Learn To Make Hip Hop

...Learn to make hip hop music. become a true beatmaker today.

album

...now browsing by tag

 
 

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!


AudioProFeeds-1

Tell others about us:
  • Twitter
  • Digg
  • StumbleUpon
  • MySpace
  • Reddit
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

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.


AudioProFeeds-1

Tell others about us:
  • Twitter
  • Digg
  • StumbleUpon
  • MySpace
  • Reddit
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

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.


AudioProFeeds-1

Tell others about us:
  • Twitter
  • Digg
  • StumbleUpon
  • MySpace
  • Reddit
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

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.


AudioProFeeds-1

Tell others about us:
  • Twitter
  • Digg
  • StumbleUpon
  • MySpace
  • Reddit
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

An All-Android Hip-hop Album, and the Tools Used to Create It

Tuesday, April 12th, 2011

Now airport lounge layover-ready and musical – the Android platform. A hip-hop release that used these handheld tools exclusively is a good window into what’s out there. Photo (CC-BY) Laihiuyeung Ryanne.

From an eBay-purchased Atari ST to your phone, you really can make electronic music however you like, wherever you like. Generally, I’ve therefore been skeptical of gimmicks like all-iPad albums, particularly as it seems fairly obvious that such things should be possible. On the other hand, albums produced entirely with less-obvious, less-popular options may lead to more unexpected solutions. And they can both prove my ultimate thesis: you should use whatever makes you happy. If a few extra tools help with that, superb.

Plus, who am I to walk away from potential flame bait?

In this case, an all-Android album from Philadelphia DJ/MC COOLOUT aka Christopher Davis carries another surprise: it’s a damn solid hip-hop album. Some quirky flare from COOLOUT is amplified by the lo-fi aesthetic of the recording technique, making use of the internal mic on an Android phone. With creative sound design, it’s firmly rooted in hip hop, but takes a nicely experimental direction.

I find that it’s fun listening, and whether it’s your musical taste or not, the listof apps the artist has compiled will be a godsend to anyone who’s got an Android phone and is looking for ways to make it more musical.

THE RISE by COOLOUT

There’s some musical thinking behind these choices here – Android becomes a return to what the artist loved about simple digital samplers of yore. COOLOUT tells CDM:

I used a couple of different workflows. The cool thing about Android is that most of the audio apps aren’t as feature-heavy as iOS. Coming from the days of using mono 12-bit samplers with no effects, it was easy to use all the techniques of layering and chopping I’ve known for years. Most times, the instrumental track was completed fully on the phone and I then tracked the vocals in a standard DAW later using the Android device as a microphone. There were no outside instruments used and I tried to stay away from standard plug-ins. It was hard resisting the temptation, but I wanted to represent the sound of Android as much as possible. I only used outside compression on the vocals, all the other effects like delay and filters were from Android apps. If Froyo didn’t have such huge audio latency I probably could have tracked the vocals all on the device.

Another great thing about recording using an Android device is that I was able to write all my lyrics in Google Docs (shout out to Count Bass D for putting me up on that) and have them directly in front of me while recording vocals.

Technical note – it’s not so much Froyo (the Android OS release) that adds latency as a lack of low-latency performance from handsets. The API also lacks the structure you might like for low-latency applications, though if you’re a developer, check out the AndroidWrapper class Peter Brinkmann wrote for libpd for Android, which presents a useful workaround for any audio app.

The apps (with Android Market links, though there are other ways of getting to them, too):

Virtual Amp
MusicGrid
Electrum Drum Machine
Jasuto Modular
Ethereal Dialpad [see CDM coverage]
MicDroid
PureData/RjDj
Guitar: Solo Lite
Chordbot
VirtualSynthesizer
Brainwave Tuner
Musical Bubbles
Silicon Oxide [retro virtual analog drum machine]
Buddhist Instruments, Tone Dialer (I think that’s this one)
PP-Electone

A look at some of those apps…

Brainwave Tuner:

Electrum Drum Machine:

Chordbot:

Silicon Drum Machine:

Our previous round-up of Android apps – well worth doing, I thought, because these apps have been harder to track down than those for iOS:
Useful Music Tools for Your Android Phone, and a New Sketchpad Joins Groovebox

…and earlier this month, a Game Boy (and iOS) favorite making its way to an all-Android release:
Nanoloop Comes to Android, with its Lovely, Minimal Music Idea-Making Interface

And, of course, if it is iOS you’re interested in (or you swing both ways), you can find all our coverage:
http://createdigitalmusic.com/tag/ios/

Or for all things music mobile – regardless of platform, don’t miss the exceptional, 24/7 online news channel for mobile music apps, the fire hose of news for this growing genre:
http://the-palm-sound.blogspot.com/


AudioProFeeds-1

Tell others about us:
  • Twitter
  • Digg
  • StumbleUpon
  • MySpace
  • Reddit
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

Animusic 2 – A New Computer Animation Video Album

Wednesday, March 16th, 2011

Animusic 2 – A New Computer Animation Video Album

List Price: $ 19.95

Price:

Find More Computer Music Products

Tell others about us:
  • Twitter
  • Digg
  • StumbleUpon
  • MySpace
  • Reddit
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

Interview: Anika, Working with Portishead’s Geoff Barrow, Makes an Album You Don’t Have to Like

Friday, March 4th, 2011

Perhaps it’s something of an irony, here on a site that heralds shiny technology, but there is a longing among many musicians to return to something raw and unvarnished in music. There’s discontentment in the ranks of the techno-futurists, enough to sow the seeds of rebellions. If that feeling could be given a voice, Anika would be a good candidate. A political journalist who found herself, entirely unexpected, at a session with Portishead producer Geoff Barrow, she is a vinyl-loving, politically-minded throwback, an antidote to everything that commercially-calibrated in music.

http://www.stonesthrow.com/anika

The first thing you should know about Anika’s self-titled debut is that some people immediately hate it. Others just as quickly fall in love with its tendency to sound as though it were made 30 years ago. It’s not retro as pastiche: the music is unrehearsed, largely unproduced, fed through cavernous spring reverbs and played on abused instruments and machines. It sounds like another decade because it was made in the way those records were produced. But it’s also divisive, something unprocessed enough that people can form strong opinions about how it tastes.

And, of course, there’s the question I knew I’d have to broach – the fact that the results sound rather a lot like Nico (of Velvet Underground fame). (The New York Times’ Ben Ratliff described the effect neatly as “healthily irritating.”) Barrow must have been pleased; the guy’s festival here in New York is “All Tomorrow’s Parties,” so you do the math. But it works, because the similarity is entirely organic. Anika, too, is German-born, here German by way of England with a hint of Welsh inflection, and intentionally over-pronouncing the lyrics she intones. She doesn’t sound like an imitator, but like a successor. (She also sounds a great deal more English and Welsh, for the record.)

When Anika was to do the photo shoot, she tells me, Geoff instructed the photographer to “make her look as rough as possible.” That might be the best way to sum up the musical performance and production here, too, a punk rock, just fell-out-of-bed approach to music. And like Nico, like Anika herself, no matter how rough the styling, the results are somehow oddly irresistible. (Anika, on the cover of the album, seems to channel Warhol.)

Producer Geoff Barrow, who gave us Portishead, BEAK>, and Invada Records, might be a surprising pairing on first blush. But his own sense of the importance of song-writing, of the album as a vessel for expression and not just mass-production, and taste-defying, upstream-swimming aesthetic here is perfect.

And I wouldn’t mention this here if I didn’t find this album relevant to the other techniques of production in a digital age. If it makes people angry, actually, that’d even serve its purpose.

I spoke to Anika in New York, where she was doing a series of DJ gigs. The night before, I saw her at Gallery Bar; she struck me as almost delicate with her collection of all-vinyl, no computer in sight. (She told me that she’s doubly careful because she’s actually clumsy, which I can appreciate as something of a klutz myself.) But for all the practiced carelessness of this record, Anika herself is careful and thoughtful. And I think, whether you’re in the love it or hate it camp as far as the music, what she has to say about musical expression and the industry will be very, very familiar to readers here.

CDM: Tell us a little about your background – before you got into promoting this record, you were really a journalist, right?

Anika: I was a political journalist. I had to give it up officially. It’s the Berlin-based news network – ESNA, it specializes in education and science policy, and I was the UK correspondent. We’re a news network, newspapers and policy makers buy our service. It’s on a very specialist scale.

I studied politics in University. I’m officially more of a political journalist. Music has always been there, but it was more of a hobby. I’ve been doing all sorts over the years. I did a bit of work for BBC Wales News, a lot of news stuff, worked for newspapers.

And this is something to which you intend to return.

It’s definitely something I’m going to back to. I was doing that full-time in Berlin up until October when I said, okay, I have to go back to England to rehearse, because the album’s actually doing alright. I recorded it not necessarily with the hope of releasing it. We did it as an experiment, more of a mini-rebellion for me against what I disliked about the industry at the time.

I can think of a pretty long list myself, but what was it specifically that you disliked?

I worked as a promoter. In Cardiff, I used to book bands for four bands in Cardiff and one in Bristol. I used to deal with entertainment for the venues, do all their graphic design, all their marketing, set up a label for them, release local bands in Cardiff. There were just a lot of things I really disliked about the scene, and about the way it works.

In England, people weren’t going to gigs. In my venues, the bands would always be secondary. One of the venues that I worked for, they got a sound restriction the minute I got there, which meant they couldn’t have live acts before twelve. They weren’t aloud to have any live music before midnight.

For the venues, music was always secondary. It wasn’t their biggest income, really. They knew it would only ever make ten pounds a night. Since people aren’t willing to pay for gigs, the most I could charge for a gig was four pounds – like, six dollars. People wouldn’t pay more, and they’d normally expect it to be free. And the way they run it, they never took the bar into account. I usually just break even. I don’t think I ever made money from gigs, ever. I don’t think anyone does.

I worked directly for the venue, so I was on salary. It was four venues. I had to make sure there was a band on every night in two of the venues. For the commercial nights, I had to come up with the concept, the graphic design, book the DJs. I had to do all the graphic design for the bars, the cocktail menus, the food menus, worked with the food and cocktail people to come up with good stuff. It was a lot of work for one person. I had to rep the gigs at night, as well. I’d come in at ten in the morning and I’d be working until about four or five in the morning. I’d go home, sleep for an hour, and come back to work. I’d normally work six, seven days a week. It was a bit much. I had to rep the gigs, so I had to cycle from one venue to the next to sort out the bands, give them their beer, cycle back, buy some more beer, give it to the bands, and maybe DJ at three in the morning and go home. And they’d always say, oh, well, you’re not structuring your time well enough.

So I quit, because I hated it. I was being absolutely taken advantage of. So now I know I only want music as a hobby and not as a career. And then a week later, I got a call from my friend saying, oh, yeah, my friend’s band are looking for a singer. Do you fancy having a go? I tried a few bands in Cardiff, not because I want to be in a band, but because I had a load of lyrics, and I wanted to see how it worked with music. I recorded stuff that directly rejected all the kind of stuff that most bands thought that they have to fit in. So on purpose, we rejected the whole imaging of it. The way I sang it, at first it was political.

How would you say it’s political?

In two ways. The songs I write are [often] directly political. It was also political in the fact that it was a statement for me. It was directly rejecting everything that pissed me off about the industry at the time. It didn’t fit. It wasn’t pleasant to listen to. For ages, in England, all the bands that were doing well were so pleasant and so nice, and they’d go on [BBC] Radio 1 and they’d have interviews and they’d be, like, oh, yeah, it was so nice, I love the record… It was great, and I think music like that is really important to have, but there was no alternative.

It’s great to have that, if you want to do the washing up or you want to do the Hoovering, fine. But there was no music that was any different.

When indie became music, rock music became mainstream, between 2000 and now,, for England, it is commercial rock, isn’t it? In England in the 90s, at least people did stuff that was more rebellious. It wasn’t so nicey-nicey all the time. What if you’ve got something to say? And people were too scared to make any statement, in case someone didn’t like it. There were scared to take a risk. And that’s the thing about this record. It wasn’t designed to be liked. It was designed to make people think.

It’s like “No one’s there.” Now it seems cliche, but when I first wrote it, it was when the English media was writing all these headlines … personifying the recession as if it was some wolf that was going to eat your children. It was just the politicians’ mistakes, and the fact that we spent beyond our means. It was scaring people so much that they weren’t spending any more, so it actually makes things worse.

It was just interesting reading people’s opinions on matters and how they’d been framed. I remember my housemates at the time making all these throw-away comments about religions that they didn’t really know anything about. It’s the same with the Recession. A lot of people didn’t know much about it and didn’t look into it and understand why. That’s the thing about “No one’s there.” It’s just saying you need to question what you’re told.

And I imagine there’s also the politics of the music itself – you had said that music itself had suffered.

The reason music was suffering was because the people going to gigs weren’t taking risks. Firstly, people stopped buying music, which was pretty shit. Gig goers in England weren’t taking risks. So I’d put on a really good band, but they hadn’t had that much press coverage that week. People follow too much what they’ve been told. So this year, at the moment, the BBC released their top ten bands of the coming year. So all the music media has been writing about these bands and no one else. They’re just so lazy. And now they will be the top years this bands because they’ve been told. It’s like the chicken and the egg – which came first?

All those people on that list have the whole package, they’ve got the photos, they’ve got the MySpace friends. It’s just so predictable.

So, really, it’s not only the press, but the listeners, as well?

It’s the chicken and the egg. What comes first, the apathetic listener, or the [press]?

Just thinking about the production here, too, do you think you can record rebelliously, as well?

You can record it rebelliously by not over-producing it. That’s exactly what we did. To try and get that, we had to go to extremes. We didn’t plan any of the songs before we turned up that day. We’d walk in – we’d go the night before and spend the night on YouTube finding things that we could twist into a completely different form, and then we’d go in the next day and say, look what I found? And then I’d go print out the lyrics, Billy would figure out the bass, and then Jeff do that and Matt would walk in, and then we’d try it out, and then the third take was the one that we used. And that’s why it’s not perfect, and that’s why it’s funny when people say oh, yeah, what is this? It’s not perfect singing or whatever. It’s like, oh yeah, it’s not. It was never meant to be.

Okay, I have to ask – obviously, the comparison is going to get made to the Velvet Underground. Was that a conscious influence?

It was really weird with the singing thing. A lot of people said oh it’s Nico and rubbish — like a rubbish, rip-off version of Nico. But firstly, I’d like to point out I’m actually half German. I learned German before I learned English.

When I was doing it, because I had a lot of political lyrics, and because some of the stuff we were doing was Bob Dylan, if anything, I tried not to sound American. So I over-pronounced everything, because I didn’t want it to sound American. And I happened to be living in Wales at the time, for the last five years. It actually sounds a little bit Welsh, but people don’t know that. And so that’s where it ended up where it was. It was me trying consciously not to sound American and then trying to sound Mockney. Mockney is like the London accent. And I didn’t want to have that, either.

I personally didn’t realize we were going to release it. I did it just for a bit of fun. I didn’t realize it was Geoff Barrow at first.

Wait – really? When did you find out that’s who it was?

[laughs] I thought it was just some guys that wanted to record stuff. And when I turned up, no one had borrowed to tell me that it was Geoff and people. I only found out after a few sessions.

My friend kept telling me, oh, they’re called, like Beep or something. I typed in Beep onto Myspace and I couldn’t find them. I think eventually it’s because Geoff gave me a CD in the studio. I was like, oh yeah, do you have one of those Beep CDs, and he said, oh, you mean Beak? And he gave me the CD. And so I went on their MySpace and I was like, oh, right, so that’s Geoff Barrow then… [laughs]

It was good, because I think we all just wanted to do something different. At first, they were just looking for a singer, I think, to do Beak stuff. But then, I just did stuff slightly differently and it ended up being a solo project.

Geoff just kept saying don’t practice. That was his only input, he said don’t practice. At first, it was just to get that kind of rawness, where we weren’t trying to fit it into anything. If I’d had more time, I probably would have had singing lessons, and it would have lost all of its vulnerability and everything. And it is vulnerable, because people can dislike it. It’s easy to go off and make stuff perfect, and then if people don’t like it…. At this sort of point, it is … [pauses] very vulnerable. It’s vulnerable to attack. Because it’s me, not necessarily feeling particularly one hundred percent when I was doing it, it makes it even more vulnerable. But at the same time, it makes it more genuine and more sincere.

It’s a rebellion against what we were told to be. We were told the right way, how best to produce a perfect record. I could have probably got singing lessons, gone to the gym a bit, got a haircut. And that would’ve been alright. And I could have fit it in.

I didn’t actually want to be a musician. I wanted to be a politician. I did it for kind of almost the right reasons. I wanted to do it for sincere reasons. There’s this hyped-up image of this amazing pop-star lifestyle. And because of these reality shows where the emphasis is only on the person’s voice, and then probably what they look like, and then nothing else matters. Nothing about what they want to say, the individuality. People often want to be famous, or they want to be musicians for completely the wrong reasons. And I think that’s why so many people have reacted strangely to the record. I know a lot of my friends at home who are used to mainstream records say, oh, this isn’t really my thing. And it’s fine. I know a few people have commented on my singing ability. And that was never really the point.

How did it come to be that you wound up going this route, then? You had been writing for some time?

I’d been writing loads in that year. It was in the years when I only had two hours at home a day to sleep, and I could never sleep. I was so shut down after work. So I ended up buying a rubbish guitar and trying to put structure to my words. I’d written for years, but never put much structure to them. Still can’t play particularly well, but it helps structure it. I used to just sit there for two hours in the time when I should have been sleeping. I think my housemates thought I was nuts at the time. But it was my way to unwind. So I wrote loads in that year.

I tried out with a few bands in Cardiff, just some jamming sessions with my friends. And it didn’t work because they had big electric guitars and would just drown out my lyrics.

I think it was because my Geoff said to my friend, oh yeah, we’re looking for a weird singer with a bit of a weird voice. And my friend was like, oh, I’ve got exactly the person.

When you did hear yourself on the album, did you say to yourself, oh yes, that’s really my voice, personally?

I didn’t listen to it. I just did it and didn’t listen. We just recorded and that was it. I just walked out of the room, went in the kitchen and made some tea, and didn’t even want to know what happened to it.

And then sometimes I’d say, oh, well that sounds really bad. I’d say, can I do it again, and we’d do it again, and we never used that one, because it just sounded, too …

I think the record can be quite enjoyable. But people seem to be one extreme or another – they’ll fall in love with it, or absolutely hate it. That to me is rather interesting.

I don’t mind. I quite like asking people why do you dislike it – because some people really do to an extreme. It’s always nice to hear why. It’s always good, because it’s made them think. It’s made them question why they don’t like it. That’s good. That’s an achievement.

I couldn’t listen to it for ages after. I just forgot about it, took up that job in Germany with the intention of staying, moving to Brussels to work in policy development.

That’s why I let [Geoff] do it. It was rejected all the pre-cut roles, how it should be. That’s why it worked so well. Geoff’s a bit of a rebel, as well. He doesn’t like fitting to what he’s told.

That’s why it’s good for me to do these DJ tours and only use vinyl. It’s really difficult for musicians at the moment … if you sell your soul and make knocking music and get endorsed by some big company, it pays for you to do that. But if you don’t, it’s really hard to try and afford to [be a] musician. I was fortunate that I moved to Berlin and managed to live. It’s really difficult how people don’t buy music any more. I know it’s really cliche to say, but it’s true. Especially with vinyl, that’s why it’s really important to endorse vinyl stores. It’s really important to buy.

So, to you playing vinyl isn’t so much about nostalgia or authenticity, it’s the economics around that physical object.

Yeah. That’s why I bought vinyl today. Even though I could probably pick up the phone and say could I have some vinyl, please. I think you need to put something back, because otherwise it’s not fair.

So many [shops] have shut down in the last years. And they do help underground music survive. They have in-stores, and they help promote records. And that’s why I was in Other Music. They helped with my record a lot.

That’s the problem with the whole downloading culture. It’s just a reflection of consumerism, how we want everything now.

What’s in Anika’s Vinyl Shopping Bag?

Anika and I met for the interview at Manhattan’s terrific independent music store, Other Music. (If you do prefer digital downloads, or happen not to be in New York, they also have a digital store – so, in fact, you can have it both ways after all.)

In fact, the very first thing she did was to show off her acquisitions. Here’s what she bought, with some commentary, via her Tumblr blog:

The Soft Moon Parallels 7” (This band played before me at Part time Punks in LA and i really liked them! I hadn’t heard of them before)

http://www.youtube.com/watch?v=bgwGEG10WIY

Nite Jewel – Am i real? six song ep (I like nite jewel)

http://www.youtube.com/watch?v=w9A_2AN39X8&feature=related

Kleenex/Lilliput 4 vinyl box set (This just excited me so much that i closed my eyes and handed over the cash..)

http://www.youtube.com/watch?v=zY2nXUUvwg4

Circuit 7 video boys album 12” on MW (I love the MW label and wanted these tracks for a while)

http://www.youtube.com/watch?v=J_hV-uqNZ5c

Oppenheimer Analysis album on MW (I always play radiance because i have the single, so was desperate for more!)

http://www.youtube.com/watch?v=I6faunFcrT0

Anika – I Go To Sleep by stonesthrow


AudioProFeeds-1

Tell others about us:
  • Twitter
  • Digg
  • StumbleUpon
  • MySpace
  • Reddit
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

Make an Album in February Or Bust: The RPM Challenge, and Deadlines are Good

Thursday, February 3rd, 2011

Photo (CC-BY-ND) tianhua.

Record an album in the month of February, and have it in the mail by March 1: that’s the RPM Challenge, and so far, some 6,000 acts have already delivered. Nathan Groth writes us with details (and apologies for late posting here, since that means you have… less time).

Long time reader of CDM. I’m also a coordinator of this little thing called the RPM Challenge, which is now into year #6. I think you may find it interesting and we would love to get some coverage in the hopes it may entice more people to get involved. I also think it’s something the CDM community would find appealing.

While it’s not geared specifically towards electronic or experimental musicians or usage of specific tools, it does represent a little local event that has gone global, while still running entirely (100%) by volunteers and donated server space. The website is also powered by open source code. With no corporate sponsorship, it’s managed to curate one of the largest free music collections on the internet, plus it’s a really neat idea!

It began as a idea based on National Novel Writing Month, and it was a strictly local affair in Portsmouth, NH at first. Over the years it’s gone global, attracting people from as far off as Tokyo and McMurdo Station in Antarctica. Despite the reach, though, the great thing is that it’s managed to be strongly local as well, and in that really lies it’s power- it’s managed to walk a fine line between an amorphous- internet based event and a strongly local one at the same time.
Enough babbling from me, I’m just an excited volunteer.

rpmchallenge.com

The competition is global, and there’s a global listening party on March 26 – I hope we’ll check in there. Do let us know if you get your music posted; Synthtopia posts the same call so perhaps we’ll have a number of music tech blog-reading producers out there.

I’m not sure February will be right for everyone, but you’ll know if it’s right for you. As for the question of whether a month is enough time to produce an album, in some cases, it’s actually harder to take longer. When I talked to Gold Panda back in October, he described the three weeks he had to make “Lucky Shiner” as the very element that made the production possible and satisfying:

I looked after their dog over Christmas and had my whole studio set up there. I have a really short attention span, so most tracks are done in a day, and then I’m bored with them. And if they turned out good, then they’re good, and if I think that they’re not really finished or whatever, then they get rendered to the hard drive and put into iTunes and sit in there forever.
I was never really a big fan of dogs before, so I kind of had this bonding with this dog called Daisy. She’d wake up really early and wake me up, and I’d take her for a walk, come back, start making tracks. And then after an hour or so, she’d want to go for a walk again or play. Every time I was getting into it, she’d kind of stop me and we’d go for a walk. It stopped me from overworking things, and I think that’s what made it — [the album's] more simple and more direct. It was good to have a distraction while I was doing it.

It’s a familiar scenario – both the three weeks, and the smaller periods of time are a kind of “timeboxing.” (See my story on the Pomodoro Method.) I hope to talk more about productivity this week and next, so feel free to bring up ideas – and let us know if you’re taking up the RPM gauntlet.


AudioProFeeds-1

Tell others about us:
  • Twitter
  • Digg
  • StumbleUpon
  • MySpace
  • Reddit
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

Animusic – A Computer Animation Video Album (Special Edition)

Monday, January 31st, 2011

Animusic – A Computer Animation Video Album (Special Edition)

Watching Animusic is like being mesmerized by the world’s most elaborate Rube Goldberg devices: You’re so astonished by their ingenuity that you can’t look away. This “computer animation video album” is the brainchild of Wayne Lytle, a progressive-rock keyboardist and 1988 graduate of Cornell University’s Program of Computer Graphics. Modifying techniques originally applied to the visualization of scientific data, Lytle partnered with graphic artist and 3D modeler Dave Crognale to create elabora

List Price: $ 19.98

Price:

Tell others about us:
  • Twitter
  • Digg
  • StumbleUpon
  • MySpace
  • Reddit
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

Black Sabbath – Computer God (Album Version)

Friday, December 31st, 2010

Dehumanizer album If you like it enough, at least try to buy the album. This song and album art belongs to its copyright holder, which is not me. This video is purely for entertainment. I do not seek profit from this video, nor am I receiving anything for this video.

Tell others about us:
  • Twitter
  • Digg
  • StumbleUpon
  • MySpace
  • Reddit
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks