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Decibel Log 1: Ean Golden, Gold Panda, Mux Mool, Lusine, Pantha Du Prince

Thursday, September 30th, 2010

12th Planet

Who says laptop artist can’t connect? Decibel 2010: 12 Planet. Photo (CC-BY) VeryBadLady / Heather.

Ed. Seattle’s Decibel Festival is, as one commenter put it, a convergence of music straight out of many of our music collections. Musician, producer, and journalist Primus Luta (David Dobson) is on the scene to bring us a vicarious experience of the sights and sounds. He brings us impressions, reflections, and videos, too. Here’s the first day; coverage of the remaining festival is to come. -PK

Seattle locals will tell you, August and September are the sweet months, and walking around Capitol Hill where people are full of smiles in short sleeves with their legs exposed, you get the sense that there is merit to the claim. The festival base of operations, Pravda Studios in the heart of Capital Hill, is a large event space with strong multi-media support. In the lobby a four monitor wall display offers a live slide-show of pictures being taken during the Festival. Festival sponsor, Microsoft, have the second studio equipped with multiple machines for attendees to get the latest information. It is cut off by a room divider separating it from studio one, where the conference portion of the festival takes place.

Decibel founder is quick to note that the festival is not just about the performances, but also has an educational aspect facilitated through the Decibel Conference. The first day of the conference focuses on technology and techniques. In the first session Kris Moon gives an in-depth workshop on Serato Scratch Live, touching on techniques for adding MIDI controllers into the live turntable set-up with Serato. Ghostly International artist Lusine takes to the podium next to talk about organizing Ableton Live for performance. Where both of these sessions focused on specific platforms for live performance, in the last session Ean Golden talks controllers, specifically the MIDI Fighter platform which uses modular video game style interfaces to build custom controllers.

Ean Golden at Decibel Festival 2010 from Primus Luta on Vimeo.

Following the workshops the divider between studios is pulled back, expanding the space for the Opening Gala event where Kris and Ean share live set spots with Derek Mazzone and Introcut. As the double sized room starts filling in one begins to get the sense that indeed they are in an electronic music festival, though not necessarily the standard fair. The contemplative face was just as present as the gyrating waist, and often from the same individual. Each person in attendance acting as a microcosm of the festival’s vision.

Chatter around the room is all anticipation as participants plot out their weekend by the artists they want to be sure to catch. A common theme amongst all is that the weekend will include a few hard choices, as overlapping events make it virtually impossible to catch all the artists on ones list. A seven year volunteer for takes as much pride in the growth of the festival as Decibel founder Sean Horton. They both agree that the growth is good, but more importantly it has happened without sacrifice of the original intent to be an event which spotlights electronic artists who might otherwise be under the radar.

As the sun sets some festival goers file out of Pravda Studios and into the line across the street at Neumos where Ghostly International has a showcase lined up to christen this years festival. Mux Mool starts things off in the right direction with his breed of heavy hitting, modular hip-hop beats. Rocking a streamlined Ableton Live set-up with only the pad control under his fingers, he launches into his Tobacco remix to begin. Each track lures the audience deeper into the nights experience as heads nod and hands wave approval. The energetic give and take between Mux Mool and the crowd is accentuated the few times he takes to the mic to make sure they are ready for the nights journey – they are.

Mux Mool at Decibel Festival 2010 from Primus Luta on Vimeo.

London’s Gold Panda takes the stage next as a name most in the crowd know, but few know exactly what to expect. Once the effect heavy live intro kicks into “You” from his Ghostly EP though, they are all in his hands. Video from the performance in an upcoming CDM interview, available in the next few days. -Ed. Lusine takes the stage next with the obvious hometeam advantage. If there were any question as to why he was teaching the afternoon Ableton session, it becomes obvious once he takes the stage. His presence is calm and collected with little animation other than the smile on his face and slight head nod. He is a master of his craft, who makes getting the dance floor steady rocking seem effortless.

Lusine at Decibel Festival 2010 from Primus Luta on Vimeo.

The headliner for the night, Pantha Du Prince takes the stage in a black hooded overcoat with a scarf partially covering his face. He has a presence that demands attention and as he starts working controllers, contact mics and foot pedals into his own breed of noise music, the audience is sucked into a hypnotic trance. Through the shadows you can catch glimpses of his eyes, and then as the scarf is pulled down, his slightly opened mouth as he intently continues to build the tension. As percussive sounds slowly build into a beat that ramps up, as if queued by post-hypnotic suggestion, the energy in the room boils over.

Pantha du Prince at Decibel 2010 from Primus Luta on Vimeo.

As people exit the venue there is a sense of arrival. Each an everyone has made a journey to be here, and the sonic baptism which the Ghostly crew laid upon them fully immersed everyone of them into the experience that is Decibel. Some would find there way to after-hours events, others just to a bed to rest up. It is only Wednesday after all, and if this day stands as a means to measure there will be plenty in the days to come for which sleep will not be an option.

Read more here:
Decibel Log 1: Ean Golden, Gold Panda, Mux Mool, Lusine, Pantha Du Prince

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Emotional Piano review

Wednesday, September 22nd, 2010


It seems that since I last reviewed a Tonehammer product, the company has been steadily growing in prowess and regard amongst the composing community, as shown by the rapid expansion of the credit list, which contains many recent top titles in Film, TV and Video Game, as well as a lengthening list of headline composers that endorse Tonehammer’s products. As a company, Tonehammer takes pride in producing sample packages that while still excellently engineered, are a little leftfield – for example the bowed and plucked grand piano samples, lightbulbs, and the Whale drum. These excellent samples provide great depth to the composer looking for new organic sounds in their work.

The Emotional Piano is no exception. Many sampled pianos on the market today aim to recreate a piano as if you were to sit down on the theatre stage and play it. The emotional piano, while still being a recorded piano, has a very definite intended application. The creators Troels Folmann and Mike Peaslee claimed that they couldn’t find a sampled piano that gave this particular ambience they were looking for – a soft, dark, resonant sound that is so often needed for scoring, and were determined to create such an instrument.

Emotional Piano is a download only 5GB sample collection from the Tonehammer website. Installation is easy and very clearly guided by the manual. It works with Native Instruments Kontakt 4 – if you don’t have the full version, there’s a free ‘player’ available, that doesn’t limit you from using Emotional Piano to its full capacity.

Emotional Piano arrives in the Kontakt player as a library, with a cool thunderstorm image for a GUI. There are 5 main piano presets, (Master, Soft, Gentle blur, Jazz and Pseudo Granny) and 24 FX presets in a separate folder. They each have their own custom backdrop image; all moody dark images that reflect the sonic character of the piano.

Sound

The main presets, are from first play, very impressive. They live up to the claims of the creators with the dark, rich, soft sound. They sound like they are fairly close mic’ed, and maybe very very slightly compressed. This just brings out the resonant harmonics of the bass notes, and the wooden air around the top notes. I assumed that they’d just done some magic with the EQ to muffle the sound, but then you hear the high harmonics singing out of the bass notes to confirm that this is not the case.

The ‘Master’, ‘Gentle blur’, and ‘Soft’ pianos are just beautiful. I couldn’t see how many layers of sampling were on each note, but they responded beautifully to dynamic playing. Their strength is in the softer playing – the depth and richness of the sounds are really enjoyable. I did a quick comparison to a couple of other notable piano sample libraries, and in the softer dynamic range, they’re incomparable. The ‘Master’ piano is darker, and wide. The ‘soft’ piano is stupidly soft (imagine playing Thomas Newman-esque piano motifs in a room draped in cotton wool, with cotton wool in your ears), and the ‘Gentle blur’ is sort of in between, a nice blend of softness and resonance. Between the three presets, you can find the piano sound to fit every dark, brooding, menacing, romantic, or solemn scene you could ever need. Absolutely fantastic.

The other two presets, while still excellent, didn’t fit the bill as well as the others. the Jazz piano was too bright to my taste, although it sounded great after a couple of EQ tweaks. The creators themselves write “Increasing the amplitude of the higher frequencies will absolutely produce audible hiss and a more shrill overall tonality.” I found this on a couple of the presets where the high EQ had been tweaked up. The Pseudo-granny piano sounded like a honky Tonk being played on a warped record, which was again good, but I’d probably look elsewhere for that kind of sound.

Then there are the 24 FX presets. All really great sounding, and once again there is good attention to detail. They are subdivided further into FX, Ambience and Reverberant presets. Some of these instruments are extremely useful in their own right, and it’s definitely not a case of just adding presets to make it seem like value for money. Some standouts to me were:

  • ‘Reverse piano’. The modulation wheel can be used to alter the length of the reverb tail ( the sound that you hear first) So an note can take an age to arrive, or slip in relatively quickly.
  • ‘Downsampled piano’. Again, the modulation wheel can be used to slowly downsample the piano – from full 24bit to crushed and wrecked small bit samples, with all the cool-sounding glitch in between.
  • ‘Spectral Bliss’ – Making good use of a reverb preset, this is a shimmering organic pad with a beautiful piano on top.

There are also distorted pianos, pianos shoved through a Leslie, through a ‘vinylizer’ and placed in garages, cathedrals and bunkers. All great sounding.

The devil is in the details

Tonehammer’s attention to detail is very impressive. There are elements to this sample player that I absolutely loved. The performance control parameters contain the usual ADSR envelope control, and basic EQ. On top of this there are Dynamic Velocity, Pedal Volume, High Damping and custom Convolution Reverb controls. All are self-explanatory, but excellent at adding that extra bit of detail. If you want the recorded sound of the sustain pedal being used louder or softer in the track, it’s as simple as twisting the appropriate knob. Very important if you’re playing a soft piano part! There are 21 Convolution reverb patches that you can choose for any preset. All of them are of good quality. I particularly liked the 4 Mystery patches, which sounded like… well I’m not sure what they sounded like. Kind of like a feedback loop on resonances and string sounds, which lead to the creation of these cool organic pad sounds that underlay the piano.

I really enjoyed the pedal sound. When lifting the sustain pedal, the notes had the high frequency ring of the strings being damped by the hammers. There’s great attention to detail, which all adds to the human element that makes the sound so realistic.

Here’s a track of the Master piano, written and played by the Tonehammer’s own Troels Folmann.

It would be advised to have a fairly powerful computer to run this piano – each preset loads up almost 1 GB of RAM. With most computers nowadays, that won’t be a problem. If you have an older computer, with not much memory at your fingertips, there are ‘lite’ versions of each main patch, running at about 340MBs

Conclusion

For those songs where you’re looking for the sad, soft, loving, resonant sound; the sound that feels like you can reach out and touch the strings – this is the piano for you. I think there are better piano sounds out there for brighter, perhaps more classical sound. But that’s not the intended application for the Emotional Piano.

Price
$149

There’s great attention to detail, which all adds to the human element that makes the sound so realistic.

Product page

PROS

  • Unbelievable resonance, warmth and depth from the samples
  • Great attention to detail (adjustable Pedal noise)
  • Great versatility, many options to change the sound, space, reverb etc

LOVE IT OR HATE IT

  • If you’re looking for an excellently engineered, warm, soft, rich, resonant piano for a good cost, then this is the place to get it. If you’re looking for a bright, attacking piano for classical, or just looking for that all around piano sound, this might not be the one for you.

CONS

  • Not much in the way of bright attacking piano sounds (As they intended)
  • Works only with Kontakt 4 (you can get the free player, but will probably end up wanting the full sampler)

by Andy Dollerson

Go here to read the rest:
Emotional Piano review

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

Thursday, August 26th, 2010

Handmade Music is a community get-together, Science Fair, noise-making happening, and party for people making things that make music. We return to NYC on Sunday, August 29 at 7p. Our new Manhattan home is Culturefix, a new electronics boutique, gallery, and tapas bar on the Lower East Side.

This month, we welcome a classically-trained guitar duo using their instruments to play games, an original string-modeling instrument, a sonic dodecahedron sculpture (really), artists using game chips, and more. Last-minute creations are always welcome.

If you’re in New York, we definitely hope to see you Sunday night. And wherever you are, it’s my pleasure to introduce some of the artists we have involved.

Presented with our friends at Make Magazine, Etsy.com, and XLR8R.

THIS SUNDAY, August 29, 7:00 PM – 10:00 PM (come at the beginning, or miss stuff!)
In Manhattan, at 9 Clinton St
COMPLETELY FREE
(cash bar/food… and you might decide to buy some designer headphones, just be forewarned)

Facebook page

That’s right. “Look at this ****ing nerdster…”

Modal Kombat: Guitarists Playing Games

David Hindman and Evan Drummond describe their act, coupling classical guitar training with a love of games:

Guitar Hero Is Dead: Guitarists Use Real Guitars to Control Video Games in a hybrid concert / public video game battle

Forget about using a plastic guitar to mimic your favorite band. What if you could use a real guitar just like any other video game joystick — and thrash your opponent while you create original music?

Two classically-trained New York City guitarists calling themselves “Modal Kombat” have hacked into classic video games Pong, Tetris, Mortal Kombat and Mario Kart. This month at The Boulder International Fringe Festival, they’ll make their characters move — and battle against each other — with a flurry of guitar-plucking.

The show is a video-game battle/performance-art hybrid that’s open to the public. The goal is to demonstrate that real guitars — or other musical instruments — can be viable video game controllers.

About Modal Kombat:
Modal Kombat is a NYC-based performance group consisting of Yale School of Music alumni David Hindman and Evan Drummond. For the past five years, they’ve performed public guitar-controlled video game battles at various venues in Europe, New York City, and around the U.S.

Before the game Guitar Hero was released, Hindman was an NYU grad student, developing hardware and software that allowed real musical instruments to control various types of existing console video games. In 2004, he created the system that became the basis for Modal Kombat shows. At each show, various musical pitches, volume levels, and other musical parameters are programmed to trigger each character’s movement, such as Left, Right, Punch or Jump.

http://www.modalkombat.com/

Smomid: Original String-Modeling Instrument

Nick Demopoulos has devised his own instrument from custom hardware and software:

The Smomid is a homemade midi controller. It’s name is an acronym for “String Modeling Midi Device.” It is made with the use of several membrane potentiometers, knobs and switches.

http://www.nickdemopoulos.com/smomidelements/smomid2.html

Neurohedron: Nonlinear Sequencer, Dodecahedronal Sculpture

Handmade Music favorite Ted Hayes brings a novel modal hardware/software combination, part original application, part original sculpture, as presented at the NIME research conference:

Traditional music sequencers are designed fundamentally around predictability and repetition, and these are powerful elements that make them so ubiquitous. More modern approaches to algorithmic composition heavily involve unpredictability and randomness that is then (sometimes) tamed and manipulated by the composer, resulting in a nonlinear compositional and performative process.

The Neurohedron is a novel music instrument and modal software controller that I conceived of as a nonlinear sequencer. The simplest traditional sequencers may employ eight steps that return to the first step after reaching the last step; in contrast, the Neurohedron is a three dimensional sequencer with twelve nodes arranged as a dodecahedron. With this structure, there is no clear or de facto path that the progression from one node to the next may take, unlike the linear and prescribed nature of a traditional sequencer.

Neurohedron: First working video!! from Tedb0t on Vimeo.

Lots and lots of additional information (including more videos, documentation explaining the process and software design, and the NIME research paper):
http://log.liminastudio.com/projects/neurohedron

Presented by Pulsewave: Chip Music Open Mic

For some of you, I imagine that a world that has tasty New York beers, organic tapas, and chip music playing is pretty close to heaven. The good folks of New York’s famed Pulsewave series team up with us to provide us handheld chip music.

Thanks to the awesome Peter Swimm for making this happen.

Featured:

Square Wail: Square Wail is Matthew and Rebecca Kenall running an assortment of handhelds. They like fat beats with old timey melodies and try to infuse their music with such. Hailing from Seattle they are coming to the East Coast for the first time (except for once when Rebecca had a layover at JFK).

2010 Aug 10 – OMG Franz – Brooklyn – Dapantz from EM Dash on Vimeo.

Walking Like We Were Shot Through Our Heads by DaPantz

DaPantz (seen in video, heard in SoundCloud above, and with his own free EP):

Uptown New York’s satirically named DaPantz has been known to shout “BX HOLLA BACK” with reckless abandon. Often eschewing structure in favor of mood, he creates chaotic industrial, hip-hop and Latin flavored dance-punk on the Nintendo Game Boy. Using the homebrew cartridge LSDJ, DaPantz fuses heavy beats and a dissonant use of melody with the more unsettling side of the human psyche, creating the soundtracks to your nightmares (but reminding you that it’s okay to dance to them).

January 2010 – Kris Keyser at Bar Matchless from EM Dash on Vimeo.

<a rel="nofollow" target="_blank" href="http://kriskeyser.bandcamp.com/track/radionecrosis">Radionecrosis by Kris Keyser</a>

Kris Keyser is just another guy with a Game Boy. Having hopped from instrument to instrument in his over 10 years of music making, Kris has finally found his perfect match in the portable powerhouse known as Little Sound DJ. In his relatively short time in the chip scene, Kris has jumped from relative unknown to relative known,playing chipscene institutions I/O and Pulsewave and making countless feet move and brains melt. Kris looks forward to a 2010 release on Cheese’N’Beer.

<a rel="nofollow" target="_blank" href="http://<img src=" title="adamgetsawesome">getsawesome.com/album/aga&#8221;>erbdydnc by AdamGetsAwesome</a>

AdamGetsAwesome has been spreading beer-fueled mayhem across the world since 2008. Using the LSDJ program on the Nintendo Game Boy, Adam creates melodies ranging from the sickeningly sweet to the hauntingly atmospheric, always bringing a healthy dose of PARTY to every performance. His debut EP “AGA” is not only the inaugural CNB release, but also an exercise in actions befitting his namesake. Party.”

Website/free EP download: http://adamgetsawesome.com/album/aga

Phototheremin Chorus

Registration is now closed for the workshop, but we’ll be inviting creators of our phototheremin kit, designed by Eric Archer after an original design by Forrest Mims, to come play their instruments – boys, girls, adults, and kids.

Check out the kit.

The Party

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Sunday August 29
7:00 – 10:00 PM (come early)
Culturefix details

Yes, it’s free.

Yes, kids are allowed. (just not at the bar)

RSVP on Facebook.

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

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Making of Red Dead Redemption: Game Music Score as Interactive Collage

Friday, July 30th, 2010

Sure, it’s a Spaghetti-Western-inspired soundtrack to the hit Rockstar game called jokingly by fans Grand Theft Horse. But to me, a richly-composed musical score for a blockbuster video game sums up a lot of where music production is at these days. Composed by Bill Elm and Woody Jackson, Red Dead Redemption gets a score that blends Western authenticity with more experimental ambiances. We get a first glimpse of that process with a behind-the-scenes video released by Rockstar (and reproduced on CDM with permission) this week.

Watch past the boilerplate voiceover as they get into the production, and you’ll see some glimpses of real gems. Aside from harmonica legend Tommy Morgan, they’ve got themselves one seriously wonderful collection of odd instruments. (There’s some of the organic, decayed instrumental sense of Diego Stocco here, who with Hans Zimmer made the rusty clang and bang of Sherlock Holmes last winter.)

What’s this got to do with digital music? In the post-sampling age, even the oldest, most broken-down sound can become digital. And old, entirely acoustic sonic tricks are being rediscovered by today’s generation. Sometimes it takes years behind sound-alike convolution reverbs to convince you that what you should really do is just play into a kettle drum.

There’s also a new approach to composition necessitated by games, which ironically brings game scoring – itself inspired mainly by film composition – in line with techniques associated with electronic music and DJing (stems, loops, and the like). I don’t think any game has yet mastered the challenge; game industry workflows, technical limitations, deadlines, and the sheer enormity of having to re-learn compositional narrative in interactive contexts all conspire against that. But an open-ended Old West playground seems a good place to begin.

I hope to have more with the makers of this score soon, so if you have questions or ideas, let us know.

See the original post:
Making of Red Dead Redemption: Game Music Score as Interactive Collage

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Chipsounds Reviews, Videos, and More Places to Get Your Vintage Chip Fix

Monday, October 19th, 2009

Want to make a splash among the aficionados of digital sound? Releasing a software instrument emulating a broad collection of vintage digital synthesis chips from game and computer systems seems to do the trick. See my look at that software, and just as importantly, the chips that inspired it.

Within days of the release of Plogue’s Chipsounds, we have a couple of fair reviews of the new tool. Already got Chipsounds? Plogue’s David Viens has released screencasts showing you how to use it. Curious about other ways to explore vintage 8-bit sound? We’ve got that, too, in samples, hardware, and even SuperCollider code.

Reviews are in

Torley has an extensive video review – amazing stuff for something just days old – shown above. Gisle Martens Meyers has a review, too, on the blog Ugress. One complaint is that the plug-in is polyphonic, rather than requiring different instances. In turn, automation is in the form of MIDI Control Changes, not parameters, since parameter automation really doesn’t deal with polyphonic plug-ins. But all in all, you can get a lot from both reviews, plus a look at how the software works. There’s also a sense of where the software could go in future updates.

Plogue Chipsounds makes chiptune & video game sounds easy [Torley Lives]
Chipsounds Plugin Chip Sounds [Ugress]

The discussion of Chipsounds has also brought other efforts to resurrect vintage, 8-bit sounds.

Get Your Chip Fix

This is by no means comprehensive, but here are a few of the best goodies readers have pointed out in the last few days:

Free Samples: Little Scale, aka Sebastian Tomczak, has been busy. He’s added sample packs of his own, including a Friday release of the Commodore 64 SID. Add that to Sega Master System, Mega Drive, speech chip, and Atari POKEY and TIA. These are just samples, so rather than being a turn-key solution as Chipsounds is, they’re more of a construction set – though that could make them useful in other scenarios.

C64 SID Sample Pack [little-scale]

Go Hardware! And, in turn, if hardware fires you up more than software or samples, Sebastian has done some lovely work connecting the actual chips to MIDI interfaces.

And here’s the documentation on how to do it with the free and open hardware Arduino platform

Other hardware solutions:
A DIY TI SN76477N-based Voice Module, comprehensively documented (a heck of a lot fancier than the Arduino stuff I wanted to play around with)

SuperCollider Code: For SuperCollider fans, Fredrik Olofsson (aka RedFrik) has built emulations of vintage chips in the object-oriented sound coding language. That’s a doubly delicious thing: aside from allowing you to make 8-bit sounds in the free tool, looking at his emulations is a great way to discover more of what you can do with SuperCollider. You can continue in code the kind of elegant, minimal synthesis design work the early creators of the original chips did in hardware. (Thanks, Howard S and Morgan Packard for the tip!)

SC Code [and a lot of other great SC code there, too... bookmarked, downloaded.]

Video walkthroughs

I know quite a few readers did pick up Chipsounds, so you’ll be pleased to know – in case you missed this – that there are some video demos that walk you through how the tool works. This also gives a better idea of how the software itself functions, since I got distracted waxing rhapsodic about the chips!

As my piano teacher used to say to me, “that should keep you off the streets.”

Enjoy.

Read this article:
Chipsounds Reviews, Videos, and More Places to Get Your Vintage Chip Fix

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Inside Beaterator, Rockstar Games’ New PSP Beat Maker, with Gory Technical Bits

Thursday, September 3rd, 2009

beaterator_synth

What’s that? A full-blown synth interface on the PSP – in a title from the makers of GTA, with Timbaland’s named plastered all over it? Yep. That’s exactly what it is.

As you may know, the creators of games like Grand Theft Auto have collaborated with Timbaland to bring a mobile music studio to Sony’s PSP (and later, the iPhone), based on an ambitious free Flash experiment on their Website. Now, it’s my impassioned belief that you shouldn’t need lots of canned loops or celebrity endorsements to make music fun, so normally I might actually run the opposite direction of any story starting with that line. But here’s the surprise: underneath, the app is more powerful than I expected.

I’ve gotten an early preview of the title in person at Rockstar’s offices here in New York, and was also able to grill their developers on geeky details of how the sound engine is put together. A test copy isn’t yet available so I can’t properly review the app, but I am at least able to talk about some of what lies beneath the PSP screens and marketing.

For some time, a select few have known that the Sony PSP’s secret is that it’s a powerful handheld computer, ideal for mobile music. Brilliant-but-underground apps like PSPSEQ and PSP Rhythm capitalized on this potential, but required you hack your PSP in order to run them, because Sony restricts launching non-authorized applications from memory.

Beaterator is the first full-featured app that can be run directly on the PSP. Some people may not look past the fact that it comes from a game company, past its (admittedly) thick layer of marketing glitz and celebrity endorsement. But based on a first look, I believe Beaterator is the most powerful music app ever released through game channels, surpassing in functionality even the recent cult hit Korg DS-10 for the Nintendo DS.

beaterator_psp_titlemenu

In a world already crowded with celebrity-endorsed games and mobile iPhone music apps, you’d be forgiven for walking away from this title screen. But, in fact, look more closely, and it visually sums up the split personality of Beaterator.

In the interest of disclosure, I have a confession: I didn’t expect to have any interest in Beaterator at all. I was concerned that the musical experience would be watered down (though more on what I actually discovered below). The fact that this game had one artist – Timbaland – literally dancing around the screen talking about how it’s his game I thought would be a deal killer. And, of course, it’ll be impossible to talk about this game without the shadow of the “Acidjazzed Evening” controversy, which aleges Timbaland plagiarized music by Finnish composer Janne Suni – made worse by a lawsuit and a glib interview in which the artist responded, “It’s from a video game, idiot.” Timbaland is by no means the first artist to get into trouble with an uncleared sample, but the fact that it was a much lesser-known artist and that the situation was handled less than gracefully certainly created a credibility issue in the enthusiast community.

I bring those issues up front, because I know readers will bring them up. But what intrigues me about Beaterator is that it has an essentially split personality. At one moment, Beaterator is an animated Timbaland talking to you while you trigger canned loops with game buttons, neither game nor, really, a music creation app. At another moment, though, it’s a full-blown music sequencer you can carry around on your PSP, with some retro design and sound features that might actually make it appealing. And I think it’d be unfair to cover one side without the other.

The marketing for Beaterator focuses on the thousands of loops assembled by Timbaland and Rockstar. But Beaterator isn’t limited to those loops. What you likely won’t see emphasized in the gaming press:

beaterator_soundeditor

  • Sampling: You can make your own samples using the mic (or, if you can find it, you can add a PSP microphone)
  • Audio import: You can import WAV files from a computer, as easily as dropping them onto a MemoryStick.
  • Audio export: You can save your work as an audio file. Rockstar will have its own site for exchanging your music with other users, but that will be limited to the built-in effects (I’m guessing so they don’t have to police piracy). But that won’t stop you from exporting audio on your MemoryStick and using it however you like.
  • MIDI import and export: While even many serious iPhone games lack this functionality, you can use Beaterator as a mobile MIDI editing workstation.
  • Grown-up interface and effects: Beaterator has real audio effects, with real labels. The Compressor has labels like Gain and Ratio, instead of, you know, “Phatness” or “AMPMEUP.” It’s a clue that this really is a tool and not a game.
  • It’s-a-me … not! Game cartoon character heads never appear in the interface – though I do have to admit, those Mario Paint Mario noteheads were cute. (For the PSP, might I suggest semidemiquavers with the face of Kratos?)

I love my desktop sequencers, but having these kinds of features in a comfortable-to-hold mobile device you take anywhere, being able to fly through settings with the PSP buttons, and lots of little details added by the Rockstar developers like confining pattern editing to scales and keys make Beaterator look like something that’ll be fun to use. After a couple of minutes, I was ready to charge up my PSP and fire up Beaterator alongside PSPSEQ.

Inside Beaterator’s Engine

beaterator_flash

Beaterator began several years ago on Rockstar’s website. Before making full-blown music production tools with Flash was popular, before the idea of “cloud editing” had become a buzzword, a side project at Rockstar yielded a free Flash game, which you can still play. The interface is loop-based and reminiscent of tools like ACID, GarageBand, and Fruity Loops. But it’s surprisingly minimal, capable of full-blown pattern and loop editing, includes real-time effects, and comes with a selection of loops from some of my all-time favorite producers – A.VEE & 3D, Juan Atkins, King Britt, Matthew Dear, and Steinski. Side note: please, Rockstar, can we have a custom version of Beaterator with those producers?

http://beaterator.rockstargames.com/beaterator.html

Having talked to mobile developers both big and indie, I was curious about the technical details of Beaterator’s implementation – especially after being impressed in a short demo by capabilities that went beyond what I had expected. Rockstar replied with some very particular details from the developers. I think the answers say a lot about what’s possible on the PSP – even with that iPhone version in the works – and how a handheld sequencer on mobile hardware can be put together.

beaterator_songcrafter

PK: So, I see eight tracks, some effects – what are the capabilities of the underlying audio engine in Beaterator?

Rockstar: Our engine runs at 16-bit stereo, 22.05kHz throughout. As you say, there are 8 tracks, each of which each can have up to two insert effects* summed into a stereo mix. Each track also has a stereo pre-fader Send to a dedicated reverb buss which runs a global reverb unit which is also added into the output. The channel level, pans, aux send and all effects parameters can be automated to 1-bar resolution, as can the final mix output level, pan, and the global reverb parameters. At any given time, each of the 8 tracks can be playing either a sample-based Melody/Drum loop (with 8 channel polyphony), a monophonic synth melody loop, or a mono/stereo timestretched audio loop.

Our sequencer also supports 8 channels, at 4ppqn. The maximum song length is 240 bars, and we are fixed to 4/4 time. BPM ranges from 60-300, and there is a simple 16th-note swing control as well.

The insert effects we support are: Compressor, Chorus, Delay, Distortion, 3-band EQ, Multimode Resonant Filter, Flanger, Noise Gate, Phaser & Tremolo.

beaterator_drumcrafter

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King of The Beats – Showcase & Film Screening (London)

Monday, August 31st, 2009

kingofthebeatsfr

September 27th, 2009 marks the return of King of The Beats. This live producer event will feature 4 producers showcasing their best beats along with performances by Mikey D of Main Source and DJ’s Pogo, Devastate, and Mr. Thing

As a bonus, early arrivals will be treated to the premiere of Pritt Kalsi’s latest film, The Men and their Music, a documentary about producers such as Marley Marl, Jazzy J, The Beatnuts, and more.

September 27th, 2009
Vibe Bar,
Brick Lane, London

Visit King of The Beats for more info.

Rear flyer after the break!

kingofthebeatsba

Related posts:

  1. King of The Beats DVD – Most Challenging Beat Battle?
  2. Composer Expo: Learn About Film, Video Game, TV Music
  3. Top 50 Greatest Producers In Hip Hop and Rap

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King of The Beats – Showcase & Film Screening (London)

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