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Face Sequencers, Sonic Databases, Automatic Dub Remixes, More Montreal Music Hackday Hacks

Monday, October 3rd, 2011

Hard at work at Music Hack Day Montréal.

Ed.: Hacking Web databases to search sounds, remixing tools to automatically create dub tunes, cameras to sequence and analyze images in new ways, Montréal hackers have been busy. Trevor Knight writes from the event with full coverage from Canada, latest outpost of this global music coding phenomenon:

Music Hack Day made its first appearance in Canada at the end of September, painting the event with a Montréal flavour, complete with bilingualism, Montréal-style bagels, and even an appearance of Stephen Harper in a hack. Over the Saturday-Sunday event, musicians, programmers, and hackers scramble to create any sort of new music project.

With the help of dozens of laptops, gallons of coffee, several APIs and staff from such companies as The Echonest, Soundcloud, and Grooveshark, the assembled hackers churned out and presented 24 hacks in 24 hours.

Bruno Angeles took home first prize for his hack, FaCeQuencer, which uses computer vision and a webcam to control a squencer/looper and at the same time, outfit the user appropriately to the style of music.

FaCeQuencer outfitting hackers with shades to match a smooth jazz loop.

Free Assembly, the hack from Graham Boyes, took second prize and recreates a target sound using a database of samples. It uses The Echonest Remix API for the analysis and finds target sounds sourced using Freesound.org’s API. The power of this hack was clear when Graham demonstrated using a drum and bass track as the target sound and a recording of a dog playing in water as the sample.

With a heavy presence of students and researchers from the Centre for Interdisciplinary Research in Music Media Technology (CIRMMT) and McGill University, several of the hacks incorporated data-mining. For example, David Weigl, Hannah Robertson, and Andrew Hankinson created wuzhear, a venue-based database of historical concerts in Montreal from the Montreal Jazz Festival website and last.fm’s API, including set information and playable with a Grooveshark widget.

The Wub Machine 2.0, from Peter Sobot, automatically creates Dub or Electrohouse remixes of an audio sample, while The Beatbox Machine allows one to record beatboxing and return a drum sequence replaced with actual drum samples.

For a complete list of hacks, check out http://wiki.musichackday.org/index.php?title=Montreal_2011_Hacks

Now that Canada has tasted the sweet Music Hack Day nectar, there’s already buzz for a hack day in Toronto.

Photos complements of Vanessa Yaremchuk, more photos of the eventhere.

Dac Chartrand (Renoise) writes with more details. Dac has his own set of hacks, but I’m excited enough about it that I’ll put that in a separate post -PK:

Other "Renoisers" were on site, but used the 24 hour session to try new ideas, but not present them. For example Steve Sinclair (Radarsat1) tried to port Mark Zadel’s Different Strokes to Android. Different Strokes resembles a freehand drawing application. The drawn strokes create animated figures whose motion is mapped to sample playback. The musician performs by assembling networks of strokes live, generating audio patterns. Steve got drawing and particles working but not enough time to hook into the Android audio subsystem, so he didn’t bother presenting.

Longtime CDM readers Studioimaginaire were also on site hacking away at their multi-touch table. They were there the full two days but also didn’t bother presenting. I tried to talk them into it several times, saying that the crowd would obviously vote for them just on cool factor alone and that they would walk away with a prize, but they stuck to their principles. Something to be said about the vibe of the event. Hackers were there to have fun.

David Viens of Plogue made am appearance for the demo session Sunday afternoon.

Good times had by all.


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In Videos, Face Control and Prostheses Make the Craziest Sounds

Friday, August 26th, 2011

You may have already seen FaceOSC, free software that eases the use of facial tracking from a computer camera for use as a controller, here with music software (top). Synthtopia picked up the story in July, featuring artist and engineer Kyle McDonald. But one FreeKa Tet has done his own implementation (second from top), and while the video is a bit grainy, he sounds wonderfully terrifying, as if his face is trying to slip out of The Matrix.

Sometimes, I’m rendered entirely silent (no, really, it happens), and it’s best to let videos speak for themselves. So here, after the jump, are some whimsical and wild prosthetic sound light-up … hell, I don’t have any idea what’s going on, but I’m enjoying it.

I dare you to start some conversation about musicality. Just don’t be surprised, comment trolls, if you find yourself abducted by a glowing and oddly glitchy-sounding creature with long, monstrous fingers. I’d watch what I say, frankly. Remember the old saying “on the Internet, no one knows if you’re a dog?” I expect that extends to space aliens, too.

Plenty more where those came from.

Oh, look, I could have done my research and seen there’s a bio for Mr. FreeKa Tet, aka Bacon ClapCLAP.
:

Extreme violent bursts, silence, speech, hard rock samples, strange atmospheres, Burgers , American Idol Icon, crackles, retardation, puking static, rocking a gabber party, cutting a worm in half and watching both parts moving, get a watch tatoo on his wrist, confusing videogames with music, drawing little puke characters on friends faces …

Right. Okay. That cleared everything up.

Enjoy your weekend, folks, and stay high and dry, those of you here on the Eastern seaboard of the US.


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Music with Your Face: Artist Kyle McDonald Talks Face-Tracking Music-making with Kinect

Thursday, July 14th, 2011

Music making with your face? It’s just the latest novel way of manipulating your computer with movement, thanks to a revived interest in camera-based interaction spurred by Microsoft’s Kinect and hackers making it work. Kyle McDonald may have already wowed you with his face-tracking wizardry, but it’s easy to want to know more. Sure, it’s cool, but, um, what is it for? How do you get started? Is the timing quick enough for this to work in music? And what can we expect in the future?

I spoke with Kyle, educator, artist, and coder, about those questions and more. He’s also got some examples of what people are already doing just days after the release of his software – there’s some serious viral quality to open source code.

How is working with Kinect for musical applications, in terms of latency? How have you found latency in your own FaceOSC application?

The only number I’ve heard regarding the Kinect’s latency is from Synthtopia, where they give 100 ms. That seems a little high to me. In my
experience, the depth camera seems to have an extra frame of latency compared to the color camera. So I’d put the latency somewhere between 30 ms and 80 ms. In other words: don’t expect it to be a precision tool for live percussion, but for everything else I think there’s just
as much to explore as with any other camera.

FaceOSC feels like adding an extra frame or two of latency on top of what you’re getting from your camera. So you shouldn’t expect to beatbox or do percussion with it, but for controlling parameters in a musical context, you should be set.

How do you imagine this being used? I mean, obviously, in some ways this is (very) experimental, if good, clean fun — is there a
practical application? (EyeWriter, the eye-tracking application that improves accessibility, comes to mind as one possibility.)

I imagine FaceOSC being used to prototype ideas surrounding face-based interaction. I created it because Jason Saragih, the researcher behind FaceTracker, uses an open source non-commercial license for his code. He asks that anyone who wants to use the code email him directly, as a way to keep track of the usage. This is great, but I know that one of the fastest ways to get cool stuff happening is to make new tools and research accessible to a wide audience. So I asked him if it would be ok to make a standalone app for people to prototype their ideas — even if they don’t have access to the code. Everyone already “speaks” OSC so I thought this would be the easiest way to get the technology out there. Eventually, if people need to integrate it into a single application, they can contact Jason directly and use my ofxFaceTracker addon to get started:
https://github.com/kylemcdonald/ofxFaceTracker

And if they need to go the commercial route, there’s FaceAPI
http://www.seeingmachines.com/product/faceapi/

As far as a practical applications, I could imagine it augmenting the way the computer understands us. I’ve been thinking a lot about this
recently. Your computer has a microphone to listen to you, an accelerometer to know when you drop it, a camera to watch you, an
ambient light sensor to know how bright the screen should be. I have to wonder if it makes sense to respond to our pose and facial
expressions.

That said, here are the few experiments I’ve seen so far:


http://jeffwinder.blogspot.com/2011/07/face-gestures-faceosc-and-flash.html

Ingredients above:

FaceOSC
+
RoboFab’s Glyph Math
robofab.org
+
Vanilla
code.typesupply.com
+
Ideal Sans
http://www.typography.com/fonts/font_overview.php?productLineID=100042

Want to talk at all about your approach to developing this — particularly as you’ve been teaching others?

I think everyone learns differently, but for me I learn by playing. So I try to make it easy for other people to play by providing interfaces like FaceOSC (or, with 3d scanning, via my structured light work).

Anything else musicians might want to know about your work?

I haven’t spent enough time recently making music, but I’m always thinking about things in musical terms. My older work has a lot of
musical interfaces and ideas scattered through it, if you dig through http://kylemcdonald.net you might find some inspiration there.

Thanks, Kyle! If you’re in NYC, as Kyle and I are — or, may be, when we’re not traveling to opposite ends of the globe — Kyle has a couple of recommendations. There’s a “no-more-than-monthly” Kinect meetup organized by Sean Kean:
http://www.meetup.com/volumetric/

Also, there’s an amazing “summer school” meetup on July 21. Wish I could be there myself, but I’ll send regards from Berlin. Hope one of the other New Yorkers can report back.
http://eyebeam.org/events/meetup-demo-day

For more on Kinect, we’ve got loads of coverage on Create Digital Motion:
http://createdigitalmotion.com/tag/kinect/

It is, after all, Motion!

Got a creation of your own, or a meetup in your area? Let us know!


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Fl Studio 8- Lady Gaga- Poker Face (Dj Clubdude Remix)

Wednesday, July 13th, 2011

i only used one nexus plugin and that was for piano, i did not use a vub sample and no its not ripped from rob mayths songs, it was a bass the i edited from legacy cell plugin, hope you like it please rate, comment and subscribe thx
Video Rating: 4 / 5

Here I am again showing you guys how to make trance song on Fruity Loops or Fl Studio 8.0 XXL Have Fun :) Watch my Latest Video Tutorial www.youtube.com Rate Comment Susbcribe!!! Tags: Trance, maximes, zone, cricketers, pleasure rooms, Synth, Trance, Hardcore, music studio, Reason…
Video Rating: 4 / 5

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New Performance Controllers: Midi-Fighter Pro will Face Grid+Fader Rivals

Monday, May 23rd, 2011

With game-style arcade buttons – and the pre-mapped combos to match – DJ TechTools’ latest wants your pocket full of quarters. Midi-Fighter images courtesy DJ TechTools.

What should DJing with a computer look like? We’ve seen over a decade of products that can emulate the vinyl turntable experience, of course. But a native hardware interface for the computer – with all its internal looping, slicing, and effects capabilities – by definition must be different.

DJ TechTools, led by DJ Ean Golden, has mixed writing about technology with designing custom solutions to that problem, interacting with the community on the DJ-centric blog. Ean has released mapping templates for existing hardware, and collaborated on a hardware special edition (Vestax VCI-100) and even a from-the-ground-up product (Novation’s Dicer). I never much liked the term “controllerist,” because the use of MIDI control in computer music is almost as old as real-time music. But what these efforts do is to imagine tangible, touchable interfaces for what the software is doing with the sound.

The custom designs and collaborations culminated in an original boutique controller product, the MIDI-Fighter, a 4×4 grid of mashable arcade buttons. The Midi-Fighter this month gets its first big upgrade: it graduates from being a simple 4×4 set of buttons to adding faders, encoders, and buttons in one of four variations available in the “Pro” series.

Introducing the Midi-Fighter Pro Controllers [DJ TechTools]

The Midi-Fighter Pro will go up against a number of rivals with similar configurations – at their heart, faders + controls + buttons. The Midi-Fighter approach remains unique because of its layer of mapping, but it’s worth considering both the new Pro line and its (friendly) competitors. Together, they’re making what might be considered a new genre of boutique controllers.

Midi-Fighter Pro

Ean Golden announced not one but four variant models in the “Pro” line, replacing what had been a simple 4×4 model. I’m a little partial to the original in some ways – there was a charm to the minimalism of the controller. But these have nice new cases, and of course those additional controllers will come in handy.

The specs:

  • US$ 349 – trade in an existing model to upgrade for $ 249
  • 3 pounds
  • MIDI over USB, class-compliant drivers

There are four configurations. They’re pretty similar, differing in fader/knob attributes and mappings.

Beat Masher: Two crossfaders at right angles, one knob (mapped to filter), four preset buttons. Targets Traktor Pro.

XX Fader: Two cross-faders side-by-side, two knobs, four buttons. Targets turntablists.

Cue Master: Looks quite a lot like the XX Fader, but expression faders have multiple parameters in the mappings, and the knobs are dedicated to filter and echo.

Super Knob: Four preset buttons, four knobs, targets Serato cue + effect + sampler controlers or either four-deck or two-deck configurations in Traktor.

The Midi-Fighter line differentiates itself from other grid control rivals in two ways: first, it uses arcade buttons, which have long been loved by DIYers but haven’t seen much (any?) use in commercial music products. Second, the included mappings are heavily DJ-centric and performance-oriented. Other controllers have tended to be more software-agnostic, or, at the opposite extreme, control a range of software functions rather than being configured specifically for performance (as I’d argue is true of the Akai APC and Novation Launchpad for Ableton Live).

To put it more simply, DJ TechTools are the first hardware vendor – big or small – I’ve seen embrace gaming combos as a metaphor for music control. (It makes some sense.) Aside from the aesthetic choice of using game-style arcade buttons, they literally have combos in the fashion of a fighting game – hence the name.

Here’s what that looks like with the “Classic”:

Super Combos – Controllerism meets Street Fighter

And here’s how Ean uses it in his own set, playing with the Pro model with Q-Bert:

Now, a bit on some of the rivals:

Livid’s Block

The Block, seen here in its limited-run Mesquite edition, because I wanted an excuse to show that again.

The Midi-Fighter looks very nice, indeed, but at US$ 349, it’s getting close to the $ 399 price of the Livid Block. The two are a study in contrasts. First, the similarities: the Block also combines a grid with continuous (fader/encoder) control, it comes with software for custom mappings, there are custom housing options, and it has plug-and-play USB MIDI that’ll work on any Mac, Windows, or Linux system. (Or iOS, for that matter!) They’re also both boutique controllers produced by independent vendors and made in the US, in collaboration with a community of interested customers. That’s a trend that I think is healthy for this industry as a whole.

Now, some of the differences. The Block has significantly more controls and I/O for your extra $ 50. You get a light up 8×8 array of pads in place of the 4×4 buttons, additional triggers, and lots of knobs. In fact, I think the Block has the most flexible controller and I/O arrangement of any of its rivals. Add to that MIDI jacks for connecting hardware and expansion jacks, and the Block is powerful.

The Block is still a valid choice for DJs, with Ableton Live and Traktor Pro control templates available (and plenty of customization possible, beyond that).

That’s not to say it’s better than the Midi-Fighter Pro for everyone – some will appreciate the simplicity of the DJ TechTools offering. It’s nice to have different choices.

I covered the addition of expansion on the Block earlier this month:
Control with Room to Grow: Livid Adds Expansion Jacks

(I should also mention the monome, the design of which clearly inspired the grid on the Block. There’s certainly nothing saying you couldn’t combine a monome with other controllers for continuous controls, as many have. Ditto the Novation Launchpad. But I’ll stick to the direct rivals here.)

Electrix Tweaker

Because of its DJ-centric design and marketing, the Tweaker may be of more interest to would-be Midi-Fighter Pro buyers. Like the Block and Midi-Fighter, it combines pads and faders. But it adds a significant twist: velocity-sensitive drum pads.

At the heart of Tweaker lies a grid of 32 rubber pads backlit by RGB LEDs, and 8 velocity sensitive drum pads. There is a channel strip on each side of the grid, and a crossfader centered underneath. Each channel trips is comprised of a fader, three backlit rubber pads, an analog knob, and three push encoders with red LED rings. The navigation section at the top of the unit has a large browsing encoder and a four-way selection push grid (left, right, up, down).

Tweaker is fully USB bus powered and also has MIDI In and Out ports. More info and release date coming soon.

The excellent DJ site Scratchworx has the only shot I’ve seen of a prototype, along with analysis that’s, frankly, better-informed than mine as far as this model — so go check it out!

Electrix are back. The Tweaker cometh…

Other than that, we don’t know much about this beast; stay tuned. My guess is, with the extra controllers, it’ll be significantly more expensive than the other options here.
http://www.electrixpro.com/tweaker.html

Which Controller for You?

These are just a few options. DJ readers, I’d love to hear from you. (And live PA folk, too, for that matter.)

More analysis of the DJTT announcement, also from Scratchworx:
Fighting MIDI and winning – Midi Fighter Pro

(Okay, you’re not really fighting MIDI because it’s a MIDI controller, but … still, it’s a great article!)


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Design to Address Visual Performance in Music, Explained by a Giant Robot Face

Thursday, May 19th, 2011

Computing technology is an inherently disruptive thing, wonderfully so. It solves problems you didn’t know you had. It creates problems, then creates new problems in even trying to understand those problems. Simply using a computer is a kind of design statement.

You’ve seen questions about what happens with computer performance and audience interaction. But, in AMALGAM, design student Jacob Lysgaard asks those questions, and proposes solutions, in a new way: with a giant talking robot face. (See above.)

Laptop and electronic performance produces a number of symptoms that can be problematic. As the video roboface above puts it, you might find, for instance,

“A lonely man hiding behind a big table onstage.”

Actually, I sometimes do feel lonely and like to hide. Then again, I don’t necessarily have to invite other people for that. So, in that spirit, here’s the latest in a long line of design ideas for re-imagining computer performance. Maybe at this point, this isn’t solving a problem: maybe it’s design, reorganizing the experience of musical activity around a technology that could really be anything.

The solution Lysgaard devises is really rather spectacular, conceptually. Whereas computer performance “solutions” generally involve novel performance interfaces, here, the design delineates the fundamental problem: “real” space (the live performance that’s actually happening) and “virtual” space (the performance that happens only through the machinery of the digital performance, via playback, interactive or otherwise).

In some sense, this is what all responsive visualizations of music do: they create visual evidence of what you’re hearing, producing the artefact of the activity that the virtual sound lacks.

But, then, you’re not always concentrating on what an acoustic musician is doing with their physical instrument, either; you’re often lost in the music. And that is to say, you might just trip out watching all these bobbing cubes and virtual selves. And I think that’s okay.

Here’s just the visualization of how the scheme works, in case you zoned out watching Mr. Roboto in the earlier video:

Various visualizations are presented on the designer’s Behance portfolio. Suffice to say, while the representations here are abstract, other styles are possible – even M.C. Escher variations:
AMALGAM

Read the full explanation of the project, as well as its inspirations, on Lysgaard’s blog:
AMALGAM – my bachelor exam project

The work was a degree project in visual communications for the design department of the Bergen National Academy of the Arts in Norway.

I love the logo for the project:

I’m saving my favorite bit for last: a kind of visualization – or at least visual reduction – of representations of music in Ableton Live.

Arrange View in Ableton Live, in a study by Jacob Lysgaard.

Terrific work; Jacob. I’ll be interested to see how this evolves in performance.


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Music Gaming Franchises Face Difficulties, But Here’s Why It’s Not Game Over Yet

Tuesday, February 15th, 2011

These drums need a new hit. Photo (CC-BY) Nathan Forget.

There’s no more brutal opponent than elevated expectations. At least, that’s one explanation for the recent meltdown of the triple-A music gaming franchises. Harmonix, company that gave birth to the modern instrument genre saw both of its creations hit hard times in recent weeks. Activision gave Guitar Hero the axe [Wired], terminating the division, its employees, and a future game in the franchise Harmonix originally created. Harmonix got an extra life, at least, but it wasn’t pretty: the LA Times reports that Viacom unloaded the company – and some $ 100 million in liabilities – for the selling price of fifty bucks. A fight over performance payments reportedly remains unresolved.

In recent days, I’ve heard an attitude from many musicians that boils down to “good riddance.” Many serious musicians have long mistrusted these titles’ plastic instruments and linear game play. I think that’s short-sighted on two counts. For one, music games are here to stay. And for another, that should be good news for music, not bad.

Music games still have some serious business potential ahead. Business and technology are rife with examples of failures to appreciate natural cycles in demand. It’d be just as mistaken to underestimate the growth potential in the slump as to overestimate – as Viacom clearly did – that same potential in the boom. And that means opportunities for artists, and a chance to make music gaming a gateway to real musical study. “It’s just not the same as playing a real instrument,” say the naysayers. That, to me, is promising – it means that gaming could naturally lead to playing instruments.

While hard data on the transition from gaming to musical study is hard to find, anecdotal evidence sure isn’t. I’ve seen people wind up getting deeper into music production, music lessons, playing in bands, and studying percussion, guitar, and music because these games – silly as this may sound – helped make them feel comfortable with playing an instrument. Critics say these games sell a fantasy of musicianship, without the pain and agony. I say that’s the whole point: the long tradition of music isn’t a field just for specialists. It’s a world in which everyone is involved in musical practice. They play together and sing together. Extended feelings about this are perhaps best kept to a separate rant, but I see no reason, then, why these titles can’t have broad appeal.

Even if by psychological trick, something about music games has the power to telegraph to people who are afraid of being musicians that musicianship can be okay. It can be fun. It can be okay to embarrass yourself in front of your friends. (If that isn’t required in musical expression, I don’t know what is.) Music isn’t just meant to be heard – you should sing along and play along with your favorites.

Discounting such power would be a huge mistake. And fortunately, I believe there’s plenty of evidence that this new medium – among many other media for expressing and promoting music – will survive and flourish, benefiting pro and amateur musicians alike.

For people who are specialists, the Rock Band Network lives on as another avenue through which artists might build demand for their music – and both direct and indirect revenue, by extension. It could also be a model for other ideas beyond consoles and Harmonix.

Musicians should also consider the competition, both because this is more of a battle between music games and war games than plastic and real instruments, but also because the skewed numbers of the games business set an impossibly-high bar for music games.

So, talking points:

War sells better than music – at least on game consoles. “Failure” for music games is nothing to sneeze at. The Associated Press reports that Rock Band did just shy of $ 1.3 billion in the US alone, while the (older) Rock Band franchise hit almost $ 2.5 billion. The problem is that hype around music gaming may have overstated its short-term revenue potential, particularly when you start bringing bands like The Beatles into the action. And simply put, it’s tough to compete with the scale of war games. Also from that AP story (and many others), Call of Duty: Black Ops hit $ 1 billion worldwide in six weeks. That’s without people slavishly transcribing guitar solos or doing deals with record companies and artists and paying license fees. So, the question is, why aren’t musicians rooting for music over war? Heck, I enjoy non-musical games to unwind, so nothing against them, but I like the idea that musical experiences would survive on these platforms, too.

…but those sales did look really awful. The sudden collapse of music game sales is rightfully troubling. Guitar Hero in particular unraveled; Guitar Hero: Warriors of Rock sold only 86,000 copies versus some one and a half million of Guitar Hero III in 2007, says Wired.

So, what were the factors in that demise? Fall 2010 was the year of Kinect; its sales, in a tough economic season for gaming, was impressive. Against that backdrop and hype for war titles, you’d ideally want some serious marketing muscle in order to compete. But if Activision and Viacom were already looking to shut down or sell their properties, they may simply have cut their losses and failed to spend on marketing. That hasn’t been disclosed that I’ve found, so consider this pure speculation, but on the other hand, when I went to buy a “keytar” controller for Rock Band 3 to review for CDM, I found no in-store marketing and the store associates literally barely knew the thing was available, even sitting in their storeroom. It’s a cut-throat business, and if you don’t invest in marketing, you lose.

Music gaming is going strong as ever – if you don’t ignore the “casual” and mobile markets. Music games were never the main draw on consoles. But on mobile – platforms already associated with music consumption, and with a certain player called Apple involved in sales – things may be different. Just ask Tapulous, the startup developer of Tap Tap Revenge and other titles that was acquired by Disney last year. They were even able to unseat the mighty Angry Birds on top sales lists – well, okay, briefly. But given far lower overhead, explosive mobile growth, and more disposable content, they seem a reasonable financial bet.

None of that is necessarily good news for Guitar Hero and Rock Band. Well, unless you count…

The Madden Factor could mean 2011 won’t be like 2010. Critics – rightfully happier as users with competition between franchises – once predicted the demise of football games when Madden NFL won the rights to US pro football. Instead, Madden has become an evergreen title, selling on every platform, and remaining a big-budget, big-revenue hit. Like the music games, it simulates the real thing – well enough that even actual football players often unwind by playing it. Like Rock Band 3, it’s insanely demanding of its players; to play in pro mode, you need knowledge of playbooks and formations that rival pro coaches while using the manual dexterity of an origami master.

If its new owners can unload the debts and correct the management missteps of Viacom, could Rock Band 3 – now with no natural predators on consoles – spring back to more sales?

Sounds like a safe bet to me. It’s worth noticing…

Troubles began in 2007, with the Guitar Hero-Rock Band split. Having two music platforms didn’t work out all that well. Nor did, evidently, the elevated expectations from new corporate owners Activision and Viacom, respectively.

And Harmonix has its fingers in the two successful growth areas. Console investment involves big risk, more so with music contracts. But Harmonix has its upfront investment in its platforms taken care of – and they can make money on other platforms, too. They’ve done mobile games before; though they lack a big hit, that’s a no-brainer to hedge their bets going forward, without the same investment risk. And while on mobile they face lots of competition, pay attention to those Kinect sales: the new Harmonix Dance Central was one of the only launch titles that got positive reviews. Kinect development is far more challenging, and Harmonix has a great relationship with Microsoft.

The titles were hits; now it’s a test of the platform. War games (and Madden, for that matter) require that you buy new games every year. The result: consistent sales. Music titles, requiring new hardware accessories, wound up competing with themselves – do you buy the downloadable content, or the new game? And once you have your favorite tunes loaded, given the depth of these games, why not just keep practicing (or switch to real instruments and learn music properly) rather than buy more games?

It’s a tall order, but that means that rather than oversaturate the market, Harmonix may need to provide more reason to download more music. With pro mode, it could even morph into something that allows you to practice prior to working on a real instrument. And as it happens…

Content is coming, including on the Rock Band Network. As we’ve covered previously, Rock Band 3 finally gives musician gamers and artists publishing work the serious features they need. It’s the deep, real-transcription gameplay that critics of previous titles should theoretically appreciate. It even allows the use of real MIDI instruments for input, and includes keyboard, vocal, and guitar input that could actually serve as musical practice. As such, though, it may also take a longer time to win over gamers.

The RB3 title was out in the fall, but content that can take advantage of it is coming in the near future, including music produced by independent artists through the Rock Band Network. John Drake from Harmonix updates CDM on the progress of content for Rock Band 3.

The creators on RB are closing in on 1,000 songs that they’ve created in under a year. This feat is pretty astounding and we’re insanely lucky to have a passionate community. RBN and traditional DLC continues to sell well and with launches like “London Calling” by The Clash, we’re still bringing AAA content to our music platform. We’re committed to continuing to grow the franchise through DLC releases and we’re confident that we’re providing content that die hard band gamers want.

The gaming industry right now talks about user-generated content, but especially with the addition of Pro mode, Rock Band is one of those precious few titles that might actually deliver.

Plastic soul: don’t tell naysayers, but in the era of music gaming, instrument sales, music sales, and musicianship have all grown, both by monetary and anecdotal standards. Too bad music education hasn’t done the same, but that’s not gaming’s fault. Photo (CC-BY) Josh Berglund.

Crests are easy. Troughs make you strong. The boom-and-bust cycle is part of both the gaming and music industries. It’s easy to look only for growth, only for hits, but it’s really trial-by-failure that tends to make something mature into a real business.

So, I’ll conclude with the official statement from Harmonix, which they issued on the death of Guitar Hero, the title they created:

We were sad to hear yesterday that Activision was discontinuing development on Guitar Hero. Our thoughts are with those who are losing their jobs, and we wish them the best of luck.

The discontinuation of Guitar Hero is discouraging news for fans of the band game genre. As retail sales of Guitar Hero and Rock Band titles have slowed with time, we’ve been focused on building a robust digital platform for music gaming and have recently crested 2,500 songs available for play within Rock Band 3.

Harmonix and Rock Band continue to push beyond simple performance simulation to pioneer new approaches to music gaming. Rock Band 3 saw the introduction of our innovative new Pro Mode, in which aspiring musicians of all ages can develop actual musical skills through gameplay on guitar, bass, keyboards, and drums. We’re looking forward to the imminent release of the Fender Squier Stratocaster Guitar Controller, a fully functional guitar which doubles as a Rock Band Pro controller (launching March 1st). We are also relaunching the Rock Band Network, a way for bands of all shapes and sizes to get their music into Rock Band. RBN just passed the 1000-songs mark, and it’s relaunch will now support keyboards, pro drums and vocal harmonies. The music genre is one that calls for constant reinvention, and Harmonix is continuing to welcome and embrace that call.

In short, the beat of Rock Band marches on. We’re continuing to invest in the franchise and the brand that we have built, and will do our best to serve all loyal band game fans. For rhythm gamers out there who haven’t yet given Rock Band a chance, Rock Band 3 software is compatible with a wide range of instruments, including most Guitar Hero controllers. Looking to the future, for fans that want to switch, we’d happily welcome you over into the world of Rock Band.

It’s been a wild battle of the bands since 2007, but we respect and appreciate all of the hard work and innovation of our peers who have shared the music gaming space with us, and we look forward to rocking in the future.

More background:
Party over for ‘Guitar Hero,’ but not music games [AP]

Previously:
Rock Band 3, Behind the Scenes: When A Music Game Gets More Real


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Epiphone Inspired By 1964 Texan

Thursday, September 2nd, 2010

Few guitar brands evoke old-world images like Epiphone. The Epiphone story started late in the 19th century when a luthier and violin maker named Anastasios Stathopoulo, the son of a Greek timber merchant, moved his family to New York in search of a better life.

The ‘House of Stathopoulo’ was opened in 1873 producing lutes, violins and other instruments. In 1910 Anastasios drafted his 17-year-old son, Epaminodas (also known as ‘Epi’) into the company. The instruments produced from thereon took the son’s name and Epiphone began its road to worldwide success and notoriety.

Internal problems in the mid- 1940s led to financial problems for the company, which by this time was losing ground to the likes of Martin, Rickenbacker, Fender and Gibson. A brief phone call from Epiphone’s owner, Orphie Stathopoulo (younger brother of Epi) to Gibson’s general manager, Ted McCarty, led to Gibson taking control of Epiphone in May 1957 for $20,000.

Under new ownership, existing product lines were relaunched while budget-conscious versions of Gibson products were introduced to the range. The formula was a winning one and with the help of Messrs McCartney and Lennon, who were users of Epiphones during The Beatles’ early years, Epi took on the world.

Famously, the world’s most played, heard and covered song ever, Yesterday, was written and recorded using an Epiphone 64 Texan. Further consolidating Epiphone’s acoustic credentials, McCartney authorised the release of the Paul McCartney 1964 USA Texan in 2005, a limited run, identical slope-shouldered dreadnought. It’s reported that McCartney genuinely couldn’t tell the difference between the limited editions and his own guitar.

On review here is a more affordable version of that same guitar. Epiphone is seeking to offer a vintage-style model with traditional appointments.

Since its introduction in 1958, the Epiphone Texan has been used by a number of high profile musicians including Peter Frampton, Noel Gallagher and, of course, Paul McCartney.

The new 64 Texan is a visually striking guitar. The silver ‘E’ fitted to the big-block pickguard, the reverse bridge, the slope-shoulders and mother-of-pearl parallelogram fretboard inlays all give this guitar an air of familiarity. Opening the case gives the same feeling as meeting up with an old friend that you haven’t seen for 20 years.

Slope-shoulder dreadnoughts have a slim waist, which often leads to a more balanced tone with a clearer mid-range as well as being bell-like in shape. Structurally speaking, the 64 Texan is a well-balanced guitar and very comfortable to play.

The solid spruce top has an aged, antique hue to it that contrasts well with the bright, near-orange, mahogany back and sides of the guitar. Rosewood has been used for the fingerboard and reverse-style bridge, which holds a compensated Tusq saddle.

The two-piece mahogany neck is the same sixties-style Slim Taper D shape as the DR-500, though Epiphone has chosen to finish it in a high-gloss. This is a shame as the speedy feel of the slim neck is compromised by the ‘slower’ gloss finish, and we can’t help thinking that a satin finish would have been a better choice.

We particularly like the headstock shape. Though not immediately obvious, the headstock flanks have been subtly shaped to create layered contours. Vintage-style 14:1 ratio tuners are fitted with classic, oval-shaped cream buttons. The overall aged look to the guitar is underlined by Epiphone’s use of the original 1960s blue rectangular soundhole label.

Shadow provides the powering with a Sonic NanoFlex low-impedance, undersaddle pickup. The preamp’s controls include volume, bass and treble disc-rotaries and the unit is mounted just within the upper side of the soundhole.

“Adjustments to the controls require the guitar being flipped upside down close to your face – Hendrix playing with teeth style.”

Though its positioning is discrete, we found it somewhat awkward to access. Adjustments to the controls require the guitar being flipped upside down close to your face (Hendrix playing with teeth-style) to be able to locate the correct rotary – not ideal for adjustments on the fly.

The preamp is powered by two 2032-type lithium batteries, and a useful LED battery indicator lights up 30 minutes before they are due to expire.

Overall the 64 Texan is a well presented guitar with no real concerns over construction standards or quality control.

Sounds

With a powerful mid-range, the 64 Texan packs bags of punch, volume and clarity if not character. While the string spacing isn’t particularly suited to it, finger-style benefits from a full, precise output, while the overall tone lends itself to percussive, choppy chord work.

The plugged-in tone is similar in character to its acoustic voice. The Shadow electronics throw out an in-your-face rasp well-suited to a duo/band setting. With plenty of volume and midrange, single note runs and solos ring out clearly.

In terms of tonal versatility, we found it difficult to warm things up a little, even when rolling the treble right off. While not being all things to everyone in terms of tone, what the 64 Texan does, it does well.

Epiphone, as ever, has produced a great vintage-looking guitar that benefits from a little modern technology. It might not be the most flexible guitar on the market, but what it does, it does well. And for excellent value for money too, so what’s not to like?



Continued here:
Epiphone Inspired By 1964 Texan

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Re: Beat Making with David Choi – Poke Her Face

Monday, March 29th, 2010

Video Cam Direct Upload

http://www.youtube.com/v/NgZfCJ0c0Os?f=videos&app=youtube_gdata

Continued here:
Re: Beat Making with David Choi – Poke Her Face

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