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<title>O&apos;Reilly Digital Media Blog - Audio</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/" />
<link rel="self" type="application/atom+xml" href="http://blogs.oreilly.com/digitalmedia/atom.xml" />
<id>tag:blogs.oreilly.com,2007-12-17:/digitalmedia//8</id>
<updated>2008-06-23T19:50:12Z</updated>
<subtitle>O&apos;Reilly Digital Media Blog</subtitle>
<generator uri="http://www.sixapart.com/movabletype/">Movable Type 4.1</generator>

<entry>
<title>Relaxing in the White Noise Lounge</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/06/the-white-noise-lounge.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.24171</id>

<published>2008-06-23T19:33:59Z</published>
<updated>2008-06-23T19:50:12Z</updated>

<summary>What are you doing with your portable recorder? Former O&apos;Reilly producer Justin Watt and partner Stephanie Soleil capture whispery ambiences and upload them to the White Noise Lounge. They complement each brief aural trip with an artsy black-and-white photo. The project started as a joke, but like everything Justin touches, it&apos;s elegant and thought-provoking.</summary>
<author>
<name>David Battino</name>
<uri>http://digitalmedia.oreilly.com/pub/au/2032</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />

<category term="audiorecording" label="audio recording" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="digitalphotography" label="digital photography" scheme="http://www.sixapart.com/ns/types#tag" />

<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[<p>What are <em>you </em>doing with your portable recorder? Former O'Reilly producer <a href="http://justinsomnia.org/about/" target="_blank">Justin Watt</a> (aka DJ Justin Somnia) and partner <a href="http://soleilisme.com/about/" target="_blank">Stephanie Soleil</a> (MC Soleil) capture whispery ambiences and upload them to the <a href="http://whitenoiselounge.com/" target="_blank">White Noise Lounge</a>. They complement each brief aural trip with an artsy black-and-white photo.</p>

<div class="ap_c" style="width:400px;"><a href="http://whitenoiselounge.com/2008/06/mt-tamalpais-grass/" target="_blank"><img src="http://blogs.oreilly.com/digitalmedia/upload/2008/06/justin-mt-tamalpais-grass.jpg" alt="Mt. Tamalpais grass, White Noise Lounge" width="400" height="267" /></a><div class="apcaption">True field recording at Mt. Tam.</em></div></div>

<p>The project started as a joke, but like everything Justin touches, it's elegant and thought-provoking. (He and I worked together closely during the early days of the Digital Media site.) I told him it reminded me of the <a href="http://www.quietamerican.org/vacation.html" target="_blank">One-Minute Vacation</a> field recordings, although the photos take it to another level.</p><p>


Justin and Stephanie use a Zoom H2 handheld surround recorder, which Justin picked up after reading our <a href="http://digitalmedia.oreilly.com/2007/09/13/review-zoom-h2-surround-recorder.html" target="_blank">review</a>. The H2 has four built-in microphones &#8212; two facing forward and angled 90&deg; apart and two facing the other way, angled 120&deg; apart. The H2 can save stereo recordings from either pair or mix all four mic signals into a super-stereo file. </p><p>


Justin reveals, "We use different mics depending on the scenario. The 120&deg; is great for ambient handheld, because I can see the LCD readout while recording. I use the 90&deg; mics if the sound is really localized, and the 2-channel surround if I'm trying to capture a 360&deg; environment, like the food court at the mall."</p>

I really like this concept of pairing audio snapshots with visual ones. It's a richer form of street photography and reminds us that life comes at us in fascinating little slices.]]>

</content>
</entry>

<entry>
<title>Portable Audio Recorder Comparison Chart</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/05/portable-audio-recorder-chart.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23825</id>

<published>2008-05-29T23:49:00Z</published>
<updated>2008-05-30T00:13:04Z</updated>

<summary>Wondering which handheld digital audio recorder to buy? Guitarist and recording engineer Mark Nelson just compiled this helpful comparison chart based on his detailed reviews. Mark is one of the few people on the planet to have used each of the top recorders extensively, recording everything from Hawaiian surf to wild coyotes, so he has an especially deep perspective. As...</summary>
<author>
<name>David Battino</name>
<uri>http://digitalmedia.oreilly.com/pub/au/2032</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />

<category term="audiorecording" label="audio recording" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="mp3" label="mp3" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="podcasting" label="podcasting" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="review" label="review" scheme="http://www.sixapart.com/ns/types#tag" />

<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[<a href="http://digitalmedia.oreilly.com/audio/portable-recorder-comparison/"><img src="http://blogs.oreilly.com/digitalmedia/2008/05/29/Digital-Audio-Recorder-Chart.jpg" alt="portable digital audio recorder comparison chart" height="452" width="189" border="0" style="float:right; margin-left:8px;" /></a>Wondering which handheld digital audio recorder to buy? Guitarist and recording engineer Mark Nelson just compiled this helpful <a href="http://digitalmedia.oreilly.com/audio/portable-recorder-comparison/" title="portable digital audio recorder comparison chart">comparison chart</a> based on his detailed reviews. Mark is one of the few people on the planet to have used each of the top recorders extensively, recording everything from Hawaiian surf to wild coyotes, so he has an especially deep perspective. 

As the guy who edits Mark's reviews, I read every word, so I especially enjoy how he turns each review into a story. Consider this passage, from his review of the Edirol R-09. It's miles from the typical lab-coat test:

<blockquote>My review unit arrived just days before I left for Moloka'i, Hawaii, where I help run the Aloha Music Camp. A week of camping by the ocean, with guitars and ukulele playing &#8217;neath swaying palm trees while tropical birds keep time. What better test, eh?<br /><br />

One morning I came across Big Island guitarist Chris Yeaton playing on the lanai of the Kaupoa Beach House. Just the kind of recording situation I love: no setup, no hassles, just a handheld recorder and a great musician playing from the heart. In the background, you can hear the ocean, a bit of wind, and a group of hungry campers.</blockquote>

As that passage suggests, another highlight of Mark's reviews is the wonderful sound files he includes. Here's an excerpt from his review of the Zoom H2, which uses four internal mics for 360&deg; recording:

<blockquote>Enough with the suspense! What happens if you record to four tracks using the H2's front and rear mics? Is it surround sound? I set up a pair of powered monitors directly behind my usual listening position and connected them to a pair of aux outputs on my mixer. <br /><br />

Boy howdy, does it sound cool. The first thing I listened to was the thunderstorm recording. In stereo, it sounds like your average sound effects track &#8212; not much excitement, not a great sense of place. When I unmuted the rear tracks I found myself reaching for an umbrella! Now I could hear the thunder moving across the sky while the rain drummed on my tin roof. I have uploaded two short WAV files so you can hear it yourself. </blockquote>

Portable recording is tremendous fun. Thanks, Mark, for showing us so many ways to <a href="http://digitalmedia.oreilly.com/audio/portable-recorder-comparison/">get started</a>.

<div align="center"><img src="http://blogs.oreilly.com/digitalmedia/2008/05/29/microtrack-on-the-beach.jpg" alt="MicroTrack at the Beach" height="308" width="553" /></div>]]>

</content>
</entry>

<entry>
<title>Funny reference to Beatles (American Idol runner-up)</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/05/funny-reference-to-beatles-ame.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23804</id>

<published>2008-05-26T17:51:20Z</published>
<updated>2008-05-26T17:55:28Z</updated>

<summary>Just for a little levity, I came across this quote from Joel McHale on &quot;The Soup&quot; about American Idol contestant runner-up, David Archuleta mangling Beatles lyrics from a recent song he did on the show: &quot;Congratulations Yoko Ono, assassins, cancer, and one-legged gold diggers: you&apos;re no longer the worst thing to happen to the Beatles&quot;. I don&apos;t know about you,...</summary>
<author>
<name>Kelli Richards</name>
<uri>http://www.allaccessgroup.com</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />


<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
Just for a little levity, I came across this quote from Joel McHale on &quot;The Soup&quot; about American Idol contestant runner-up, David Archuleta mangling Beatles lyrics from a recent song he did on the show:

&quot;Congratulations Yoko Ono, assassins, cancer, and one-legged gold diggers:  you&apos;re no longer the worst thing to happen to the Beatles&quot;.  

I don&apos;t know about you, but I got a big chuckle out of this comment.  (Sounds like something Simon Cowell would have said).   A little post-Idol humor now that this season is behind us. ;)

</content>
</entry>

<entry>
<title>Generating Audio UI</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/05/generating-audio-ui.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23760</id>

<published>2008-05-20T02:02:10Z</published>
<updated>2008-05-21T01:55:28Z</updated>

<summary>every time i do linear audio (i.e. create a quicktime soundtrack), i always have the same reaction: &quot;this is SO much easier than doing interactive audio!&quot; ... but it got me thinking about how to generate an Audio UI that sounds more like the ones in the movies.</summary>
<author>
<name>Peter Drescher</name>
<uri>http://www.oreillynet.com/pub/au/2056</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />


<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[every time i do linear audio (i.e. create a quicktime soundtrack), i always have the same reaction: "this is <b><u>SO</u></b> much easier than doing interactive audio!" i envy the hollywood SFX guys their ability to craft a <em>sequence</em> of sounds to tell a story, convey an emotion, or rock you outa your chair ...

but it got me thinking about how to generate an Audio UI that sounds more like the ones in the movies.

<img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/hal9000.jpg" class="left" align="left" /><a href="http://www.lcarscom.net" target=_blank><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/LCARS.jpg" class="right" align="right"/></a>here's the thing: everytime you see/hear anybody using a computer, on big screen or small, there's <u>always</u> an Audio UI, and it always sounds great! it's completely complimentary to the task being performed, indeed, is specifically designed to inform the viewer "fingerprint matched" or "displaying and highlighting requested data" or "prepare for jump to hyperspace". it's also rendered in high resolution by magical speakers, perfectly mixed and balanced for the ambient environment, and never gets in the way of the dialog.

it's like that woody allen - annie hall - marshall mcluhan joke:
<center><a href="http://www.youtube.com/watch?v=VFo5Ky8YE8c" target=_blank><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/waahmm.jpg" /></a>
"boy, if life were only like this!"</center>]]>
<![CDATA[<img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/hulk.jpg" class="left" align="left" />in the real world, alas, it don't work like that. most computers (if the system sounds are enabled at all) basically go "fifth up = good, fifth down = bad" -- they're like the incredible hulk: extremely powerful, limited vocabulary.

<img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/redCamera.jpg" class="right" align="right" />even mobile devices, which tend to have more sophisticated Audio UIs (i.e. ringtones), are still pretty simple ... and not just phones, anymore. i recently picked up a lovely red Cybershot camera, which sports a touchscreen AND a very nice, very transparent, very Sony, set of system sounds.

<img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/pdxM2.jpg" class="left" align="left" />the more complex yet amazingly harmonious Sidekick Audio UI (he said, blowing on his fingertips) actually only consists of about 16 different sounds, plus a few standards (like "sad clown" low-battery). i get some extra mileage using combinations, but it's still "one event = one audio file," again and again and again, so it's no surprise that many customers run silent (except for the ringtones, of course).

<img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/spaceInvaders.jpg" class="right" align="right" />it's the curse of video game repetition!! it's space invaders circa 1981, and every time you hit Fire!, it plays that same exact low-rez "lazer" waveform, over and over and over and over and over and AMAN! <u>that's</u> why it's so annoying!!!

game audio guys will do whatever's necessary to avoid that kind of repetition, and numerous techniques have been developed to prevent it. when you run around in grand theft auto or halo, you don't hear the same two footstep samples over and over -- the footfall sounds change depending on many different factors (speed, weight, terrain, material, etc etc etc).

in fact, since you <b>must</b> vary the sounds over time, <b>how</b> to do it becomes "a big question with a short answer" => you vary them <em>"appropriately"</em>.

you can vary them in a way that conveys information to the user about game states (now i'm running in boots over concrete), or survival tactics (there's an enemy in the grass over there). you can vary them so they sound more like the natural world (each cricket chirp slightly different than the others). you can vary them completely at random, simply to increase the amount of variation ...

<b>SO</b> <em>(and here comes the big leap)</em> <b><u>how about if you did the exact same thing for Audio UI?</b></u>

how about if you generated sounds based on the context of your interaction with the device. for example, instead of that same frackin' doorslam whenever someone logs off AOL IM, the system could generate an "exit" sound based on the guy's screen name ...

how about varying the sound of typing using a stochastic algorithm, so instead of playing the same beep for every keystroke, the device played subtle melodies based on what you were texting. you could vary the pitch, the volume ("exclamation point" louder than "comma"), the length ("period" shorter than "underscore"), by letter, by modifier key, by phase of the moon ... or by all of the above.

that way, the Audio UI becomes more like a game soundtrack: never played the same way twice, always changing based on user interaction -- but that's just the beginning ...

imagine if the system could predict what you'd *expect* to hear in a given situation. let's say you command-F a word on a web page: if found, generate a "there it is" sound based on the search criteria; if not, generate a "hmm, not there" sound ... based on the same criteria. the two sounds would be different but complimentary.

imagine if the system <em>knew</em> you were displaying a set of responses to a query: it could then play the little "plink plink plink" as the entries appeared, like they <em>always</em> do in the movies. you could then be fairly sure that the next "enter" would actually mean "select this item," and so the system could generate a "selected" sound, instead of just playing the "pushed a button" beep. here's one of my favorite examples of this:
<center><a href="http://www.youtube.com/watch?v=LUZgPfdkWis" target=_blank><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/arnold.jpg"/></a>
The Governator selects the appropriate response to an inquiry
<em>(note the horrible things YouTube compression does to high frequency UI FX)</em>
</center>
<a href="http://birdcinema.com/view_video.php?viewkey=2ef67f98f3558c282a9c" target=_blank><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/mockingbird.jpg" class="left" align="left"/></a>and imagine if your Audio UI listened to and sampled it's own audio environment, the way mockingbird calls mimic car horns and chainsaws. in fact, as i write this, a mockingbird in my yard is doing his "listen to me! my song is good! my genes are strong!" mating ritual, and wow, talk about audio inventiveness and musical variation! gimme an Audio UI that is one <em>tenth</em> as fun to listen to as that, and i'll be a happy camper ...

&nbsp;&nbsp;&nbsp;- pdx]]>
</content>
</entry>

<entry>
<title>Flash! Virtual Instruments Go Mobile</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/05/virtual-instruments-go-mobile.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23712</id>

<published>2008-05-14T02:50:18Z</published>
<updated>2008-05-14T02:55:28Z</updated>

<summary><![CDATA[Todd &quot;Mobile Views&quot; Ogasawara just tipped me off to Hobnox Audiotool, a free electronic music studio that runs online in Flash. My first thought was that it looked like Propellerhead ReBirth reborn in a Web browser. But Audiotool points the way to an interesting musical future. Hobnox Audiotool is an online electronic music studio based on emulations of Roland TR-808,...]]></summary>
<author>
<name>David Battino</name>
<uri>http://digitalmedia.oreilly.com/pub/au/2032</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />

<category term="iphone" label="iphone" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="userinterface" label="user interface" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="virtualsynth" label="virtual synth" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="web" label="web" scheme="http://www.sixapart.com/ns/types#tag" />

<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[<p>Todd &quot;<a href="http://mobileviews.com/" target="_blank">Mobile Views</a>&quot; Ogasawara just tipped me off to <a href="http://www.hobnox.com" target="_blank">Hobnox</a> Audiotool, a free electronic music studio that runs online in Flash. My first thought was that it looked like Propellerhead ReBirth reborn in a Web browser. But Audiotool points the way to an interesting musical future.</p>
<div class="ap_c" style="width:400px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/hobnox-overview.jpg" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/hobnox-overview.jpg" title="Click to enlarge" width="400px" alt="Audiotool Overview" /></a>
  <div class="apcaption">Hobnox Audiotool is an online electronic music studio based on emulations of Roland TR-808, TR-909, and TB-303 drum machines and synths. You also get a selection of modeled Boss effect pedals to drag around the screen and plug together. (Click to enlarge.)</div>
</div>
<p>ReBirth, of course, is the pioneering virtual studio composed of two software drum machines and two software bass synths, all modeled on old Roland hardware. It rocked the world when it came out more than a decade ago. I remember being in the hotel room where it was announced and watching a horde of weary, jaded journalists <a href="http://www.rebirthmuseum.com/history/part4.htm" target="_blank">spring from their seats</a> and rush the computer at the front of the room. Propellerhead has long since moved on to the vastly more powerful Reason program, and now offers ReBirth for free in the <a href="http://www.rebirthmuseum.com" target="_blank">ReBirth Museum</a>. </p>
<p>Audiotool has its own rough edges. As Eliot Van Buskirk <a href="http://blog.wired.com/music/2008/05/free-music-stud.html">reports</a>, the online app has to use a Frankenstein of Flash and Java to offer interactive audio; Van Buskirk points to a <a href="http://www.make-some-noise.info/" target="_blank">campaign</a> to bring Flash up to speed sonically. I spent an hour playing with Audiotool and found music-making tedious. When you have only a mouse to adjust a studio's worth of knobs and buttons, progress is sloooow. (ReBirth supports MIDI control, so you can map actual knobs to the onscreen ones; here's hoping Flash <a href="http://blogs.oreilly.com/digitalmedia/2008/04/petition-midi-support-in-flash.html" target="_blank">gets MIDI support</a> soon as well.) Audiotool's sound quality isn't up to the ReBirth level yet either, and there's currently no way to export the music you make as a WAV file. I started to use a streamripper to capture the music from the browser, but then made an adjustment and lost sound completely.</p>
<div class="ap_c" style="width:400px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/hobnox-closeup.jpg" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/hobnox-closeup.jpg" title="Click to enlarge" width="400px" alt="Audiotool Overview" /></a>
  <div class="apcaption">Adjusting controls with a mouse is tedious, but the <a href="http://www.hobnox.com/index.1255.en.html" target="_blank">tutorial</a> offers some shortcuts: Press Shift-1, 2, or 3 to zoom in and out, and Shift-A to bring up a navigation box. (Click to enlarge.)</div>
</div>
<p>But just as hardware evolved into software in the first Roland-to-ReBirth transition, it won't be long before online instruments like Audiotool settle comfortably into mobile devices. Already, top synth manufacturer Korg has released a <a href="http://www.aqi.co.jp/product/ds10/en/index.html" target="_blank">virtual MS-10 synth</a> as a Nintendo cartridge. I wouldn't be surprised to find the iPhone soon ships with software instruments the way GarageBand showed up as a full-fledged member of the Macintosh. And this time, the interface could be a highlight. It's amazing what you can do with the basic x-y pad on a <a href="http://blogs.oreilly.com/digitalmedia/2008/01/one-synth-51-songs.html">Korg Kaossilator</a> synth; couple that with the iPhone's multitouch screen and we could have gorgeous new instruments to go. </p>
<p>What are your favorite handheld virtual instruments? Please leave a link.</p>]]>

</content>
</entry>

<entry>
<title>8-Year-Old Guitar Phenom</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/05/8yearold-guitar-phenom.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23697</id>

<published>2008-05-12T04:35:49Z</published>
<updated>2008-05-12T05:02:15Z</updated>

<summary>Just in case you thought you&apos;d seen and heard everything in music, along comes something surprising. An 8-year old Japanese guitar prodigy has emerged on the scene named Yuto Miyazawa. Apparently Yuto is already a pretty serious classic rock fan; he does covers of Clapton, Ozzy, and more. Not only that, he uses full-size instruments (like the Flying V pictured...</summary>
<author>
<name>Kelli Richards</name>
<uri>http://www.allaccessgroup.com</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />


<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[Just in case you thought you'd seen and heard everything in music, along comes something surprising.  An 8-year old Japanese guitar prodigy has emerged on the scene named Yuto Miyazawa.   <div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/Yuto%20Miyazawa.jpeg" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/Yuto%20Miyazawa.jpeg" alt="Yuto Miyazawa.jpeg" title="Click to enlarge" width="148"/></a></div>

Apparently Yuto is already a pretty serious classic rock fan; he does covers of Clapton, Ozzy, and more.   Not only that, he uses full-size instruments (like the Flying V pictured here) -- that are bigger than he is; and he even attempts to sing along.   Check out his performance video(s) on YouTube by searching under his name.  This one's an eye opener.]]>

</content>
</entry>

<entry>
<title>When Inventors Attack: Maker Faire</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/05/inventors-attack-maker-faire.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23627</id>

<published>2008-05-02T18:48:34Z</published>
<updated>2008-05-02T18:48:57Z</updated>

<summary>The third annual Bay Area Maker Faire is this weekend, and looks to be a truly inspiring event. Maker Faire combines art, science, recycling, and entertainment in a hands-on setting that celebrates the inventive spirit. I was there last night for a pre-show gathering of exhibitors (my family and I will be performing our homemade Japanese storycard dramas throughout the...</summary>
<author>
<name>David Battino</name>
<uri>http://digitalmedia.oreilly.com/pub/au/2032</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />

<category term="conference" label="conference" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="make" label="make" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="music" label="music" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="photocomposite" label="photo composite" scheme="http://www.sixapart.com/ns/types#tag" />

<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[<div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/2008-maker-faire-banner.jpg" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/05/2008-maker-faire-banner.jpg" alt="2008 maker faire banner" title="Click to enlarge" width="148"/></a></div><p>The third annual Bay Area <a href="http://www.makerfaire.com/" target="_blank">Maker Faire</a> is this weekend, and looks to be a truly inspiring event. Maker Faire combines art, science, recycling, and entertainment in a hands-on setting that celebrates the inventive spirit.<br /></p>

<p>I was there last night for a pre-show gathering of exhibitors (my family and I will be <a href="http://makerfaire.com/pub/e/1000" target="_blank">performing</a> our homemade Japanese storycard dramas throughout the weekend). Some of the people I met:</p>

<ul>
	<li>A photographer who bolted two cameras together to take 3D pictures</li>
	<li>Two performers from a crank-powered music ensemble</li>
	<li>A man who created an audio-based Pong game for the blind</li>
	<li>The founding editor of <em>Wired</em></li>
	<li>A woman who built a three-story Victorian house on wheels</li>
	<li>A grad student who turned a $40 Wii controller into a virtual whiteboard sensor, a feat that earned him the #1 video on YouTube for five straight weeks.</li>
</ul>

<p>
Each of those conversations gave us new ideas. For example, as the photographer was explaining 3D picture processing to me, I told him my background was in audio, so I was trying to conceptualize it in those terms. He suggested that the audio equivalent would be binaural recording. I told him I'd made some <a href="http://blogs.oreilly.com/digitalmedia/2007/02/fun-with-binaural-mics.html">fun recordings</a> with cheap in-ear mics and a voice recorder, and he got excited, realizing he could add another dimension to his digital storytelling.</p><p>

Hope you can Make it!</p>


]]>

</content>
</entry>

<entry>
<title>Petition: MIDI Support in Flash</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/04/petition-midi-support-in-flash.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23425</id>

<published>2008-04-17T18:51:00Z</published>
<updated>2008-04-17T20:11:52Z</updated>

<summary>Imagine what creative developers could do if Flash could transmit and respond gracefully to MIDI. Now an online petition is urging Adobe to do something about that.</summary>
<author>
<name>David Battino</name>
<uri>http://digitalmedia.oreilly.com/pub/au/2032</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />

<category term="flash" label="flash" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="midi" label="midi" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="musicproduction" label="music production" scheme="http://www.sixapart.com/ns/types#tag" />

<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[<img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/flash-midi-trans.png" alt="Flash MIDI" style="margin-left:4px;float:right;" width="162" height="161" />Imagine what creative developers could do if Flash could transmit and respond gracefully to <a href="http://www.midi.org" target="_blank">MIDI</a>. Now an <a href="https://bugs.adobe.com/jira/browse/FP-123" target="_blank">online petition</a> is urging Adobe to do something about that. You need an account on bugs.adobe.com to vote, but that simply requires providing your name and email address.

According to the petition's author, Tyler Wright of <a href="http://www.musicrain.com" target="_blank">MusicRain</a>, Adobe determines the priority of features by the amount of interest it sees from the development community. MusicRain makes Flash-based sheet music software. Wright grouses, "The sound is clunky and limited to piano only. Please support the future development of all online music software by letting Adobe know you want better support of sound."
	
Petitions have worked in the past. Wright points to the "<a href="http://www.make-some-noise.info" target="_blank">Adobe, Make Some Noise</a>" campaign for enhancing Flash audio, and the previous request for <a href="https://bugs.adobe.com/jira/browse/SDK-14000">USB MIDI Device support</a>, which is now under consideration at Adobe.]]>

</content>
</entry>

<entry>
<title>why i hate the iPhone</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/04/why-i-hate-the-iphone.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23382</id>

<published>2008-04-12T19:09:50Z</published>
<updated>2008-04-18T01:16:04Z</updated>

<summary>i got a Mac Plus in 1986 because it had an interface device unlike anything i&apos;d seen before ... a mouse. i got an iPhone for the same reason -- but now i hate it! here&apos;s why ...</summary>
<author>
<name>Peter Drescher</name>
<uri>http://www.oreillynet.com/pub/au/2056</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />


<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[i got an iPhone last year for the same reason i got a Mac Plus in 1986 - i'd been making a living writing business apps in COBOL, but i picked up this underpowered, overpriced, mostly useless, bauhaus looking, little glass-and-plastic computer because it had an interface device unlike anything i'd seen before ... a mouse.

when i saw the iPhone touch screen (and the ads show you little else), i had the same reaction: "this is the future of the interface" ... and i knew i was right ...
<center><img alt="podPADD" src="http://blogs.oreilly.com/digitalmedia/headphone-pod-vs-padd.jpg" width="461" height="232">
because everything i know i learned on <a href="http://memory-alpha.org/en/wiki/PADD" target="_blank">Star Trek</a>.
</center>

so i bought one --
because i could,
because it was my birthday,
because i had an AT&T landline i could convert,
because i wanted to see what the competition was up to,
because i wanted to check out what my colleagues had been working on,
because it was hip and trendy (and i'm never hip and trendy),
and because i wanted to use it as the punchline to the opening joke of my <a href="https://www.cmpevents.com/GDAU07/a.asp?option=G&V=3&id=251171" target=_blank>conference</a> <a href="http://www.aes.org/events/123/workshops/session.cfm?code=W20" target=_blank>presentations</a> that fall <sup>[1]</sup>.

later, i realized that the number on my dog's tag was the same as the iPhone, which means:
<center><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/annoyingiPhone.jpg"/>
"i'm so wireless, my dog has an iPhone"<br>(worth it for that line alone)
</center>
<h3>but that was then, and this is now ... and here's my verdict: iPhone sux!</h3>]]>
<![CDATA[granted, i work for the <a href="http://www.microsoft.com/presspass/press/2008/feb08/02-11Acquisition.mspx" target="_blank">competition</a>, so you might consider my criticism suspect, but i will remind you -- this blog is my personal unedited outlet for talking about mobile audio issues. if i wasn't being completely open and honest with you, gentle reader, what would be the point of writing it? nobody's paying me for this stuff, ya know, this is a community service ...

so, what's the bug up my ass about the iPhone? first, the reponse of my co-workers, which was vehement (one guy saw me holding it and blurted out "traitor!", others "shunned" me for a week). it was funny because i know they love me, but the uproar was reminiscent of reactions i used to get when i'd <em>flip open a sidekick</em>. 5 years ago, i remember doing a little flippy ringtone trick for a guy outside a bar, and he nearly fell down (and he wasn't even that drunk).

well, 5 years is a technology sea change in the cell phone business, and these days, flipping open a sidekick is no big deal. in fact, it's maybe even trite (though maybe that's a good thing, a sign of success) ... but i don't hate the iPhone because it stole my mojo. here's why i do:
<hr><h3>keyboard sux</h3>i'm a piano player, so i'd like to think i know a little something about manual dexterity. i've been playing keyboards of one sort or another for, oh, - <em>my entire life</em> - and i know a good one when i <b>feel</b> one.

<img alt="pianoAction" src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/pianoAction.jpg" width="300" height="142" class="right" align="right" />look at the steinway piano action: an unbelievably complex mechanical apparatus, designed (evolved) to provide a tactile interface for producing expressions of the human spirit.

that's deep, when you think about it, but can be said to varying degrees about any keyboard anywhere, including the one i'm typing on right now (macbook pro).

your brain uses the same mechanism for playing 88 black and whites as it does for touch typing - muscle memory. i can play that kick-ass, funky-fast, blues riff, because after a thousand repetitions, that neural pathway is seriously burned in. i just fire it off and my fingers remember what it <em>feels</em> like to move that way, in rapid succession, bam bam bam (big finish!)

typing is the same thing: i think the word, the fingers move, in sequence, to exactly the right places, by touch. that's true whether you're using all ten fingers ... or just your thumbs. the reason we are even <b><em>having</em></b> this conversation, is because the <em>thumb keyboard on the sidekick <u>feels</u> so good</em>, even paris hilton could use it. personally, after 6 years of practice, i can work it freakishly fast ...

note to mr. jobs: dear sir, i really like your products, but

<b><font size=4>TOUCH SCREEN TYPING IS NEVER <em>EVER</em> GOING TO WORK.</font></b>

if there is no tactile response, there is no keyboard, end of story. typing on the iPhone is like trying to play piano keys painted on a tabletop -- can't be done, and i've stopped trying. <sup>[2]</sup><hr><h3>phone audio sux</h3>son of a bitch! why did i give up that landline!? you'd think an audio guy who works in the mobile industry would remember how bad cell phone audio sounds!!!

it's not just the heart-rending things AMR compression does to voice recordings. it's not even the complete lack of background ambience, which prevents the illusion of shared space, like when you're connected by wire. i'm not even going to talk about the fidelity of rectangular speakers the size of a fingernail clipping.

no, what pisses me off about the iPhone is the echo suppression. all cell phone handsets rely on this process (mute output when input active for x milliseconds) to prevent looping audio feedback - which will happen on handsets 100% of the time, because the mic and speaker are <em><u>right next to each other!</u></em>

(try this sometime -- go onstage, take the vocalist's microphone and stick it right into the monitor speaker -- tell me how that sounds)

so the end result is this: i have a futuristic cell phone that acts like a 1950's SIMPLEX line, a one way radio, with an on/off comm channel toggle -- <b>i can't hear you when i'm talking, and you can't interrupt me if i don't stop</b> -- this was a real problem when i lived in greece, where loud, fast, constantly interrupted conversation is considered an art form (or sporting event).

there are things you can do -- speaking softly, with pauses, lets the other guy get a word in edgewise. fast release, quick fades and on-the-fly volume leveling in the audio processing algorithm can help as well. wired headsets do a decent job of separating mic and speaker, but bluetooth headsets have proximity issues same as handsets. it's basically an unsolvable problem, given physics and current technology, but the iPhone echo cancellation settings are so aggressive ... well, i wouldn't try using it athens. <sup>[3]</sup><hr><h3>bottom line</h3>SO i can't type on it, and i can't talk on it, what the hell's it good for?
<li>it's a lovely iPod, but i already got an iPod.
<li>the camera takes nice pix, but taking pix with no physical shutter button sux.
<li>the video is a one-trick pony (i played around with it when i first got it, said, "ooh, pretty", then never again).
<li>the browser is __s_o_o_o__ __s_l_o_w__ on the EDGE network (no spiffy "powered by danger" service to make it fast), and the wifi sucks battery so hard, you can't leave it on (when you can even get wifi).

the only thing i like about the iPhone is that i "<a href="http://www.oreillynet.com/pub/a/oreilly/digitalmedia/2004/11/10/drescher_bbq04_ringtone.html?page=2" target=_blank>industry forecasted</a>" it, <em>and</em> wireless iTunes, <em>and</em> ringtone pointers, fairly accurately, long before they came to market. but these days, i don't use it much, won't renew or upgrade it, and will eventually transfer the number to some other phone (hmm, i wonder what my friends and colleagues over at google are working on?)

besides, it's the dog's phone. how else will he communicate with me? :)

&nbsp;&nbsp;&nbsp;- pdx<hr><hr><sup>[1]</sup> the opening joke:
<img alt="alfranken" src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/alfranken.jpg" width="107" height="161" class="left" align="left" />There's this comedian, Al Franken. He used to write for Saturday Night Live in the 70's and one time I saw him do this sketch: "Hi, my name is Al Franken, and because I make a living doing comedy on television, anything I use during my act on television is, by definition, a business expense, and therefore is ... tax deductible. This suit, for instance, which I purchased specifically to wear on the show, is part of my act, and therefore is ... tax deductible. Here's a photograph of me and my wife and my kids on vacation in the Bahamas, and now, because I used it in my act, that vacation is ... tax deductible. Here's a picture of my new car. Here's my new house!"


Here's my new iPhone!
<img alt="pdxiphone" src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/pdxiphone.jpg" width="142" height="111" />
<hr><sup>[2]</sup> solution to the keyboard problem:

Star Trek solves the problem quite elegantly - there is no keyboard.

there's no need when you have perfect voice recognition and transcription services built-in. i thought that was 24th century tech until i saw ray kurzweil demonstrate it, onstage, in real time, at his GDC 08 keynote address. impressive display, can mobile has now plz?

but even that's not what i really want. the piano player still wants something he can touch, something he can develop muscle memory for, something he can push on, with good action and a nice detent. something that could be as self-configuring as the screen itself, that could feel like 12-keys for numbers <em>and</em> thumb keys for letters <em>and</em> a d-pad for gaming <em>and</em> whatever else you wanted, depending on the app.

<img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/pinkeys4.jpg">

something like a pin sculpture, <u>where the pinheads are pixels</u>, and the contour is computer generated -- a smooth surface with glossy graphics that bumps up pushable buttons on request, provides variable magnetic resistance for detents, and goes back to flat, at will. the surface reconfigures itself automagically for sliding, dialing, typing, gaming, music production, whatever. label the buttons, dials, and switches with letters, symbols, animated glyphs, photos, video, anything you want. 

so, crazy piano player, or materials science visionary? time will tell ...

<hr><sup>[3]</sup>solution to the audio problem:


as cell phones get smaller, the separation between mic and speaker gets worse. this problem isn't going away, but the solution isn't in the hardware ... plus, turning off the speaker to prevent feedback seems like such a brute force approach.

what you really want to do is eliminate the sound that's feeding back, by suppressing the delayed input signal from the speaker output. but wait a minute there, mr postman, how the heck can the microphone tell which is the voice and which is the delay? it's a classic "signal vs noise" conundrum that brains deal with quite well, but electronics, not so much.

and yet -- i was just reading about the new <a href="http://www.celemony.com/cms/index.php?id=dna" target=_blank>Celemony DNA software</a> that can (apparently, magically) pull individual notes out of pre-recorded material ... and i'm thinking: ya know, if you can do that for music, how hard could it be to do it for voice, particularly <u>when you know what the original signal looks like!</u> (hint: it's the one that starts first)

with that kind of technology, whenever yourr siggnal-l-l starrrted-ed-ed tooooo echo-ch-co, you could "pick out the note" (i.e. the delayed signal), and set its volume to zero, thereby suppressing the echo, and breaking the feedback loop.

that way, you only hear what they say, and they only hear what you say, continuously, like a duplex landline, like a real conversation. (hmm, i wonder how much CPU is required to do that kind of processing on the fly?)

anyway, brilliant idea, or utter nonsense? you decide!]]>
</content>
</entry>

<entry>
<title>Improving bad breath and wind control</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/04/improving-bad-breath-and-wind.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23358</id>

<published>2008-04-10T04:27:46Z</published>
<updated>2008-04-10T18:36:50Z</updated>

<summary>Musicians who buy synthesizer wind controllers, such as a Yamaha WX-* or an Akai E*I, are often soon disappointed, not because of the controller&apos;s quality or their possibilities, but because they just don&apos;t work well with conventional MIDI synthesizer modules. Now that VST and other plugins are common, there has been an enormous explosion of new synthesizers. You would hope...</summary>
<author>
<name>Rick Jelliffe</name>

</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />

<category term="midi" label="midi" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="synthesizers" label="synthesizers" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="virtualsynth" label="virtual synth" scheme="http://www.sixapart.com/ns/types#tag" />

<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[Musicians who buy synthesizer wind controllers, such as a Yamaha WX-* or an Akai E*I,  are often soon disappointed, not because of the controller's quality or their possibilities, but because they just don't work well with conventional MIDI synthesizer modules. 

Now that VST and other plugins are common, there has been an enormous explosion of new synthesizers. You would hope the situation for wind-controller musicians would have improved, yet the last decade of VSTs and plugins are almost without exception unsatisfactory for use with wind controllers. 

So I thought I would make up a little blog entry giving some extra information that fellow designers of VSTs could use, to make their synthesizers friendly to wind controllers and breath controllers.  I'll use some <a href="http://www.synthedit.com">SynthEdit</a> schematics</a>, but the general ideas should be pretty independent. ((I'm planning to put out some actual SynthEdit modules for this in the near future, so this blog is mainly about what I have learned through experimentation with different architectures)

<h3>The problem</h3>

<div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Synth.PNG" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Synth.PNG" alt="Synth.PNG" title="Click to enlarge" width="148"/></a></div>


First. lets have a base diagram, showing a typical MIDI mono synth.  Where it says "oscillator", it could of course be any kind of complicated or simple sound engine.  A sound-generator ("Oscillator") going through an amplifier ("VCA") then going though some effects, with the VCA being controlled by an envelope generator ("ADSR") which is triggered by the MIDI Gate signal (note on/off) and with level or peak of the ADSR controlled by the MIDI Velocity signal, to give keyboard dynamics. 

Now very often, when people want to add breath control, they merely add an extra VCA section in series, like this.

<div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/SynthBad.PNG" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/SynthBad.PNG" alt="SynthBad.PNG" title="Click to enlarge" width="148"/></a></div>

This seems the obvious thing to do, however it actually is the <b>wrong</b> way to do things. (I admit it is better than nothing,but not much better.) The trouble is that for wind controllers and players, intricate control of the attack portion of the note or line is really important: you need to be able to have hard and soft attacks at all levels of volume: a hard attack on a soft note and a soft attack on a loud note, not just a soft attack on a soft note and a hard attack on a loud note.  Without this, a major weapon in the wind-player's armory goes unused, which will be unsatisfactory for the player and less 

From an analog synth point of view, MIDI wind controllers send five basic signals from a wind controller:  the note number, the gate, the velocity, the breath control and pitch bend. (MIDI actually piggybacks them, so that there is a note-on code which has a velocity code with it, and a note-off code: MIDI sends events rather than continuous signals. A continuous variation such as breath control or pitch bend is sent as a sequence of events.)

The breath control events from a wind controller take a little time to reach full level, so there is always a slightly slow attack. And since many people start from using synth presets, if the ADSR (envelope) of the that preset already has a little slow attack, this is compounded by the slow attack of the MIDI breath control signal.  

The result: many presets are unusable, and it is impossible to get crisp initial attack. You can very often hear this in real examples of people playing wind controllers with standard synths: either they use quite fadey-in sounds, or hard attack sounds (using the gate to control the VCA and the breath control on the VCF, for example) but nothing much in between. Wind controllers typically have a selection mechanism so that as well as sending on MIDI CC (Continuous Control) 2 Breath Control, they can also route the same signal to MIDI Aftertouch or to the MIDI Volume control.

This is most unsatisfactory: sure you get really exquisite control of notes and lines once they have started, through the breath control, but maddeningly bad control of the start of notes and lines. It severely and unnecessarily limits the possibilities of the wind controller.

<h3>A Fix</h3>

The fix is surprisingly simple: instead of treating the breath control as a series effect, mix it in parallel with the ADSR. Use the ADSR with a tiny or no attack, a small "pluck" delay, no sustain and tiny or no release, with the most extreme velocity sensitivity possible. So the ADSR provides just the hard start portion of the attack needed before the breath control can kick in. 

<div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/SynthNBreath.PNG" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/SynthNBreath.PNG" alt="SynthNBreath.PNG" title="Click to enlarge" width="148"/></a></div>

A setup like this allows the wind player to have "who-do" alternation of tonguing/blowing (the first a fast fade in with low velocity, the second a fast decay with hard attack from high velocity) at all levels. And what is nice is that it can be implemented transparently with existing keyboard-based MIDI architectures: as a parallel channel it doesn't interfere.

<h3>Response</h3>

Once this basic architecture is established, the designer can think of providing some extra support to make a really playable VST. The first thing to do is to provide some kind of user-selectable response customization, both for the breath control and for the velocity control to the ADSR. 


<div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/SynthNBreath2.PNG" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/SynthNBreath2.PNG" alt="SynthNBreath2.PNG" title="Click to enlarge" width="148"/></a></div>

The most important of these is the breath response. It may well be better to merely provide a half-dozen built-in settings for the user to select from, than a graphical interface, especially to allow the player to change the response during a piece.  

But what kinds of responses are most useful?  A mathematician may be inclined to think, <i>well, lets have a linear response and an exponential response, and a concave response</i> without giving it much thought.  When we think about responses for electronic music, one thing that is perhaps under appreciated is that players, while they want dynamics, also want evenness of tone: this is because they instrument needs to sit in a particular position in the mix, and often we want the dynamic extremes to be exceptions rather than the rule: the monomaniacal fondness for compression that many producers or engineers comes from a desire to keep sounds in balance, and selecting a response to fit this need for balance is helpful.  To put it bluntly, if an instrument swings too uncontrollably in level, it will just end up being compressed, which rather blunts our weapon!

Another reason why a variety of response is useful is because that is the way physical instruments are too: you can have a soft bassoon, however getting the reeds vibrating does require a certain amount of initial energy (and it is one of the skills that performers have to learn, for many instruments: how to get a super soft note.)   At the other end, when after a certain level, plucking a guitar string with more force merely changes the tone rather than the volume as such.

So here are some breath responses that might be useful to provide. This first one is good for soft sounds, and sounds with a lot of swells.  However, if your piece needs consistent medium or loud passages, using this kind of breath will result in you running out of air fast.



<div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Response1Low.PNG" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Response1Low.PNG" alt="Response1Low.PNG" title="Click to enlarge" width="148"/></a></div>


This next response is useful for general performance.

<div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Response1Mid.PNG" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Response1Mid.PNG" alt="Response1Mid.PNG" title="Click to enlarge" width="148"/></a></div>
This next response is useful for solos above a racket: full on.

<div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Response1Hi.PNG" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Response1Hi.PNG" alt="Response1Hi.PNG" title="Click to enlarge" width="148"/></a></div>

A common kind of material has the player playing notes at one level with occasional stabs or emphasis. So a two-level response is useful.


<div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Response2.PNG" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Response2.PNG" alt="Response2.PNG" title="Click to enlarge" width="148"/></a></div>


Finally, a three level response like the following can allow <i>p, mf</i> and <i>ff</i> playing for pieces that suit it.

<div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Response3.PNG" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Response3.PNG" alt="Response3.PNG" title="Click to enlarge" width="148"/></a></div>

<h3>Creamy Smoothness</h3>

So that is the basics. Of course, there are many wrinkles and alternative architectures that are useful. For example, I use a system more like the following where a very low velocities, the ADSR doesn't provide a hard attack (even the low-level that would occur due to the low velocity.) That makes for smoother, less erratic fade-ins and soft-attack playing.


<div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/SynthNBreath3.PNG" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/SynthNBreath3.PNG" alt="SynthNBreath3.PNG" title="Click to enlarge" width="148"/></a></div>

Another difference for the system I have been working on is that I don't actually mix the ADSR and breath control signals: I take the maximum of them.  However, these are small details compared to the bigger picture.

Finally, a plugin designer who really wanted to make help the playability of the plugin with wind controllers might also consider making available a modulations signal (to the rest of the synth, in particular to filters) using just the top  25% of the breath control signal. (This is in addition to providing the full breath modulation control signal.) Many kinds of wind instruments exhibit a change in tone when overblown rather than a level change, and this kind of signal can be really useful.
]]>

</content>
</entry>

<entry>
<title>Esession Version 2: Online Recording, Now More Collaborative</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/04/esession-version-2-online-reco.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23320</id>

<published>2008-04-06T22:20:53Z</published>
<updated>2008-04-06T22:27:22Z</updated>

<summary>A little while ago I wrote an article about my experience using esession.com, a web-based &quot;virtual recording studio&quot;. Esession struck me as having a very well-integrated collection of professional features. Now comes esession.com Version 2, and it looks like it&apos;s going to be better - largely by incorporating more non-professional features. (Disclosure: esession founder Gina Fant-Saez has become a friend...</summary>
<author>
<name>Spencer Critchley</name>
<uri>http://spencercritchley.com</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />


<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[A little while ago I wrote <a href="http://www.oreillynet.com/pub/a/oreilly/digitalmedia/2007/12/13/esession-online-recording-for-all.html">an article</a> about my experience using <a href="http://esession.com/">esession.com</a>, a web-based "virtual recording studio". Esession struck me as having a very well-integrated collection of professional features. Now comes esession.com Version 2, and it looks like it's going to be better - largely by incorporating more <em>non-professional</em> features. (Disclosure: esession founder Gina Fant-Saez has become a friend and musical collaborator, with my band <a href="http://thedesertmothers.com/">The Desert Mothers</a>, so while I can comfortably pass along news like the following, I'm out of the esession-reviewing business.)]]>
<![CDATA[Among esession's new features is the beta version of the long-promised Virtual Glass plug-in which enables live collaboration by people using digital audio workstations (those that are RTAS compatible, at this point). Other enhancements look to be designed to make the service more of a social network. For example:

<ul>
<li>The Search Engine has been rewritten. According to an esession newsletter, "Now members can find anyone, whether they are an eMember" - that would be regular folks - "or eTalent" -  i.e. pro players who have at least 15 major album credits. </li>
<li>Member profiles are now displayed with equal visibility, with order determined by matching of search terms, instead of giving more weight to eTalent.</li>
<li>To lower the users' anxiety about cost, average fee ranges are now displayed on profiles.</li>
<li>eTalent are now available to answer "mentor requests" from people who feel they need some advice from an expert.</li>
<li>There is now a free "collaboration request" to facilitate members working together.</li>
</ul>

Esession has also been working out a collaboration-oriented partnership with ASCAP (which collects royalties for composers, songwriters and publishers), and will make an announcement about it April 12 at the <a href="http://www.ascap.com/eventsawards/events/expo/">ASCAP Expo</a> in Los Angeles.

<div style="width:438px; margin:0 auto 1em auto; background-color:#cccccc; padding:1em">
<a href="http://esession.com"><img alt="Esession.com profile for Kevin Killen, mixer" src="http://www.oreillynet.com/digitalmedia/blog/images/KevinMentor.jpg" width="438" height="325"  /></a><br /><br /><span style="font-style:italic;font-size:90%">A sample esession profile for mix engineer and company co-founder Kevin Killen.</span></div>

All of this moves esession toward a more modern model of recording. Version 1 supported the traditional, centralized and hierarchical recording process, which was based on limited access to high quality studios and accomplished studio musicians. Esession democratized that model, but it was still, at its heart, that model. 

Esession 2 looks like it retains the traditional model while also being more accommodating of the new, flat world of open collaboration and universal access to cheap tools and talent. It's a world in which the "users" of music have more clout than the producers, and fewer of the producers are professionals.]]>
</content>
</entry>

<entry>
<title>Computer Music Haiku</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/04/computer-music-haiku.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23305</id>

<published>2008-04-04T19:48:49Z</published>
<updated>2008-04-04T20:01:09Z</updated>

<summary>Art is disruptive.
Computers, strong but stubborn.
Let&apos;s show them who&apos;s boss.</summary>
<author>
<name>David Battino</name>
<uri>http://digitalmedia.oreilly.com/pub/au/2032</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />

<category term="computermusic" label="computer music" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="conference" label="conference" scheme="http://www.sixapart.com/ns/types#tag" />

<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[<div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Project-Bar-B-Q-intro-night.jpg" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/Project-Bar-B-Q-intro-night.jpg" alt="Project-Bar-B-Q intro night" title="Click to enlarge" width="148"/></a></div>Every autumn for the past 12 years, I've traveled to a remote ranch in Texas for the <a href="http://www.oreillynet.com/pub/au/2203" target="_blank">Fat Man</a>'s <a href="http://www.projectbarbq.com" target="_blank">Project Bar-B-Q</a>, an amazing computer-music conference. Its goal is to shape the future of music hardware and software, and it's been <a href="http://www.projectbarbq.com/bbq0001.htm" target="_blank">quite successful</a>.


Each year, about half of the 50-odd attendees are new, so introduction night is important. One year, everyone introduced themselves in haiku form, describing their background and interests in three lines of 5, 7, and 5 syllables. Today I came across a few haiku I wrote, setting the scene and reflecting my goal of helping more people start making music on computers. Can you think of more?

Fallen leaves crunching
Sweet barbecue ribs sizzling
Sound is essential

Composing music 
On computers would be huge
If it weren't so hard

Digital music
Can always be improved, y'all
Crank it up to 1
[<em>Crank It Up to 1 </em>was the working title of my book, <em><a href="http://www.ArtOfDigitalMusic.com" target="_blank">The Art of Digital Music</a>.</em>]

Rigid computers
<em>Can </em>work in harmony with
Messy musicians

Art is disruptive
Computers &#8212; strong but stubborn
Let's show them who's boss

Distortion is art
PCs &#8212; boringly precise
Think outside the box

Autumn in Texas
Fire up the grill and the
Future of music]]>

</content>
</entry>

<entry>
<title>top 5 ways to annoy an audio guy</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/04/top-5-ways-to-annoy-an-audio-g.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23278</id>

<published>2008-04-02T18:05:40Z</published>
<updated>2008-04-03T04:24:06Z</updated>

<summary>my brethren in interactive audio are an interesting bunch: intelligent, educated, and musically talented, but also funny, crazy, outrageous ... and easily annoyed.</summary>
<author>
<name>Peter Drescher</name>
<uri>http://www.oreillynet.com/pub/au/2056</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />


<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[my brethren in interactive audio are an interesting bunch. they tend to be extremely intelligent, highly educated, well trained, musically talented, and frequently brilliant. but like any group of creative types, they can also be wild, crazy, funny, scary, confused, outrageous, oratorical, and occasionally odoriferous. to do their jobs, they must be extraordinarily sensitive to the most minute modulations of vibrating air molecules, and thus tend to be easily annoyed by extraneous noise, inelegant tools, and bullshit (well, at least, this one is!)

   <b>SO</b> if you really want to annoy an audio guy, here are five ways to do it:

<b>1. tell him "wow, you've got the best job!" ... when you make 4 times what he does.</b>

   there's an unfortunate attitude in corporate america: "since you have fun doing your job, we don't have to pay you so much." while it is true that the work is it's own reward, the inverse implication that "your job sucks so bad, we have to pay you extra to do it" seems kinda sad ... but certainly no way to make music!]]>
<![CDATA[<a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/hardatplay2.jpg" target="_blank" onclick="javascript:PopImage('Hard At Play',this.href,'1372','377',''); return false" title="Huey Lewis and the News"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/hardatplay2a.jpg" alt="Hard At Play" width="304" height="406" border="0" class="right" align="right" /></a>

one summer, in the opening band on the 'hard at play' tour, i watched huey lewis and the news get up on stage and do "power of love," every night, every encore, each time like they meant it, like they loved it, like they hadn't done it 850,000 times before. it was really quite a performance, and taught me a valuable lesson:

<em><u><font size=3>if you ain't having fun,<br>then you ain't doing it right!</font></em></u>

   that's why you 'play' music, but you 'work' a job. so if you're an audio guy, and you get paid to make noise, you better figure out a way to have fun doing it -- otherwise, <em><b>you're gonna suck</b></em>. it's part of being a creative professional, and there is a direct proportion between the amount of fun you're having, and how good your stuff sounds. this may be difficult for management to understand (particularly when they're having no fun at all), but there it is ...

<b>2. when he asks "when do you need it?" answer "yesterday!"</b>

   that this happens on a daily basis may be the most annoying part of it. even when a project is well-planned from the start, with time and resources allocated for audio development, you still gotta deal with schedule shift, sign offs, travel, contracts, nervous breakdowns, noise abatement, and natural catastrophes. by the time you get the official "go!" it usually has to be done "right now!"

   ironically, this is the <u>worst</u> way to be creative: ok, wait, be patient, just sit there, don't panic, everything's fine, do some prep work, wait some more, tap your foot, Wait For It, wait - for - it ... OK NOW!! GO!! hurry up! write the best song ever! quick quick!! the programmers are waiting!!!

seems silly when you put it that way, and obviously, nobody writes music (or does anything creative) like that. creativity is more like sex, and baseball: <a href="http://www.imdb.com/title/tt0094812/quotes" target=_blank>you just gotta relax, and concentrate</a> ... but you also need time for, and an environment conducive to, playfulness. you need a place where creative things can happen, particularly when you're <b>not</b> looking for them.

   sometimes, writing an unwritten song is like looking at the andromeda galaxy: it's blurry, indistinct, you can't see/hear it if you look right at it. you have to glance away to get glimpse of it, out of the corner of your eye/ear. note: this activity can be confusing to management, tapping their watches, because it looks like you're doing anything BUT work!

   of course, producing audio is also like fishing: there's a certain degree of luck and patience involved, and some days, you can stand in the river (or sit in your studio) til sundown, and still come up with bupkes for dinner. impossible deadlines never help the situation much.

<b>3. when he plays you the sketch, say "sounds great, ship it!"</b>

<img alt="sketch" src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/anoyingphonesketch.jpg" width="203" height="237" class="left" align="left" />   i hate sketches in general. nobody considers the pencil drawing to be the finished asset, but most people can't hear that an audio sketch is not the real thing unless you say "this is the sketch, this is not the real thing." even then, they can only hear the difference if you play them side by side (or as audio guys say, if you A-B them).

   then it's "oh, of course, the fully orchestrated version you spent three months producing is <u>much</u> better than the quick take you banged out on the piano last night" ... but here's the problem: the use of sketches as placeholders during product development.


<img alt="phone" src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/annoyingaudiophone.jpg" width="285" height="315" class="right" align="right" />
 if you play ANY sound again and again in a certain context, your ear will become trained to expect it, to anticipate it, to react badly if you don't hear it, or when, god forbid, you should hear something else. Once the client or producer gets accustomed to the sketch, <em>anything</em> else he hears can sound "wrong ... i liked it better the other way!"

   there's the reverse angle too: you play them the sketch, and they say "oh my god what is that horrible noise!?" you try to explain that the final version won't sound like that, but the truth is:
a) they can't hear what's in your head, and
b) you don't really know how the final version will sound until it actually exists!
you just have to trust that they think that you know what you're doing.

   one time, during a project bid, i brought in a piano sketch of what was to be a big broadway show tune, complete with flashing lights and dancing girls, and the QA guy (who obviously wanted the gig for himself) said "that sounds just like what <em>i</em> was gonna do!" i think he was trying to pay me a compliment, but i had to resist an urge to whup him upside the head ...

<b>4. when you hear the final product, say "it needs more <a href="http://www.youtube.com/watch?v=QodpxbSMs_4" target=_blank>dobly</a>"</b>

   look, fella, i've been using my ears to pay the rent for 30 years now, and despite age, entropy, and playing the blues, they still seem to function pretty well. in fact, they are <b><u>the</u></b> essential tool i use to do my job. sound design is the <em>art of listening</em>, and if my sense of hearing was a muscle, i'd be arnold freakin' schwarzenegger, ok?

   of course, when an audio guy is actually using his finely toned and highly trained ears, it's sometimes difficult to distinguish the activity from napping. he just sits there, eyes closed, not moving ... but inside his head, amazing feats of cognitive prowess! frequency analyzation, pattern recognition, beat mapping, and more (the snoring is just a by-product).

although ear training is necessary, listening is a talent, like cooking, acting, and basketball -- some people are really good at it; others, nnnot so much. nobody expects me to be able to dunk, and i don't expect you to pick out the 2nd trombone part of an ellington arrangement. but few things annoy an audio guy more than listening to some wannabe pretend to have solid gold ears (<font size=1>when they're obviously made of tin</font>).

<b>5. misspell his name in the credits</b>

   here's the thing: while life as a road dog piano player was tough, i never once felt like i got screwed out of a credit. onstage, there was always a "and on keyboards, that guy!" at the end of the night. in the studio, seemed like folks were always careful to get the name right, since often, credit was all you was gonna get.

<img alt="jlwlasv12" src="http://blogs.oreilly.com/digitalmedia/uploads/2008/04/jlwlasv125.jpg" width="290" height="187" class="right" align="right" />my favorite credit is for a CD i ain't even on! when i first joined joe louis walker and the bosstalkers, i toured behind 'live at slim's' because he'd fired the guy on the album (joe had a reputation for being hard on piano players). at shows, fans would ask me to sign the CD, which i would, thinking "i'm not on this album." then, he released 'live at slim's, volume 2', which contained a 'special thanks' to yours truly for touring behind the first one. i used to sign it "i'm not on this one either!" (and then, right before he went into the studio again - he fired me! like i said :)

   BUT in the brave new world of multimedia, i can't tell you the number of times my credits have been completely whacked. products have shipped containing all my sounds and/or music, my name nowhere to be found. conversely, i've been credited for games i never even heard of, let alone worked on. one guy first dissed, then took credit for my work in the same article, and another guy asked the publisher to remove my name from a credit list, so that his name could go on instead.

   my favorite screwup: years ago, i wrote and produced (what i thought was) a smokin' blues tune for a Simpsons product, a MIDI-rendered "cutting session" between lisa simpson and bleedin' gums murphy. i sweated hard on that one, wanted it to sound as authentic as possible, used custom sax samples specifically designed for the purpose, even had one with a funky loop that, when played out of range, sorta growled. as a final finesse, i worked the first bar of the simpsons theme halfway into the solo, a "quote" as it were, like throwing "donna lee" into a jazz improvisation. i thought it a clever conceit until the product was released, and the credit read "Moanin' Lisa by Danny Elfman" (d'oh!)

   of course, none of it matters, i still gots paid, but annoying? oh yeah ...

&nbsp;&nbsp;&nbsp;- pdx

<em>disclaimer:
gentle reader, please remember, these words written by the bard
that aptly limn my little blog: "dying is easy, but comedy is hard"</em>]]>
</content>
</entry>

<entry>
<title>A Free Virtual Flute Saves the Day...er, Night</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/03/free-vst-flute-saves-the-day.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23219</id>

<published>2008-03-27T06:36:44Z</published>
<updated>2008-03-27T17:36:23Z</updated>

<summary>It was late. Too late to record an acoustic flute to kick off a CD I was shipping in the morning. So I downloaded Kong Audio&apos;s free flute VSTi, tapped out a few notes, and hit sonic gold.</summary>
<author>
<name>David Battino</name>
<uri>http://digitalmedia.oreilly.com/pub/au/2032</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />

<category term="books" label="books" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="software" label="software" scheme="http://www.sixapart.com/ns/types#tag" />
<category term="synthesizers" label="synthesizers" scheme="http://www.sixapart.com/ns/types#tag" />

<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
<![CDATA[    <div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/03/Momotaro-Cover.jpg" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/03/Momotaro-Cover.jpg" alt="Momotaro Cover" title="Click to enlarge" width="148"/></a></div>
    <p> A friend was jetting off to Japan in the morning and offered to take copies of my <a href="http://www.StorycardTheater.com" target="_blank">storytelling books</a> to show off. She thought teachers there might be interested in using them to help their students learn English. But what would really  make the sale, she said, would be a CD with a native English speaker reading the book aloud.</p>
    <p>I had a recording of the wonderful <a href="http://www.emilybezar.com" target="_blank">Emily Bezar</a> reading the books, but I'd never gotten around to editing it. Emily had given me two complete readings plus  variations of certain lines, so I decided to use a multitrack editor to make it easier to compare phrases. I set out the laptop on the kitchen table, fired up Ableton Live, and started cutting and pasting.</p>
    <p> I had lots of options to choose among, but one element was missing. Normally, when my wife and I perform our books, we start by playing a little melody on an alto recorder (the flutey instrument). It's amazing how that creates a mood. Often audiences  applaud right then, which puts <em>everyone</em> in good spirits.</p>
    <div style="float:right;margin: 16px;"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/03/ProteusPack-box.gif" alt="Proteus Pack" width="190" /></div>
    <p> But it was now too late at night to record the recorder, so I hauled out my wee two-octave MIDI keyboard and started searching through my software synthesizers for an evocative flute sound. I started with the <a href="http://www.cakewalk.com/Products/Proteus/default.asp" target="_blank">Proteus Packs</a> for Cakewalk Dimension. The E-mu Proteus, you may recall, was a rackmount hardware synthesizer that amazed the world 20 years ago with its high-quality sounds. It became so popular that E-mu produced a string of them. E-mu sound designer Tim Swartz recently converted his original Proteus samples into a sample library for Cakewalk's Dimension soft synth, boiling these thousand-dollar modules down into $79 downloads. </p>
    <p>I did find a few contenders in the Proteus Pack, but they weren't quite the sound I was hearing in my head. (As Talking Head Jerry Harrison once remarked, in the age of preset synthesizers, we've all become librarians, forever trolling through lists of sounds.)</p>
    <div class="ap_r" style="margin: 16px;"><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/03/kong-mini-dizi.jpg" class="highslide" onclick="return hs.expand(this)"><img src="http://blogs.oreilly.com/digitalmedia/uploads/2008/03/kong-mini-dizi.jpg" alt="Proteus Pack Box" title="Click to enlarge" width="148"/></a></div>
    <p>Turning online, I found Kong Audio Mini-DiZi, a VST plugin instrument for Windows. It wasn't an exact mental match either, but it had <em>character. </em>I quickly played the Momotaro theme, dragged it to the beginning of the audio session, and burned a CD. (Incidentally, of the half-dozen programs that popped up and offered to assist me in that task on Windows, iTunes seemed to be the easiest &#8212; and it supported <a href="http://en.wikipedia.org/wiki/CD-TEXT" target="_blank">CD-Text</a>.)</p>
    <ul class="audio">
      <li><a href="http://blogs.oreilly.com/digitalmedia/uploads/2008/03/Momotaro-Intro.mp3" target="_blank" onclick="javascript:MakePlayer('Momotaro Theme',this.href,'',''); return false">Momotaro Theme</a> (368KB MP3)</li>
    </ul>
    <p>This was just a quickie performance on a cheap keyboard. To hear what Mini-DiZi (and other Kong Audio instruments) can  do with expressive playing, head over to the <a href="http://www.chineekong.com/audiodemolisting.htm" target="_blank">Kong Audio site</a>. Kong also offers 40 free WAV loops of Chinese percussion.</p>
<p>And my friend? She sold the first book while still on the plane.</p>
]]>

</content>
</entry>

<entry>
<title>Revolutionary new Audio Product</title>
<link rel="alternate" type="text/html" href="http://blogs.oreilly.com/digitalmedia/2008/03/revolutionary-new-audio-produc.html" />
<id>tag:blogs.oreilly.com,2008:/digitalmedia//8.23194</id>

<published>2008-03-23T00:32:26Z</published>
<updated>2008-03-23T00:38:03Z</updated>

<summary>I don&#8217;t usually recommend audio products in this post. But I think you&#8217;ll agree, this is an important milestone. The press release says it works for Windows and Mac, but it&apos;d probably work on Linux as well. INFINITUDE!™ 1.0 Dynamic Exaggeration Plug-in! Saratoga, CA - April 1, 2008 The Sound Guy, Inc. has announced the release of INFINITUDE!™, their long-awaited...</summary>
<author>
<name>Brad Fuller</name>
<uri>http://www.bradfuller.com</uri>
</author>

<category term="Audio" scheme="http://www.sixapart.com/ns/types#category" />


<content type="html" xml:lang="en" xml:base="http://blogs.oreilly.com/digitalmedia/">
I don&#8217;t usually recommend audio products in this post. But I think you&#8217;ll agree, this is an important milestone. The press release says it works for Windows and Mac, but it&apos;d probably work on Linux as well.


INFINITUDE!™ 1.0
Dynamic Exaggeration Plug-in!

Saratoga, CA - April 1, 2008 The Sound Guy, Inc. has announced the release of INFINITUDE!™, their long-awaited dynamic exaggeration plug-in!

According to The Sound Guy, INFINITUDE! won&#8217;t just make your music louder!

It won&#8217;t just make your music ORDERS OF MAGNITUDE LOUDER!

With INFINITUDE!, your music will be INFINITELY LOUDER than anything the public has ever heard (or will ever hear again)! So loud, it will literally set the world on fire!

Using an undoubtedly patentable divide-by-zero process, INFINITUDE! ensures that your music is louder, and therefore better, than anyone else&#8217;s!

&#8220;We were working on an app that would eliminate the +/- 1.0 limit on CD signal levels, allowing the range to go all the way to +/- 1.1!&#8221; explained CEO Earl Vickers! &#8220;But then one of our competitors came out with a product called Eleven, which pretty much killed the marketing plan!

&#8220;We went back to the drawing board and came up with a brand new concept: Twelve! But the engineering guys pointed out that our advantage would be temporary! We needed a way to leapfrog the competition, to go beyond incremental improvements and WIN THE LOUDNESS WARS ONCE AND FOR ALL!&#8221;

Enter INFINITUDE!, the Shock-and-Awe of the audio world!

INFINITUDE! lets you EMPHASIZE! EVERY! SINGLE! NOTE!

But The Sound Guy hasn&#8217;t forgotten about those important spaces between the notes! With INFINITUDE!, the quiet, sensitive moments can be JUST AS LOUD AS THE REST OF YOUR SONG &#8212; OR EVEN LOUDER! The built-in Subtlety Remover!™ eliminates any hint of nuance, but without flattening your music! Instead, YOUR MUSIC WILL FLATTEN EVERYTHING WITHIN EARSHOT (basically, the whole universe)!

INFINITUDE! &#8212; Music never hurt this good before!

System Requirements:
We recommend speakers with an 8/0 ohm input impedance and a power amp with unlimited headroom!

INFINITUDE! supports VST and Audio Unit formats for Windows and Macintosh OS X (Universal for PPC and Intel)!


</content>
</entry>

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