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Indian E-music – The right mix of Indian Vibes… » mobile


Mics that record in “3D” ambisonics are the next big thing

Delivered... Peter Kirn | Scene | Wed 19 Sep 2018 5:56 pm

Call it the virtual reality microphone … or just think of it as an evolution of microphones that capture sounds more as you hear them. But mics purporting to give you 3D recording are arriving in waves – and they could change both immersive sound and how we record music.

Let’s back up from the hype a little bit here. Once we’re talking virtual reality or you’re imagining people in goggles, Lawnmower Man style, we’re skipping ahead to the application of these mic solutions, beyond the mics themselves.

The microphone technology itself may wind up being the future of recording with or without consumers embracing VR tech.

Back in the glorious days of mono audio, a single microphone that captured an entire scene was … well, any single microphone. And in fact, to this day there are plenty of one-mic recording rigs – think voice overs, for instance.

The reason this didn’t satisfy anyone is more about human perception than it is technology. Your ears and brain are able to perceive extremely accurate spatial positioning in more or less a 360-degree sphere through a wide range of frequencies. Plus, the very things that screw up that precise spatial perception – like reflections – contribute to the impact of sound and music in other ways.

And so we have stereo. And with stereo sound delivery, a bunch of two-microphone arrangements become useful ways of capturing spatial information. Eventually, microphone makers work out ways of building integrated capsules with two microphone diaphragms instead of just one, and you get the advantages of two mics in a single housing. Those in turn are especially useful in mobile devices.

So all these buzzwords you’re seeing in mics all of a sudden – “virtual reality,” “three-dimensional” sound, “surround mics,” and “ambisonic mics” are really about extending this idea. They’re single microphones that capture spatial sound, just like those stereo mics, but in a way that gives them more than just two-channel left/right (or mid/center) information. To do that, these solutions have two components:

1. A mic capsule with multiple diaphragms for capturing full-spectrum sound from all directions
2. Software processing so you can decode that directional audio, and (generally speaking) encode it into various surround delivery formats or ambisonic sound

(“Surround” here generally means the multichannel formats beyond just stereo; ambisonics are a standard way of encoding full 360-degree sound information, so not just positioning on the same plane as your ears, but above and below, too.)

The B360 ambisonics encoder from plug-in maker WAVES.

The software encoding is part of what’s interesting here. Once you have a mic that captures 360-degree sound, you can use it in a number of ways. These sorts of mic capsules are useful in modeling different microphones, since you can adjust the capture pattern in software after the fact. So these spherical mics could model different classic mics, in different arrangements, making it seem as though you recorded with multiple mics when you only used one. Just like your computer can become a virtual studio full of gear, that single mic can – in theory, anyway – act like more than one microphone. That may prove useful for production applications other than just “stuff for VR.”

There are a bunch of these microphones showing up all at once. I’m guessing that’s for two reasons – one, a marketing push around VR recording, but two, likely some system-on-a-chip developments that make this possible. (All those Chinese-made components could get hit with hefty US tariffs soon, so we’ll see how that plays out. But I digress.)

Here is a non-comprehensive selection of examples of new or notable 360-degree mics.

8ball

Maker: HEAR360, a startup focused on this area

Cost: US$2500

The pitch: Here’s a heavy-duty, serious solution – camera-mountable, “omni-binaural” mic that gives you 8 channels of sound that comes closest to how we hear, complete with head tracking-capable recordings. PS, if you’re wondering which DAW to use – they support Pro Tools and, surprise, Reaper.

Who it’s for: High-end video productions focused on capturing spatial audio with the mic.

https://hear360.io/shop/8ball

NT-SF1

Maker: RØDE, collaborating with 40-year veteran of these sorts of mics, Soundfield (acquired by RØDE’s parent in 2016)

Cost: US$999

The pitch: Make full-360, head-trackable recordings in a single mic (records in A-format, converts to B-format) for ambisonic audio you can use across formats. Works with Dolby Atmos, works with loads of DAWs (Reaper and Pro Tools, Cubase and Nuendo, and Logic Pro). 4-channel to the 8-ball’s titular eight, but much cheaper and with more versatile software.

Who it’s for: Studios and producers wanting a moderately-priced, flexible solution right now. Plus it’s a solid mic that lets you change mic patterns at will.

Software matters as does the mic in these applications; RØDE supports DAWs like Cubase/Nuendo, Pro Tools, Reaper, and Logic.

https://en.rode.com/nt-sf1

H3-VR

Maker: ZOOM

Cost: US$350

The pitch: ZOOM is making this dead simple – like the GoPro camera of VR mics. 4-capsule ambisonic mic plus 6-axis motion sensor with automatic positioning and level detection promise to make this the set-it-and-forget-it solution. And to make this more mobile, the encoding and recording is included on the device itself. Record ambisonics, stereo inaural, or just use it like a normal stereo mic, all controlled onboard with buttons or using an iOS device as a remote. Your recording is saved on SD cards, even with slate tone and metadata. And you can monitor the 3D sound, sort of, using stereo binaural output of the ambisonic signal (not perfect, but you’ll get the idea).

Who it’s for: YouTube stars wanting to go 3D, obviously, plus one-stop live streaming and music streaming and recording. The big question mark here to me is what’s sacrificed in quality for the low price, but maybe that’s a feature, not a bug, given this area is so new and people want to play around.

https://www.zoom-na.com/products/field-video-recording/field-recording/zoom-h3-vr-handy-recorder

ZYLIA

Maker: ZYLIA, a Polish startup that IndieGogo-funded its first run last year. But the electronics inside come from Infineon, the German semiconductor giant that spun off of Siemens.

Cost: US$1199 list (Pro) / $699 for the basic model

The pitch: This futuristic football contains some 19 mic capsules to the 4-8 above. But the idea isn’t necessarily VR – instead, Zylia claims they use this technology to automatically separate sound sources from this single device. In other words, put the soccer ball in your studio, and the software separates out your drums, keys, and vocalist. Or get the Pro model and capture 3rd-order ambisonics – with more spatial precision than the other offerings here, if it works as advertised.

Who it’s for: Musicians wanting a new-fangled solution for multichannel recording from just one mic (on the basic model), useful for live recording and education, or people doing 3D recordings wanting the same plug-and-play simplicity and more spatial information.

Oh yeah, also – 69dB signal-to-noise ratio is nothing to sneeze at.

Pro Tools Expert did a review late last year, though I think we soon need a more complete review for the 3D applications.

http://www.zylia.co/

What did we miss? With this area growing fast, plenty, I suspect, so sound off. This is one big area in mics to watch, for sure – and the latest example that software processing and intelligence will continue to transform music and audio hardware, even if the fundamental hardware components remain the same.

And, uh, I guess we’ll all soon wind up like this guy?

(Photo source, without explanation, is the very useful archives of the ambisonics symposium.

The post Mics that record in “3D” ambisonics are the next big thing appeared first on CDM Create Digital Music.

Teenage Engineering to ship their OP-Z, a handheld game-like synth

Delivered... Peter Kirn | Scene | Mon 17 Sep 2018 8:38 pm

In a sea of synths that embrace retro vibes or big form factors, futurists and minimalist design lovers have eagerly awaited the Teenage Engineering OP-Z. And that wait is nearly over.

The new thing from Sweden now at last starts preorders now, with a ship date in mid October. The first batch are already gone, but at least we know these things are making their way into the world.

It’ll even come with a cute case bundle. (Cables and grippy knobs sold separately.)

There’s even an atypical apology from the Teenagers:

– let us start by apologizing for the long delay.* to develop new products can at times be quite hard and when you work on things that have never been done before,

it’s even harder. over the last year we have re-worked and re-thought in absurdum, but now when three long years of development have finally come to an end, we feel quite confident that you will actually thank us for that extra long wait. why? you might ask…– because the result is just pretty, pretty great.

Hands-on sessions at Moscow’s Synthposium – the surprise in-event this year for synth lovers – in fact confirmed the pretty-greatness of the OP-Z.

So instead of Stockholm, we got the really proper view of the OP-Z in the Russian capital, as documented here. The “Z” stands for “depth”:

And that’s also how Cuckoo, YouTube personality, suddenly shows up on Russian Music Mag’s channel and not only his own:

The jumbo candybar form factor of this synth recalls the Teenagers’ other flagship, the OP-1. But it’s safer to say that the OP-Z brings together a lot of what the design shop have been about over the years. There’s the lineage from the machinedrum and the early Elektron days, and its emphasis on design, rectangular corners, minimal controls, and grooves embedded into hardware. There’s the reduced calculator-style layout and key controls as we saw on the Pocket Operators. You have the unmistakable design aesthetics, introduced on the OP-1 but continually improved with collaborations with the likes of IKEA. So the OP-Z looks more stylish and design-conscious than anything else on the market.

But that’s not nearly as important I think as the way Teenage Engineering have increasingly mixed gaming metaphors, particularly from the Nintendo legacy, with music.

The OP-Z looks like a portable gaming console, and one that’s simultaneously both futuristic and kind of 1980s. (It’s a future for people who spent part of their past in the 80s.)

It plugs into a bigger display, in a throwback to old consoles and PCs.

And it suggests that an electronic musical instrument is a game and a tool at the same time.

The best way to follow how it works is to catch up with some of the best hands-on videos coming out of the YouTubers who were seeded beta units. Tutorial:

Jam session:

Do you speak German? Do you speak English but prefer the way synthesizer talk sounds in German? (Really, sounds way more … intelligent, somehow.)

The visual possibilities, meanwhile, are captured more clearly in Japan, and … those features sound better in Japanese, I think.

And here’s Cuckoo playing the thing live:

Check out the preorder:

https://teenage.engineering/products/op-z/pre-order

Or in person, Teenage Engineering is showing this and their other recent stuff in King’s Cross London:

https://teenage.engineering/now

https://teenage.engineering/

* Side note: once upon a time, I projected a graph of awesomeness vs. shippingness, specifically regarding the OP-1. Seems it’s still a curve you have to fight – but it can be defeated even with awesome stuff.

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Cute little €99 NES, acid music toys: coming soon, totally connected

Delivered... Peter Kirn | Scene | Tue 28 Aug 2018 9:04 pm

Twisted Electrons’ small, fun-looking boards with acid and Nintendo chip sounds are one of the sound toys we’re most eagerly anticipating this year. And now they’re adding some connectivity: clock, USB MIDI, and an editor.

Here’s the story so far: Twisted Electrons have already been making some pretty powerful desktop synths and sequencers. But then they were inspired by Teenage Engineering’s dirt-cheap, impulse-buy tiny boards, the Pocket Operators. (It’s okay to say that; they’re open about the inspiration and it sounds like those crazy kids up in Sweden are more than happy about it.) So, they took the 8-bit acid bass wavetable sounds and step sequencer out of their acid8 synth, and added a new synth inspired by the chip from the classic Nintendo Entertainment System console.

We saw these boards first at Superbooth in Berlin. They look like fun little gadgets, especially if you’re after some chip sounds.

And oh wow does the NES board sound great. Plus, I like that this takes a hands-on approach to sound and step sequencing – nothing against trackers and the program-the-sound approach, but it’s nice to have the same sound set with a different approach:

The “acid” uacid8 instrument is sexy, too – love child of a TB-303’s squelch and the grittier sounds of chip music:

If you were already waiting for them, there was a manufacturing delay as they moved manufacturing into Europe. But now we get extra features:

1. MIDI clock compatibility

2. USB MIDI support

3. VST editor for desktop

Ah-ha! So now, instead of having some fun toys you play around with for an evening that then collect dust, you can be sure you’ll be able to wire these into your existing setup, sync them up, and be productive actually adding them to projects and make some finished songs.

DAW integration looks like so:

The soundtrack for that video game you dreamed of as a kid can now be a reality. Get making and become the chip composer legend you never were.

Or, at least, get ready to do that around October when these ship. We’ll be waiting. That’s €99 for the world that isn’t in the Eurozone, plus a little more with VAT if you’re on the inside of the Fortress Europe walls.

Preorder product pages:

https://twisted-electrons.com/product/hapines-pre-order/

https://twisted-electrons.com/product/uacid8-pre-order/

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Yep, you can go virtuoso with ROLI – DiViNCi, Alluxe show you how

Delivered... Peter Kirn | Scene | Fri 3 Aug 2018 6:14 pm

You may have met ROLI’s Seaboard and Lightpad Blocks – the squishy performance controllers for computers and mobile. But all these promises about futuristic instruments aside, can you really wail on them? Computer says yes.

Finger drummer virtuoso DiViNCi is an absolute monster on these things. It reminds me of a couple of hyperactive drummer friends I grew up with, rapping on tables, only this actually works as a live performance. And whatever genre you’re into, this proves that if your ideas happen to be, you know – fast ideas – you can make them happen. Watch:

There’s actually a lot going on there, so even more useful than drooling over this performance demo is watching step-by-step as he pulls apart his live setup. He came to the jam without a plan, but … then that means some planning in setup, to make this function well as an all-in-one, one-man-band rig. This involves setting up some keys in advance, and configuring sounds, so that the setup is out of the way and he can lose himself and jam – even literally with his eyes closed.

ROLI’s hardware – for the moment, at least – doesn’t make any sound on its own, so it’s necessary to dig into the ROLI Dashboard to connect the hardware with software. That software in turn got some updates, recently, if you haven’t checked in on it lately.

It’s important to DiViNCi’s set that he combines the talkbox and the Blocks-controlled software instrument. Let’s check in, too, with Laura Escude aka Alluxe, and her “future classical” setup. Laura is someone special, in that she’s not only built a career as a solo musician and electronic instrumentalist, but also as a high-powered teacher and consultant, setting up live shows on the biggest imaginable scale for the likes of Kanye West and others. (She was also just added to the lineup at the next Ableton Loop in her home city LA in the fall, so see you all in California, hopefully!)

That said, it’s really Laura’s own performances that are the most personal. Instead of the ultra-compact Blocks, here she uses the Seaboard RISE keyboard controller – still my personal favorite. (Just squishy enough, more room to play on, but not so big that you can’t tote it around… and unlike the very first Seaboard, not too squishy. Squishy – technical term, hope you’re keeping up.)

She works with Ableton Live to set up sounds so the instrument can work through her setlist and stay expressive as she focuses on other stuff – like singing, for example.

That’s an interesting way of doing it, by the way – so it’s program changes in Live, triggered inside clips, triggered by follow actions. (I’ve been procrastinating doing a story just on how to manage different sounds in Live sets … it’s time.)

Some more resources:

Use Seaboard RISE with Kontakt

Use RISE with Apple Logic Pro and Equator

My Seaboard artist stories

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The mixing powers in MOTU audio interfaces are now on iOS, Android

Delivered... Peter Kirn | Scene | Wed 1 Aug 2018 10:15 pm

High-end audio interfaces often have the equivalent of virtual mixing desks packed inside. But most of us fail to take advantage of that, because it means switching to a software window. MOTU just put its console on iOS and Android – and that makes life way easier.

MOTU’s interfaces are popular for their I/O configurations and reliability in common use cases. And they’ve always been one of the leaders when it comes to packing mixing functionality inside.

But… having to access mixing features from desktop software is frankly a pain. You know the drill: you’re in your DAW. Now you switch over to some mixing app. Then you fumble around with your mouse trying to find what you need. You can’t adjust more than one fader at a time, because you can only mouse around to one at a time. Then you need to switch back to your DAW.

In fact, half the time, it seems this ritual takes place because you’ve accidentally set some setting wrong in said mixing app and need to go back and fix it.

So that’s why MOTU’s Touch Console is a very big deal. It isn’t the first remote-control touch app for music gear. But it fits a very popular set of audio interfaces in a very crucial set of use cases.

Touch Console runs on iOS and Android smartphones and tablets, so you’ve likely already got gear it can use. And it gives you access to the full 4-channel mixer in your interface. That means you effectively have a full mixing desk on the go wherever you can bring your MOTU box.

And apart from basic mixing, you get:
12 buses, with 7 stereo aux buses
Effects (4-band parameteric EQ, dynamics processing, reverb
A model of the vintage LA-2A – the legendary tube compressor or “Leveling Amplifier” as Teletronix called it

Compatible MOTU boxes: 1248, 16A, 8M, 112D, 828es, UltraLite-mk4, UltraLite AVB, Monitor-8 and Stage-B16, plus the 8pre-es. (8pre-es already has that pre-installed; everyone else will get a free firmware update, which you can install online or offline.)

Here’s an overview:

And here’s a look at how the effects work. You might want to mute the cheesy hold music, but … the interface looks fluid and slick:

By the way, if you’re on RME, they have a wireless app for their TotalMix app, plus an app with FX support. RME’s offering is crude by comparison, though; MOTU deserves credit for building something from the ground up that feels touch native. (Also, RME is iOS-only – it’s nice to see MOTU support Android.)

Touch Console [MOTU.com]

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Your smartphone needs a pocket mixer: Roland Go:Mixer Pro review

Delivered... Peter Kirn | Scene | Tue 17 Jul 2018 8:00 am

The Roland Go:Mixer Pro packs a complete mixer into a handheld device, and it interfaces with your iPhone, Android phone – or anything else. We got one of the first units to test.

Compact enough to make the compact TR-09 behind it look huge. From left: inputs for guitar/bass (high impedance), plug-in mic (like a lapel mic), phantom power switch (needed for some microphones to function), and a full XLR-1/4″ combo jack for a mic – that last one is why it’s got the big bulge.

Your phone is missing a mixer

Smartphones at least ought to mean that we don’t carry around dedicated recorders (and their batteries and SD cards) as often. Your iPhone or Android phone or other mobile device also boasts apps for editing and managing recordings, even before you get into more creative production and live effects tools. And most importantly, they’re connected for live streaming or uploading the results.

Various products will let you connect and record instruments, or serve as more practical sound recording solutions for video shoots.

But what about the scenarios where you have a send of sound toys, synths and drum machines, instruments and microphone, or even different gadgets (like a jam session with a couple of iPads or a couple of fun phone apps)?

That’s where the Go:Mixer Pro comes in. It’s a stereo in/stereo out interface to phones and smartphones and computers, but it’s also a mixer. (It’s a standalone mixer, too, and you might even wind up using it just as much as that.)

You can connect and mix multiple inputs (9 channels in, 2 channels out):

  • Two 1/8″ stereo line inputs (for other mobile gadgets, a drum machine, a synth, whatever)
  • Two 1/4″ instrument inputs (two mono or one stereo pair)
  • Guitar/bass instrument 1/4″ jack input
  • Minijack plug-in mic (for a lapel mic, etc.)
  • One XLR/jack combo mic connection with phantom power

That’s the domain normally of ultra-small Behringer mixers and … not much else beyond that. Depending on the gear you’re using and whether you want mono and stereo connections, that’s somewhere between four and six independent sources.

There’s no line-level output – just a monitor output, though I did connect it to my studio mixer.

But there’s also a USB connection round the back. So the Go:Mixer Pro is also a 48K/16-bit stereo audio interface – you get two channels of input and two channels of output.

Front jacks – those are actually two separate inputs (each stereo) on the right.

USB means out-of-the-box support for computers and Android (OTG) phones and so on, a well as Raspberry Pi and other goodies. For iOS, Roland also supports “Made for iPhone” and includes a Lightning cable, so you get seamless operation with iPhones and iPads.

This isn’t a multichannel audio interface, only stereo, but that still fits many use cases – like recording gigs and jam sessions.

While it’s billed as a phone accessory, the mixer also works standalone – so you can just use that USB jack for power, via the dongle you already have for your phone or other gadget.

Three cables are included, for each possible device.

Form factor

Roland has packed this mixer/interface into a tiny form factor. The footprint is only about as deep as the iPhone 6 is tall. And it’s fairly slim, apart from a big bulge at the back to house the XLR combo jack and a battery compartment.

The batteries come in handy – you’ll need them to use the mixer standalone without USB power plugged in, if you want to avoid drawing power from your phone, or if you want to use a mic with phantom power with your iPhone. (Android phones will let you draw battery from the phone for phantom power; Apple are … more protective.)

Roland has included all the necessary cables in the box – USB-C, Micro USB, and Apple Lightning connections. That covers just about any computer or external power or Android or Apple phone.

But that cute little tabletop format is awfully useful. Yes, it’s marketed for smartphones, but you could also connect a Roland TR-8S, TB-03, and SH-01A to this little gadget for some on-the-go acid techno.

One constructive criticism to Roland on out-of-box experience: since this is geared for beginners, it’s a shame the box comes with no batteries and only a sheet pointing to a website in place of a copy of the (very friendly) short manual. Also a bit puzzling as they try to reach newbies: there are graphical icons on the top panel (a keyboard! a guitar!), but text labels on the connections (“instrument?”).

How it works

Operation is really plug-and-play. There’s not much feedback on level apart from a tiny “PEAK” light, but that’s okay — there are big, easy-to-see knobs.

Routing is rudimentary, but there’s a useful LOOP BACK switch – this records video while looping audio from your phone back into the device. Roland suggests doing this when you want to “play back music” while shooting video, but obviously it’s useful for production applications, as well.

And in case you forgot Roland is a Japanese company, there’s a karaoke mode. A center cancel feature is designed to remove vocals so you can host your own karaoke night.

Roland also makes Android and iOS devices intended for shooting video, though any audio device-aware application will also make good use of the hardware.

Here’s what’s really important: the thing sounds good. The mic pre and mix circuitry is transparent – I tried it with a couple of higher-end condenser mics and had no qualms inserting the mixer in my studio signal chain.

And that’s what sets this and some other recent mobile gear apart. It’s consumer-friendly, yes — but there’s no reason you can’t use this as a serious studio tool, as well. And that’s how it should be.

Key specs:
Runs on USB or 4xAAA batteries or your phone
170 mA power draw
Size: 104 x 155 x 41 mm, 220 g (that’s 8 oz)

Street price: USD$169.99 – okay, that’ll turn some people off, but frankly I’m glad to have a quality, quiet mixer

Battery case, and the two instrument jacks – you can use those as two mono inputs, or a stereo pair.

The competition

Anyone who’s been to a Berlin flea market in the past half decade will no doubt be reminded of the locally made POKKETMIXER. But that device, while a cute and cool proof of concept, is entirely unpowered, so it only mixes headphone outputs. It’s useful for crossfading between two smartphones, and that’s about it.

IK have so many devices that it’s possible one of theirs is more what you need than the Go:Mixer Pro. If it’s mainly an interface you want, for a guitar, for a mic, or for line recordings, IK Multimedia has an array of options. Apart from specialized guitar, stompbox/pedalboard, and AV options, the iRIG Pro DUO is most capable with dual preamps and balanced outputs. That interface also, crucially, has MIDI. (IK also makes standalone MIDI interfaces.)

And then there are devices that are just mixers, though for the moment few are challenging Behringer’s offerings in the subcompact mixer space. Some of those additionally have USB audio interface capability ,but that’s not the same as native iOS support, and they tend to be bulkier than this.

So to me, the Go:Mixer Pro just solved a major need for quick recordings and jam sessions. The fact that it’s a mixer as well as an interface makes it doubly convenient, and easy access to those input levels is also a big plus.

I just wish the interface with the Roland brand on it had MIDI, too – this is just shy of being an ideal ultra-compact mixer for, say, the Boutique Series. But I plan to make this a permanent part of my carry-on, and I bet I’m not alone.

https://www.roland.com/global/products/gomixer_pro/

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Modal goes from craft and boutique to sub-$300 SKULPT power synth

Delivered... Peter Kirn | Scene | Fri 6 Jul 2018 9:26 pm

Modal Electronics have done ultra high-end boutique, and they’ve done cute, cheap craft synths. But now they’re gunning for a sub-$300 instrument that looks consumer-friendly – and packs some 32 oscillators and more.

If it’s successful, it looks like the first portable power polysynth that has an entry-level price tag – no exposed circuit boards, no cutesy features, no stripped-down sound sources. And it also has some parallels to IK Multimedia’s UNO, introduced at Superbooth Berlin in May. It even has a membrane keyboard like the IK piece. But whereas IK chose to go analog – and thus have just two VCOs – Modal have beefed up the architecture with by opting instead for virtual analog guts.

What you get, then, is a monosynth, paraphonic, or polyphonic instrument. You can route modulation into elaborate combinations. You get FM, PWM, tuning, and ring mod. And it has a built-in sequencer plus arpeggiator, which seems to be fast becoming a standard feature these days – but a lot of extras for each that definitely are anything but standard.

And with all that complexity, of course you’ll also be glad for the included patch storage and recall.

But it’s the pricing – projected under US$300 – that make this so aggressive. You can buy an iPad and load it with a powerful polysynth for that price, but there’s not anything I can think of that does this.

Full specs:

4 voice – 32 oscillator virtual analogue synthesiser
8 oscillators per voice with 2 selectable morphable waveforms
Mixer stage for osc levels along with FM, PWM, tuning and Ring Modulation options
Monophonic, Duophonic and Polyphonic modes available
Multi option Unison / spread to detune the 32 oscillators for a huge sound
8 slot modulation matrix with 8 sources and 37 destinations
3 x envelope generators for Filter, Amplitude and Modulation
2 x audio rate LFOs, one global and one polyphonic
Realtime sequencer that will record up to 128 notes and up to 4 parameters.
Fully featured arpeggiator with division, direction, octave, swing and sustain controls.
Resonant filter that can be morphed from low pass, through band pass, to high pass
Delay and distortion (wavehsaping overdrive, not bitcrushing) effects
Optional MIDI clock sync for LFOs and Delay
128 patch and 64 sequence storage locations
16 key touch MIDI keyboard
MIDI DIN In and Out – Analogue clock sync In and Out connections
Class compliant MIDI provided over USB connection to host computer or tablet
Headphone and line output
Power by USB or 6 x AA batteries
Optional software editor available for MacOS, Windows, IOS and Android
Portable and compact design

The design looks contemporary and stylish, too, if perhaps recalling 80s Frogdesign for Apple. And you might expect some compromises on I/O or something like that, but … there aren’t.

Sounds:

I’ll be curious to see how it’s received – while slick looking, the membrane keyboard and that diagonally oriented control panel may not be for everyone. But it’s hard to argue with the price and all that power underneath.

It certainly means Modal Electronics are game for any market segment. I can’t think of another maker that’s gone quite this quickly from “sell your compact car to buy our high-end synth” to “actually, maybe just fold it together yourself” to “let’s crowd-fund a slick, inexpensive design object.” (Okay, maybe Moog Music counts – but it took them some years to span from theremin kits to rockstar-priced modular reissues.)

The Kickstarter launches next week.

http://www.modalelectronics.com/skulpt/

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Is WhoSampled’s app set to be the Shazam of pro users?

Delivered... Peter Kirn | Scene | Mon 2 Jul 2018 3:11 pm

One app for iOS and Android now recognizes songs – and links you to covers, remixes, and samples. WhoSampled just added song recognition.

First, let’s talk WhoSampled. The site is a database of sample sources, plus remixes and covers – basically, think Discogs for people who want to know where samples came from. This is obviously only really relevant to genres and artists that make heavy use of sampling and remixes, but for those, it’s a fascinating linkhole of musical connections. Here’s a look at Flying Lotus’ back catalog, for instance:

And like Discogs, that data is all human-gathered, not algorithmically collected.

The site already has an app that lets you manually look up that information. Now, you add music recognition. No word yet on whose algorithms they licensed for the recognition – accuracy and content depth remains a stumbling block for some music – but we’ll have to give it a try.

Why this matters: you get a whole bunch of functionality now in this app, between the WhoSampled database, the various features of the app to check out your music collection, and now music recognition, too. In short:

  • Unlimited music recognition (via the mic), irrespective of whether a particular track is in the WhoSampled database
  • A list of track IDs (with login)
  • Favorite tracks
  • Scan your existing Spotify, Apple Music, and iTunes libraries (iOS) or local library (Android) – a fascinating window into the music you’re playing. (And a lot of us duplicate DJ libraries on Android or iOS on the go)
  • Check out sample, cover, and remix connections

All of this will cost you a little bit. In an interesting pricing approach, they’re ad-supported and free on Android, but US$3.99 and ad-free on iOS.

For music recognition, you pay ten bucks a year USD, which then removes ads on all platforms (including the Web).

Take Your Music Recognition Game to the Next Level! Let the WhoSampled App Show You the DNA of the Music Playing Around You

[Whosampled, via rekkerd.org and h/t Oliver Chesler]

The post Is WhoSampled’s app set to be the Shazam of pro users? appeared first on CDM Create Digital Music.

These fanciful new apps weave virtual music worlds in VR and AR

Delivered... Peter Kirn | Scene | Fri 8 Jun 2018 4:03 pm

Virtual reality and augmented reality promise new horizons for music. But one studio is delivering apps you’ll actually want to use – including collaborations with artists like Matmos, Safety Scissors, Robert Lippok, Patrick Russell, Ami Yamasaki, and Patrick Higgins (of Zs).

Consumer-accessible graphics hardware and computation – particularly on mobile – is finally keeping up with the demands of immersive 3D visuals and sound. That includes virtual reality (when you completely block out the outside world, most often using goggles), and mixed reality or augmented reality, which blends views of the world around you with 3D imagery. (Microsoft seems to prefer “mixed reality,” and still has you wearing some googles; Apple likes “augmented reality,” even if that harkens back to some old apps that did weird things with markers and tags. I think I’ve got that right.)

And indeed, we’ve seen this stuff highlighted a lot recently, from game and PC companies talking VR (including via Steam), Facebook showing off Oculus (the Kickstarter-funded project it acquired), and this week Apple making augmented reality a major selling point of its coming iOS releases and developer tools.

But what is this stuff actually for?

That question is still open to creative interpretation. What New York City-based studio Planeta is doing is showing off something artful, not just a tech demo.

They’ve got two apps now, one for VR, and one for AR.

Fields is intended both for listening and creation. Sounds form spatial “sculptures,” which you can build up on your own by assembling loops or recording sounds, then mix with the environment around you – as viewed through the display of your iOS device. There’s a lovely, poetic trailer:

Unlike the sound toys we saw just after the release of the original iPhone App Store, though, they’re partnering with composers and musicians to make sure Fields gets used creatively. It’s a bit like turning it into a (mobile) venue. So in addition to Matmos, you get creations by the likes of Ryuichi Sakamoto collaborator, or Robert Lippok (of Raster Media, née Raster-Noton).

But if you think you have something to say, too, and you aren’t one of those artists, you can also share your own creations as videos, constructed from original sounds and motion captured with your device’s camera and mic.

The developers are Field are also partnering with the Guggenheim to showcase the app. And they’re also helping Berlin’s Monom space, which is powered by the 4DSOUND spatial audio system, to deliver sounds that otherwise would have to get squashed into a bland stereo mix. The ability to appreciate spatial works outside of limited installation venues may help listeners get deeper with the music, and take the experience home.

The results can be totally crazy. Here’s one example:

Pitchfork go into some detail as to how this app came about:

Fields Wants to Be The Augmented Reality App for Experimental Music Fans and Creators Alike

More on the app, including a download, on its site:

http://fields.planeta.cc/

And then there’s Drops – a “rhythm garden.”

We’ve seen some clumsy attempts at VR for music before. Generally, they involve rethinking an interface that already works perfectly well in hardware controllers or onscreen with a mouse, and “reimagining” them in a way that … makes them slightly stupid to use.

It seems this is far better. I’ve yet to give this a try myself – you need Oculus Rift or HTC Vive hardware – but at the very least, the concept is right. The instrument begins as a kind of 3D physics game involving percussion, with elaborate floating clockwork worlds, and builds a kind of surreal ambient music around those Escher-Magritte fantasies. So the music emerges from the interface, instead of bending an existing musical paradigm to awkward VR gimmicks.

And it’s just five bucks, meaning if you’ve bought the hardware, I guess you’ll just go get it!

And it’s really, as it should be, about composition and architecture. Designer Dan Brewster tells the Oculus Blog about inspiration found in Japan:

One space in particular, created by Tadao Ando for Benesse House and consisting of an enclosed circle of water beneath a circle of open sky, felt perfectly suited to VR and inspired the environment of Drops.

VR Visionaries: Planeta

Brewster and team paired with experimental composers – Patrick Russell and Patrick Higgins – to construct a world that is musically composed. I always recoil a bit when people separate technology from music, or engineering from other dimensions of tech projects. But here, we get at what it is they’re really missing – form and composition. You wouldn’t take the engineering out of a building – that’d hurt your head a lot when it collapses on you – but at the same time, you wouldn’t judge a building based on engineering alone. And maybe that’s what’s needed in the VR/AR field.

Clot magazine goes into some more detail about where Drops and this studio fit into the bigger picture, including talking to composer Robert Lippok. (Robert also, unprompted by me, name drops our own collaboration on 4DSOUND.)

Robert based this piece, he says, on an experiment he did with students. (He’s done a series of workshops and the like looking about music as an isolated element, and connecting it to architecture and memory.)

We were talking about imagining sound. Sounds from memories, sound from every day live and unheard sounds. Later than we started to create sonic events just with words, which we translated into some tracks. “Drawing from Memory” is a sonic interpretations of one of those sound / word pieces. FIELDS makes is now possible to unfold the individual parts of this composition and frees it in the same time from its one-directional existence as track on a CD. I should do this with all of my pieces. I see a snowstorm of possibilities.”

Check out that whole article, as it’s also a great read:

Launch: Planeta, addressing the future of interface-sound composition

Find the apps:

http://fields.planeta.cc
http://drops.garden

And let us know if you have any questions or comments for the developers, or on this topic in general – or if you’ve got a creation of your own using these technologies.

The post These fanciful new apps weave virtual music worlds in VR and AR appeared first on CDM Create Digital Music.

How to make dirty sounds, in videos, with Novation Circuit Mono Station

Delivered... Peter Kirn | Scene | Fri 8 Jun 2018 12:35 pm

Remember when we were sold on everything being clean and digital? Now it’s just about grime and filth. But if you were wondering where to start with Novation’s cute, dirty Circuit Mono Station, they’ve got a series of hands-on videos to get you going.

Some back story: the Mono Station is the follow up to the first Circuit. Like the original, it’s a square-ish looking box with a colored grid as its center. But whereas the original Circuit concealed a digital polysynth and drum machine (with the ability to load your own samples), the Mono Station is all about analog synthesis. That means it also has additional controls, and unlike the mysterious macro encoders on the first Circuit, the Mono Station’s knobs and faders and bits actually have labels. So you can read a label with words on it, and you know, maybe have a better idea what you’re doing. Or you can just ignore that and give it a try anyway.

The “How to filth” series runs through a set of fairly practical ideas to get you going.

It’s really rather a nice way to get a manual. There’s no lengthy explanation, no theory – and no sitting through a really long tutorial. Just watch a few steps, and then see if you can copy more or less what they’ve done. That should help you dive straight in. And if you’re on the fence about the Circuit Mono Station, this gives you some stuff to go try if you’re borrowing a friend’s hardware or going to the shops.

Here’s the full series:

This is a great one for summer, too, as Circuit and Circuit Mono Station are nicely portable.

What do you think? Is this sort of thing useful to you? Would you want to see more / something different? Let us know; it’s great to get feedback from readers on what’s making you musically productive. And if you make some tunes with us, send us those, too!

Here’s our story on the instrument, at launch. Some time later, it’s still holding up at that price point – and it’s not a clone or throwback, either, but a totally new instrument, designed by some nice people in England. (I know – I’ve met them! And they’re musicians, as well, of course!)

Novation Circuit Mono Station: paraphonic, feature packed, $499

The post How to make dirty sounds, in videos, with Novation Circuit Mono Station appeared first on CDM Create Digital Music.

Apple to open source, cross-platform GPU tech: drop dead?

Delivered... Peter Kirn | Scene | Tue 5 Jun 2018 2:18 pm

Apple’s decision to shift to its own proprietary tech for accessing modern GPUs could hurt research, education, and pro applications on their platform.

OpenGL and OpenCL are the industry-standard specifications for writing code that runs on graphics architectures, for graphics and general-purpose computation, including everything from video and 3D to machine learning.

This is relevant to an ongoing interest on this site – those technologies also enable live visuals (including for music), creative coding, immersive audiovisual performance, and “AI”-powered machine learning experiments in music and art.

OpenGL and OpenCL, while sometimes arcane technologies, enable a wide range of advanced, cross-platform software. They’re also joined by a new industry standard, Vulkan. Cross-platform code is growing, not shrinking, as artists, researchers, creative professionals, experimental coders, and other communities contribute new generations of software that work more seamlessly across operating systems.

And Apple has just quietly blown off all those groups. From the announcement to developers regarding macOS 10.14:

Deprecation of OpenGL and OpenCL

Apps built using OpenGL and OpenCL will continue to run in macOS 10.14, but these legacy technologies are deprecated in macOS 10.14. Games and graphics-intensive apps that use OpenGL should now adopt Metal. Similarly, apps that use OpenCL for computational tasks should now adopt Metal and Metal Performance Shaders.

They’re also deprecating OpenGL ES on iOS, with the same logic.

Metal is fine technology, but it’s specific to iOS and Mac OS. It’s not open, and it won’t run on other platforms.

Describing OpenGL and OpenCL as “legacy” is indeed fine. But as usual, the issue with Apple is an absence of information, and that’s what’s problematic. Questions:

What’s the timeline for deprecating OpenCL/OpenGL?

What about support for Vulkan? Apple are a partner in the Khronos Group, which develops this industry-wide standard. It isn’t in fact “legacy,” and it’s designed to solve the same problems as Metal does. Is Metal being chosen over Vulkan?

What happens on the Web? Cross-platform here is even more essential, since your 3D or machine learning code for a browser needs to work in multiple scenarios.

Transparency and information might well solve this, but for now we’re a bit short on both.

Metal support in Unity. Frameworks like Unity may be able to smooth out platform differences for developers (including artists).

A case for Apple pushing Metal

First off, there is some sense to Apple’s move here. Metal – like DirectX on Windows or Mantle from AMD – is a lower-level language for addressing the graphics hardware. That means less overhead, higher performance, and extra features. It suggests Apple is pushing their mobile platforms in particular as an option for higher-end games. We’ve seen gaming companies Razer and Asus create Android phones that have high-end specs on paper, but without a low-level API for graphics hardware or a significant installed base, those are more proof of concept than they are useful as game platform.

And Apple does love to deprecate APIs to force developers onto the newest stuff. That’s why so often your older OS versions are so quickly unsupported, even when developers don’t want to abandon you.

On mobile, Apple never implemented OpenCL in the first place. And there’s arguably a more significant gap between OpenGL ES and something like Metal for performance.

Another business case: Apple may be trying to drive a wedge in development between iOS and Android, to ensure more iOS-only games and the like. Since they can’t make platform exclusives the way something like a PlayStation or Nintendo Switch or Xbox can, this is one way to do it.

And it seems Apple is moving away from third-party hardware vendors, meaning they control both the spec here and the chips inside their devices.

But that doesn’t automatically make any of this more useful to end users and developers, who reap benefits from cross-platform support. It significantly increases the workload on Apple to develop APIs and graphics hardware – and to encourage enough development to keep up with competing ecosystems. So there’s a reason for standards to exist.

Vulkan offers some of the low-level advantages of Metal (or DirectX) … but it works cross-platform, even including Web contexts.

Pulling out of an industry standard group

The significant factor here about OpenGL generally is, it’s not software. It’s a specification for an API. And for the moment, it remains the industry standard specification for interfacing with the GPU. Unlike their move to embrace new variations of USB and Thunderbolt over the years, or indeed the company’s own efforts in the past to advance OpenGL, Apple isn’t proposing an alternative standard. They’re just pulling out of a standard the entire industry supports, without any replacement.

And this impacts a range of cross-platform software, open source software, and the ability to share code and research across operating systems, including but not limited to:

Video editing
Post production
Generative graphics
Digital art
VJing and live visual software
Creative coding
Machine learning and neural network tools

Cross platform portability for those use cases meets a significant set of needs. Educators wanting to teach how to write shaders now face having students with Apple hardware having to use a different language, for example. Gamers wanting access to the largest possible library – as on services like Steam – will now likely see more platform-exclusive titles instead on the Apple hardware. And pros wanting access to specific open source, high-end video tools… well, here’s yet another reason to switch to Windows or Linux.

This doesn’t so much impact developers who rely on existing libraries that target Metal specifically. So, for instance, developing in the Unity Game Engine means your creation can use Metal on Apple platforms and OpenGL elsewhere. But because of the size of the ecosystem here, that won’t be the case for a lot of other use cases.

And yeah, I’m serious about Linux as a player here. As Microsoft and Apple continue to emphasize consumers over pros, cramming huge updates over networks and trying to foist them on users, desktop Linux has quietly gotten a lot more stable. For pro video production, post production, 3D, rendering, machine learning, research, and – even a growing niche of people working in audio and music – Linux can simply out-perform its proprietary relatives and save money and time.

So what happened to Vulkan?

Apple could have joined with the rest of the industry in supporting a new low-level API for computation and graphics. That standard is now doubly important as machine learning technology drives new ideas across art, technology, and society.

https://www.khronos.org/vulkan/

And apart from the value of it being a standard, Apple would break with important hardware partners here at their own peril. Yes, Apple makes a lot of their own hardware under the hood – but not all of it. Will they also make a move to proprietary graphics chips on the Mac, and will those keep up with PC offerings? (There is currently a Vulkan SDK for Mac. It’s unclear exactly how it will evolve in the wake of this decision.)

ExtremeTech have a scathing review of the sitution. it’s a must-read, as it clearly breaks down the different pipelines and specs and how they work. But it also points out, Apple have tended to lag not just in hardware adoption but in their in-house support efforts. That suggests you get an advantage from being on Windows or Linux, generally:

Apple brings its Metal API to OS X 10.11, kicks Vulkan to the curb

Fragmentation or standards

Let’s be clear – even with OpenGL and OpenCL, there’s loads of fragmentation in the fields I mention, from hardware to firmware to drivers to SDKs. Making stuff work everywhere is messy.

But users, researchers, and developers do reap real benefits from cross-platform standards and development. And Metal alone clearly doesn’t provide that.

Here’s my hope: I hope that while deprecating OpenGL/CL, Apple does invest in Vulkan and its existing membership in Khronos Group (the industry consortium that supports that API as well as OpenGL). Apple following up this announcement with some news on Vulkan and cross-platform support – and how the transition to that and Metal would work – could turn the mood around entirely.

Apple’s reputation may be proprietary, but this is also the company that pushed USB and Thunderbolt, POSIX and WebKit, that used a browser to sell its first phone, and that was a leading advocate (ironically) for OpenGL and OpenCL.

As game directors and artists and scientists and thinkers all explore the possibilities of new graphics hardware, from virtual reality to artificial intelligence, we have some real potential ahead. The platforms that will win I think will be the ones that maximize capabilities and minimize duplication of effort.

And today, at least, Apple are leaving a lot of those users in the dark about just how that future will work.

I’d love your feedback. I’m ranting here partly because I know a lot of the most interesting folks working on this are readers, so do please get in touch. You know more than I do, and I appreciate your insights.

More:

https://developer.apple.com/macos/whats-new/

https://www.khronos.org/opengl/wiki/FAQ

https://www.khronos.org/vulkan/

https://developer.apple.com/documentation/metalperformanceshaders

… and what this headline is referencing

The post Apple to open source, cross-platform GPU tech: drop dead? appeared first on CDM Create Digital Music.

Unreal game engine’s modular sound features explained: video

Delivered... Peter Kirn | Scene | Thu 24 May 2018 8:47 pm

Unreal Engine may be built for games, but under the hood, it’s got a powerful audio, music, and modular synthesis engine. Its lead audio programmer explained this afternoon in a livestream from HQ.

Now a little history: back when I first met Aaron McLeran, he was at EA and working with Brian Eno and company on Spore. Generative music in games and dreams of real interactive audio engines to drive it have some history. As it happens, those conversations indirectly led us to create libpd. But that’s another story.

Aaron has led an effort to build real synthesis capabilities into Unreal. That could open a new generation of music and sound for games, enabling scores that are more responsive to action and scale better to immersive environments (including VR and AR). And it could mean that Unreal itself becomes a tool for art, even without a game per se, by giving creators access to a set of tools that handle a range of 3D visual and sound capabilities, plus live, responsive sound and music structures, on the cheap. (Getting started with Unreal is free.)

I’ll write about this more soon, but here’s what they cover in the video:

  • Submix graph and source rendering (that’s how your audio bits get mixed together)
  • Effects processing
  • Realtime synthesis (which is itself a modular environment)
  • Plugin extensions

Aaron is joined by Community Managers Tim Slager and Amanda Bott.

I’m just going to put this out there —

— and let you ask CDM some questions. (Or let us know if you’re using Unreal in your own work, as an artist, or as a sound designer or composer for games!)

Forum topic with the stream:

Unreal Engine Livestream – Unreal Audio: Features and Architecture – May 24 – Live from Epic HQ

The post Unreal game engine’s modular sound features explained: video appeared first on CDM Create Digital Music.

8BitMixtapeNEO is a glitchy hackable synth the size of a cassette tape

Delivered... Peter Kirn | Scene | Mon 14 May 2018 2:24 pm

It’s the size of a cassette tape, has buttons and pots so you can play it as a handheld instrument, it’s open and hackable – and it sounds like 8-bit mayhem.

8BitMixtapeNEO is very, very lo-fi synth built around the Arduino-compatible ATTINY85 chip. But what’s interesting about it is that all that hackable, programmable mayhem is accessible to anyone curious, not just coders.

It sounds mental:

And it’s got some weird and clever features:

Pocket mods: Just like the KORG volca sample, an audio protocol works for upload. So you can send firmware code just by playing a sound file from an audio playback device. Flash with your phone on the fly. (They also suggest a SONY Cassette WALKMAN, of course.)

Lite-Brite: Eight RGB LEDs work as a sort of 8-pixel screen / feedback / Knight Rider display.

Upcycle: Since the PCB is the shape and size of a cassette tape, a re-purposed cassette shape shell works as a case.

Arduino-compatible chip.

Visual programming. There’s a visual, drag-and-drop programming interface you can use as an alternative to uploading code. Have a look:

User mixtapes. They’ve built their own custom community for user-generated tools, including visual effects, sequencers, sounds, and other hacks. It’s here – http://neo.8bitmixtape.cc/mixtape – and since audio playback upload is easy, you can just flash from any computer or phone or tablet with speakers!

Pricing stars at 65EUR (with that beautiful, artsy PCB). There are various ways to buy, including getting it in person in Berlin – and workshops from Hong Kong to Zagreb to Taoyuan. Check it out:

http://wiki.8bitmixtape.cc/#/XXX-Shop

http://neo.8bitmixtape.cc/

The post 8BitMixtapeNEO is a glitchy hackable synth the size of a cassette tape appeared first on CDM Create Digital Music.

The $199 UNO is an analog synth from IK and some great minds

Delivered... Peter Kirn | Scene | Wed 2 May 2018 12:49 pm

It’s portable, battery-powered, and a capable analog monosynth with a sequencer, at a low price. But it’s also worth noting IK Multimedia’s new US$199 UNO involves collaboration with some unique people.

Before the modular craze, before KORG’s volcas, before even the Minimoog Voyager, it was the Alesis Andromeda in 2000 that arguably signaled a return to analog circuitry and hands-on control for the electronic musician consumer. And that instrument was the work of synth designer Erik Norlander, who’s now the resident “synth guru” at IK Multimedia, and who IK says is the brain behind the UNO. IK have also collaborated with Italian boutique maker Soundmachines, who themselves have a bunch of wacky and wonderful ideas.

So put all of this together, and the UNO is something new – a familiar architecture, but not a clone of something you’ve heard before. It’s also an inexpensive instrument that involves collaboration with boutique makers (as Roland have done with Malekko and Studio Electronics) – rather than just undercutting those makers at low prices. And it’s made in Italy, proving that Europe can still make this sort of product.

Plus, it looks like a really fun bass synth with a built-in sequencer. Specs:

  • Analog audio path with two analog oscillators, noise generator, resonant multimode filter and analog amplitude
  • Saw, triangle, and pulse waveforms (with continuously variable shape and pulse width modulation), separate white noise generator
  • That filter isn’t the Moog ladder filter – it’s a smoother, Roland-style OTA filter, which you know from instruments like the Jupiter-8
  • Filter can be set to lowpass, highpass, bandpass, and has overdrive
  • 7 separate waveforms for modulation: sine, triangle, square, up and down saws, random, and sample and hold
  • Built-in delay
  • Instant modulation effects: Dive, Scoop, Vibrato, Wah and Tremolo

For arpeggiator/sequencing:

  • 100 presets, 80 user presets, each with an associated sequence and arpeggio (I think you can then store your own presets and patterns, making this ideal for live performance)
  • Arpeggiator with ten modes
  • 100-pattern sequencer, which you can program in real-time or step-by-step
  • Parameter locks! Set per-step modulation

And finally, I/O:

  • MIDI in/out
  • USB MIDI
  • Runs on 4 AAs or USB power

There’s also a Mac/PC software editor. (Helps to be a software company, too, as IK is.)

Sounds (though I do believe you need to go beyond just manufacturer demos):

Now, there are some questions I definitely want to answer when I get this hands-on. Analog synths with battery power — well, let’s hear if it’s noisy or not.

Multi-touch keyboard — that’s touch-based, so while they promise two octaves of sound, I want to see how precise it feels. Ditto those touch controls. You also get some pre-defined scales, which should help you … like, hit actual notes.

But this architecture looks great. That extensive modulation is already promising, and then the ability to set per-step modulation with the sequencer looks powerful, indeed. And it’s just 400 grams (under a pound).

US$/€199.99; shipping scheduled for July 2018.

http://www.ikmultimedia.com/products/unosynth/

The post The $199 UNO is an analog synth from IK and some great minds appeared first on CDM Create Digital Music.

An online and mobile DAW called BandLab just acquired Cakewalk’s IP

Delivered... Peter Kirn | Scene | Fri 23 Feb 2018 3:42 pm

Cakewalk may not be all dead. A developer of online and mobile music creation tools has snapped up the former PC DAW maker’s complete intellectual property.

As I wrote earlier this week, Gibson Brands, the guitar maker-turned-wannabe consumer electronics giant, is hard up for cash. So, while they discontinued operation of their Cakewalk division, apparently they had not found a buyer for one of pro audio’s biggest names.

That changes today. Signapore-based BandLab announced they’ve acquired the “complete” intellectual property and “certain assets” in a deal with Gibson. There’s no word on what those assets are, and BandLab say they’re not making any additional announcement about the specifics – so we don’t know how much cash Gibson got or what those assets were. If the Nashville Post numbers are correct, it seems this will make little difference to Gibson’s debts, but that’s another story.

So Cakewalk’s codebase, product line, trademarks, everything go to BandLab. BandLab also has confirmed to CDM that some former Cakewalk team members will join the new company. (That itself is big news.)

And there’s some relief here: all those thirty years of accumulated expertise in making music software may not go entirely to waste.

BandLab is a familiar idea. There’s a mobile app with multiple tracks, automatic pitch correction, guitar/bass/vocal effects, and cloud sync, plus a grid-style riff interface and more traditional track layout. And there’s a free online tool you can use to collaborate with other people on the Internet and DAW features.

BandLab’s browser-based DAW.

Of the two, it’s the online DAW that looks most interesting, at least in that it’s more ambitious about incorporating desktop tools than some rivals. There’s built-in time stretching, automation, a guitar amp, and virtual instruments, for instance. I’m impressed on paper at least – I hadn’t heard of BandLab before today, to be honest, though it’s easy to lose track of various competing online solutions out there, since they tend to be somewhat similar.

And that raises the question – what’s the Cakewalk angle for BandLab?

I presumed on first blush this would be limited to assets relevant to their existing mobile products, but it seems it’s more than that. From the official press statement, it sounds as though you’ll see Cakewalk’s line of software – possibly including the flagship DAW SONAR, virtual instruments, and other tools – continue under the BandLab name. That’s been the case with other acquisitions of media creation software, if with mixed results in terms of development pace. From the press statement:

The teams at both Gibson and BandLab felt that Cakewalk’s products deserved a new home where development could continue. We are pleased to be supporting Cakewalk’s passionate community of creators to ensure they have access to the best possible features and music products under the BandLab Technologies banner.

[emphasis mine]

Then there’s the product that was just seeing the light of day right when Gibson shuttered Cakewalk operations, the one with the unintentionally ironic name:

https://momentum.cakewalk.com/

Momentum even looks quite a bit like BandLab’s mobile app. The mobile app and cloud sync solution runs on iOS and Android, with four-track recording, editing, looping and effects. And it cleverly captures ideas as recordings (via something with the dreadful name “Ideaspace”), then makes them available everywhere.

Momentum also has something that BandLab lacks – a VST/AU/AAX plug-in for Mac and Windows. Here’s the thing: it’s all fine and well to start talking about making music making easier, and reaching people with phone and browser apps. But even though big desktop DAWs don’t look terribly friendly, they’re still reasonably popular. Ableton Live alone has a user base the size of most major cities. Adding that plug-in could bridge Cakewalk’s product line and other desktop products with BandLab’s own mobile solutions.

And it’s not just the plug-in – Momentum also had an integrated cloud sync service and server-side infrastructure. (Plus don’t forget the ScratchPad iOS app. Well… maybe.)

BandLab’s mobile apps might be complemented either by Cakewalk’s mobile/cloud offerings or desktop products – or both.

So, we’ll see what BandLab are planning. Of course, the nostalgic part of me wants to see some of the soul of Cakewalk in what they do.

It seems from the way BandLab are handling the announcement that they share some of the same emotional attachment to Cakewalk that a lot of us do. For evidence, see what they’ve done to Cakewalk’s website, where there’s a headline reading:

“The news you’ve all been hoping for…”

Follow through to their own http://cakewalk.bandlab.com landing page for the acquisition, and there’s a charming ASCII art reading Cakewalk and a line reading “Cakewalk is dead. Long live Cakewalk!”

I’ve asked if any of the former Cakewalk team are joining the new effort. That would inspire more confidence than just selling these DAWs with minimal updates as-is. BandLab for their part promise a product roadmap and other details soon.

http://cakewalk.bandlab.com

So yeah, Cakewalk? Dead?

The post An online and mobile DAW called BandLab just acquired Cakewalk’s IP appeared first on CDM Create Digital Music.

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