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Rosegarden 12.04 “Freedom” released

Thursday, May 10th, 2012

Read the full story @ KVR Audio
The Rosegarden team have announced the release of version 12.04 of Rosegarden, the audio and MIDI sequencer and musical notation editor for Linux. This release combines some significant stability impr [Read More]
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Software Freedom Day: Liberate Your Computer!

Tuesday, March 20th, 2012

GeekBeatTV #294: hrevision3.com Saturday was Software Freedom Day – how did you celebrate open source code? ~~~~~~~~~~~~~~~~~~~~ 00:25 Software Freedom Day Software Freedom Day is a single day a year where people all over the world get together in their own cities to celebrate and encourage the use of Free Software and Open Source Software. I visited the Dallas Makerspace where the event was being held in Dallas, Texas, and found out from everyone why THEY use free software. softwarefreedomday.org geekbeat.tv 02:20 Top 10 Reasons to Use Free and Open Source Software 10) Linux is a good Operating System for “clickers”. 9) It’s just a good thing to do! 8) You can modify free and open source software to meet your needs. 7) It’s a capitalist tool that gives small companies a way to compete with larger companies. 6) Free software allows you to spend your hard earned money on other stuff! 5) It protects you against Vendor Lock In. 4) It’s good enough for IBM! They use Audacity. 3) When you don’t need to use a piece of software often, there’s no need to purchase expensive software when free ones will meet your needs. 2) HP uses Linux in their Enterprise Business Servers. 1) The community. When you need help, they’re there. No calling 800 numbers and getting frustrated. It’s a better way to work. ~~~~~~~~~~~~~~~~~~~~ We’d love for your to Like, Favorite and Share today’s episode on YouTube! www.youtube.com GeekBeatTV #294: revision3.com Please comment and participate! Here is

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Madrona Labs Aalto review

Friday, September 24th, 2010


Madrona Labs bring you an inspiring and different pallete of sounds available from their new Semi-Modular Synth – Aalto. They claim that Aalto is designed to let you create sounds that have been difficult or impossible to make with softsynths before now through the use of patchable and modular design of the synth.

The heart of Aalto is a Buchla-inspired complex oscillator, with FM, timbre and waveshape controls designed to enable a wide range of expressive sounds. These sounds are described as “malleable and alive,” in part because they are made with dynamic calculation, not static wavetables. While this isn’t a buchla emulation, it is more of a buchla inspiration based around the original 1970 Complex Waveform Oscillator that could have been bought and used as part of the comprehensive collection of synth modules brought to you by the legendary company.

A little bit of history on the oscillator will tell you that it used several innovative techniques for dealing with complex timbres. It features voltage controlled modulation of pitch, amplitude and timbre, multi-dimensional voltage-control of timbre space, phase locking, and automatic tuning. This section takes an ordinary sine wave and gives it rich harmonics using Wave Multipliers which are hard to describe, but in essence they take a waveform and add various types of harmonics unlike anything you have heard except maybe the Wave shape and Timbre controls on a Buchla Modular (for those lucky enough to own one). They “square up” the incoming signal and produce harmonic distortion modification to ring mod, frequency shift and sync, putting two different audio signals into these sections and then adding a control voltage produces sounds unlike any other module available. It is one of the signature modules in the Serge System and moves this synth into completely new sonic territory.

Buchla 259 Programmable Complex Waveform Generator Video


To my ears the default patch which, just uses the raw oscillator demonstrates how well the emulation has been done. Some purists may argue that sonically this is not as full or even anywhere near the sound of an original Buchla, but when squaring up the synth to even the likes of FXPansions DCAM Synth Squad, this raw oscillators themselves are very powerful, perhaps derived through the use of the internal modulation and harmonically produced distortion. These sounds are uniquely malleable and alive, in part because they are made with dynamic calculation, not static wavetables.

Just like the Buchla or any modular synth for that matter, Aalto is patchable and gives you a comprehensive ability to modulate and connect together pretty much any parameter to create anything from pulsating bass lines to heavy evolving soundscapes. In fact each voice has a separate, built-in sequencer with a patchable, independently controllable rate and offset that make it easy to achieve evolving, chaotic textures. Each voice also includes a lowpass gate module with a Vactrol emulation in the control path. A Vactrol is basically a light dependant resistor, the more light that shines on it, the more voltage runs through it. You could typically hook one of these up to anything you may be circuit bending and use your hand to block out the light to modify the voyage. The Vactrol equation in this case, slows down the response to incoming control signals through a complex nonlinear filter. You can turn the vactrol response down to instantaneous, or up to a pronounced ring. It is precisely this coding along with the inspiration from the Buchla 259 which makes this synth really something unique to play with in terms of its core sound and functionality. Following the lowpass gate is a patchable waveguide / delay module with a waveshaper and a peaking EQ built into the feedback loop allowing you to really distort and gain the input to output ratio. Because it has such short and controllable delay times, unlike a typical analog delay, it can be used as an additional oscillator or waveguide.

Here are 3 examples of the different areas you can visit with this synth’s unique Oscillator.

1. Boards of Aalto

2. Distortion of Aalto

3. Sequenced Aalto

Aalto’s filter is a state-variable topology with mixable simultaneous outputs allowing you to sweep through different filters, in this case low pass, hi-pass and notch and combine. Apparently the filters are tuned to have a similar range to an Oberheim SEM filter but with some more overall resonance! To my ears you can hear the added resonance to the filter especially when you push it hard with the waveshaping and add distortion as it gives you a much more pronounced ‘weeeorrrww’ when sweeping. Add more resonance to the filter (in this case with a Q) and you have a pretty awesome sounding filter, but it just doesn’t grab you like those found in Synth Squad for example and I have yet to get it to self resonate which is a shame as I really like to produce percussive sounds using synthesis.

Interface

Getting around the synth couldn’t be easier. Everything is laid out with plenty of space, having the main Envelopes and modulators along the top of the synth without he sound generators at the bottom. As I said before this synth work by patching together these different elements just as you would on a modular synth. This is very simple and it gives you a more related feel to the patch you are designing rather than using a basic static interface. What I mean by that is, you can decide how and when certain elements function and effect others, but it is all too easy to go crazy and add more and more cables until you have a complex mess of noise (which I like).

The Patcher area is the large dark central area surrounded by all the modules. It lets you patch signals from outputs of modules to inputs of modules. Signal outputs are the small circles and light up to show the current value of the signal. Signal inputs are the very small dials bordering the Patcher. These dials do not display signals. They allow you to adjust the amount of signal applied to an input. To make a patch cable, drag from an output to an input. You can move either end of a patch cable by dragging the ends around to a different input or output. You can delete a patch cable by dragging either end to where it is unconnected. The input dials control the amount of signal applied to an input. If multiple cables go to a single input, the signals are added together. The sum of all these signals is then multiplied by the input dial value. Most input dials are bipolar, meaning an input dial value can be either positive or negative.

Watch this video to see the basic operation of patching different components.

The other striking feature of the synth are the dials that are used to represent the different values. All of them are displayed with this semi-circular ‘voltage’ style shape which are backed up with the numeric values under each. When you modulate any of these parameters you are presented with a wiggly line as a way of communicating how much this parameter is being modulated by. There are two issues I have with this, 1. is that the values do not update as the modulation occurs and 2. the dials will jump to wherever the mouse clicks on them which can be very annoying. A couple of times I was working on a deep pad sound which had the filter pretty much closed. I then hovered over the dial, clicked the mouse button and the filter shot open, which startled me. It means you could never just adjust any parameter by just the slightest increment. I hope this gets looked into. I see this as quite a downfall – after all this whole synth is about modulation and you need to be able to control that! Double-click or command-click allowed any dial to be returned to the default. Anything you can modulate has both a positively and a negatively too. Some dials have logarithmic scales. This was done where a log scale matches the changes you perceive better than a linear one, as in pitch, for example.

Going back to the modulators, you are presented with a nice 16 step sequencer and from that you can trigger from the steps in either the height value or the toggle switches. Both of these have their own outputs as a voltage control as well as a second which you can delay to produce some interesting rhythmic effects. The [glide] knob controls the amount of glide, scaled with respect to the sequencer rate. At a glide of 0, the output steps immediately to the next value on each step. At a glide of 1, the value ramps linearly, reaching the next value at the end of each step. The three waveform buttons in the center snap the sequence value sliders to the preset shapes shown on the buttons which is a very useful little feature.

Watch this video as I set the Sequencer through its paces.

Envelope 1 is typically used for the amp and Envelope 2 is used for whatever you like but you can take modulation outputs from either and use them as you like and that’s what I love about modular synthesis. Both envelopes have an input selector that chooses between MIDI input [key] and sequencer pulses [seq] as trigger sources. When [seq] is selected, pulses from the sequencer output are sent to envelope 1, and delayed pulses are sent to envelope 2. The graphs in each envelope module show the actual shape of the envelope over time. They are scaled to match the total duration of the envelope sequence. Envelopes have logarithmic attack and decay curves, and times are calibrated to correspond with the time at which the output value has traveled approximately 60% of the way of its destination.

In this video you can see how I use Envelope 2 to modulate the timbre of the Oscillator and the Sequencer to modulate the filter.

I was rather disappointed in the fact that there is only one LFO and I really felt as if I was soon running out of modulators and then having to share sources more than I wanted to. This is great in some respects as it makes you work with what you have and in the real world not all of us can afford several LFO’s in our lovely synth racks. However as this is software based we should surely be offered a more wider range of possibilities. Perhaps this was part of the design concept and thus forcing you to work harder.

Conclusion
In terms of ease of use and as another ‘tool’ for those of us who get a little stuck in our ways with our usual synth VST’s – I would say that this is going to be a synth I’m going to be using a lot more of. Perhaps though this wouldn’t be my first choice for lushes pads or real intricate delights, instead I could see myself using this much more for sound design and quite abstract synthesis. The synth has its own built in reverb which at first I didn’t like, but as I used it I found it to be a good match for most of the sounds I was using and I would definitely look at using this over an external one, it has its own character and its suited well to the overall feel of the synth. Opening up 4 or more of these made my computer stall due to the heavy CPU hogging that this synth claims over your system, and just to put that in perspective this was tested on an iMac dual 2.8GHZ Core 2 Duo with 4gig of RAM in Logic 9. It does state with this that they are currently working on this and should jolly well hope so too! I did find turning off the animated modulation on the dials helped keep things a little more under control.

Coming features

- Sequencer host synchronization
- Alternate tuning tables

Price
The full version of Aalto is available now for $99

… it is all too easy to go crazy and add more and more cables until you have a complex mess of noise (which I like)…

Product page

PROS

  • Very simple GUI
  • Very dynamic
  • Excellent sound quality

LOVE IT OR HATE IT

  • It is not for everyone, but the freedom it presents you with is fantastic.

CONS

  • Currently a CPU hog – but this is being addressed
  • Would like to have more Oscillators and LFO’s
  • Dials jump to wherever the mouse pointer is clicked

by Matthew Hodson
Matt is a sound engineer and musician, you can find him here

Read this article:
Madrona Labs Aalto review

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As Gaming Faces Supreme Court Case, Music Industry Defends Free Speech

Tuesday, September 21st, 2010

Playing Super Mario Bros (Gameboy Color Game) on iPod photo

Music or games – free speech is free speech, say legal, advocacy, and industry groups. Photo (CC-BY-SA) FHKE.

A California ban of the sale of violent video games to minors may not seem relevant to the world of music on first blush. But the music industry, joining everyone from software makers to legal groups to state Attorneys General, feels otherwise. Overzealous restriction of the sale of games, these groups say, is tantamount to an attack on rights of free speech protected by the United States Constitution. And while the California law would make a separate set of rules for gaming, the message from the music industry, as others, is clear: diminish the freedom of one medium, and you diminish us all.

In addition to the National Association of Broadcasters, The Recording Industry Association of America (RIAA) joins an amicus brief with booksellers, publishers, novelists and writers, music retailers, “amusement and music operators,” and the Recording Academy, jointly filing their protests with the US Supreme Court.

Amongst the authorities cited in that brief: reviews of the game Halo, histories of banned books and laws concerning free speech, violence in Elizabethan England, and Homer and Aeschylus. (Yes, Homer’s Iliad Book 13 sits alongside Grand Theft Auto.) Even Punch & Judy, Tom and Jerry, and Little Red Riding Hood make an appearance. So does the Bible.

Of course, the music industry is sensitive to these attacks, having been at the business end of similar, ill-fated litigation. Books, magazines, newspapers, television, broadcasting, music – there simply isn’t a medium in America that hasn’t had to fight off similar complaints.

There are various arguments for whether or not gaming is reviewed as art, though here, there’s enough legal precedent to assume they are, in the eyes of the law. More telling, however, is the observation that “protection accorded to depictions of violence did not turn on … merit.” (The case cited in the brief protected gory, grisly images and descriptions of crime, which New York law tried to ban in the 1940s. At the time, the Supreme Court conceded it couldn’t understand why you’d want such a thing, but that merit was not the basis for the ruling.)

And that’s the bottom line: free speech is not about merit, or one medium or another, just as this Supreme Court decision is as much about music or words as it is about games.

The precedent, legally, is clear, leaving only the “newness” of the technology as a defense. Here’s the brief’s response to that issue:

California also appears to suggest that the new technologies represented by video games require a reassessment of First Amendment principles. Technological change usually causes fear and uncertainty.

In the twentieth and twenty-first centuries, technological change has repeatedly revolutionized entertainment media and communications, as well as the storage, retrieval, and distribution of information. Each of these technological advances—movies, television, the Internet, and now handheld, interactive electronic video games—has brought with it the fear that the new technology would corrupt the young. But there is no reason to permit fear of novel technologies to diminish fundamental constitutional rights such as the First Amendment.

For any artist, for anyone in the business of expression, this is a case to watch, at least in regards to US law.

More reading:
Merit Briefs/Amicus Briefs, Schwarzenegger, Gov. of California v. Entertainment Merchants, Assn., Docket No. 08-1448 [American Bar Association]

At stake in Terminator vs. video games? “The future of media”
[Ars Technica]

The brief cited here:
Brief for the American Booksellers Foundation For Free Expression, Association of American Publishers, Freedom to Read Foundation, the National Association of Recording Merchandisers, Recording Industry Association of America, Amusement & Music Operators Association, the Association of National Advertisers, Pen Center USA, and the Recording Academy in Support of Respondent [PDF]

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As Gaming Faces Supreme Court Case, Music Industry Defends Free Speech

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Drawing Sound: Crazy Touch Interface Sound Experiments with Usine, PC

Thursday, September 16th, 2010

The quickest route to expressing an idea remains the gesture of a hand. That gesture may be crudely interpreted through today’s touch displays, but the immediacy remains. Presumably because of some of the device’s limitations, a lot of the experiments with the iPad have involved controllers that operate independently from sound software, like a remote control. Those interfaces, while useful, largely simulate existing hardware controls in a more flexible form, rather than introduce new ideas. But it seems the long-term potential is in designs that unite touch, graphic, and sound in a single piece of software, exploring new paradigms for interaction along the way.

Usine is one of music creation’s most surprising secrets: it’s powerful sound software that incorporates creative touch interfaces as a core design principle. And in the video above, it’s running on a relatively cheap PC two-touch display from Packard Bell. Nay-Seven is one of the founders of the Usine community, all while lecturing internationally, and has been pushing the Usine software to its limits.

Here, he tells us about some of his latest experiments, and the potential they hold.

Always looking for a way to use the computer as a real musical instrument, my latest works try to combine graphics and music using a touchscreen interface. The software Usine from sensomusic gives me the freedom to build my own interfaces. Some examples:

Drawing pitch and pan

Here [at top], the purpose is to draw directly some pitch information on the waveform display of a sample. I’ve also added an LFO [low frequency oscillator for modulation]; this way, the drawing can move slowly according to different speed presets.

[At bottom], I play with pan and volume: the x position of the black ball on the lines gives pan information and y the volume. As I’m on working with a dualtouch screen, I can quickly draw some speed changes. Note that this panel is not only for pan and volume; I can also send this drawing to others parameters like delay and filters, here with the << button.

Geometry …or not

This workspace is also dedicated to drawing. I’ve built four layers, each one with its own color and its own sound. The XY position gives the pitch value of the notes and other parameters, like velocity or pan. The geometry provides sequences; lines give a kind of glissando.

Vertical sequencers and Pads

Using the new Matrix module (thanks to Martin Fleurent), I’ve built this vertical sequencer [seen at top]. I like the idea that notes fly under my hands this way. [At bottom], I‘ve built pads for tablet surfing on the “iPad” mode, adding also a drone option.

Multitouch gestures

On the same idea of movement, here are two screenshots of a video illustrating a new patch made by Olivier Sens (the Usine developer). This patch provides multitouch gesture recognition, opening new doors to ways in which we use our computers and touchscreen. We can easily imagine some new symbols or alphabets, and new forms of interactions in our musical practice. You draw a ‘V,’ you play with volume, you draw a ‘P,’ you play with pitch…

For more on the display, check out the Packard Bell Viseo 200T. It was previewed by Engadget last year and carried a street price – impressively – of only about US$300, all for a 20-inch screen and low latency. I’m gathering either something happened or it was re-branded for distribution outside the UK; anyone with more information, let us know in comments and I’ll update the story.

More on nay-seven’s Flickr:
http://www.flickr.com/photos/usine/

All screen images courtesy nay-seven. Used by permission.

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Drawing Sound: Crazy Touch Interface Sound Experiments with Usine, PC

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Of MIDI, iPhones and iPads, and a Restrictive Future for Hardware?

Friday, April 2nd, 2010

For years, in music technology and computing, we’ve relied on an idea so ubiquitous, we take it for granted. That notion is that you can use things together, and they work. At its soul, MIDI gives us the power to assemble different sounds, to record ideas. It means the investment you make in one device, whether a soundmaker or computer, can be expanded. Just brought a new gadget home? Plug it into the old gadget, and use them together.

There’s another notion, even more fundamental, underneath that idea: if you save up your pennies and buy gear, you get to choose what to do with it. This is neither a desire of “advanced” users – on the contrary, casual users of technology are often the first to assume that things will work the way they want.

What if that weren’t true?

I was intrigued, as were many on this site, by the announcement of a MIDI adapter for the iPhone. It’s something I expected from the moment Apple announced support for third-party hardware. It’s a little thing, and definitely a niche product, but that means the ability to turn your shiny, little mobile device into a portable recorder for musical ideas – even with, unmodified, a mid-80s keyboard. Score one for standards.

Line 6 MIDI Mobilizer (hardware) + MIDI Memo Recorder app (software)

But with countless apps for music making on the iPhone already – and many more coming to the iPad – you probably would want to use this MIDI support with more than one app. You might take for granted (there’s that phrase again) the power of connectivity. That’s how computing platforms work.

Not so with the iPhone, and by extension, the iPad.

Hardware must support Apple’s proprietary protocols and APIs, and it requires signing legal documents which, among other things, prevent developers from talking about the contents of the legal agreements and disclosing certain developer features. Partly because of the restrictiveness of these terms, there’s even a murky issue that raises questions about whether more than one application publisher can support a given accessory.

The result is anything but “friendly to beginners,” unless the iPad and iPhone are catering to lawyers.

MIDI, Minus the Compatibility

Line6 have built a really cool little gadget. It plugs into an iPhone, iPod, or soon an iPad, and via their software provides quick recording and playback of MIDI files. And to Line6’s credit, they’ve extended an open invitation to developers to support it. The problem is, supporting any accessory iPhone/iPad hardware is restricted by Apple not technically, but legally.

From Line6’s FAQ:

Can I use MIDI Mobilizer to control synthesizer applications or play other music apps on my iPhone?

This is technically possible, but would require software updates to each application in order to communicate with MIDI Mobilizer. Additionally, the developer of the application would need to become a Line 6 MIDI Mobilizer developer in order to be given the development tools, and allow Line 6 to publish their MIDI Mobilizer-enabled version (currently, all applications for a hardware accessory must come from the same publisher). If there’s an application you’d like to see work with MIDI Mobilizer, please have the developer contact MMdeveloper [at] line6.com for more information.

Line6 can’t talk to me about Apple developer agreements, because they are contractually bound to keep those details to themselves – details below. However, I was able to ask whether the restriction on publishing was one they had imposed.

Their answer: no, they didn’t come up with this restriction. Their understanding of the Apple accessory program is that only one publisher for an app that works with a specific accessory can provide compatibility for the accessory.

While the EFF has released the main developer agreement, I have not seen a public copy of the separate accessory program agreement. But I can confirm at least part of Apple’s requirements for proprietary accessory development below.

Because the accessory document is not available, I’m happy to be corrected. Please, if we’re wrong about this, if there’s a counter-example of an app, let us know, and I’ll investigate. I’d actually like to be wrong, as then we could open the floodgates on more compatible apps.

Assuming this is correct, however, we can assume that multiple applications from multiple developers can’t support a non-Apple accessory, unless they come from the same publisher. And that’s a pretty big issue, if the iPad is – as people claim – the future of computing.

Sure, this is just for hard-line gear you plug in via the connector. And yes, wireless communication still uses open standards for Bluetooth, Wi-Fi (TCP/IP and UDP), and zero-configuration networking or Zeroconf (what Apple calls Bonjour). But those are the exceptions that prove the rule: standards are good. Standards make things work.

And that’s what Apple has done: they haven’t simply simplified a design to make it friendlier to non-techies, or to make the iPad extra slim. You can make non-standard connectors that still work with USB, or use standard, slim-line USB connectors. The Apple Dock Connector is just the physical connection: inside are the actual signals that replace the video, device, and audio connections. What Apple has done is not simply change the technical and industrial design: they’ve added legal restrictions around that design.

No, You Can’t

Whatever the specific restriction around accessories, in general, the terms of the Apple developer agreements can be chilling.

Apple’s iPhone Developer Program License Agreement is a non-public document. The moment a developers signs it, they are contractually obligated not to speak “publicly” about the document. (Some iPad apologists might say, ah, but this is true of many game console developer programs, to which I ask, when did I say that was a good idea? And did that really help make Dragon Age more reliable?)

Thanks to the Electronic Frontier Foundation and the Freedom of Information Act, however, the non-Apple lawyers found a loophole: force NASA, a government agency, to release its document. You can read the results (including, in detail, section 10.4 which bans developers from discussion):

UPDATED: All Your Apps Are Belong to Apple: The iPhone Developer Program License Agreement

I can at least refer to this section:

3.3.20 Your Application may interface, communicate, or otherwise interoperate with or
control an iPhone Accessory (as defined above) through Bluetooth or Apple’s 30-pin dock connector only if You have obtained a license for such iPhone Accessory under Apple’s MFi Program.

The MFi Program refers to “Made for iPod.” There is at least one case of Apple suing a vendor who tried to make hardware without that license, so it’s clear Apple is serious about their intellectual property there.

I can’t refer to the specifics of that license, because they’re not published. In fact, you have to apply for the program before you know the details of the program, and once you do know those details and sign the agreement, you’re obligated not to share them.

But Line6, the self-described only MIDI adapter vendor, has interpreted those rules as meaning multiple application publishers can’t support hardware. And because you need an application to support any hardware, and Apple has complete control over what applications are available through the store, and because jailbreaking iPhones violates US law according to established legal precedent, and because you violate Apple’s developer agreement just by making your app available through jailbreak software sources, Apple is the true, final arbiter on the matter, as they are all matters of developing for their device.

Here’s Apple, again in the developer agreement, on the matter of hardware support:

You agree to inform Apple in writing through iTunes Connect if Your Application connects to a physical device, including an iPhone Accessory, and, if so, to disclose the means of such connection (whether iAP, the headphone jack, or any other communication protocol or standard) and identify at least one physical device with which Your Application is designed to communicate. If requested by Apple, You agree to provide access to or samples of any such devices at your expense (samples will not be returned).

That may be defensible when it comes to verifying quality or providing an official Apple certification. But it shuts down the possibility of DIY hardware, or, as in this scenario, even cases that would provide greater compatibility, interoperability, and usability.

Why this isn’t just for “techies”

A common characterization of iPad criticism is that it’s technological “elites” who care more about features than design.

David Pogue writes in The New York Times (a newspaper heavily invested in the success of the iPad, though that is not disclosed):

In any case, there’s a pattern to these assessments. The haters tend to be techies; the fans tend to be regular people.

Pogue provides no evidence for this description, which is odd, as my experience has been that non-techies generally don’t really understand why techies are so excitable either way. (As for whether “they” want an iPad, they seem as polarized as everyone else. Plenty of non-techies love their QWERTY and have other places to spend $500.)

But it’s a brilliant argument. The only people who would likely debate you – technical experts – are magically excluded from the discussion. “Ah,” says the technical expert. “But you’re a technical expert. It’s not for you. So you’ll have to accept my argument about what non-technical experts want at face value.”

Apple promotes this distortion of the reality of their device. When Stephen Fry asked Apple representatives about missing functionality on the iPad, Jonathan Ive responded with this quizzical answer:

I put to designer Ive the matter of all the features that are missing from the iPad. “In many ways, it’s the things that are not there that we are most proud of,” he tells me. “For us, it is all about refining and refining until it seems like there’s nothing between the user and the content they are interacting with.”

The thing is, those things are there – with an addition: restrictions, encoded in legal documents and developer agreements, about how what is there can be used. Apple’s intention may well be “quality.” But that’s the very essence of control: whatever the reason, one party has control, and the other doesn’t. Get it?

The assumption is that these kind of restrictions make devices more usable and more stable to end users. But how does gagging developers from talking about their legal agreement accomplish that goal? How does blocking application and hardware interoperability – the first thing those “casual” end users would take for granted – make the iPad easier to use?

Not Just an Apple Problem: Reinventing and Uninventing the Wheel

Apple I think deserves the brunt of this criticism at the moment, partly because they’ve made their restrictions legally explicit. But don’t think I’m about to let anyone else get off as easily – not with the entire Internet abuzz about how the “future of computing” is coming and it’ll transform everything we know about the universe.

Google’s Android and Chrome operating systems have none of these legal restrictions. (Android’s Market does require that, if you’re sold through the Market, you can’t be sold through another market, but that’s about it – and even that doesn’t stop you from posting an installer file on your site.)

Unfortunately, Android and Chrome also are lacking in actual hardware support. In reinventing the wheel of what operating systems done, Google hasn’t quite gotten to adding all the functionality we expect in operating systems. Sure, an OS built on the browser sounds fantastic – but what if you have a Chrome-based netbook and decide you want to connect a camera with your vacation photos? There’s tremendous confusion in the developer and device vendor communities about what Android and Chrome are for. Is Android a netbook OS, too? Will Google add hardware support? How? It’s even easier to be critical of Google, too: because their operating systems are based on the Linux kernel, support for a vast array of currently-shipping hardware is essentially ready to go, once they can make up their minds to support it. So, bonus points to Google on not being, to use a technical term, “legal bastards,” minus quite a few points for not shipping hardware support.

That also means a missed opportunity for Google, since restrictions like those above could easily drive vendors and developers into their arms. I’m hopeful that their rapidly-evolving platforms will resolve these issues, but I will hold them to the same standard. Ironically, Apple solved some of the technical problems, but imposed new, arbitrary legal obstacles that cripple their own solution.

There’s also the danger that other vendors will copy Apple’s legal restrictions, thinking that these are part of the appeal of the platform – when, for many of us, they’re quite the opposite. That happened most recently when Microsoft announced it was controlling app distribution and disallowing native development on the upcoming Windows Phone platform. Details of that platform are too early to judge, but it’s a discouraging sign.

If I had more time, this would have been shorter

I bring this up for a reason:

The future isn’t inevitable. This is a fixable problem. Apple could – as they did by loosening the NDA on developers – make this better, and they’d deserve credit if they did.

But we have a special obligation as musicians to cry foul. Musicians have taken a leadership role in defining what computing can be, in stretching the boundaries of digital interaction and expression, and in standardizing means of exchanging ideas, connecting equipment, and collaborating. Music was at the center of the creation of copyright law, musical notation was one of the early international standards, and music itself is one of the earliest forms of communication.

The ability to plug things in and connect them is apparently no longer something we can take for granted. But it is something we can protect and improve.

See original here:
Of MIDI, iPhones and iPads, and a Restrictive Future for Hardware?

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How A Great Product Can Be Bad News: Apple, iPad, and the Closed Mac

Wednesday, January 27th, 2010

Would you use this object if it came with restrictions? Photo — of a hacked Moleskin, ironically — (CC-BY-SA) Alexandre Dulaunoy.

Apple’s iPad is here. It starts at $499. It’s a gorgeous, brilliantly-designed device that has the benefits of Apple’s cleverly-engineered, best-in-class developer tools for mobile. A lot are likely to sell. And unfortunately, to me that means bad news for the kind of creative computing we talk about on this site.

To put it briefly, I think the new, mobile Apple is doing immense harm to the computing legacy the company has forged. We could have had a Mac tablet today. Instead, we have a giant iPhone – and that’s a decision that has some serious repercussions. It’s a blow to open source alternatives, but also to open development in general: the power of interchangeable hardware and software, on which everything we do with music and visuals on computers is based.

For years, the Mac community railed against the perceived closed nature of Microsoft. Now, many are rallying behind an Apple with a vision more closed than Redmond’s.

This is important to both CDMs, because it’s on both these sites that I, along with readers and contributors, have advocated open computing as a creative outlet, for creation, sharing, and distribution of music, visuals, and knowledge.

I’m entirely biased by my own perspective. There are certain things I care about, that I believe in. I can talk about the technical, measurable values of each of those, but I can only speak for myself. With that in mind, the iPad, in a single device, embodies the exact opposite of all the reasons I’ve invested so much time in computing for the last 25 years.

  • It’s a closed platform. As with the iPhone, development for the iPad means reliance on Apple’s tools, on the use of proprietary Apple hardware and software just to build an app. Now, those could be worthy sacrifices for a great product. But it also means that Apple alone distributes applications, and decides which applications developers will be allowed to create – something that has never been true on a computing OS. Since the unveiling of the iPhone SDK, Apple apologists argued that somehow this was a decision made by phone carriers, that surely their beloved Apple was not to blame. Yet Apple has chosen that path for a device that, while it lacks a keyboard, otherwise looks for all the world like a computer – like something that could have been a Mac, with all the power and freedom of a Mac, instead of an iPhone.
  • It has no standard ports. Like the iPhone, the iPad has only a proprietary dock connector, ensuring Apple has control over the hardware made for the device. You can throw away decades of the lessons of the value of standard connectors, of the freedom to connect a computer as – to use a phrase Apple popularized – a digital hub. There’s not even HDMI to connect to a display. Correction: video out will be possible, albeit with a proprietary adapter. And *access* to that video port from software has been a huge problem on the iPhone.
  • It’s tied to iTunes. As with the iPhone, you can’t use the iPad’s drive as a drive. You can’t connect it to a computer and put on it what you like. You’re limited to using third-party apps as conduits or servers – and even then, you’re limited; critical files for media and reading are controlled by Apple’s market-dominating iTunes app. It’s a storage device you own, but that someone else controls. Maybe that’s acceptable for game consoles, but, again, the iPad has the appearance of a computer. (Except, of course, it’s actually not.)
  • Apple alone controls the distribution of media. Apple already has a dangerously dominant position in the consumption of music and mobile software, and their iTunes-device link ensures that content goes through their store, their conduit, and ultimately their control. This means that developers are limited in what they can create for the device when it comes to media – a streaming Last.fm app is okay, but an independent music store (like Amazon MP3 on Android) is not. Now, you can add to that Apple dominating book distribution. At a time when we have an opportunity to promote independent e-book publishing, the iPad is accompanied by launch deals from major traditional publishers. What does that mean for independent writers and content?
  • It’s not an open computer. It’s not a Mac. The bottom line: you can’t do the things that an open computing experience allows. You can’t connect the hardware you want, develop or run the software you want, or have the open-ended experience computers have provided. That’s not to say a tablet or slate or pad or whatever you want to call it needs to be exactly like other computers. On the contrary: if you believe in the computing experience, you believe it should work in new and creative form factors. (There was a time when the clamshell laptop was a new idea, remember, a time when computers were giant bricks you plugged into a TV.)

Limitations are a wonderful thing. Specialized operating systems for mobile make perfect sense. But that’s a design decision – it’s about the interface, the developer tools, the hardware. A mobile device can work just as well without being tied to iTunes or with actual ports on it.

I know what the objection will be: but this computer isn’t “for” people like me. But that’s the whole problem. Apple threatens to split computing into two markets, one for “traditional,” “real” computers, and another for passive consumption devices that try to play games without physical controls and let you read books, watch movies, play music, and run apps so long as you’re willing to go through the conduit of a single company.

And, of course, this wouldn’t be worth my breath if not for my real concern: what if Apple actually succeeds? What if competitors follow this broken path, or fail to offer strong alternatives? The iPad today is a heck of a lot slicker than alternatives. It’s bad news for Linux, Windows, and Android, none of which have really workable competitors yet. It’s especially bad for Linux, in fact, which had a real chance to make its mark on mobile devices.

These issues have always been a matter of open debate. Jean-Louis Gassée infamously got an “OPEN MAC” license plate for his car during the early days of Apple Macintosh. The “open” vision was the vision we got. It’s the Mac II. It’s the expansion capabilities of the Mac that allowed PostScript support, which let the Mac launch computer desktop publishing and ensured the survival of the platform. And it was a vision in contrast to that of one (younger) Steve Jobs, who argued against expansion and nearly made the Mac a failure, another forgotten 80s oddity. It was after Jobs was forced out of the company that the Mac platform, the Mac community as we now know it were really forged, built on the expansion and flexibility those later Macs offered. That expansion port was what enabled early products from Digidesign, which would later become Pro Tools – the very birth of digital audio production.

Like I said, I’m biased by my own opinion. But it’d be unfair, after years of being hard on small developers when it comes to issues of openness, if I held back here. This is the world’s self-proclaimed “largest mobile manufacturer,” the company that, as it reminds us in every press release, launched the computing revolution. I wish I understood why they were now running away from some of the basic ideas that made that revolution possible.

This is what I asked in January 2007 on this site, shortly after the original iPhone was launched:

“1. Will Apple lock down the iPhone, blocking Flash, Java, custom widgets, and open development from its new platform?

2. Could Apple’s multi-touch patents actually stifle growth of new, interactive displays?”

Unfortunately, that turned out to prescient. As for point #2, and perhaps no fault of Apple’s, it’s apparent that multi-touch gestures are now missing in prominent platforms like the Android because of fear of litigation. (Yes, the Droid in my pocket has multi-touch and even a multi-touch API, but nothing in the shipping apps, apparently because someone’s legal department got involved.)

And as for point one, just compare what you can do with a Mac to what you can do with an iPhone.

Ironically, at that same show, I saw the very thing the Mac users most badly wanted: a Mac tablet. But because an independent developer had to hack that product together, it was overpriced and not terribly useful. At the same time, I know some people bought them, because that’s what they wanted. They wanted a Mac tablet.

Ironically, the biggest disadvantage of the iPad is that it’s not a Mac. So now we wait and see if someone can come up with intelligent new tablets that are at least more like PCs.

I know who I’m rooting for. And it’s not this.

See the rest here:
How A Great Product Can Be Bad News: Apple, iPad, and the Closed Mac

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Empty Room Systems releases EMpTy 250

Thursday, December 17th, 2009

Empty Room Systems EMpTy 250

Empty Room Systems has released EMpTy 250, a software reverb effect plug-in for Windows.

After months of research and tweaks this reverb, based on the first digital reverb machine (the EMT-250), is now available for purchase. The EMT-250 is known for the very sweet character of its reverb and is used on a lot of famous recordings. It is the favorite reverb for a lot of award winning engineers. Real EMT-250’s are rare and other solutions for obtaining similar results were expensive or unnecessarily complex – until now! With the release of EMpTy 250 this ear candy becomes affordable for each studio and engineer!

EMpTy 250 is not yet another reverb plugin. The character of its sound is unique and sets it apart from other reverb plugins or dedicated hardware reverbs. EMpTy 250 is now available as a VST plugin and is also available as a patch for the Eventide

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Tama Starphonic Snares

Monday, December 7th, 2009

Starphonic snares were devised in the wake of the success of Tama’s Warlord collection of snare drums. While the Warlord snares were universally praised for their sound and uncompromising quality, their looks placed them very firmly in metal Lord Of The Rings territory.

The new Starphonic drums are Tama’s attempt to create a set of modern classic snares with more conventional looks. A quartet of Starphonic snares was launched at the summer NAMM show consisting of brass, aluminium, maple and bubinga drums, with each model only available in one 14″x6″ size.

Of the four drums, we were sent the brass and aluminium-shelled examples.

Build

In a nod to classic snare design, the drums feature a single central horizontal bead. Both share an identical 1.2mm shell thickness. The aluminium shell is spun, therefore seamless, while the brass drum is cut from a single sheet of brass and bent into shape before being nickel coated.

Tama starphonic snare

The shell of the aluminium drum has been simply brushed to a satin lustre. In contrast, the brass drum is polished to a liquid-like gloss. The nickel coating mutes the typical hues of brass to the extent that the shell is only slightly warmer in colour than the chrome-plated lugs and hoops.

Tama is renowned for its engineering prowess, so it’s no surprise to find the Starphonic drums bristling with technical innovations. Most noticeable are the Grooved Hoops which have been developed exclusively for the Starphonic range.

“It’s the kind of drum that would bite the bass player’s arse when he wasn’t looking”

Grooved Hoops differ at a fundamental level from normal hoops as they are completely undrilled. At the point where the hoop is angled to flow over the edge of the drum, the fold dips down towards the inside of the shell, forming a groove.

Tama’s Claw Hooks – a chunky update of those found on vintage snares – do as their name suggests and hook over the side of the hoops, locating firmly in the groove. The tension rods are fed through the Claw Hooks, leaving the hoops untouched by a drill.

The absence of drill holes makes for remarkably strong hoops that, though they are only flanged, have the feel of die-cast hoops. The top of the Grooved Hoops differs as well; rather than curving away from the drum they do the opposite and turn inwards. According to Tama, this enhances the natural tone of the drum. This shape is defi nitely kinder to sticks, so your Pro-Marks won’t be reduced to firewood at quite the same rate.

Partnering the Claw Hooks are Tama’s Freedom Lugs, two sets of single point lugs that are connected by a length of tubing. The tension rods thread into a bar in each lug which ‘floats’ in a hollow cavity. This means heads can be changed with only a minimal amount of tension being dialled out of the rods.

Once the Claw Hooks have been eased out of the Grooved Hoops the rods can be tilted away from the drum, allowing the hoop to be lifted clear. Leaving the rods attached to the drum means there’s no chance of spilling them from the hoop during a head change.

(2 pages; go to page: 2)



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Tama Starphonic Snares

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Help EFF Save Web Content: Prove Podcasting and Media Patent is Wrong

Friday, November 20th, 2009

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Act now, or this puppy is in grave danger. Podcasting pug photograph (CC) zoomar.

Patenting the use of all episodic media on the Web might sound absurd, but the US Patent and Trademark Office has granted just such a patent, to a company called VoloMedia. It’s a significant issue, one that could threaten the freedom of all media distribution online. Wherever you are in the world, you can help.

Intellectual property law was created in order to protect genuine inventions and innovation from exploitation. But predatory patents, based on bogus claims and attempting to stake out broad rights, threaten to do just the opposite.

Here’s a new idea: fight back.

Lawyers are the heroes this time. The Electronic Frontier Foundation’s patent-busting project aims to take down unfair patents that threaten common-sense uses of technology. A number of these have applied to music and audio. The EFF has already won a big victory against what had been the worst offender – media giant Clear Channel actually successfully patented recording live shows. (No, really — recording a live gig, then burning them on the spot. The EFF was able to bust that patent.) The advocacy group also scored significant victories against patents on sending and receiving online streams and encoding media. (If someone thought they could patent your ears and charge you royalties for hearing, they probably would.)

Lawyers alone haven’t won these battles. The EFF’s clever twist is to crowd-source its case, by getting people like you to help the group document “prior art” – in plain English, to prove that something existed before the patent. (Without basic chronology, I could claim to have discovered electricity.)

In short, you can help save the freedom of online content.

VoloMedia’s Bogus Patent – And Why It’s Dangerous

VoloMedia has been granted a patent for “providing episodic media.” The patent is broad enough to endanger any independent podcast or episodic media producer. Over the summer, Volomedia’s own Murgesh Navar sidestepped concerns about patent abuse to brag on the company blog about just how broad that claim was – that even non-RSS-based episodic media belong to them:

With specific reference to our newly issued 7,568,213 patent, it was filed in November 2003, almost a year before the start of podcasting.

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