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Massey Plugins releases DRT v2 : Drum Replacement Tool

Friday, April 20th, 2012

Read the full story @ KVR Audio
Massey Plugins has released version 2.0 of the DRT : Drum Replacement Tool Audio Suite plug-in for Pro Tools. Version 2.0 adds a new Sample feature, so you can now replace or supplement drum sounds. [Read More]
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Massey Plugins releases DRT v2 : Drum Replacement Tool

Friday, April 20th, 2012

Read the full story @ KVR Audio
Massey Plugins has released version 2.0 of the DRT : Drum Replacement Tool Audio Suite plug-in for Pro Tools. Version 2.0 adds a new Sample feature, so you can now replace or supplement drum sounds. [Read More]
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Sound Magic releases Artificial Intelligence Assistant Tool for Pianos for Windows VST

Wednesday, March 28th, 2012

Read the full story @ KVR Audio
Sound Magic has announced the release of Artificial Intelligence Assistant Tool for Pianos, which comes as a VST instrument plug-in for Windows. Sound Magic describes the idea behind the product: S [Read More]
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From Beautiful Ambient Modern Dance to Dubstep, Gestures to Music in Kinect (Download the Tool)

Tuesday, March 6th, 2012

It started as some compelling demos or proof of concept, but it’s plenty real now: the tools for translating movement, gesture, and dance from the body to interactive music march forward. Empowered by Microsoft’s Kinect and an artist-friendly toolchain, even a single, clever developer can do a lot. Sound designer, music producer, and Max/MSP developer Chris Vik of Melbourne has been one of those busy early pioneers, with an incredible tool called Kinectar.

So, the tech is cool and shiny and impressive: what about the actual music? And, even more importantly, what if all the hand waving and moving about could be meaningful? That’s the next step. For his part, Chris is teaming up with a dancer and choreographer to combine his compositional ideas with someone who knows how to move. The Dubstep-y demos (all below) are impressive, true, but the early tests of the work with the choreographer are simply beautiful, and demonstrate that wobble bass isn’t the limit of what this can do. They also turn the arbitrary arm-waggling into a part of the art.

And as for you: the software’s alpha, but you can fire up your copy of software like Ableton Live and grab this software for Mac or Windows and try it yourself. So if you don’t like the results – be the gesture-controlled basslines too wobbly, be they not wobbly enough – you can put your music, and your movement, where your mouth is.

At top, Chris shows off an early test of the dance collab. (There’s more to come.) Below, a tutorial that shows how this works with Ableton. And read on for more from Chris on what the work with the dancer is about, and what the tool can do.

Chris writes:

Since April 2011 I’ve been working solidly with the Microsoft Kinect, developing my software, Kinectar, to enable its use as a MIDI controller for performing music live. I’ve done a number of performances around Australia since I started the project, however, it’s safe to say that, although I would consider myself an electronic musician, I’m certainly no dancer. Enter, Paul…

Dancer, Paul Walker and I have joined forces to bring the Kinect controlled music concept into the world of contemporary dance. Recently we obtained a residency at PACT theatre (centre for emerging artists), where we spent the week developing different ways of implementing my Kinect music control system in a dance context.

My system is developed in Max and uses OpenNI drivers, OSCeleton and Ableton Live.

via Chris’ blog

CDM will check back in with Chris soon, because:

I’ve got some more videos to release over the coming weeks from a range of my different Kinect music performance applications, including controlling/conducting the Melbourne Town Hall Organ and a 100+ speaker Kinect-controlled diffusion performance. I’ll keep you posted when they’re released!

More on the software:

Kinectar Performance Platform is a toolkit developed by music producer Chris Vik to allow the use of Microsoft’s Kinect motion tracking sensor in computer-based music. The software is designed for electronic musicians to expand the way they control their music in a futuristic and extremely expressive way, using only the waving of hands and a small amount of creativity. It can be used to control the simplest of parameters like a filter or LFO, play notes and chords on a sampler or synthesizer, or be programmed to control an entire live-set through nothing more than gesture.

Key Features:

Movement Tracking UI allows manipulation of the Kinect’s human tracking capabilities, displaying all relevant data extracted from the hands location in 3d-space

Instrument Builder lets the user build virtual ‘instruments’ by outputting MIDI notes in three modes:

  • Static – Produces a single note value. Useful for drum triggers, turning on/off effects within a DAW or feed that trigger into Kinectar to switch between presets using your gesture
  • Solo – Do sweeping solos by selecting from over 40 musical scale presets or click the notes on the UI to make your own
  • Chord – Create a progression of up to 8 chords per preset to play live

Global Flags lets you turn on/off Kinectar’s instruments using a MIDI note sent from your DAW, external MIDI controller or Kinectar itself

MIDI Preset Control lets you switch between Kinectar’s presets and instruments using a single MIDI note

Value Editor enables many more MIDI/OSC outputs, for controlling device values

Visual Metronome popout window sits on top of all programs to make it easy to see if you’re in-time when the music gets messy

It’s labeled “rough alpha,” so don’t expect a finished tool here, but you can go download it and give it a try (or learn more about what’s possible):

http://kinectar.org/download

And now, the obligatory (but quite awesome, Chris) Dubstep demo videos:


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Toscanalyzer.org releases Toscanalyzer – Audio Analysis Tool for Mixing, Mastering, Music Production

Saturday, January 21st, 2012

Read the full story @ KVR Audio
Toscanalyzer.org has released Toscanalyzer, a new audio-analysis tool for mixing, mastering, music-production and the “audiophile” enthusiasts. Product features: Identification of problems in di [Read More]
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Slap Your Laptop: Open Source Tool Lets You Play MacBook By Hitting It

Monday, December 26th, 2011

Come on – you know that occasionally you want technology to respond when you slap it.

As my sister watched an episode of the television show Quantum Leap, I thoroughly enjoyed watch Dean Stockwell’s character Al give his pocket computer, looking for all the world like a 7″ tablet, little helpful smacks.

SmackTop does that for music. Yes, we hear, ad infinitum, the complaint that laptop musicians simply stare inertly at blue glowing laptops as if checking their email. Now they get to put a little skin in the game, literally. And a version 0.3 update makes this humorous novelty genuinely useful:

Imagine your laptop as a MIDI drum kit. SmackTop is an open-source application for Mac laptops which translates physical motion into MIDI messages. Through real-time analysis of the built-in accelerometer’s output, SmackTop is able to classify four different ‘smacks’. Now you can control your favorite DAW by simply tapping your computer. Slap samples, ping notes and hit record – SmackTop is the MIDI controller you already own.

Try it yourself, free:

http://code.google.com/p/smacktop/ (they miss the obvious name, “SlapTop,” but…)

Got another motion-sensing laptop that’s not a Mac and feel jealous? Maybe someone can port this.

In January, we also expect to catch up in person with developer Raymond Weitekamp and Interface LA, the awesome live performance collective in southern California. Stay tuned.

Slap that laptop, make it free!

Now, a tribute to slaps we love…

Ah… to me, this is the taste of Handmade Music New York at Culturefix. I’m going to miss you guys. Photo (CC-BY-SA) Heath Brandon.


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Pugs Luv Beats Marries Music, Gaming on iOS: How it Was Made, How Free libpd Music Tool Helped

Monday, December 19th, 2011

The iPad becomes a canvas for a game with an atypically-musical, interactive sound score. All images courtesy the developers. Photos by whatkristensaw.

Truly generative musical scores in games have been few and far between, and “music games” has traditionally meant arcade-style rhythm games in which you repeat phrases or whole songs as accurately as possible. Pugs Luv Beats breaks those molds. Part of a vanguard of new gaming creations that generate dynamic music on the fly, it marries grid-based sequencing and resource-gathering gaming, as music making and gameplay blur together. The interactively-produced music could itself become a new way of delivering a musical signature with sound packs.

And beneath it all lurks a free and open source library, libpd – the embeddable version of tried-and-true free graphical music environment Pure Data. (That library is now on GitHub, and vastly updated, by the way, and we’re expecting a book soon from the library’s principle author Peter Brinkmann.)

Oh, yeah, and don’t forget about some seriously addictive gameplay and adorable pugs. I’m suddenly not concerned about the 15 hours Europe-to-North-America travel I’m doing tomorrow.

Here’s what the gameplay looks like, since it’s much easier to see:

Pugs Luv Beats was just approved on the iTunes App Store for iPhone and iPad.

Co-creator Yann Seznec (The Amazing Rolo) is a terrific musician; I just caught up with him in Edinburgh and Berlin and watched him play a homebrewed pig gut instrument with Matthew Herbert for the performance piece “One Pig,” on tour at Berghain. Working with Pd allowed Yann to focus on those musical impulses and not just engineering, and to let him try things he otherwise would never have imagined on a mobile title. So I asked Yann to walk us through how the project was built. He responded with an exhaustively-detailed examination of the evolution of this title, right down to the Pd patches. (Click through for high-res versions.) If your New Year’s Resolution is doing something with patching, you might want to hang onto these answers. Here’s Yann:

The origins of Pugs Luv Beats date back about two years. After making [musical iPhone game] Mujik, Jon (Jonathan Brodsky, aka jonbro) and I were trying to think of other approaches to music mobile app design, and we started thinking more and more about games. Music games, as a whole, are an oddly passive and traditionalist experience – you play along with a premade track, and you are judged on your accuracy and flair (which is strangely reminiscent of music conservatory mindset…). Obviously there are exceptions (RjDj’s Dimensions, Elektroplankton, etc.), but there you go.

Particularly interesting to me was the idea that game mechanics are often very similar to compositional techniques. So for example, when Sonic runs at a normal speed he collects rings at one rate. However when he powers up and goes super fast, he collects rings at a much higher rate. This could be compared to introducing a melody and then speeding it up – and when there are two players, doing this with two melodies. Instant fugue!

We started looking at how we could make a music game where the music and the game elements were fully intertwined and augmented by each other. So Jon prototyped a space shooter drum machine. It was awesome.

To make a (very very very long and boring) story short, our idea and prototype landed us some funding from Channel 4 and Creative Scotland to work on games that focus on musical creativity and composition.

For various reasons, we decided to put aside the space shooter drum machine for a while, and start from scratch. After going through several full prototyping iterations we eventually settled on a core game mechanic that turned out to be in many ways similar to a Tenori-on [Yamaha grid instrument]/Boiingg-style [monome hardware patch] music generation system – in our final prototype, you controlled a series of little dots that moved around the screen, creating loops. This is super fun from a musical perspective because it’s easy and rewarding within a few seconds, and when you have several loops going it can gain some pretty serious rhythmic and melodic depth.

The key from there for us was turning this into a game. We had been using free Internet graphics packs up until then (we hadn’t hired our artist Sean yet) which featured a ladybug, so we had been referring to the main characters as ‘bugs’. During some discussion one of us accidentally said ‘pugs’, and the game idea was born. We constructed a story about pugs and their love for beets (like the vegetables) which create beats (ha!), and how their love turned into greed and got out of control, destroying their world. The game, therefore, is about helping the pugs rebuild their lost civilization by guiding them to create beats. You grow your galaxy by collecting beats, which you do most efficiently when you dress your pugs up in costumes. What’s not to like?

To get to the part that I imagine CDM readers are most interested in, the app development was done by Jon using openFrameworks, [lightweight language] Lua, our own game engine called Blud, and the audio is all done in Pure Data using libpd (through ofxPd). In hindsight we started using libpd really late in the game, just at the very end of the prototyping stage, which was rather silly. Our adoption of libpd basically made our dev cycle about a million times more efficient. My background is as a musician and sound designer, and I have very little coding knowledge. I do, however, have lots of knowledge of Max/MSP, so picking up Pure Data was pretty easy. This allowed Jon to completely pass off all the audio processing (not to mention aesthetic sound design choices) to me, saving him loads of time, giving me direct control over the sound, and letting me test and prototype different approaches to audio within an environment that I knew would be recreated in the game. Also, as Jon mentioned to me recently, by using PD we are able to take advantage of 20 years of audio DSP research and development. Pretty amazing.

How it all works:

The entire audio engine is contained within this patch. Pardon the messiness.

The simplest part of the patch is the “sounds” section, which is used to playback simple sound effects, for the most part linked with interface actions in the game. I did this by creating a very simple patch which plays a sound when it receives a bang. Which sound it plays is dictated by the argument (in this case, the sound of discovering a new capsule). The process for adding a new sound, then, is as simple as adding the sound file to the /assets/sounds/ folder, and making a new instance of “sounds.pd” and naming it the same as the new sound. Jon, in the project code, created a list called “sounds” which is sent into Pure Data. When that list contains “capsule”, a bang is sent into that subpatch, and the sound is played.

A more complex version of what could be done with this type of data is seen in the voice of Mr Puggles, who helps you learn how to play the game. Mr Puggles pops on and off the screen to guide you through the first few worlds, and when he does he send Pure Data a “puggleShow” and “puggleHide” signal. I wanted to give Puggles a funny synthesizer voice that was different every time – dead simple in PD. To do that, I take the puggleShow bang and use it to trigger five more bangs, spaced out over a second. Each of these bangs triggers a random number which is translated into a MIDI note. This note controls the pitch of two oscillators (a sine and a sawtooth), one of which is slightly modified to make them slightly different pitches. These are played through a short volume envelope and a filter which is also controlled by a random number generator. Result? Hilarious beeping boopy Mr Puggles voice, all coming from one bang.

Every time a player buys or selects a planet, a short list is sent to Pure Data comprised of the planet BPM and a random number seed. The BPM is used to calculate delay times and such, and the random number seed is used to create a sort of musical identity for the planet. This is done by choosing a “beat library” and a musical mode.

The mode is created by building a lookup table that chooses the notes from a chromatic scale that would be used in a particular mode. For example, a major scale (ionian mode) uses notes 1, 3, 5, 6, 8, 10, and 12. Each melodic sound library I used is comprised of a full chromatic octave, and the notes that are played on any given planet are controlled by this table. This ensures not only that all of the different sound libraries being played on a planet will be in the same key, but also that a planet will have a strong melodic identity.

The sound libraries in the game are all controlled by the pugs on the planets. As they run around, each time they land they will trigger a sound. The type of sound is dependent on what terrain they are on – thus, if they run through the snow they play a toy piano, if they run through lava a distorted guitar, etc. There are two states of playing the sound, one if the player deliberately tells the pug to go to that tile, and the second if the pug is traveling over that tile to get somewhere else. It’s super easy to do that kind of thing in Pd; just set up two different ‘play sound’ envelopes, maybe a little extra delay or reverb, and you’re done!

The final piece of the puzzle for making the pugs running around into music is to make each tile be a different note. The terrain of each planet is created by making a sort of height map, where different heights correspond with different terrain types (grass, water, snow, etc). This also means that each tile has a unique number between 0 and 1. When the player buys or selects a planet, a giant random number table is generated in Pure Data which creates a number between 1 and 13 for each possible value between 0 and 1. That value is what is used to pick the note of the mode. This somewhat convoluted approach again lets us make sure that each planet will have a unique, but fully reproducible, musical character.

The actual playing of the sounds is probably the messiest part of the patch structure. Purists look away now.

I wanted to make sure this part of the patch was as flexible as possible, so I ended up using the soundfiler and tabread~ objects, rather than tabplay~, which is great in practice though does look rather uncouth. Additionally, I had some limitations imposed upon the structure of the patch – namely, I had to keep the number of tables down as much as possible, to save on memory. So each sound bank has two voice polyphony – there are many sound banks, and the beats and sound effects aren’t counted in this, so that limitation is not really heard in the final product at all. It did mean I had to work out a decent voice allocation system though!

I think my memory issues were probably my only problem with using PD in this project – though only indirectly. As I mentioned, they were hardly a problem artistically, however it took me a while to get used to the idea that not everything I patched on a computer would work on an iPhone. Similarly, I had to be very careful about things like relative volumes. In a generative music game like Pugs Luv Beats, the player could quite easily send 15 pugs running around making sound, which mounts up pretty quickly. It means that all of the patches and sound need to be designed to withstand lots of triggering without distorting. None of these things are problems, really, all they require is regular testing on devices and simulators – something that every mobile developer is already used to.

That’s the Pure Data audio engine in a nutshell. The end result is a flexible and powerful audio engine that sounds really great and is fully integrated into Pugs Luv Beats. The game is a great combination of music, silliness, and strategy – there’s a bit of something in there for everyone. You can definitely just play with the game to make beats, or you can try and collect all of the costumes, or you can try and make the most efficient planet ever. You can also explore the galaxies being made by your Game Center friends, to hear what they’re up to.

The background story:

And, just for fun, a silly promo featuring real pugs. Anyone traumatized by the sight of Pd patches, these should relax you.

More information at the developer site:
http://luckyframe.co.uk/pugsluvbeats/game.html


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Q&A: Is there an open source or free music creation tool like CuBase?

Tuesday, December 6th, 2011

Question by Damn Right!: Is there an open source or free music creation tool like CuBase?

Best answer:

Answer by Phlox M
There sure are.
Audacity is open source and quite powerful:

http://audacity.sourceforge.net/

Goldwave is a lightweight one that’s pretty good:

http://www.goldwave.com/

Here’s a Audacity tutorial to get you started:

http://audacity.sourceforge.net/manual-1.2/tutorials.html

What do you think? Answer below!

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Ozone 5 Arrives: More Visual, Space Age UI, and Updated DSP in Mastering Tool

Friday, November 11th, 2011

Let’s get straight to it: Ozone has already established itself as a do-everything mastering tool. It’s a suite of interconnected modules handling frequency and dynamics, designed to work together in an integrated interface. It does so much, in fact, that it’s hard for an upgrade to do more, but Ozone 5 promises new sound and visual feedback that could further entrench this popular tool.

And that could explain how Ozone 5 stole the Audio Engineering Society trade show in New York. AES is a flurry of knobs, dials, and faders, but some of the major buzz we heard was just this single upgrade to the software. (CDM’s Marsha Vdovin was out on the floor, and the word “Ozone” kept cropping up.)

Ozone is eminently visual software, so a lot of what’s new you can glean just by looking through the screenshots. But there are sound improvements, as well, both in the standard Ozone and the spendier “Advanced” edition.

What’s new:

  • Updated modules. iZotope says they’ve “refined” their DSP algorithms. (Let’s see, carry the one…) The idea is, existing modules should sound better. There’s a detailed list on the iZotope site – aside from more subtle changes, you’ll find very specific adjustments to how parameters are controlled and how they impact the sound. To give one example, there’s a …
  • New Limiter. The latest version of iZotope’s “psychoacoustics-based” limiter in the Advanced edition has a new stereo link control for handling left and right separately or together, and new intelligent transient handling algorithms, among other improvements.
  • Enhanced EQ. Analog-matching EQ models analog shelf modes and frequency response, matching is easier than before, as with other modules, you can use left/right separately, and now zoom and display stereo info in your spectrum. There’s also new variable-phase functionality.
  • New Reverb. Yes, sometimes you use reverb when mastering. (A little light reverb can do wonders.) A new modeled reverb algorithm adds new models and spaces and gives you unique early reflection control, as well as “cross-mix” for stereo imaging.
  • New UI, workflow. I’ll let you just see what this looks like, but suffice to say parameters and labels are better-organized to be friendlier to advanced and beginning users alike. Past versions of Ozone were sometimes pretty-but-counterintuitive; this looks a bit clearer. Of course, you might not notice while dazzled by the…
  • Slick visual feedback. In the standard version, metering has been enhanced. In the Advanced version, you get slick 2D and 3D plots of your sound spectrum for the Meter Bridge and Meter Taps modules. They look awesome, yes, but I also think these kind of “alien world mountainscape” views can help you better visualize what’s happening in a sound, so there is a practical use, too.

And, of course, all of this means you can easily wow clients when mastering by showing them visualizations that look like Geordi LaForge is studying abnormal quasar activity from the deck of the Enterprise. Just try to avoid opening up a cosmic string-related time wrinkle while mastering.

(And yes, when you’re all alone and no one is looking over your shoulder, you can do something useful with it.)

Pricing: US$ 249 (€195); US$ 999 (€799) Advanced.

Why is Advanced so expensive? Well, each module is also an independent plug-in you can use in your host. With that in mind, this starts to look like a better deal – some terrific reverb, EQ, and dynamics you can use anywhere. You also get the Meter Bridge and Meter Tap for analysis, fancier 2D and 3D spectrographs, and more advanced loudness meters. On the other hand, the basic version will also work with your host and gives you the sound-processing functionality minus all those more sophisticated meters you might need.

This month, there’s also steeply discounted intro pricing: US$ 599 for Advanced, US$ 199 for the standard edition. Expires December 1.

Ozone 5 was announced last month, but is now shipping. An OpenGL 2-capable video card is required for the 3D visualizations, but nearly all machines now provide that (including most integrated chipsets, too).

Ozone 5 Product Page @iZotope

For a look at what this tool can do, here’s our friend and experienced mastering and mix engineer Danny Wyatt, talking about how he works with limiting. The new UI and meters are actually a lot clearer than what you see in the video, and offer some nice, new functionality. I can tell you, Danny is a fully-converted Ozone lover, having worked with him in the studio as he mastered my own album. He’s got a big toolset of other stuff, but Ozone is very often what the real work comes down to, and — I think I can say this, Danny — he’ll be happy to evangelize the tool if you talk to him.

This isn’t a review, mind – in fact, my only significant reservation is that Ozone is so slick, it could distract from the reality that good mastering probably doesn’t need it. A great mastering engineer can do wonders with a fairly simple tool and their ear – no wild visualizations required. (“Great mastering engineer,” also known as, “not me.”) But that same person may well appreciate the level of precision iZotope, working with algorithms they’ve developed entirely in-house, can provide.

We want your feedback, as always. Ozone users – what do you think?

Users of rival products – what’s your all-in-one mastering tool of choice, and why?

Images courtesy iZotope. Click for larger versions.


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