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Open Source Music Hardware: Got Gear? Fill Out Our Survey as We Look at the Landscape

Wednesday, November 2nd, 2011

If you do want to get religious about this, you may want to wear this around your neck: Open Source Hardware logo as jewelry! Photo (CC-BY-SA) MAKE’s Becky Stern.

We’ve followed open source hardware – and generally hardware that is more open to user customization and modification – on this site since the beginning. As I prepare for a talk on the MeeBlip at Berlin’s Create Art & Technology Conference, though, I think it’s time to do a proper survey of the hardware that’s out there.

The ability to modify music gear is something that’s important to a lot of people as musicians. It means the ability to learn how the technology we use works, and therefore to have a deeper musical and compositional understanding of it. And it can mean the ability to make music hardware more expressive of your sonic imagination and creative ideas. Finally, it adds an additional avenue through which you can share your understanding and use and modification of musical instruments with other people.

Explanation below, or just skip to the survey, or live event in Berlin.

A Spectrum of “Open” in Music Gear

Even proprietary hardware can become more “open” in the general sense. In the early days of synths, it was commonplace to include detailed specifications and even circuit diagrams. That arguably furthered the evolution of music gear, as knowledge was shared, and it certainly allowed more advanced users to better understand how that gear worked. We’ve seen a subtle return to those days, with examples like Korg’s Monotron and MonoTribe hardware, for which the company released schematics.

The viral, revolutionary spread of the monome design owes in part a community built around modification, access to critical schematics, and some open sourced software which the community took and modified. The monome, however, focuses on a fully open-source protocol and availability to schematics. Those schematics are not free for use in your own creations, which has sometimes caused friction as makers sell modified or homebrewed variants of the monome. On the other hand, many in the monome community value the handcrafted original hardware and don’t particularly want “clones” and the like, and have found the available information more than enough to fuel their musical needs.

Open Source Hardware goes further, by placing everything under a license that makes it free for use. This would include the software (either running on the device, on an attached computer, or both), the schematics of the design, and even visual elements of the design, as well as the documentation. Projects that give their users the most freedom to work with any modifications they make also allow for unfettered commercial use; that is, you don’t have to worry if you sell a few, or even many, if you run afoul of the project’s original creators. Without going into the debate for or against such an approach, if this kind of sharing is your goal, then it follows it will important for you to make that freedom explicit. This sort of explicit use is also what is described in the Open Source Hardware definition, which our MeeBlip project has adopted because we feel the project and definition fit one another.

Note that there’s a very real debate about whether the ideals of free software are applicable to open source hardware. There’s no debating it’s an apples-to-oranges comparison: copying hardware means physically manufacturing something. (I’m surprised to see, in German, the use of the term Freie Hardware, which has generally been avoided in English. See also the Open Source Hardware and Design Alliance, which goes beyond some of these specific – and possibly not-really-applicable – licenses.)

I’ll say this: I think adding in the issues of economics, materials, sustainability, local manufacture, labor, distribution, and international trade make this question more compelling for discussion. It’s messier than software, yes – but given that all software relies on hardware on which to run, dealing with these messy and often demanding questions means engaging more of the many dimensions in which technology interacts with economics.

Resources:
Open Source Hardware (OSHW) definition / principles
Business models for Open Hardware
Amusingly, the MeeBlip continues flying under the radar as an open source hardware project, but once we actually get our shipping picture in place over the next couple of weeks, maybe we can work on that.

Let’s See the Gear!

But first, we just need to find out what’s out there. And that’s where you come in. If you’ve got a project, or use a project, or just know about a project, let us know. If it’s your own project – especially if you feel we’ve ignored you in the past (trust me, you don’t want to see my inbox or brain) – now’s your chance to tell us about it.

Because it’s the narrowest and most sharply-defined category, I’m most interested in those projects that fit the Open Source Hardware definition – not for philosophical reasons so much as taxonomic ones. But other projects are welcome, too; I’d like to hear about them.

About that MeeBlip…

And we’ll have the first of a series of updates on the MeeBlip project later this week. (The new SE and micro projects, and updated firmware, as well as vastly-expanded documentation, are all due soon, held up only by international shipping, weather, and illness challenges I’ll describe later.)

In the meantime, fire away.

Or Talk in Person!

If you’re in Berlin, this weekend join some terrific discussions on creativity, technology, and DIY, including my talk on the MeeBlip, lots of talks on hardware design and prototyping (including for beginners), and projects like the fantastic libmonome. And if you see me, say hi! (My talk is Sunday morning.)

http://createartandtechnology.de/

Survey

Direct link to Google Docs survey (login not required)

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Lionstracs releases Groove X-R Hardware Sampler and Plug-in Host Workstation-in-a-Rack

Tuesday, October 4th, 2011

Read the full story @ KVR Audio
Lionstracs Groove X-R Lionstracs and distributor Corcyra Global are now shipping the long anticipated Groove X-R hardware sampler and plug-in host workstation-in-a-rack to customers who pre-ordere [Read More]
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Dodecahedronists, Unite: An Audiovisual Controller, Gestures and Polyhedra, Open Hardware

Wednesday, September 7th, 2011

I love this controller, but I think we should keep it Platonic. Solid.

Sorry, geometry humor. See, the controller in question is constructed as a convex regular polyhedron, such that all its faces are themselves congruent regular polygons meeting at each vertex, and … uh, never mind.

Above, a stunningly gorgeous video from Polish design team Hedoco, with some lovely chiming music following by the evidently-now-requisite dubstep demo. (Tip all of us could use, guys and gals – makeup. Styling. Now, they just need some post-production so you can’t see the IR sensors or the wires.)

Hedoco = “a unique brand that connects two trends: open source design and fashion.”

No, seriously. And, seriously, why not?

The controller itself looks actually quite lovely – and it’s open source hardware, too, from top to bottom. MIT license for the source, Creative Commons for everything else. (One trick: by choosing “Non-Commercial,” they don’t technically qualify under the Open Sound Hardware Definition. I’d suggest keeping the ShareAlike, since any commercial user would have to share modifications. I know not all designers are comfortable with that, though.)

Designer Jakub Koźniewski, seen in these parts building a kinetic sound organ out of cans, is behind this project, too. Ingredients:

  • Bluetooth. (The revolution will not have wires.)
  • Infrared distance sensors. (Though if you know what those are, you already knew that.)
  • Arduino, the open source hardware prototyping platform.
  • Processing. (Whatever. No one cool uses that any more.)
  • OpenSoundControl.

Source code is available now on GitHub, with hardware schematics coming soon. And that could lead to an all dodecahedronal music festival. You may recall the work of Ted Hayes, whose Neurohedron has the same shape. Ted’s work, by contrast, works with a drum sequencer — meaning these two could even play onstage together. Ted and Jakub each tell us that’s coincidence, and when Jakub did realize the form had been taken, the two connected. Now I say we just need more. Dodecahedronstock. Polyhedrapolaooza. Platonaroo. Euclid Fair. Let’s make it happen.

On Ted’s Neurohedron side, he tells us that his work, featured at a Handmade Music event I produced in New York as well as at NIME, has gotten significant updates, so we look forward to seeing that. Previously:

Pretty, Nodal, Non-Linear Music, on iPad + iPhone and Big Dodecahedrons

Handmade Music NY 8/29: Meet the Musical Inventors, Pong to Dodecahedrons

More:

http://www.pangenerator.com/

http://www.hedoco.com/


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Recording and editing hardware synth performance into FL Studio?

Thursday, July 14th, 2011

Question by oyster_ s: Recording and editing hardware synth performance into FL Studio?
I want to record my external synth performance and later have it edited in Piano Roll in Fl Studio (make it more in sync with the beat). Is there a way to do this? I found a way to record and transport synth performance from Edison into a specific channel Piano Roll, but the sound changes to the sound of the software instrument occupying the channel, so it doesn’t sound like my synth anymore. Help!

Best answer:

Answer by Marvin
The FLStudio website has a very good forum for questions like this.
If you are a registered user you could go there for questions like this.
That’s where all the FLStudio specialists hang out.

Give your answer to this question below!

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Reason 6 Combines Record Features, Adds Effects; New Bundles and First Props Hardware Interface

Tuesday, July 12th, 2011

Propellerhead today unveils the new Reason, incorporating Record functionality in both the full-blown and “Essentials” versions, a new audio interface in their first-ever hardware, and a beta that will at last make ReCycle a modern Mac tool.

Record added some wonderful stuff to Reason, including a terrific analog-style console, modeled EQ and dynamics, the ability (finally) to place racks side by side, and extra effects modules, including nice Line 6 modeled guitar kit. In other words, Record introduced a bunch of stuff you’d really want in Reason all along. Conversely, if you only bought Record, you were left out of a bunch of useful stuff that was only in Reason.

Yes, there was the “Duo” box that included both Reason and Record. But what you really wanted was both. Since neither app supports plug-ins, you really, really wanted both.

Propellerhead has apparently heard us, because Reason 6 now includes everything. It’s effectively Duo, with both Reason and Record. If that’s overkill, Reason Essentials gives you Record plus the bits of Reason Record users most wanted — the ReDrum drum machine, the NNXT sampler, the Dr OctoREX loop player. Essential also has a smaller mixer (actually, I rather hope that’s accessible from the full-blown product, too.)

Onto what’s new: Reason adds a bunch of new goodies:

  • Pulverisor: “crushing” effect with “crunchy” compression. Given the niceness of previous distortion efforts for Propellerheads, I think there’s reason to be optimistic.
  • Echo: stereo effect with “modern” delay and analog tape echo. Sounds delightful, that one.
  • Alligator: three-band pattern gate.
  • Higher-quality audio transpose. One of the most overlooked features of Record was its exceptional-quality time stretching; getting better transpose alongside could make a formidable audio tool.
  • True 64-bit compatibility.

The biggest piece of news here – the one Propellerhead didn’t even include explicitly in its press release – is that ReWire is 64-bit. That ensures ReWire’s place in the future of the product line.

Finally, in its first foray into hardware, Propellerhead is unveiling Balance, the lovely design of which you can more or less make out at top. It’s a two-in, two-out audio interface, but with eight connections – that way, while you can only record stereo, you don’t have to swap cables.

The new metering overlay, for further musician-friendly emphasis on actual recording – nice.

There’s also this feature: “Hardware buttons on Balance bring up a large meter/tuner in Reason and can also enable Clip Safe, Propellerhead’s new recording technology that with one click heals clipped recorded audio. Musicians no longer have to worry about losing a great recording because gain levels were too high, and can stay focused on creating that goose bump evoking performance.”

My guess as to what that means: the audio interface may be running as 24-bit, so that when you do clip a recording, you can effectively borrow additional dynamic headroom (in that you’re recording additional dynamic information) by using the extra bits.

The other good news on the audio interface: it’s WDM/ASIO on Windows, but class-compliant for Mac (and Linux, and iPad, and other things). It’ll come bundled with Essentials for US$ 499, but I wonder if it’s nice enough if full-blown Reason users will get a chance to buy it, as well.

There are still things I’d complained about that appear not to be here – namely, MIDI output for hardware synths and the ability to run Record (now Reason) as a ReWire host and not just ReWire client, which I think would make it an ideal mixing, arrangement, and mastering console. (I do track the things I write in the “Cons” column.) But I’m very excited about this release. I’ve been a great fan of the work on Record, and it seems only natural to bring it to a broader audience of Reason users. This appears to make the product line more sensible and friendly, and I’ve long found those couple of simple effects additions in new Reason versions can turn out to be the ingredient in entire tracks.

Stay tuned for a hands-on when this ships. Ship date: September 30.

Pricing: US$ 449 for Reason 6, US$ 299 for Reason Essentials (without the hardware), or US$ 169 for an upgrade from any Reason version or Reason Essentials to Reason 6.

Full details:
Reason 6 minisite

There’s a public beta signup if you just can’t wait:
Beta Test Reason

And in other news, Propellerhead have an update on Lion compatibility. Their software, apart from its usual Windows function, will work on the upcoming new release of Apple’s software. Because Apple is, as expected, removing Rosetta, the now-ancient compatibility layer, it’s time for a native Mac OS X version of Propellerhead’s ReCycle loop creation software. There’s a beta coming for that, as well:
Lion Info


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Androidcontrollerism: Hardware Options on Android, in Detail; Android Player Piano

Wednesday, June 8th, 2011

Adding hardware to tablets, as it has with decades of computing technology, can open up new worlds for software and music. It can animate a conventional piano, or provide new physical interfaces for touching music. But let’s not wait for it to happen; let’s get hacking.

Following on today’s line of thinking about hardware-augmented touch, I’d like to look a bit at the recently-transformed landscape on Android. iOS users can connect to external hardware via the Core MIDI protocol or, via official channels, through the Apple Dock Connector. That’s not a perfect situation, however. Hardware developers have to be approved through the Made for iPod program in order to make accessories, there’s no standard class support apart from MIDI, and while Bluetooth can connect you to other iPads, you can’t connect arbitrarily with hardware via Bluetooth. (At least, that’s what I’ve found speaking with iOS developers, though some Bluetooth gamepads appear to work, possibly because they simply act as keyboards). WiFi wireless connection is also a possibility, one I expect will continue to be exploited.

But Android does have some interesting options here – a reminder of why getting familiar with more than one platform can be enlightening. A lot of those possibilities could open up new ideas in music hardware, ideas that could work not only on Android but in some cases (as with standard USB support) with desktop and tablet Mac, Windows, and Linux machines, too.

Case in point: check out a Motorola XOOM controlling a piano above, for a kind of hacker’s Disklavier. (Apologies to Yamaha.) Yes, it’s a great deal messier than existing USB MIDI devices (more on that in a moment), but it’s a visual reminder of why we do this in the first place – and it doesn’t have to be quite this hacky on Android, either.

Simplified, your options are:

Android Open Accessory

Currently the best wired common denominator, the Open Accessory program allows you to use a third-party accessory as the USB host, even on devices that lack USB host support. You just need a device with Android 3.1, 2.3.4, or greater. In a much-ballyhooed feature, there are prototyping possibilities with the open Arduino platform. Google’s own hardware is obscenely pricey, though, at around $ 400. Instead, DIYers will want to use a standard Arduino. Two early examples:
Android ADK with a standard Arduino Uno and USB Host Shield
Google’s open accessory development kit on standard Arduino hardware

These prototypes could, in turn, be converted into simple kits or even standard off-the-shelf accessories, without asking anyone’s permission.

See a video at top for one of the Arduino Uno examples in action.

Also, for the actual code, look at:
UsbAccessory

More on DIY implementations that don’t require $ 400 hardware kits (more like … $ 40, tops):
http://developer.android.com/guide/topics/usb/adk.html

Microchip also promises an open PIC24 library with a driver for ADK

That said, because Google’s implementation is specific to Android, those accessories aren’t useful anywhere else. That’s why it’s worth considering USB host mode.

USB Host Mode

Tablets are the Android devices about which I’m most excited at the moment, because as with the iPad, the tablet devices wind up being more flexible and capable than their phone handset cousins.

One key feature: Honeycomb tablets support actual USB host mode. That means you can connect standard USB HID devices like joysticks. It also means you should be able to make a MIDI interface that isn’t kludged together from a bunch of proto boards and $ 400 Google Android kits and that works with Android but not your computer, as above.

In fact, the existence of this option made me a bit puzzled when I read Phil Torrone’s* editorial in Make. (See postlog, though, on why listening to Phil is still a good idea.) Phil focuses there on Arduino, and doesn’t mention standard USB host.

Why Google Choosing Arduino Matters and is This the End of “Made for iPod” (TM)?

Now, Phil’s correct that the Arduino is currently the easiest platform for hacking with this stuff. But I actually think even that could change. There are already a number of AVR-based platforms for doing USB host implementations. Like Arduino, you can develop for them with free, open tools and a wide community. Unlike a standard Arduino I/O board, though, it’s easy to create something smaller, cheaper, and more flexible – and to plug your creation into any device that supports standard USB hardware. Now, actually implementing some of these things is nowhere near as simple as Arduino at the moment, but that to me is a testing and documentation problem more than anything else. I’m bullish on the possibilities here; it’s part of the reason we chose a standard AVR platform for our MeeBlip synth and not Arduino. I’ve started messing with its firmware, finally; more on that soon – it’ll also be relevant to playing with DIY hardware for Android.

The Arduino stuff is absolutely cool, don’t get me wrong. I just think you could substitute “open hardware” more generally in that article for “Arduino,” specifically. (The article’s nonetheless well worth a read for some stimulating ideas.)

Executive summary: I betcha we can come up with a really simple DIY MIDI interface, via both wireless and wired connections, for Android that doesn’t touch the Arduino side of things and will work with your computer, too.

See:
android.hardware.usb in the Android documentation

IOIO – a Chat with the Developer

Following CDM’s coverage of the Google announcement of the ADK in the first place, a number of commenters pondered the inexpensive, DIY IOIO board marketed by Sparkfun (pictured).

Developer Ytai Ben-Tsvi shares some thoughts about how IOIO relates to the ADK:

First, you can see some of my (and others’) thoughts on this thread:
https://groups.google.com/d/topic/ioio-users/3JDn6XZJ9aE/discussion

Aside from what’s written there, I have immediate plans for implementing IOIO on top of ADK. This means that when IOIO is connected to an Android device, it will first try to establish and ADK (accessory-mode) connection with it and if that fails, will seamlessly attempt to fallback to ADB. ADB will still be used for firmware upgrades, as I believe this is the most secure way of making sure the user is involved in the decision to update the firmware (via enforcement of a single signed application that IOIO agrees to talk to).

In the (hopefully near) future, a similar behavior will be achieved by connecting a Bluetooth dongle to IOIO instead of an Android device, enabling a remote connection between Android (or even the Android emulator!) and IOIO, on expense of reduced bandwidth and increased latency.

Some points to emphasize:

  • IOIO is targeted at the hobbyist/educational community. I believe ADK is primarily targeted at serious hardware developers. As a result, in terms of support, design considerations, feature prioritization, ease of use etc., IOIO is more likely to stay loyal to the hobbyist community in the future.
  • At the time of writing, IOIO seems to be the cheapest solution for communicating with an Android.
  • IOIO currently provides a high-level Java API which hides underneath it a rich protocol for controlling many of the board’s features from Java. “Mainstream” users will never have to touch embedded programming when working with IOIO. My hope is that this API will eventually become a standard, and that people will implement it on top of other boards as well. If that happens, application developers will be able to easily port their applications to different hardwares.

IOIO is available now for US$ 49.95. Honestly, if you’ve got a phone that it works with, it’s a fantastic choice.

IOIO @ Sparkfun

Bottom line:

At first it seemed like there is conflict here, but now it appears to me like there really isn’t! IOIO is an end-to-end solution for physical computing (a-la Arduino) from your Android device, ADK is a protocol for enabling you to connect peripherals to an Android device, and this is Google’s motivation in this game. The boards that came with ADK are just reference implementations, and to me they seem in no competition with IOIO at present. So IOIO and ADK will probably be good friend in the future, when ADK provides the underlying connectivity and IOIO provides the high-level platform for the hobbyists.

Bluetooth

Enough about all these wires: you do lose some of the beauty of these mobile devices when you attach a lot of spaghetti to them. Enter Bluetooth. It’s reasonably cheap, light on power consumption and well-suited to embedded hardware (key differences with wifi). It’s also gotten steadily more robust. For wireless MIDI and wireless control, it really can work.

On Android, it’s possible to interface directly with hardware over Bluetooth. That opens up the chance to do, for instance, MIDI over Bluetooth without a wire in sight. For lots of thoughts on this, the best reading is Peter Brinkmann’s blog. (Peter is also the primary author of libpd.)

I hope we’ll get to talk more about this soon. Ahem.

http://nettoyeur.noisepages.com/

I’ll admit: I’m actually kind of a sucker for wires. So I’m glad to have Peter around to encourage me not to create giant, ugly tangles of crap.

Postlog – Phil Torrone and Mobile

I just want to add one background note on Phil Torrone.

Phil deserves loads of credit for seeing this stuff coming long before it was popularized. Here’s what he had to say in 2002:

A simple hiking stick was way too low-tech for Macromedia Flash expert Phillip Torrone.
So Torrone equipped his stick with GPS and Flash applications that let him identify trails and track information on local flora and fauna — and leave messages for other hikers.
He’ll show off the hiking stick and more of his quirky creations, such as a digital belt buckle made from an old Palm V, when he discusses wireless fashion at a Flash conference here Friday.
His inventions are sure to delight his geeky audience of developers and designers at FlashForward. But his audience will start taking notes when he brings out mass-market, Flash-enabled devices such as a Microsoft Pocket PC Phone Edition and an O2 XDA, two Pocket PCs that are also phones.
Flash developers believe mobile devices like these are the wave of the future, Torrone said. “Last year, wireless phones outsold PCs for the first time,” he said.

Lots of Flash, Even More Sizzle [Wired, July 2002]

In music, we have the opportunity to test these same ideas not only for a quick geeky hack, but as a real means of self-expression, in deeply emotional, intimate ways.

And just remember, for anyone caught up on platform debates, at some point even words like “iPad” or “Galaxy Tab” will seem as distant as “Palm” and “Pocket PC.” But the ideas behind actual work for those platforms will remain. (Oh, and… I guess we still have Flash, huh?)

Now … who wants to do some hacking this summer for music? (And science!)


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Arturia releases Spark – Creative Drum Machine (Software + Hardware)

Saturday, June 4th, 2011

Arturia has announced the availability of Spark, its new creative drum machine, combining the intuitive hands on control of hardware with the power and integration of software. By using analog synth… [Read More]
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Android Adds USB Host Mode, Open Hardware with Arduino; Good News for Mobile Music

Tuesday, May 10th, 2011

Android just got a whole lot more interesting for hardware development. We can already run music apps and tools like Processing and (via libpd) Pure Data patches on Android. Now, you should soon be able to plug in joysticks, custom hardware, sensors, and other devices and make Android a go-anywhere live music and visual platform.

The new hardware APIs allow anyone to develop hardware accessories for Android, from individual DIYers all the way to brands. You don’t have to sign an NDA, and you don’t need a special hardware license – the aspects about which I’ve complained in the past with regards to Apple policies. Anyone can do it.

Here’s some of the documentation:
ADK Android Hardware Development Kit, based on Arduino (MEGA)
Android USB Accessory
USB Host Mode

In the keynote, Google even showed an Arduino MEGA-based board for doing I/O. This should theoretically be open source hardware, though we don’t yet have specifications or code. Based on the way it was described, I would imagine other Arduino boards would work, too, at least with modification.

It’s also unclear what the relationship of the new Arduino-based stuff is to the existing IOIO project, also based on Arduino and Android and with more or less the same capabilities. It’s very possible that what Google has done is add official support. Official SDK support seems like a good thing; I’m just unsure what it means if you’ve already got an IOIO or how the two things relate. (It should be a step forward in at least some ways. If you read the specs on IOIO at Sparkfun, you’ll note that – because of missing OS support – IOIO has to implement host mode itself. And handset support is limited. But IOIO is a much better name.)

I wanted to get out there with the news, so I’ll let you look through the documentation if you’re interested. Since Google IO isn’t covered by an NDA (cough, Apple), I’m hoping we’ll find out more details.

One very nice detail, aside from the Arduino support: the documentation specifically calls out USB bus power.

This leaves some significant questions unanswered, however. For one thing, despite Apple’s restrictions for hardware connected to the Dock Connector, Apple has a very liberal policy and some brilliant hardware work when it comes to USB connections made via the Camera Connection Kit. Power is often an issue, but Apple’s iOS on iPad supports a wide range of USB device classes, including USB audio and USB MIDI devices. There’s still no word on whether that’s supported on Apple – which would be a major detail for music use. (MIDI doesn’t have to be a dealbreaker; you could certainly perform the same functions via the existing classes, or even create your own Android-to-MIDI adapter. But the lack of quality audio I/O could hamper the use of Android for music applications.)

That said, let me review: we’ve now gotten things I’d never really have imagined given the early development of mobile apps. We have Arduino-based and basic USB hardware on Android (possibly more), and USB MIDI and audio devices on iOS.

And furthermore, I think people will do really, really cool things with this stuff. The refrain from many advocates of mobile and next-generation platforms has been that users don’t need or want the kinds of capabilities that we get from conventional computer experiences, and that us pundit nerds should stop making comparisons to computers and let average users just check their Facebook accounts. Yet I’m pleased that engineers at places like Apple and Google have added just those features, because I think a wide variety of people – not just nerds like me, indeed – can do great, expressive things with them, and that that’s been a lesson of computing over the past decades.


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Golden Age of Wireless: Korg iOS Sync, Android + MIDI Hardware, Enter Bluetooth MIDI?

Friday, March 25th, 2011

Ready to cut the cord and go wireless? With mobile gadgets getting involved in music-making, it seems a logical solution – maybe not reason to throw away your MIDI cabling, but worth at least trying. Bluetooth could be an answer. In fact, it could work even without all those pesky, pricey mobile tablets and phones lying around, just with good, old-fashioned MIDI gear. (‘Bout time.)

Bluetooth and MIDI are a logical match; the big surprise is that these two haven’t paired off (cough) much earlier. We’ve seen the occasional implementation or paper or rant, but not much real-world usage. That could be about to change – that is, provided ample real-world testing.

Bluetooth mobile sync: First off, owners of Korg iOS software just got a Bluetooth-based update that provides sync. (See video below, shot by tipster and reader Danny Fluck.) Entitled “Wireless Sync-Start Technology,” KORG promises their Bluetooth feature now enables two iPads running iElectribe or iMS-20 to sync with one another with zero latency. (The update also includes perhaps more widely-useful features – SoundCloud support and AudioCopy, says Synthtopia.)

The name suggests that what the “sync-start” technique does is actually to match any latency between the two devices so that they start at the same time. That’s how multiplayer gaming typically works, and it applies easily to musical applications: you ping connected devices, then delay the start points of each of them to match the slowest device so that they sound together. (I think I’m saying that correctly and clearly; it’s Friday.)

Danny reports that it works perfectly and “instantaneously.”

Okay, so cool, as long as you only use iPads, and you’re lucky enough to have two iPads handy, and you only use KORG apps, you’ve got a nifty solution – but that’s a little limiting.

Bluetooth MIDI on Android or any hardware device. A bit further-reaching is something Peter Brinkmann, primary author of libpd, has been testing. (See video, top, which is much snappier than my explanation.) Now, Peter is no MIDI fanboy; when several of us talked about adding MIDI to libpd – an embeddable version of the open source patching environment – he described MIDI as a “plague upon humanity.” (I don’t recall seeing that quote anywhere on the MIDI Manufacturing Association website.)

But here’s the thing: MIDI is obsessively compact and simple, and absurdly easy to implement even on the cheapest microcontroller. That makes it ideally suited as a means of making inexpensive hardware inter-operate, and without using up lots of power or bandwidth – just as MIDI was designed to do.

Furthermore, as Apple tablets and phones demonstrated USB MIDI connections, it got Peter (and some of the rest of us) thinking. Yes, it’s too bad that Android devices lack key USB host capabilities that would let them talk to hardware. On the other hand, once you start attaching lots of cables to a device, you might as well use a (more powerful, more flexible) computer in place of the tablet. So low-power, efficient wireless – like Bluetooth – seems the way to go.

Like a good engineer, Peter went and hacked the solution he wanted himself. Partially inspired by Lady Ada’s own, well-documented Bluetooth MIDI experiments, Peter started documenting the process on his blog.

In his first blog post, he describes his hardware setup. (He later updated the rig and moved it off the bread board.

In part 2, he describes latency and jitter. Here’s what I’ve been told by mobile engineers to whom I talked: performance has greatly improved in Bluetooth implementations in recent years. That means that part of the reason Bluetooth MIDI may have been adapted is that, when people first began testing this a few years ago, the implementations weren’t yet good enough – and no one has checked since. (Until now, that is.)

Since then, Peter has released free software for the Android platform, all under a free Apache license, so anyone can try it out. And since it works natively with Pd for Android, this means you can very quickly hook up a Pd patch to Bluetooth support on any Android device. There’s even a sample patch and code to get you started!

As far as I know, Apple doesn’t let you implement a similar solution on iOS, so this would remain Android-only. (Hey, come on – iOS can’t have all the fun.) I’m curious to hear if I have that correct, though, so please do share.

The next step: refining the hardware rig, adding a proper opto-isolated MIDI interface, and most importantly, testing.

Hacklab and testing: With that spirit in mind, on Saturday April 2 from 1p – 6p, we’ll have a free, open hacklab in New York. It’s mainly an informal get-together, but there will be short demos as we go. It’s the first step in broader testing and experimentation with these ideas. If you’re in the NYC area, you can RSVP on Facebook. (just went up, so it may be quiet) The plan is to play a bit with hardware and software and different Android devices.

All are welcome to the hacklab, regardless of experience.

This isn’t just an Android thing, though. Part of the reason to use Bluetooth in place of WiFi is that it’s much simpler and cheaper to implement, and has more modest power requirements. As such, providing Bluetooth MIDI interfaces for other music gear is more manageable than it would be with WiFi.

More resources:

A 2005 IEEE conference presentation describes early work, though this research could use a modern update.

A 2003 open letter encouraging Bluetooth MIDI use.

Meanwhile, in the Land of WiFi

Synthtopia reports on iOS MIDI WiFi, in the case of MoDrum and Bassline, using Apple’s own network MIDI framework. I’m assuming it claims it’s the most extensive such implementation because of the sync functionality.

SoundPrism Pro, in the trailer below, also recently added network (as well as wired) MIDI compatibility.

Incidentally, there are already compatible frameworks for Windows and Linux (in addition to Mac, of course), and no reason Android couldn’t also do WiFi MIDI, too. The advantage of Bluetooth remains doing so with less power consumption, and as direct serial communication over the wireless link.

More resources on the WiFi side…

From January:
New Solutions for Wireless MIDI, MIDI+OSC; Developers Answer Questions

And yes, devices like The Missing Link provide this kind of functionality over WiFi – though the Bluetooth radio could be cheaper and more power efficient. (As for performance, we just have to do more testing.)

Just don’t forget, all of this is a plague upon humanity and an abomination, so try to keep that in mind. Have a good weekend!


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FireWire800, ExpressCard Survive MacBook Pro Revision, So You Can Relax; Thunderbolt Audio Hardware Coming

Thursday, February 24th, 2011

Photo courtesy of Apple.

Those of you in the market for a new MacBook Pro are no doubt already tuned into the product news. So let’s talk about what isn’t changed on the new MacBook line, because it’s a good thing.

  • You still get FireWire 800 ports on all models, including the entry-level 13″ machine.
  • ExpressCard is still standard on the 17″ MacBook Pro.
  • Your dongles for video adapters still work.

I’m researching implications for audio of the new Thunderbolt connection. My guess is it’s a little too early to say; 10 GBps storage sounds fantastic, but it’s far beyond the needs of all but the craziest audio applications. (That is, fast FireWire and USB drives work really well already.)

Where you’ll see it in audio is likely two places: one, more high-performance audio I/O, and two, clearing the bottleneck with DSP chips that has long plagued external hardware DSP. The latter is maybe a bit ironic as we look at ongoing performance gains from GPUs and integrated architectures there, but it’s no accident that Universal Audio and Avid are excited about it, as they have DSP products. And enthusiasm from Avid and Apogee means you can expect to see high-end audio with lots of I/O for this format. See the Intel technology page. As for specifics, we’ll be watching.

For adoption, this is certainly big news. Thunderbolt faced a chicken and egg problem; Apple is the 800-lb chicken.

The short version of the other specs: these machines are faster. Again, though, current audio applications run pretty well on the previous machines; I’m pleased to say we’re now in a place where people aren’t red-lining their CPU every day.

In fact, for those reasons, if you want a bargain on a MacBook Pro for audio work, now could be a great time to pick up a closeout on the old machine. On the audio side, the new models are largely appealing because their Thunderbolt port ensures future-proofing for whatever comes next – without having to give up the I/O on the previous models.

More discussion on the Motion side, focusing, naturally, on what we know about the graphics chips:
MacBook Pro Revision Updates GPU, adds Thunderbolt, but No New Display Dongles (Phew)

And yes, you have choices in this competitive marketplace, including PCs. But there you go – anyone who thought we’d see a step backward in I/O today can now exhale. And anyone looking for greater architecture performance, your machines have arrived. And anyone saying that laptops aren’t still awesome and improving in the age of low-end mobile and tablets? You’re just kinda all-around wrong. As for tomorrow, well, who knows, who knows…


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