTune just used for ISAM.)

http://endoftra.in

It’s also available to stream, share, or as a name-your-own-price, Creative Commons-licensed download on Bandcamp.

http://music.pkirn.com/

End of Train Device by P. KIRN

I wouldn’t be a writer if I weren’t also a practitioner, so I’m glad any time I can finish this sort of project. At the same time, it’s been a chance for me to reflect on why albums matter to me as a listener – and this release is already a jumping-off point to get to do some research about distribution outlets for independent labels and artists online.

Artwork. The cover images and visual design are the work of Richard Bailey, known as a music artist by the name Proem. Richard also created the code and CSS for CDM’s 2010 redesign. (He released his own new record on n5md last August.)

What I actually use. I don’t use every single tool I test and review in my work; I’d go crazy if I tried. This record was produced largely in Ableton Live. Almost each piece began as a live performance set, and then was reworked into a finished composition later. I tend to start by building up a palette from scratch, working with found sound, synthesis, the piano/keyboard, or some combination. Then I try to construct performance instruments I can play live – Kore, Reaktor, and Live Drum Racks variously feature heavily in these tracks. It’s various live performances that get reworked into a composition. This release represents about four years of work, total, including a great time spent with a group residing with artist Duncan Laurie at his studio. (His electronic contraptions, which I got to play with with Richard Devine, feature alongside sounds of Vidvox developer David Lublin making stew in “Oscilloclast.”)

I didn’t mix in Live, though only because I needed to switch environments to regain some perspective. Half the tracks were finished in Harrison Mixbus; the other half in Propellerhead Record. I’m not as plug-in-happy as I probably sound; most of what you hear is done primarily with my favorite Audio Damage plug-ins and some Propellerhead goodness, along with a lot of sample manipulation.

So, there you go, for everyone who’s been asking me that question for the past years, I’m finally `fessing up and answering.

Mastering. I’m incredibly indebted to my mastering engineer and friend Danny Wyatt (faculty at Dubspot). He worked with Steinberg WaveLab, iZotope Ozone 4, and URS to finish things off.

Me… My background is in classical composition and piano, so that probably … explains a few things.

The experiment(s). Now that this is out, it’s a chance for me to test-drive a lot of the tools for self-releasing music in their present state. I’m hardly the first to write about experiences as an independent artist. Everyone from Brad Sucks to Trent Reznor has weighed in. Digital Audio Insider is a great current read from indie artist David Harrell of the Layaways. Mostly, I get to benefit from the research everyone else is doing.

I very much want to see these models work as a listener, maybe even more than I do as an artist. I can always account for my own musical output – I’ll make music, regardless. But if there aren’t successful tools for other people to use, then I can’t count on other people continuing to release their work, which means I won’t have access to it. Some of my favorite music of 2011 has already been without a label attached; I’ve probably spent more money on Bandcamp than any other service.

Since a lot of writing has been industry-centric, I’m happy for any excuse to cover this exclusively from the perspective of an artist.

We kicked off queries about some of these questions with CDM reader Tricil, who built the Amon Tobin SoundCloud site, by the way – he’s a consultant/designer as well as musician.
Tricil Measures Topspin: One Solo Artist on Making it Online, Comparing Bandcamp

Tricil has already assisted as I’ve begun researching the state of current services. I’ll be testing the ones that look the most promising. I’ll be talking in coming days about how to make SoundCloud, Bandcamp, and Topspin work if you’re an indie artist or label, as well as some reflections on pricing and distribution models for services like TuneCore.

A preview: Bandcamp recently allowed the ability to acquire free music by leaving your email address. It works just as brilliantly as Bandcamp’s purchasing features. But as you’ll see below, what it doesn’t do is pull email addresses directly from the embed – the thing that’s been Topspin’s signature feature.

Koura by P. KIRN

I hope you enjoy my music; any chance to share it is something I appreciate. I hope you’ll continue sharing yours, and in the words of the old Sesame Street song, that you “don’t worry if it’s not good enough for anyone else to hear.” At the same time, stay tuned for some follow-up about what works, what doesn’t, and what’s worth your time. After all, tearing technology apart to see how it works is part of the mission here.


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Game Meets Album: Behind the Music and Design of the iPad Indie Blockbuster Swords & Sworcery

Thursday, April 14th, 2011

Jim Guthrie was a rockstar long before the iPad was. Paired with pixel-intense artist Craig D. Adams (aka Superbrothers) and a crack team of coders at the indie studio capy, he’s made a soundtrack that’s destined to be a gaming classic. But if you don’t want to play it, you can still listen to it. And if you’re playing it, you may find that it feels as though you’re listening to it, and gazing into its artwork.

From the moment you tap to launch it, Swords & Sworcery plunges you into a world that’s part game, part interactive album. Yes, there’s the obvious presence of a spinning vinyl record you can scratch and brake, right there on the title screen. And yes, there’s the conspicuous “EP” in the title, or the just-released LP (a real LP, on digital but also now sold out on vinyl).

But it’s once you navigate the expansive digital forests of the title, once Jim Guthrie’s moody soundtrack taps away at your brain, that you begin to get it. Sword & Sworcery will certainly get the dreaded (or is that coveted?) “arty” title, but it’s the way in which it spins out audiovisual entertainment that makes it special.

Sword & Sworcery LP – The Ballad of the Space Babies by Jim Guthrie

It’s pure aesthetic deliciousness, a brew that makes your head buzz.

And it’s finding that aesthetic sense – neither retro nor modern, neither low-fidelity nor slick – that makes this title relevant beyond even the world of gaming. Jim Guthrie’s songs and the lush pixel art graphics are the perfect fusion of old and new. It’s telling that Guthrie himself crafts his tracks in a combination of a PlayStation music game (MTV-branded, no less), GarageBand, and then high-end Universal Audio plug-ins. (See video above, and have fun gear-spotting familiar toys through the jump cuts.) It’s sort of studio garage, in the way digital music can be now. Its unabashedly synthetic instrumentation gives voice to a generation that grew up with computer-produced music. The musical score itself sometimes nods to Philip Glass, sometimes to punk rock, very often a mixed-up, intimate fantasy folk cinema, with sounds both shiny and flat.

Composer Jim Guthrie.

But happily, this isn’t just a game with a clever soundtrack, or a release of game music. It’s a real fusion of album and game, music and visuals. And, lest we get to carried away with the Art label – capital a – music and game alike are good fun.

CDM managed to pry co-creators Craig D. Adams and Jim Guthrie from an adoring gaming press long enough to talk to us in depth about the making of the music and release, down to every last technical and artistic detail. They said so much – and crossed two media so completely – that I’ve broken up their ideas into two stories, across Create Digital Music and Create Digital Motion. Their reasoning for committing to those two media has a lot in common, I think, with why we run these two sites and why a lot of you read and contribute to them.

Out now: both an LP music release on Bandcamp and iPad version. Coming this month: recent-gen iPod touch and iPhone versions of the game, too.

Jim Guthrie: Sword & Sworcery LP – The Ballad of the Space Babies @ Bandcamp
http://www.swordandsworcery.com/project/

Let’s begin with the notion of this as musical-visual collaboration. Obviously, some of our favorite game experiences have used music effectively. What’s different about this project?

Craig:The iPhone & iPod Touch, and the iPad to some extent, don’t have an input style that lends itself to precise inputs. So, it seems to me that a lot of traditional video games seem to fall a bit flat on these platforms. The thing is, these machines are great music and video players, so we knew going in that we wanted to make something that was as open and as laid-back as a record-listening experience matched with a naturalistic visual presentation inspired by film, so that was really the starting point. We also felt that a more relaxed, more occasional, less punishing, more interesting experience would be a better fit, something that was closer in pace to browsing the Internet or whatever. Early on we were calling S:S&S EP “a brave experiment in Input Output Cinema.” I/O Cinema is kind of an intentionally absurd nonsense buzzword but I think it’s perfectly apt for this type of entertainment, it’s a heckuva lot more descriptive than ‘videogame’ anyways, in that it gets away from the idea of a program with rules and win/lose conditions and it puts the focus more on the conversation the audience has with the creators while the audience pokes, prods & problem-solves an authored audiovisual creation.

How did you work together, Superbrothers and Jim, to combine music and visually? What was that collaboration like?

Craig: When we looped Jim into the project in we told him the name, described the aesthetic, talked a bit about The Legend of Zelda & Castlevania, and then Jim dug around and found a few songs he thought might fit. I went ahead and tried to generate art & narrative concepts using Jim’s songs or else stand-ins to set the mood. As we started to mix things together we’d evaluate, iterate & improvise. Eventually we’d get into situations where me and Kris, Capy’s creative director and co-designer on S:S&S EP, would have a plan for an environment or a scene or a situation, and we’d get the art & the mechanics together and then pass along a rough build to Jim with some kind of suggestion like ‘go John Carpenter on this one’ or whatever, and then Jim’d work his magic, filter the concept through his music-making mind and barf up something totally beautiful & shockingly perfect. So yeah, it was a messy process, but towards the end we kind of got a feel for it, I think it all worked out super well.

Jim: It wasn’t always clear if the art needed to inspire more music or the other way around, but it was a very necessary process considering the relation the two elements share in the game.

Jim Guthrie’s music studio. Photos courtesy the artist.

Technically speaking, is there anything unique to the way the music integrates with game play? How did you approach the technical challenge there, in other words?

Craig: For the music integration aspect, we really just made things up as we went along. We tried some things; some of them worked, some of them didn’t. Then we’d iterate on them or revise them as necessary. We tried chopping things up into a million loops and then stringing them back together with logic, and it kind worked, but was kinda rough, so then we’d revise it or refine it. Eventually we started to figure out a bit of a groove – we learned what the limits were with the machines & the quirks of fMOD [the game sound engine]. We’re a whole lot wiser now, but I think it was a positive thing going into something like this a bit naive.

Jim: Technically, there’s nothing in this game that hasn’t been done before. We sort of ‘stood on the shoulders of giants’ and made it our own. It’s more about the mood and atmosphere that the music and art create that is special. Like Craig said, we made things up as we went.

From the beginning, we knew it was very possible that this would be released digitally as an album, but it wasn’t until a little later on that the idea of vinyl struck us as a good idea. You would think it was all planned from the beginning considering how often the image of the record appears in the game but it sort of willed itself in that direction over time.

It’s always tough to describe the process of summoning one’s art. After we had sort of figured out what the first few tracks were going to be, I just let Craig’s art and ideas lead the way and I reacted. It also really comes down to knowing your craft and what tools you use to create with. Once you figure that out the tools don’t get in the way when you’re hot on the trail of a fleeting melody. There’s noting worse than loosing that spark because a technical issue. Computers have robbed me of so many musical sparks, but to be fair, they have given it back tenfold.

I will give into the temptation to ask one obvious question – what does it mean that it’s an EP? Obviously, it’s a reference to the notion of a game release as being akin in some way to an album, but anything beyond that you wish to say?

Craig:The EP concept goes back to the start of the project – we wanted to put the sound component right out front. We wanted the whole project to feel like a musical composition, and at first we wanted to make something small and acknowledge that this was a tentative first release by a new videogame ‘band.’ The project grew from ther,e and it goes well beyond the 37 minute running-time we had originally envisioned, but everything else fits.

We had always planned to prepare a record release to accompany the project and when the time came to commit to this we basically had to make a vinyl edition, and Jim basically just put that into gear on his own… so that became Jim Guthrie’s Sword & Sworcery LP – The Ballad of the Space Babies. While the record is a smaller component of the project in terms of man-hours, the music on its own is kind of larger than the art and the story we tried to create in the actual videogame, so I think it’s kind of perfect that it’s the LP.

Jim, the music really has a quirky personality all its own, and I think it’d be too easy to describe it aesthetically. How did you approach scoring the music, in finding a voice for this title?

Craig: Several of Jim’s songs pre-date the project, so they informed the aesthetic & concepts from the start. My role early on was to translate the music into artwork & narrative that would fit the general idea of the project. But yeah, beyond that I’ll let Jim fill in the blanks here!


What’s the production process like for the music itself?

Jim: I captured all of the music either on a PlayStation using MTV’s Music Generator and/or
[Apple] GarageBand. For example, on the song, ‘Lone Star,’ I drummed a beat onto a cassette four-track, burned that onto a CD, placed the CD into the PlayStation, sampled and looped in MTV Music Generator,
and then built a song around it using that software. THEN I brought it into GarageBand and added more layers and effects. I also used a [Casio] SK-1 peppered throughout. In terms of plug-ins and soft synths, I used a lot of the Arturia stuff, [Native Instruments] Kontakt, [XLN Audio] Addictive Drums, [Toontracks] Superior Drummer, and a [Universal Audio] UAD-2 card loaded with a bunch of their processing plug-ins.

Not all games are narrative, and I’ve never found conventional narrative to be a prerequisite to art (cough, Ebert). But there is a strong narrative aspect to this title, too. How do you go about telling a story and building a game mechanic at once? (And, for that matter, do you still scrawl things on index cards to get there?)

Craig: It’s funny, we are getting some positive responses to S:S&S EP’s narrative, but really, the narrative only exists to make sense of the player’s experience; it’s not exactly ‘the point.’ We started with the songs, then the art, then the mechanics that would bring it together. And while the broad narrative concepts were always there, it was only in the final stages that the script came together, and really it’s just a way for us to help communicate what’s supposed to be going on. I was on the line to write the script, and for a good long while, it kinda sucked while I was buried under art, sound & design tasks, but I kept iterating on it, editing it for brevity, clarity, and humor, with Jim and Kris and a few others kinda guiding the process.

So yeah, I guess we did some okay things with narrative, and I’m actually super-proud of the mind-fuck tear-jerker heart-breaker finale, but I think the only reason any of it comes across is because of Jim’s music wrapped up in paintings. And really, Jim’s songs are all the narrative I ever wanted.

Now that you’ve become gaming rockstars, what’s next?

Jim: A bottle of vodka?

Craig: Hahahaha… Jim’s already a rockstar, so this stuff is probably old news. I think we’re definitely enjoying our fifteen minutes of fame in this very specific niche, and I’ve been trying – maybe too hard – to keep that buzz going so the project stays visible as we gear up for the all-important iPhone & iPod Touch launch. Once all that’s out of the way, I’m really just looking forward to some quiet time: bike rides, swimming, hiking, and whatever else.

We’ll keep the Sword & Sworcery project rolling along in the background too. We have plans for a gala event here in Toronto in a few months and some other schemes related to the app itself that’ll last the year & maybe into next year. We’ve been given a real opportunity here & we want to continue to honor that.

What are you excited about in gaming – or, for that matter, audiovisual work – at the moment, beyond your own work? Anything you’re listening to, watching, playing (or all three) at the moment?

Jim: Honestly, I went into my iTunes to have a look at my ‘Recently Played’ list and for as far as the eye could see, it’s all stuff I’m working on. No time for art! Just work!

Craig: I’ve been too busy and too exhausted to be paying much attention to what’s happening out there in videogames, film or music. To be honest, what I’m most excited about right now is the prospect of getting some fresh air and some exercise, maybe getting away from electronic screens for a bit sometime, and then after a little break maybe starting on some new creative work.

I had the opportunity to see 2001: A Space Odyssey in theaters a few months ago. I’d seen it a few times before but only on VHS… so that was a real treat, it’s an entirely different film in the theaters, there’s so much more to enjoy. I’m also a huuuge fan of Kanye West’s “Runaway.” I think that’s a genuinely incredible piece of audiovisual work; Vanessa Beecroft’s art direction really shines. Banksy’s Exit Through The Gift Shop and James Cameron’s Avatar blew me away too, for entirely different reasons. I’ve just recently seen my friend Firas Momani’s Fantasia Festival award-winning short film The Adder’s Bite & it gave me all those groovy Cronenberg + Lynch + Kubrick feelings, very inspiring.

On the video game side I’m still intermittently playing Motorstorm: Pacific Rift for PS3, a 2008 effort from Liverpool’s Evolution Studios that I think is basically perfect, plus I’m digging in to Monster Hunter Tri on Wii. I’m playing Monster Hunter co-operatively with a couple friends every Sunday morning… we’re still just scratching the surface but it’s easily the most intricate and deep video game I’ve ever played, which takes me way outside of my comfort zone in an interesting way. I’m also cautiously optimistic about L.A. Noire, Uncharted 3, and The Last Guardian… we’ll see how they work out in the end.

On the music side, I’ve been listening to Jim’s Sword & Sworcery LP… even though I’ve heard these tunes so much in the last two years that my ears hurt, the record itself still comes across as beautiful & fresh, the songs still evoke all kinds of imaginings. That record aside I’ve got a heckuva lot of catching up to do… but first I have to give my ears a bit of a break. That said, I’m amped for the Beastie Boys record that’s hitting in the next little while.

All images courtesy Superbrothers and Jim Guthrie. Used with permission.

Do let us know what you think of the game, folks – or whatever audiovisual creations, in the form of games or otherwise, inspire you.


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