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Brainspawn has updated its Live Performance Workstation, Forte, to version 3.0.47. This maintenance update contains the following fixes: Fixed a performance problem when pressing OK on scene manager [Read More]
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Brainspawn updates Forte – Live Performance Workstation to v3.0.47
Tuesday, May 15th, 2012u-he updates Diva to v1.1 – Boosts Performance
Tuesday, May 8th, 2012
Read the full story @ KVR Audio
Diva 1.1 addresses performance issues u-he has updated Diva virtual analogue synthesizer to version 1.1 on both Windows and Mac OS X platforms. New Features: Up to 40% less CPU usage Multi-threa [Read More]
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Image-Line launches FL Studio 10.5 Beta with Performance Mode
Wednesday, April 18th, 2012
Read the full story @ KVR Audio
Image-Line has announced that the FL Studio 10.5 (beta) is available to registered customers for testing. While FL Studio has continued to gain popularity in home and professional studios, the path f [Read More]
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FL Studio 10.5 Performance Mode in Beta: Bridge Arrangement and Live, Easy Hardware Control
Tuesday, April 17th, 2012FL Studio’s live performance functionality has been teased for some time online, attracting enraptured eyeballs and plenty of discussion online. Now, you can give it a try for yourself in the new FL Studio 10.5 beta. My prediction: it’s definitely huge for FL Studio die-hards, but it could also attract some “lapsed” FL users back to the fold, and it’s almost certainly a reason to fire up a copy of Windows. (That’s the sound of a bunch of Boot Camp installations.)
The best way to see what the performance mode is about is in the video above. It’s actually a bit more basic than some of the teasers we’ve seen – there isn’t quite as much fancy trigger-mode action – but it’s easier to follow how the software works.
I’m of the mind that music and music technology alike benefit from a range of ideas, even conflicting ideas. What I like about FL Studio’s approach to performance is that it isn’t exactly like what you get with Ableton Live. It’s not unrelated – we’re looking at several controllers designed for Ableton, and there are certainly noticeable similarities in the ability to trigger blocks of time, some owed to Ableton and some more generally attributable to loop and sample tools over the years. But you get some new angles, and there’s really no mistaking this for anything other than FL. A few highlights, evident in the video:
- Audio, automation, and pattern clips in any combination
- Move directly from a linear arrangement to live triggering – something unique to this tool.
- Combine a bunch of controllers – and use a range of stuff (Akai APC, Novation Launchpad, and Korg kontrolPAD make appearances)
- Slice clips horizontally into more clips (that’s definitely not possible directly in Ableton’s Session View)
- Novel triggering modes and arrangements – a bit like Follow Actions, as some Ableton users have noted, but with some unique twists, and again, all in a linear arrangement view.
More videos in Image-Line’s development series, or read the manual.
I love this slicing workflow, too, using Slicex and not just the Playlist:
It’s really that moment where you take your finished, linear arrangement and start remixing it in non-linear fashion – without having to switch software modes or resample the content – that I think is a big deal. (It’s especially nice when you slice up existing bits of that arrangement even further.) This is not only something you can’t do directly in Ableton Live, but it’s distinct from live performance workflows in a lot of other hardware and software.
Now, whether that’s actually musically useful is another question, and certainly the musical result in these videos is not distinguishable from what people are doing with Ableton – for better or for worse.
But, then, that’s really down to you, the users, as much as the tool.
FL Studio 10.5 is, according to developer Image-Line, a step on the way to the finished FL Studio 11.
This should also tantalize some users (and, I hope, attract some of our cleverer CDM readers and FL users):
We are looking for input from iOS (iPad/iPhone/iPod touch) and Android users to help with touch-based support/scripting/ideas for Performance Mode (see left).
More on that, in case you missed it in FL’s newsletter.
For working directly on mobile, FL Studio mobile has also gotten an update.
Full details of what’s in 10.5 from Image-Line:
- Performance Mode – Trigger Clips using your mouse, touch screen, typing keyboard or MIDI controller.
- New controllers supported – APC20/40, Launchpad, Block, MASCHINE / MASCHINE MIKRO, padKONTROL
- Unique controller MIDI input port – Controllers can now be assigned unique input & output ports for feedback.
- Linking includes MIDI input port – Links now use MIDI input ports to avoid conflict between controllers
- New Content Library – The content library has received a complete overhaul based on user input.
Options > Project general settings > Play truncated notes in clips – Restores notes overlapping slice points in Pattern Clips.- Horizontal/Vertical movement locking – Shift (horizontal lock) & Ctrl (vertical lock) when moving items.
- Piano roll click & hold functions – Glue notes, Mouse wheel velocity change, Mouse wheel tool select.
- Piano roll – Brush tool: Monophonic step mode (hold shift for old behavior). Chop chords: Strum & Articulate tools.
- Improved Tap Tempo & Fine control – Updated algorithm + nudge control for Performance Mode.
- Instrument Channels – Ctrl+mouse wheel on Channel button to change the mixer track.
- Stay open sub-menus – Right click to check several menu items without closing them.
- Plugin Picker – Start typing plugin names to highlight entries.
- Right-click data enter – Most controls now allow a Right-click option to type in values.
10.5 Beta [Image-Line]
Brainspawn releases Forte 3 – Live Performance Workstation (incl. 64-bit)
Wednesday, March 28th, 2012
Read the full story @ KVR Audio
Brainspawn has announced the release of Forte 3, a major new version of the live performance workstation for virtual instruments. Forte 3 unleashes your creativity with features designed specifically [Read More]
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Performance Percussion PP500E
Saturday, March 17th, 2012Under the brand Performance Percussion, JHS markets a comprehensive and varied range of percussion, drum accessories, acoustic and e-drums predominately aimed at the entry-level player.
This Chinese-made PP500E set is sited in the middle of a range of three available electronic kits offered by JHS. Intended for student and advance players alike, the kit has five drum pads, two cymbals, hi-hat controller pedal, bass drum pedal, sticks, module and rack.
Build
Being only 61cm wide and 79cm high, the rack does appear to be a little undersized for an adult – a feeling that’s perhaps exacerbated by the petite 1″ diameter rack tubing of the serrated aluminium crossbars, tom/snare arms, uprights and dinky plastic clamps. This may be one of smallest racks we have ever seen, but has the benefit of being the lightest too.
In principle, we like the additional clamp between the rack and bass drum pad assembly. But this is not just a feature for better stability; it seems necessary because the assembly is flimsy – whether this, and indeed other kit components such as the bass drum pedal, cymbal pad fittings, can cope with the likely pounding is questionable.
Chunky rubber wraps envelop each of the five 8″ diameter drum pads, helping protect the rigid moulded plastic casing and forming the stick-resilient playing surface. The two cymbal pads (one for hi-hat and the other for a crash or ride), are similarly constructed but have a triangular or trapezoidal shape to them.
There are 12 ¼” jack sockets to the rear of the module, including eight trigger inputs (one spare), hi-hat controller, headphones and two auxiliaries: aux out (drum sound excluding metronome), and aux in for any external audio device such as CD or MP3 player – useful as there are no onboard tracks to play along with.
Hands on
With the module powered up, the red and blue LEDs illuminate, displaying the defaults of the ‘metronome’ on the left-hand segment and beats per minute shown on the right. Setting the metronome in ‘motion’, a bell chimes and small LEDs illuminate to mark the beginning of each bar but, after a while, the reverb ‘slap-back’ becomes slightly annoying.
Playing around the kit shows the triggering to be fairly accurate but buzz rolls (an acid test of the triggering capabilities), suffer from the machine gun effect. Overall, the response is reasonable and the sound perfectly acceptable, with assistance from the previously offending reverb adding depth and dimension to the drum sound.
Read more about Performance Percussion PP500E at MusicRadar.com
FL Studio Unveils Performance Mode Alpha; Live That Isn’t Like Ableton Live?
Tuesday, February 28th, 2012If you’re looking for a way of triggering sounds in live performance, but you want to meld that notion with the sequencer rather than play a drum machine-style sampling instrument, your commercially-available options are limited. And it seems, in particular, new creations simply work the way Ableton Live’s Session View does. Bitwig, a new DAW, struck many observers (myself included) to be strikingly close to Ableton’s Session View. More recently, a homebrewed effort for the tracker Renoise also aped Ableton’s interface.
Today’s appearance of the much-anticipated (well, by FL Studio users, anyway) Performance Mode is something different. Seen in a new alpha of the Software Formerly Known as Fruity Loops, Performance Mode builds on FL’s existing metaphor for queuing up samples, the Playlist. A few observations:
You can go directly from FL’s Playlist into this performance triggering mode. There isn’t a separate interface metaphor; instead, choosing Performance Mode unlocks new interactive playback options.
The triggering and position options aren’t quite like what we’ve seen before. Ableton Live provides the ability to quantize triggers and has long allowed interactive clip behaviors so that clips trigger other clips (Follow Actions). But FL has some new options. Triggering – first getting a clip playing – and position – have independent quantization options, for more complex rhythmic options. “Motion” options let you play through and then stop and perform other behaviors. The biggest difference in all of this is
By the time the Novation Launchpad is controlling the action, FL resembles mlr and its descendants, the unique family of Max patches originated by Brian Crabtree on his monome project, more than they do Ableton Live. Now, arguably, you could rotate your head ninety degrees and look at Ableton, so that clips in Session view proceeded in time from left to right rather than top to bottom. But because all of this lives in FL’s Playlist, the workflow certainly feels different, and that detail of moving from left to right is pretty fundamental. While the results here seem very much like the monome, I could also imagine someone using the same features to go in a different direction. And all of this looks very, very fast.
The push to escape the shadow of Ableton Live – and even the monome – seems to be a difficult one. What’s your take: is this a new direction, or more of the same? Die-hard FL Studio users, are you interested? And will this interest anyone who isn’t a die-hard FL fan?
Not really directly on-topic, but for anyone who thinks FL Studio is entirely for people making 90s-style trance or something, here’s a pop-sounding Russian tune, and behind-the-scenes with the artist on how it was made, by Andrew Maze. It’s not really the sort of music I typically listen to – but that’s my point; it really doesn’t matter. (And it is nicely produced, in a way that fits its idiom.)
Thanks to Dario Lupo and Giuseppe Sorce for discussing this functionality on Facebook with me, and to Dario for the tip.
Across the Universe: Mind-Blowing AV Performance Makes Music a Spacey Trip
Wednesday, February 1st, 2012Turning music and sound into three-dimensional worlds often yields something that fields like a trip through space. But this feels like a real trip. Through pulsing, glowing starfields, “Versum”‘s audiovisual movements are brain-bendingly transformative. Artist Tarik Barri has created an integrated world of sound and image that makes the interface and the compositional realms seamless. It seems as though this really is a musical universe, through whose harmonies of the spheres you can fly like. Boldly going, indeed.
Ingredients: Max/MSP/Jitter, Processing, Java, SuperCollider, GLSL [the 3D shading language], and … some serious skill and time, I imagine.
The work has been in development for some years (not surprisingly, given the results). But it surfaced again as we brought up the 3Dconnexion SpaceNavigator hardware as a practical controller for 3D. See Create Digital Motion:
Look at Me, I’m Flying: SpaceNavigator Hardware + Blender
Tarik’s work resurfaced after a presentation in the UK. Reader janklug writes:
I’m just back from the M4_u Max/MSP/Jitter conference in Leicester (was great, btw), where Tarik Barri presented his project ‘Versum’, both as an installation and as a performance.
The user (and in case of the performance, Tarik) navigates through this incredible 3D-space-sequencer-universum with the help of a SpaceNavigator; glowing objects floating in this space produce sound, and as you approach them, they even give this nice doppler effect…
It was totally amazing to be able to float between pulsing rhythm-planet-objects and shiny drone-beams; navigation was easy and natural. Tarik uses a combination of Processing and Max/MSP; don’t know which one the SpaceNavigator is connected to.
Having tried this, I immediately ordered one; I think it also could be a great interface for M4L…
More information:
http://tarikbarri.nl/projects/versum
PDF documentation [2009]
Significantly, it’s really the act of flying that controls the music. That remains interactive, but it’s the movement through the three-dimensional space that determines what you hear. As the artist explains:
This virtual world is seen and heard from the viewpoint of a moving virtual camera with virtual microphones attached. This camera, controlled in realtime by means of a joystick (or any other kind of controller) moves through space, similar to how first person shooter games work. Within this space, I place objects that can be both seen and heard, and like in reality, the closer the camera is to them, the louder you hear them. So when the camera moves past several visual objects, you simultaneously hear several sounds fading in and out. Consequently, the way the camera travels past them actually causes melodies and compositional structures to be seen and heard.
The visual position of each object coincides with the panning of its sound: objects to the right of the camera will also be heard on the right, and those behind the camera will be heard from behind in case a surround speaker setup is used. This principle also applies to the Z-axis, meaning that sounds can be heard coming from above and below if the speaker setup supports it.
That’s the essential question, to me, when looking at 3D environments for music. What about the dimensionality will interact with the music? Is it something spatial, or will there be other sorts of interactions? (New Zealander-turned-Berliner Julian Oliver worked extensively with game engines, for instance. One solution for him was modifying the “gun” in those games to be an implement for doing things in the space, turning swords into plowshares after a fact by making the gun produce music rather than kill virtual entities.)
So, now you’ve seen some of the technical demonstration. But Tarik uses his work as an environment in which to make audiovisual performances. Here’s what some actual live playing looks like, in a beautiful, meditative piece called “Eleven”:
In fact, the biggest challenge to me of a piece this awesome is that you want an immersive environment, not just the small, rectangular screens that are often all festivals and venues can afford.
Holodeck, anyone?
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