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Building a Hybrid Man / Machine Orchestra, Pt. 1: Ajay Kapur and Michael Darling

Monday, January 25th, 2010

The Machine Orchestra explodes the idea of a laptop orchestra, building a full-blown machine ensemble of the future. We turn to guest writer Jordan, a member of the ensemble, to look behind the scenes in a couple of articles. Rejoin us for part two later this week. -Ed.

Welcome to the world of Dr. Ajay Kapur and Michael Darling, the two California Institute of the Arts (CalArts) professors behind a novel laptop powered ensemble, the KarmetiK Machine Orchestra. Inspired by the work of visionary laptop ensemble pioneers and long-time friends Dan Trueman, Perry Cook (PLORk) and Ge Wang (SLOrk), Kapur has assembled a powerhouse of technical minds and creative musicians to create a laptop group unique in its own right. Backed by Kapur’s background in Musical Robotics and sensor systems, and Darling’s years of experience in technical theater design and mechanical engineering, the Machine Orchestra is taking the “laptop ensemble” into new territories.

With both the recent posts on musical robotics here on CDM and the debut of the Machine Orchestra at REDCAT / Walt Disney Theatre (LA) just weeks away, what better time to introduce the Machine Orchestra? The following is the first of a series of posts which I will be guest-writing here at CDM on the creation of the Machine Orchestra, the artists behind it, and the all-new undergraduate powerhouse that is the CalArts Music Technology: Intelligence, Interaction, and Design (MTIID) program.

For today’s article, I got to sit down and pick the minds of the conductors themselves, so without further ado, welcome Ajay Kapur and Michael Darling.

KarmetiK Machine Orchestra – REDCAT Preview from KarmetiK on Vimeo.

J.H: Ajay, How did you get started with musical robotics?

A.K: I was fortunate enough to study with Eric Singer in Brooklyn with LEMUR. He taught me the world of microchips and introduced me to mechanical engineering (Eric, thanks for showing me how to use a mill). Two years later, I crossed paths with the world-famous Trimpin, who has changed my life forever. Completely inspired, I began building my first robot, the MahaDeviBot—a robotic percussionist that models an Indian Goddess with 12 arms playing multiple instruments.

J.H: What is the Machine Orchestra?

A.K: The Machine Orchestra stems from the idea of localized sound. Inspired by the hemispherical speakers used by PLOrk and SLOrk, our goal is to take localization a step further, by distributing robots and instruments throughout a venue so that the audience can see and hear how the sounds are being created on stage. My aesthetic involves the physicality of performance– showing the audience what the electronic performers are doing through the use of gestural interfaces and robotic kinetics. The Machine Orchestra debut on Jan 27 has over 10 performers, 43 actuators, and 65 speakers. Very exciting. Check out our website for a detailed description of what to expect.

J.H: Michael, how did you get involved with Ajay and what is your involvement in The Machine Orchestra?

Michael Darling: Well this whole thing started as random conversations and a student’s idea. My student Matt Setzer had been using the programming and interface techniques he was getting from Ajay and the fabrication skills he was getting from me in his personal art making. After Matt forced Ajay and I to meet, what I remember from our first meeting is that we met in a hallway, walked down the hallway, and by the end of our short walk we had hatched a plan of collaboration …In the Machine Orchestra, I mentor and direct the physical and tangible aspects of the project. At this point, I create the physical armature that lets the robotic instruments perform. I also teach and guide the exploration and development of the design, mechanical and structural aesthetic. I am working with Jeremiah Thies (CalArts Theater Faculty) who has brought us his expertise in video design and technology.

J.H: What is the visual aesthetic of The Machine Orchestra?

M.D: When I started in on this project Ajay had already been building robot instruments for some time and was using a product called 80/20 which is basically industrial LEGO. It worked great except for the fact that it looked like 80/20 and that drove me crazy… I have always seen these robots as individualized organic forms and the construction of them to be an additive process with each aspect building off the next. At this point, we are trying to hide the fact we are making this out of scrap and surplus. I think we are still looking for what will physically make the Machine Orchestra look like “ours”.

J.H: What might we expect from the Machine Orchestra in the future?

A.K: This project is ready to tour. After our show in January, I hope we can start performing all over the world. We have made all the robots travel-ready and they can fit in suitcases…coming to a city near you! We also have 3 new robots in the works, but what they are remains a secret :) .

Read the rest here:
Building a Hybrid Man / Machine Orchestra, Pt. 1: Ajay Kapur and Michael Darling

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Studio Devil Amp Modeler Pro

Monday, January 25th, 2010

Studio Devil’s Amp Modeller Pro is its most ambitious product to date. It includes not only valve preamp and power amp modelling, but also four stompbox-style effects, impulse-based cabinet emulations, a 7-band graphic EQ, 1-band parametric EQ, compressor, gate, echo, reverb and wah-wah.

Currently the software is in VST and AU formats (it doesn’t run standalone), with RTAS support in the pipeline.

Studio Devil is keen to point out that Amp Modeller Pro uses its own patented modelling technology to replicate the behaviour of hardware preamp valves. There are tone controls (bass, mid, treble and presence) and a modelled power amp stage (Tube Class A, Class AB and FET). Aiding sound quality are 64-bit processing and, with the Hi-Fi switch engaged, 192kHz internal upsampling.

In detail

Unusually for a modern amp plug-in, AMP has a single-page interface, and with the exception of its tuner (which appears in a pop-up window), all controls are crammed into quite a small window.

Our first impression of this was that it’s a little crowded, but in its defence, you won’t get lost hunting across multiple pages, and once you’ve learnt where everything is, it’s quite immediate.

It’s worth noting that AMP doesn’t enable you to use multi-amp setups, and it doesn’t feature variable mic positioning (although its cab options provide different mic positions), nor does it offer any ‘tone’ pedals (ie, overdrive, distortion, etc). However, you can assign MIDI CCs to all of its parameters (including the Wah-Wah Filter), and its cabinet impulse processor accepts third-party WAV and AIFF impulses. Indeed, the program’s stock cabinet impulse library is bolstered by a demo set from ReCabinet to whet your appetite, and a further selection of bonus cabs.

Studio devil amp modeler pro

AMP’s controls are, for the most part, self-explanatory and the division of the GUI between the top half (amp, cabinet and EQ) and the bottom half (effects, compressor and gate) makes perfect sense. However, there are a few controls that merit particular mention.

First up, five of the effects (Chorus, Flanger, Phaser, Tremolo and Echo) and the EQ section can each be placed before the amp (stompbox-style) or after (like studio effects). This influences the sound considerably, and effects placed after the preamp become stereo, too.

The effects are all of good quality, and while they don’t have zillions of controls, there’s enough there for you to dial in a range of sounds. For instance, the Echo effect’s Style control takes the sound from ‘analogue’ (low-pass filter) to ‘tape’ (band-pass) on through to digital delay (no filtering).

Amp Modeler Pro is the work of New York DSP engineer Marc Gallo, who’s made it his personal mission to produce CPU-efficient models of real-world valve circuits. Gallo reckons that his work has resulted in a plug-in that captures the non-linear behaviour of both the frequency and dynamics of hardware guitar preamps, and we’re inclined to agree with him.

Gallo’s f

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Review: FabFilter Pro-Q

Friday, January 8th, 2010

If I were to ask which type of effect plug-in you find most exciting I doubt we’ll see much mention of equalizers. The filter, compressor, reverb, and — my personal favorite, delay are more likely candidates. I reckon a lot of people actually just use the equalizer that comes with their host of choice. I know I did… until FabFilter Pro-Q.

From the product page:

FabFilter Pro-Q is a top-quality precision EQ plug-in with both zero-latency and linear phase modes, up to 24 bands and a gorgeous interface for easy and precise editing. Featuring an integrated real-time frequency analyzer and flexible per-channel and mid/side modes, FabFilter Pro-Q is the perfect tool for any mixing or mastering job.

FabFilter Pro-Q
FabFilter Pro-Q features a stunning graphical user interface

Pro-Q can have up to 24 bands with a frequency range between 5 Hz and 30 kHz and gain between -30 dB to +30 dB per band.

Creating and modifying equalization bands in Pro-Q’s interactive display is a breeze. Just click on the yellow curve — which shows the overall frequency response of the equalizer, and drag up or down or double click in the background to create a band. The position of your click automatically determines the curve (bell, low & high shelf, and low & high cut with 6, 12, 24, and 48 dB slopes), a handy shortcut to creating common EQ curves which improves workflow.

And that’s what is probably Pro-Q’s main appeal; a fantastic workflow. Pro-Q is very intuitive and most tasks can be accomplished with a mouse click or two.

It also includes plenty of features for advanced editing. Multiple band selection allows for modifying parameters in parallel (relative) mode, and the Gain and Q knobs can be used to set identical values for all selected bands. Nifty! Parameters can be fine-tuned and in text entry mode you can even put exact values for precise control.

The plug-in can operate in zero latency mode or in various linear phase modes (adjustable latency). Linear phase modes introduce latency and will increase CPU usage, but they can help fix phase problems. here’s what the Pro-Q manual says:

Linear-phase filters change the phase of the incoming signal in the same way for all frequencies. This ensures that no unwanted phase cancellation will take place, preserving transients and the transparency of your music.

Whether or not you use zero latency mode and a linear phase mode will depend on the audio you are working on and the desired result.

In Stereo mode Pro-Q can process the left and right channels of the input separately to create a more balanced stereo mix (or the opposite, if that’s what you are after). Switching to Mid/Side mode will convert the stereo signal to a Mid part (mono, the signal that is in the center of the stereo signal), and Side parts (the remaining signal, on the “sides” of the mix) which can also be processed separately; great for spicing up your high frequencies or cutting out some mud in the mix.

I personally like to use my ears when using an equalizer. Just select the band, close your eyes and move the mouse around to find the sweet spot you are after. However, having some kind of visual feedback of what is going on is useful. For this purpose Pro-Q features a built-in spectrum analyzer. It can show both the pre- and post-EQ signal so you can see what your EQ is doing to your audio.

So is Pro-Q all good? Well, at $199 USD it’s not exactly cheap. My EQ of choice used to be Image-Line’s Parametric EQ 2; easy to use and it sounds good to me. Pro-Q has a lot more to offer though; more bands, Mid/Side mode, Linear Phase processing modes, the standard FabFilter goodies like MIDI Learn, undo/redo, A/B comparison, etc.

Is it worth the investment? I reckon it is, but you might also be perfectly fine using the equalizer that comes with your host of choice. FabFilter offers a 30-day fully functional trial version of Pro-Q, so why not give it a try and see how you like it.

So what do I think?

Product: Pro-Q by FabFilter
Format: Effect plug-in for PC and Mac (VST/AU/RTAS)
Price: 139 EUR / $199 USD /

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An Orchestra of Linux Laptops, and How to Make Your Own Laptop Instrument

Monday, December 21st, 2009

L2Ork-1

For a generation of musicians of nearly every genre, the laptop has become an instrument. It’s easy to take for granted, but the rise of the computer for music has been remarkable. Less than twenty years ago, real-time digital synthesis and audio processing was the domain of expensive, specialized workstations. Now, $700 per seat can buy you a full-blown musical rig, with the computer hardware, gestural input courtesy the Nintendo Wii controller, and even a DIY speaker made from IKEA salad bowls. The next challenge is to make this setup as flexible and reliable as possible. Enter Linux.

According with the laptop’s graduation to instrument status, laptops orchestras have spread worldwide, inspired especially by the innovative Princeton Laptop Orchestra (“PLOrk”) directed by Dan Trueman and Perry Cook. PLOrk’s alumnus Ge Wang has even gone on to greater fame making applications for the iPhone via ocarina and T-Pain app developer Smule. The sounds of these ensembles may sometimes be strange, but by pushing laptop performance, the groups are a great place to look for how to get the most out of computer music, whatever your tastes may be.

Virginia Tech’s L2Ork’s claim to faim is that it’s a laptop orchestra powered by Linux. Why does that matter? For one, it makes a big difference on cost. By using Linux-powered netbooks, they’ve slashed the per-student cost from that of the Mac laptops used in some other ensembles, on a machine that’s more compact. Far from making sacrifices to save money, the result is actually

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Live Music Makers Ask: How Can We Get in Sync?

Tuesday, November 10th, 2009

Sync or swim, indeed. Synchronized swimming performance in Brighton, which itself had to sync with live music and cinema – check out the details, as they’re perfect metaphorically for this story. Photo: Greg Neate.

Laptop musicians are feeling out of sync — literally. But we can work together to help the situation.

Computer music making can be an isolating experience. But when users try to use their eminently-mobile tools to play together in the same room, they often find that the technology resists. MIDI, as a serial protocol, isn’t designed for networked environments. Software interfaces are designed to be visible to only one user. Sharing between users rarely figures into designs. Input points are made to be single-user only.

And most importantly, just getting a couple of computers to sync can be a Herculean task — one that seems to have gotten worse with advanced computer software rather than better. In short, for all the technology we have today, we’ve actually regressed from the state of interoperability 20 years ago.

I’ve been hearing more and more frustration over sync, as people begin to collaborate with multiple computers as they would with a small ensemble of instruments. Ableton Live is the most frequent example, but it’s only one case – and I suspect part of the fault is that people are more likely to try to sync multiple copies of Live. When I spoke to Depeche Mode’s Martin Gore in the spring for Keyboard, Martin complained that they had trouble syncing his Apple Logic sessions with other band members using Pro Tools and Ableton. This weekend in Los Angeles at the DubSpot sessions, Glitch Mob’s Justin Boreta talked about the issues that group has had with multiple copies of Live.

Synchronization is, by definition, a tough thing to do. But musical engineering is replete with challenges; it’s no longer acceptable to simply say “live with it” and walk away. It seems we need both better shared knowledge about what sync is how to make it work, and better engineering solutions on the software and protocols side to support the way users want to work. And yes, we need a new sync standard that goes beyond what’s presently available in MIDI alone.

Focusing this discussion, I just got an essay in my inbox that I think focuses the issue. I will try to speak to Ableton’s engineers about the matter, but this isn’t really about Ableton alone, so I’m posting it here first. We could use more data about how you’re working with various software and hardware, what techniques you’ve developed, and what frustrations you’ve had. We have a wide community here of users and developers (and a whole lot of you are both).

Mark Kunoff writes:

I’m writing to you today about an issue which I believe has been a sore spot for many Ableton Live users – *reliable* syncing of two or more computers – particularly for those of us who are attempting to sync for the purposes of *live performance*.

My musical partner Patrick Petro and I (together we perform as “Othership”) have been struggling with this issue for several years now. At present time, we have a decent solution using midi time code. Initially we attempted to use Midi “clock” but our friend Steve Duda (partner of Deadmau5 in BSOD) informed us, “using Midi clock is as reliable as syncing to a boat motor.” He informed us that in BSOD, he and Deamau5 have reliable sync between their 2 laptops using MTC, although the main drawback is the inability to fluctuate tempo – you must run at a consistent tempo the whole time. (You may be aware of this already, but Steve is the person responsible for ‘Molar’ the incredible step and loop sequencer for the Monome, was a programmer for Devine Machine and has worked for many renown artists in the music industry such as Trent Reznor. We are very fortunate to benefit from his consultation!)

Currently we are both using Macbooks and syncing via Ethernet with Audio File Engineering’s “Backline” app to generate MTC. This method has been about 95% reliable, but after reading an article on Ableton Tweets (http://abletontweets.com/post/126300941/why-midi-sync-over-ip-may-not-be-a-good-idea and our response – http://abletontweets.com/post/224247258/midi-sync-in-ableton-live-why-so-complicated) we are going to acquire a dedicated external device to generate MTC such as a Motu Timepiece.

I feel strongly that Ableton has not addressed these issues sufficiently and could do a better job of educating their user base as to the challenges that face performers in achieving reliable sync. I’m not expecting a walk in the park, but as of yet Ableton has not provided comprehensive documentation regarding these issues and places most of the responsibility on users to figure it out for themselves. We are (and have been) perfectly willing to educate ourselves but for the most part this issue remains elusive to the majority of Ableton Live users.

The Ableton Live forum posts regarding sync are fraught with dissension and are excruciating to read to say the least. I feel I’m empathetic to the complexities of programming audio applications, but in my estimation Ableton tech support’s explanations toward this issue have been mostly open ended. Many users report these issues only to report back that Ableton’s tech support doesn’t respond. I have experienced this as well. Certainly there are enough customers who want a better solution.

I feel it’s time to launch a concerted effort to organize users and demand that Ableton addresses this issue once and for all. Perhaps this solution wouldn’t even involve midi at all. Ideally this would be an open protocol such as OSC, but I wouldn’t be opposed to a proprietary solution – just as long as there is a reliable one.

The main purpose of this correspondence is seek your and CDM’s assistance in sponsoring an effort to encourage Ableton to address this issue once and for all. I feel CDM could be quite helpful in garnering leverage toward this effort (a simple blog post, or ideally a dedicated section) to organize users and to demand better sync ability between two (or even multiple) laptops running Live – even from unlike computer manufacturers. I’m sure you know artists with valuable expertise in this area.

Even if the issues regarding sync via midi are insurmountable, there have to be CDM readers who have developed reliable methods of two or more persons performing with Ableton Live and it would be great to have one centralized portal where discussions of working methods can be discovered.

Thank you for your time.

Laptop music making can feel a bit… isolating. Body-Hardware Interface photo (CC) its creator, Becky Stern.

Again, my personal intention is not to single out Ableton — I’ve heard similar complaints about other scenarios, and moreover, I think the “open-ended” tech support response occurs when there isn’t an easy solution. Tech support alone often can’t deal with something as multi-faceted as sync, so it’s time to engage other users in this, as well.

I’ve also spoken to Owen Vallis and other folks about how sync could be executed more effectively over network protocols, and specifically how the time stamp feature in OpenSoundControl might be used in conjunction with MIDI clock messages.

To kick things off, let’s comment here, but I’m also setting up a special Noisepages group for users to share experiences and tips:

Sync or Swim Group [noisepages]

(Incidentally, CDM contributor Matt Ganucheau is joining me Saturday at a WordPress developer intensive here in New York, so we’ll be picking up development techniques to work on the Noisepages community, too.)

Jump in, say hello, and let’s talk about how we can make sync work in real-life musical situations.

I’ll also be talking to more artists and developers about their experiences and suggestions, and will pass along your feedback, so expect a report back. In the meantime:

1. Are you routinely trying to sync multiple musicians?
2. What software (and hardware) tools do you use?
3. What have been some frustrations?
4. What techniques have worked, or what have you learned you might want to pass along to other users at various skill levels?

Link:
Live Music Makers Ask: How Can We Get in Sync?

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For Love of Chips: Chipsounds Instrument and EP and the Gear That Inspired Them

Wednesday, October 14th, 2009

Taste the rainbow of the Spectrum ZX home computer. Photo (CC) diebmx.

Call it the 8-bit preservation society. Chipsounds is now available. It’s a new programmable soft synth, filled with custom oscillators and samples of famous and obscure vintage chips, accompanied by an EP of free chip tracks. Far from a threat to fans of hardware, I think this release is a major achievement for fans of digital sounds.

Oh yeah, and if you’ve been feeling burnt out on chip music in general, firing up some of the sound of some of these more obscure chips could well change your mind. If you like sound, there’s something here for you.

Chip music, championed by a supportive network of artists and fans, has unquestionably made the big time. But for those who value the unique sounds of a variety of vintage 8-bit chips, there is still cause for concern. Even though they’re digital circuits, the unique design of various chips won’t last forever. Some chips are simply disappearing, while others cease to work. At the same time, while the sound of the Nintendo game system has become ubiquitous, lots of other unusual chips don’t get heard. Software emulation and sample packs so far have been pretty shallow. Emulators tend not to model all the nuances of different chips, and samples are really only expressive if they’re presented in the context of something that’s fully programmable and playable.

Enter Chipsounds. Creator David Viens told us about the Chipsounds project back in January:
Authentic Chipmusic Soft Synth Emulation: Plogue Chipsounds Scoop from NAMM

It’s available today, with an introductory price of US$75 ($95 thereafter).

chipsounds @ Plogue [Product Page]

Something like Chipsounds could have been just an attempt to cash in on “what the kids are playing.” But David’s work is more like an epic love poem to the sounds of chips themselves, not only as a reminder of game music but as a unique sound source. And the passionate chip music community got in on the act, as well, with notable artists contributing to the product’s development and in fine form on the EP.

But forget about that for a second. What matters is that chipsounds is an exhaustive, exhaustively programmable set of sounds that almost no eBay budget could ever amass. It takes some unique sounds and allows you to warp them into arrangements and performance configurations not possible with hardware. And it might well make you explore hardware in a new way all over again.

For your listening pleasure, here is the full, free EP with downloadable tracks to set the mood. It’s all been made with Chipsounds by some terrific artists, including David Viens himself, and covers a range of genres and techniques.


Why Chipsounds

David has a really lovely intro in the manual for the tool. He’s got a story like many of us I expect have.

My father bought a Commodore VIC-20 for me and my brother when I was around nine. After a few days with it, I guess he knew I had found my calling. There is not a year that passes without me reminding him how bringing that computer home some cold autumn night changed my life.

But this isn’t just nostalgia. David also notes that some of the limitations imposed by earlier 8-bit hardware caused artists and musicians to invent new techniques that were later lost. These methods can now be rediscovered and coexist with new processes only possible with newer tech. What Chipsounds represents is an expanded “sonic palette,” not just the literal representation of the hardware included. And for those willing to dig into programming the sampling instrument itself, that palette can be even wider and more personal.

David did a whole lot of work on research and experimentation to make this work, but also drew upon the massive community online. Here’s a look at the chips included.

The Instruments

David did extensive research, testing, sampling, and A/B sound programming for the project. Just going through the chips is a nice history lesson – and could be a good introduction for those interested in working with hardware, too. You can check out extensive technical details on the hardware at the chipsounds blog.

The reason the Commodore 64 is prized by musicians is the SID chip inside. Here, a modded C64 built just for music, (CC) farnea = Audrey and Max.

SID (6581) and (8580) It’s the mother of all sound chips, and deserves the top space in this list. The SID was the legendary Commodore 64 chip, sampled in this collection at 96KHz. The 8580 I think doesn’t get nearly enough credit, so it’s nice to see both so you can hear the oddities of each.

This photo doesn’t need a caption. ()CC) Tony Case.

RP2A03 (NTSC) and RP2A07 (PAL) and RP2A0X (unlimited): This is the big one – the chip in Nintendo’s NES and Famicom. It’s not actually a dedicated audio IC, but a clone of the 6502 CPU, but it still has some unique features and sounds.

Planning a set list on the Game Boy, with Nullsleep. Photo (CC) minusbaby.

DMG-CPU, SGB and DMG(unlimited) The classic: Nintendo’s own sound generator for its Game Boy handheld. Confession time: I’ve heard this chip so much that I’m starting to long for other things. But again, because the Chipsounds collection lets you create hybrid instruments in different ranges, there’s nothing stopping you from inserting DMG sounds where you wouldn’t expect. (And while functioning Game Boys are everywhere and run a variety of amazing homebrewed sequencing software, some of these other chips aren’t as accessible or portable.)

The Vectrex video game system, photograph (CC) the terrific interactive artist-writer Brendan Dawes.

AY-3-8910 (various clocks sources), YM2149 (2Mhz): General Instruments’ sound chip was one of the great sound chips of the 8-bit gaming and computing age, found in the Intellivision, Vectrex, Atari ST, and Sinclair ZX, among many others. That means it’s critical not only to gaming fans, but also fans of the sounds in early tracking musicians, particularly on the Atari ST. It’s even got its own Wikipedia article.

Casio’s VL-1: so easy, a cat can play it. Photo (CC) Maggie Osterberg.

D1867G The classic Casio VL-1 makes a surprise cameo in this collection. Result: you have the opportunity to imagine your own music console that combines the sounds of the VL-Tone with the IBM PCjr, and that’s a beautiful thing. The VL-1 may be the odd man out in this collection, but then, it also exemplifies the lo-fi digital sound of the 80s – and with the ARIA sampling engine, you can warp it to do things it has never done before.

Magnavox’s Odyssey2. Photo (CC) A.J. Kandy.

P8244 (NTSC), P8245 (PAL) This is one of the rarer (or at least more unexpected) entries in the collection, the sound chip that drove the Magnavox Odyssey2. Intel’s Video Display Controller used this chip to make both graphics and sound (hmmm… could Chipgraphics be next?) For extreme nerding out, check out David’s full post on working with this chip. Unlike the other entries here, the VDC doesn’t have much documentation online for these kinds of applications.

Tempest in its proper arcade cabinet form. Photo (CC) Jeroen Elfferich.

POKEY (various clock configuration) Atari’s Doug Neubauer created sound capabilities for this chip, used in Atari’s 8-bit computers as well as many arcade games. (The POKEY actually handled not only audio, but keyboard, pots, timing, serial… Arduino fans, take note.) Which arcade games? Try Tempest, Gravitar, Gauntlet and Crystal Castles, for starters.

“Deadly Discs” can also refer to some of the more painful parts of my CD collection. Photo by Hobvias Sudoneighm.

TIA (NTSC), TIA (PAL) and TIA (unlimited) Another combined graphics and sound chip, the Television Interface Adapter was the sonic soul of the Atari 2600. The variations here in Chipsounds give you a lot of choices, including the awesome “polynomial counters” which create different kinds of distortion. Using keyswitching, you can choose among these sounds live, ideal for keyboardists. And David has even included the sounds the TIA makes when the cartridge was improperly inserted.

Okay, so maybe the controller design didn’t catch on, but at least it sounded great. Photo (CC) moparx.

SN76489(AN) (various clocks) Here’s my personal favorite: the classic Texas Instruments sound chip was dead-simple (three square wave generators and one white noise generator), but elegant, efficient, and unique in sound. The BBC Micro, IBM PCjr, and ColecoVision game system all used its sounds. I can still hear the echoes of Subroc in my sleep. (Yeah, okay, I was a bit jealous of my friends who had Apple IIs and NES instead of the more oddball PCjr and Coleco I had, but now I’m older and appreciate them more.)

Side note: David was nice enough to share some of his SN chips, so I’m working on building them into standalone hardware and will share the results.

Ah, who could forget the Interton game system? Okay, actually, probably nearly everybody. Photo (CC) Joachim S. Müller.

UVI 2637(NTSC) and 2637(PAL): Now we get into the chips you probably haven’t heard. Signetics made this chip for the Arcadia 2001 console developed by Emerson (yeah, the electronics company) in the heady year of 1982, before the meltdown that would purge the home gaming market. That console was widely cloned, under names like the Interton, Leisure Vision, and MPT-03.

How geeks and geekettes are born: buy them a machine like a VIC-20. (And a reminder that we need to introduce new generations to skills like programming.) Photo (CC) and featuring a very young Michael Surran.

VIC-I : 6560 (NTSC) 6561(PAL) in various configuration Here’s another oddball chip: the VIC-I, used in the VIC-20, had 7-bit pitch range, giving you oddly-tuned scales, plus a truly strange noise generator. That strange sound is rarely heard, but leave it to the demoscene to exploit it. From the Chipsounds manual:

In 2003, a brilliant demo writer by the name of Viznut reverse-engineered this side effect, mapping all possible “weird” waveforms that the chip was able to reproduce in a deterministic manner, and put the to good use in his now famous “Robotic Liberation” demo.

Here’s a look at that creation:

The Software

Let’s get something out of the way: I believe in synths. I’m naturally skeptical of samples. If I believed for a second Chipsounds was about plugging in some sampled sounds and hitting a key and waiting, I wouldn’t have posted this article. Fortunately, Plogue’s ARIA sampling-plus-synthesis engine is powerful enough to allow immense programmability and playability. It’s loaded up with programs that model every last detail of these instruments, while also providing the possibility to create your own, unique performance configurations. Samples make up just a portion of the sound, used where appropriate, with lots of custom oscillators and modulators, as well. This is really a full-blown instrument, not just a sample library. (ARIA has previously been sampling-only, but Chipsounds is the first of a line of instruments to use synthesis, as well.)

Standalone, plug-in modes:

As a plug-in, Chipsounds works with VST on Mac and Windows, RTAS (for Pro Tools) on Mac and Windows, and Audio Units on Mac. And of course, in plug-in mode you can automate all your parameters.

In standalone mode, you have additional features: audio file recording, MIDI file playback, and even the ability to render MIDI to audio directly.

chipsounds_mixer_t

Mixing, Multis:

  • Load up to eight chips/instruments per instance. (Each of those, in turn, can be made up of combinations of samples.) Maximum polyphony is suggested at about 4-5 voices for artistic reasons, but… rules are made to be broken, right?
  • Assignable tuning, polyphony, mix parameters
  • Reverb busing
  • Key switching, which allows you to change between waveforms immediately using a key on your keyboard
  • Snapshots

chipsounds_mod_t

Sound editing:

Here’s where things get fun – and where you can do things more easily than you could with the original hardware. Even with the ARIA engine alone, you have a virtual studio of tools in which to place your samples.

  • Arpeggiator for pitch, velocity: with configurable range, loop modes, gate, sync, etc.
  • Wave sequencer: This allows you to sequence lists of pitches on an instrument, allowing tracker-style events inside the software. (Add your own tracker to the mix and – well, things get pretty hectic.)
  • Live, high-performance oscilloscope.
  • Pitch LFO (currently fixed), pitch and amplitude envelope generators.
  • Effects, which currently includes only an ARIA-native port of the lovely Ambience reverb by Magnus Jonsson. (But then, the advantage of having these sounds on your computer is easy access to all your other effects.)

chipsounds_edit_t

Still Want Hardware?

In order to make the Chipsounds collection, David spent time rigging quick hardware devices allowing the actual chips to be connected to a computer. That could make Chipsounds an affordable gateway drug into building your own standalone hardware with these chips as sound sources, as I hope to do soon with my TI SN’s. To get you started, check out the superb resources on the Midibox wiki:

Midibox SID
Midibox POKEY
MIDIbox AY 3 8912

The SID is the most common of these, but ironically finding working SIDs is getting to be much harder than finding these other unique, lovely chips.

I’m actually really interested in the possibilities of combining hardware with the open-source Arduino platform and creating devices that behave in new ways; stay tuned, and hopefully we can get a group of folks working on that.

One example – our friend little-scale aka Sebastian Tomczak of South Australia – has used the Arduino to connect to the SN chip and create a MIDI-controlled Sega Master System equivalent:
MIDI + Arduino + chip on little-scale’s blog

Add in new MIDI capabilities on the Arduino, and this gets quite interesting.

xc3n at New York’s Pulsewave. (CC) minusbaby.

The Artists

A lovely collection of artists contributed to the EP and to the development of the software, so this is very much a release connected to the community. (David’s own music is on the EP, too.)

The artists:
8Bit Weapon
Computeher
nitro2k01
Chupathingy and on MySpace
James Mireau
XC3N
shrimps

Melbot, ComputeHer, and 8-bit Weapon in London. Photo (CC) zawtowers

And for more on the making of one of the tracks, GameBoy Genius aka nitro2k01 has documented the work of translating a hardcore chip track from Game Boy to computer, using Renoise. This is a pretty traditional approach to what to do with chip music, but on the other hand, once you’re in the world of Renoise, you could go in other directions, as well.

If you’re interested in anything covered here – the artists, the chips and digital synthesis history, how to use the software, or how to make some of these hardware creations – all of these topics are fair game for CDM. I promise a non-nostalgic (okay, maybe slightly nostalgic), musical approach to these topics.

In the meantime, let us know what you think of the software.

Here is the original post:
For Love of Chips: Chipsounds Instrument and EP and the Gear That Inspired Them

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Steinberg updates Cubase Essential to Version 5

Monday, August 24th, 2009

Steinberg is pleased to announce an update to its Cubase Essential Personal Music Production System to version 5. Offering a streamlined feature set that offers newcomers to Cubase a comprehensive set of composing, recording, editing and mixing…

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Steinberg updates Cubase Essential to Version 5

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Steinberg releases Cubase Essential 5

Monday, August 24th, 2009

24th August 2009: Steinberg Media Technologies has announced an update to its Cubase Essential Personal Music Production System to version 5. Offering a streamlined feature set that offers newcomers to Cubase a compreh…

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Steinberg releases Cubase Essential 5

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J.R.A. TV – Episode 3 – Beat Making 101 & Freestyle 101

Thursday, August 6th, 2009

Become a fan on my Facebook Fanpage!!! www.facebook.com My Music Myspace! www.myspace.com Follow me on my Twitter page! twitter.com My Tumblr. jraquino.tumblr.com My Blogspot! http and last but certainly not least. Become my friend on my Personal Facebook! www.facebook.com Booking Contact: jraquinomusic@gmail.com

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J.R.A. TV – Episode 3 – Beat Making 101 & Freestyle 101

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JRA TV – Episode 3 – Beat Making 101 & Freestyle 101

Thursday, August 6th, 2009

Become a fan on my Facebook Fanpage!!! www.facebook.com My Music Myspace! www.myspace.com Follow me on my Twitter page! twitter.com My Tumblr. jraquino.tumblr.com My Blogspot! http and last but certainly not least. Become my friend on my Personal Facebook! www.facebook.com Booking Contact: jraquinomusic@gmail.com

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JRA TV – Episode 3 – Beat Making 101 & Freestyle 101

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