Thursday, January 20, 2011

Give Ableton Live its Missing LFO: Max for Live Device Modulates Everything

 
 

Sent to you by marcel via Google Reader:

 
 

via Create Digital Music by Peter Kirn on 1/19/11

Ableton Live users have wanted an LFO for a long time. Using basic wave shapes, you'd be able to modulate anything in a set, from clip parameters to instruments and effects, producing shifting timbres or rhythmic patterns or anything you'd like.

Julien Bayle, the Marseilles-based (certified) Live guru, ambient musician (as protofuse), and builder of the protodeck controller, has built a solution. "LFO Everything in Live" is a Max for Live device that allows you to control any parameter anywhere in Live using LFO waveforms. Features:

  • Tempo sync toggle
  • Multiple waveshapes – new ones added this version – or draw your own.
  • Route an LFO to another LFO to another LFO, etc., for some sophisticated signal chains.
  • Lifetime free updates.

You'll need a recent version of Live – 8.2.1 required – plus a copy of Max for Live. But if you've got those two things, prepare for some serious LFO goodness.

The tool is normally EUR8, but anticipating some interest from CDM readers, you can get it for EUR6 and go buy yourself an espresso (or two) instead. Use coupon code CR3AT3 (first fifteen buyers only – you might ask nicely to extend that)!
http://designthemedia.com/products/abletonlive/
Follow Protofuse/Julien on Twitter, Facebook, and if you have opinions about what kind of hardware he should be building, take his survey

I'd still like to see an LFO as a default device, and for Max for Live devices to be easier to distribute to users who don't own a copy – as well as for more M4L patchers to use a GPL license for patches they're selling. But this looks like a terrific solution, nonetheless, and could really change the feeling of working with Live. Great work, Julien!

Pictures:


 
 

Things you can do from here:

 
 

Wednesday, January 19, 2011

Cubase 6: Amidst Familiar Leapfrog Features, A New Approach to Note-by-note ...

Sent to you by marcel via Google Reader:

via Create Digital Music by Peter Kirn on 1/18/11


Users of Cubase seem to be a kind of silent majority. Web data suggests this may be the most popular DAW on the planet, thanks to Windows and Mac support, over 25 years in the business, and the absence of any particular hardware requirements. But the Cubase users I know, while fiercely loyal, just aren't as evangelical about their choice. "Oh, yeah, I use Cubase."
One basic problem is that Digital Audio Workstations have been locked for years in leapfrog-style, me-too feature battles. These mature, do-everything, kitchen-sink products add tweaks that evidently matter to their users but are hard to make exciting for anyone else. Digital Music Doctor, echoed by Synthtopia, went so far as to ask if the DAW was dead. Some might wish as much, but I doubt it. DAWs in the last decade were engaged in feature-for-feature competition, but the same was true in the 90s and even, particularly on the Atari ST, in the 80s. Perhaps fueled by an overabundance of smart audio programmers, certainly by the inexhaustible potential of music's complexities, we'll never reach the DAW singularity.
Case in point: Cubase 6. There are new features here, but they could only be termed, as Steinberg PR does, "new and revolutionary" if you hadn't seen nearly-identical features crop up in rivals like Apple's Logic and Cakewalk's SONAR. You get automagical features by which audio drum recordings are supposed to be as easy to edit as MIDI, new comping that's supposed to save you time, and countless "workflow" enhancements. In the never-ending quest to attract more guitarists to music production, you get some built-in amp models and stompbox effects. There's a tiered set of offerings allowing different features at different prices (here reduced, at last, to two basic choices, a EUR600 full edition or slimmed-down EUR300 "artist" version).
In fact, I'm tempted to copy and paste ad copy from recent updates to some of Cubase's competitors and see if you can tell the difference.
The reason the DAW isn't dead – or even this number of DAWs – is that I suspect a lot of these features do work pretty well. And while they look the same on paper, in practice, using Cubase, Logic, or SONAR doesn't feel quite the same. Music producers are so loyal because they are tuned into those subtleties and naturally creatures of habit, eager to satisfy their creative appetite. So, the cycle of DAW life continues, and the circle is unbroken (so long as something catastrophic doesn't happen, like Gibson buying Opcode and Studio Vision).

Familiar features, done Steinberg-style



The features, while not unfamiliar in competing DAWs, do look impressive, and they could be good news for Cubase users:
  • Enhanced transient and tempo detection for easier, glitch-free drum editing and more musical detection
  • Phase-accurate audio quantization and drum replacement. (Actually, a key point here – without phase accuracy, you can create some nasty artifacts quantizing audio.)
  • Track edit groups turn comps quickly into tracks. That we've seen before, but Cubase does have a nice feature for editing those groups simultaneously.
  • A built-in set of guitar effects called VST Amp Rack.
  • 64-bit support on both Mac and Windows.
  • New time-stretching algorithms. (These seem to crop up in every version upgrade, too.)
Don't get me wrong – implementation is everything. It's really impossible to cover a DAW just based on a product announcement. In fact, I think it's difficult to cover a DAW without spending some weeks in production actually using it, even in terms of an upgrade, which is part of why it's hard to write DAW reviews.
To Steinberg's credit, in the promo video included here, they do make an effort to contextualize these features in an actual recording session. While comping is unquestionably terrific, I'm not entirely convinced everyone wants to quantize audio drum recordings. But otherwise, these are fair points, and you can bet the reason these features show up in so many DAWs is in part because users ask for them. User needs are complex, challenging, but also very often similar. DAW developers have little time to analyze their competitors, so I don't think copying features is commonplace. More likely, users keep asking for the same things.

LoopMash, now fleshed-out and performance-ready


Now we know Cubase has features similar to its competitors, and why that might be, there are additions in Cubase 6 that are unique.
One feature I'd even go as far as calling "weird," and that's Cubase's LoopMash. It's a really unusual approach to loop editing and slicing. Slicing and looping and new file drop and such isn't new in and of itself, but Steinberg's interface is genuinely different. Performance controls mean you really could use LoopMash in a performance for stuttering, sliced-up loop triggering. "Hey, what were you using? Was that Ableton?" "No, that was LoopMash in Cubase 6." "What? I couldn't hear you. I'm going to get a vodka and Red Bull."
Seriously, if anyone does try using LoopMash, I'd love to hear about it. Ableton Live is a great product, but having every laptop musician on the planet use the same software is boring.

A revolution in MIDI editing?


Buried among these other features, though, is a new approach to editing notes. It's called VST Expression 2 and Note Expression. Normally, in MIDI editing, you have a lane of note events and then a separate lane of controller data that determines how those notes are played. The issue with this is that it's more in line with how a synthesizer works than how anyone thinks musically. In fact, if the two lanes get out of sync, you can easily wind up with a pitch bend happening in the middle of a note instead of the beginning, or the wrong note.
The basic notion of Note Expression is to make expression happen on a note-per-note basis. Cubase even has a nice interface by which you can click a note and edit the controller data for just that note.
Aside from making editing easier, this is really a big deal as far as how Cubase's editing interface interacts with samples libraries and scores. (That, in turn, may explain why Hans Zimmer is quoted as being so excited on the Steinberg website.) In the old MIDI editing paradigm, you wind up having to do some complex acrobatics in order to get extensive sample libraries to behave the way you want. With some help from VST 3.5 and VST Expression 2, this note-by-note editing can be extended to making MIDI events in the sequencer work better with those big choral and orchestral sample libraries.

Scoring should also be vastly easier, since notation also assumes note-by-note expressions of various kinds. In the past, translating a MIDI sequence to a score has required thinking in two different ways; this helps change that. Accordingly, Steinberg has also added a "Dynamics Lane" so that you can see dynamics (forte!) alongside your MIDI events while sequencing.
Not all composers really want to work this way with scores, period, but for those who do, Cubase 6 is a big advancement.

The question I have is whether this new-fangled editing approach will take place outside of Steinberg. The narration in their promo video attempts to answer this:
"The only limitation is your imagination. Well, that and you do need a VST-compatible instrument. But remember, we invented VST, so we've got you covered."
Actually, the problem is just that – Steinberg invented VST. It's a de facto standard, one controlled entirely by one developer. It competes with other standards (AU, Avid's TDM and RTAS, and Linux's rising star LV2). Third-party VST developers often don't invest in the latest plug-in standards, especially because other VST hosts that aren't Cubase often don't support them. (Cue ranting developers here with more reasons they don't like VST.) And we're still communicating with plug-ins not only with VST, but with another de facto standard, albeit one with the input of more than one vendor, MIDI. Phew.
So, "we've got you covered" can either mean that Steinberg makes this easy for other vendors to adopt, or that it instead becomes their way of driving more sample library business to their HALion sampler engine and not competitors like Kontakt.
Whether it's "revolutionary" or not, though, it is a truly new idea in editing. And as should be plainly obvious by now, new ideas in MIDI editing – for better or for worse – don't come alone that often. So I do look forward to seeing more of this editing concept. It is news, after all.
And I hope some of my Cubase-using friends stop being so silent, and tell us how this all works in practice as they get Cubase 6 in-hand in the near future. Since the DAW isn't dead, I'll wager that will be useful information. What would happen if we got past the marketing descriptions and really learned from users? That might well be revolutionary.
All photos courtesy Steinberg.
Cubase 6: What's new [Steinberg]

Things you can do from here:

Tuesday, January 18, 2011

The first Sample Based Instrument

HERE is a link to a wiki entry on the first sample based instrument and its from the 1930's!!!!

Friday, January 14, 2011

The Father of Drum Machines and the Father of MIDI Talk About Design and the...

Sent to you by marcel via Google Reader:

The Father of Drum Machines and the Father of MIDI Talk About Design and the Tempest

via Create Digital Music by Peter Kirn on 1/13/11

In songwriting, there was Rodgers and Hart, Gilbert and Sullivan. In music gear design, it's hard not to assign a similar degree of expectation to the pairing of Dave Smith and Roger Linn.
Between them, these two designers have been a major part of what music technology is today. Dave Smith pioneered MIDI (even giving it its acronym), the first microprocessor-based instrument (the Prophet-5), the first programmable polyphonic synth, and other innovations at Sequential Circuits. Add to that landmarks in physical modeling research (at Yamaha) and the first PC soft synth. Roger Linn built the first programmable sampled-sound drum machine and with the LM-1, LinnDrum, Linn 9000, and his work on the MPC60 and MPC3000, introduced workflows and ideas in drum machines we now take for granted. It's not easy to overstate the contributions of either designer.
Putting two minds like that together can easily raise expectations, but it can't magically create a product. And so as these two embarked on a collaboration on a drum machine four years ago, the resulting project didn't immediately get off the ground. But at NAMM 2011, the first real, functioning product – complete with a ship date this year – finally sees the light of day, thanks to a reboot that re-calibrated the designers' own expectations and process. As Steve Jobs once infamously said, "great artists ship."
So, with shipping in sight, what happens when a MIDI-fathering pioneer of synthesis and the pioneer of the modern drum machine work together? And what do they view as important to design? The answers were, to me, insightful, even if you don't expect to pick up the new Tempest drum machine.
Indeed, they had so much to say, that I'm going to largely let them speak for themselves, unedited. These really speak to the core of how Roger and Dave have thought about their creation; there's no marketing filter. Either you'll find these ideas appealing to you musically, and it'll be something you want, or you won't. And unlike at NAMM, you don't even have to hear them shout over the din of a trade show hall to listen to their story.
First, be sure to read up on the specs of the Tempest:
Tempest, Roger Linn + Dave Smith Analog Drum Machine, is Official
Concept behind the Tempest
Roger: I think the things that have carried over [from the original collaborative design] are the real-time performance instrument aspects. I always saw the need for something that was not just an off-line editing machine, but in which the idea of composition was tightly integrated with performance. So that's what the operating system is about on this one – to try to do that with as few controls and as a tight a package as possible, and to have those controls work in multiple modes.
Dave: There are two purposes of this instrument. I think one purpose is what Roger covered, which is usability, and what a drum machine should be doing these days. But the other half is sound. If you're happy with samples, we can't compete with a free piece of software that gives you a billion samples and a full-screen interface that lets you program it however you want. That's not what this is about. This is a musical instrument, and the sound is tightly coupled with the operation, and it gives you a much wider palette of sounds because of the analog side. But you can use samples when you want to, and you can combine the two to come up with all kinds of new sounds.
From my point of view, if it didn't sound new and different and better, then there'd be no reason to do it. I certainly wouldn't have done an all-sample drum machine, because my interest is always in the sound area. If the sound is like everything else, it kind of bores me, and there'd be no reason to do it.
The collaboration:
Roger: Basically the entire user interface, data structures, file types … as far as the interface and the way that the machine works as a drum machine, that's entirely me.
Dave's really a hardware guy much more than I am. I'm not a real hardware engineer; I've put products together, but under duress. I can't really design a circuit very well – I did circuit design on my earlier machines, but it's always harder for me. And it's just not fun for me.
I live in Plato's world of ideals. Dave loves to live in that world of imperfect copies on the surface of the Earth. It's just a matter of what makes you happy, what's fun for you. The truth is I've never really liked hardware, it's just that when I made products earlier on, you needed hardware. I prefer to live in the computer, the efficiencies of the computer, the connectivity, the screen, the ease of writing software. The only reason to have hardware is for the human interface.
I like design, and I like to be close to the musician's experience. [Dave] likes to be close to the circuit. On this, the first thing he did was design the voice board. He didn't really care about my 3D models or drawings; he had to touch and feel it. He has the physical gene turned on and I have the virtual gene turned on.
It's actually very nice, because we cover opposite ends of the spectrum, and I think it's what made this product work is that we're covering both those sides. I agonize over the user interface and the data structures and the files and the interactions of the controls. I like solving multi-dimensional problems where you've got time involved, as you do with the sequencer, and imagining myself playing the device before it exists. He likes the circuit boards, and he likes writing the low-level firmware.
The synthesis engine
Dave: Large parts of [the Dave Smith Tetra] are in that there are the same two analog oscillators and low-pass filter and one sub oscillator, and we have feedback like we did on the Tetra and the Mophos. The additions are that each voice has four oscillators — two of them are analog and the other two are digital. The digital oscillators are really samples as opposed to oscillators, but they can go either way. We'll probably be putting the Prophet VS waveshapes in there also. So you basically have four different sound sources per voice. We also added the high-pass filters which none of our other synthesizers have.
[The high-pass filter] gives you a lot more control when you're mixing analog sounds with samples. Sometimes the analog stuff gets a little bit too bottom-heavy. If you're not careful, it'll get a little muddy after a while. But the high-pass does a great job of letting you tweak that when you need to.
Sequencing and real-time control
Roger: The sequencer is event-oriented. In each note event, you've got four bytes that you can feel with four different pieces of information. For example, for all notes of the snare drum, byte one could be pitch, byte two could be the filter, byte three could be decay, and byte four could be pan. People who are not very technical can just touch it.
The touch strip lets you override parameters as it plays, or record parameters. This is something that I first made on the MPC60, the variation slider. So it's not really new, but it's turned out to be an effective thing. Instead of one, we have two, and each of them as two different sets of assignments, so you can toggle between them.
The idea is that all the changes you make in real-time are recorded into the sequencer if you're in record mode, or changing them live if you're playing live.
The way we designed these, they're both position and pressure-sensitive FSRs (forse sensing resistors). It's a two-dimensional sensor.
An instrument you can play
Roger: What is cool about this is, with these sixteen beats, you can go in and out of record on them, do any editing that you want, use any sort of pad mode for your recording or play live with the tunings or adjusting the voices or adding and recording note effects – and note effects you can also save beat-wide parameter changes – and do all that, and you never have to stop. The only time you have to save is when you're saving to flash [memory], but I think that's the only thing. I think even the edits can be done as a background task. And of course you've got real-time erase and all that stuff and single-level undo.
You can actually do real-time creation, and I think that's the nature of working today, is that a DAW as an editor is kind of an old-fashioned statement. Editing and performance are ideally the same thing.
That's what I've tried to do with this is to try to say, what's the virtuosic music instrument that we could create if we're trying to make a drum machine?
What differentiates the sound
Dave: lot of it is a matter of how you program it. A lot of people have already found that on a Tetra, because it's multi-timbral, you can get some pretty interesting drum kits going. And on this one, we went just a little bit further with the high pass and the samples and a few other little things here and there. We have five envelopes per voice, because envelopes are pretty important when you want to tweak a percussion sound. The LFOs go up a lot higher in frequency, so you can actually use them to do some FM-type effects with the oscillators. And then just the programming, people approach it more like a percussion instrument, so it takes more of that flavor.
Groove and voodoo
Much has been made by MPC users of that instrument's groove, but Roger – the guy who actually made the groove – routinely discounts it as being anything special. I raised an eyebrow when Roger mentioned in his copy for the Tempest that he used his "bag of tricks." He explains here precisely what he means – a must-read, incidentally, for MPC fans.
Roger: There's a lot more voodoo in the press than actually exists. Even on my earliest drum machines, all I did was make sure my samples were trimmed tightly and wrote my software so that the software responds tightly. Swing is just a matter of accurate percentages.
My bag of tricks is basically taking away all the stuff the software sequencers give you — options for that no one knows how to set. Back then, in the earlier days, sequencers just weren't very good for timing because the OS would always get in the way. These days, you can get great swing if you know what yuo're doing. The problem is the software interfaces make it so hard to get what you're trying to get.
For swing, what I do is I use my percentages. You can do fifty percent up to seventy-five percent. And what that means is, for every eighth note, it's the percentage between the first sixteenth note and the second. 50% means straight time, 66% means falling on triplets, 75% … is going very slow for a jazz groove. It actually falls on 32nd notes. Most of the time it's 50%, 66%.
There's no other trick than that. The thing I think made a lot of my early drum machines sound good, at least starting with the 9000, was that you had the pressure-sensitive pads coupled with the note repeat feature. I called it note repeat, people called it rolls. It was mostly not for doing rolls, but just doing good … sixteenth-note grooves. If you just play it by varying pressure, it's pretty easy to get it right. You couple that with nice swing percentages – something around 58-60% is really pretty cool. I think it's pretty easy for most people to get a good groove.
The Tempest and its place in drum machine history
Ask a marketing person about a product, and you'll get a fairly dull answer. Ask someone who's been around the industry as long as Dave has, and you definitely get an answer with some personality.
Dave: When you say analog drum machine to people, it can mean almost anything. A lot of people instantly think of the old Roland stuff, and already a lot of the people who have been playing with this machine have programmed a lot of the classic 808-type sounds. So we can cover that kind of analog.
And then we can also cover the poly-synth kind of analog, because it is a real programmable analog voice. It's not the stripped-down Roland version from way back. And then you get the samples, so between all of that, you get a pretty wide palette to work with. It sounds a lot different than if you did the same thing on a Tetra or a Prophet.
The old style analog drum machines – there's the Roland style, which nobody bought when they first came out because they didn't sound very good compared to the drum machines at the time, and it only became fashionable much later. But the earlier drum machines, like the ones we made at Sequential, we were basically just taking samples and running them through analog filters. They weren't really configured like this as a fully-programmable analog voice.
We're trying to cover all of the bases. Operation-wise, you can program it Roland-style, you can program it MPC-style. From a sound point of view, if you want to stack oscillators to make a big sound, which is what people tend to do a lot on the MPCs, to make it sound thick because you stack a lot of voices, we've got four oscillators per voice, and two of them can be samples, and if you want to throw in some low-frequency triangle waves or something you can do that, too. So we don't need the huge voice counts of the MPCs to do the same thing. The idea was kind of a one-size fits all instrument that can cover all types of musical styles, so it's not shoehorned into one or the other — I guess what you'd call the two different camps.
It's been so long since there has been a new drum machine out there of any kind. Even the monomachines have been out for a while, so it was time for something new — and a different take on it.
Price and value
I mentioned to Dave that, given the ability to use a Tempest as a synth module as well as a drum machine and take advantage of genuine analog signal path, the price would make sense to at least some prospective buyers.
Dave: You can already plug in a keyboard and play it as a six-voice analog poly synth. It is definitely dual-purpose in that sense.
The street price on a Prophet is a little more than this, and this has a more complex voice than this does. If we took the pads off and sold it as a six-voice synth, it'd probably cost about as much as it does. I think it's a good price for what it does.
Roger: The thing can actually double as a six-voice keyboard synth. It has all the same voices that the Tetra has. I guess it's like a Hextra.
The pads and their layout
Roger: I really like the two by eight layout; I find it really cool to work with. All the pads are right on the front between your fingers. It's the ideal compromise between the 4 x 4 and the 1 x 16 layout. And since this does both step time and real-time programming, it makes it very nice. The other thing is, when you're using the pads for tunings, you can select a number of scales – it can be two octaves of major, two octaves of minor, chromatics, two bass strings, two octaves of pentatonic minor, pentatonic major – it actually works out very nicely for doing pitch parts.
Who's it for?
Dave: I think anybody should like this. The old synth guys from the 80s should like this, because it's a good, old-fashioned poly-synth drum machine. The electronic guys should like it – a lot of people already use our stuff, because if you want an analog poly-synth these days, there aren't many choices. The hip-hop guys will always appreciate a new sound, and they always love anything Roger did, for that matter. It's funny, I've been through this cycle so many times. And it's really hard to predict ahead of time, because so much of this is just a fashion thing, where if the right people decide this is the thing that everybody has to have right now, then it will go crazy. If that doesn't happen, we'll still sell a lot, but it can make a pretty big difference. And those are the kinds of things you can never predict
So far, the handful of people who have played with it have liked it a lot, which is a good start. We won't know until after we start shipping.
Philosophy of design
Dave: Concise instruments to me are very important. A Prophet doesn't do everything a synth can possibly do, but it has just the right number of knobs for direct control, and the right number of features that make it easy to get your head around it. At the same time, it's incredibly versatile. People who go too far down the software path where every year there's a new version and new submenus — it's more features, you can't argue, but it just gets silly after a while. So I try to avoid that. Ed.: Since this line was misunderstood in comments, part of this came out of Dave not particularly liking software – which I found especially amusing, as Roger describes not particularly liking hardware. I think these two are yin and yang, Bert and Ernie, in a good way. -PK
For me, an instrument should be concise, it should have a lot of personality. Software never has personality, if you ask me. And it should be fun to play. Software often isn't fun to play.

Things you can do from here:

A Custom Shop for Music Gear, a “Third Deck” DJ Controller, and DIY Hardware...

Sent to you by marcel via Google Reader:

via Create Digital Music by Peter Kirn on 1/11/11


Dave Cross thinks more about the design of DJ gear than even most passionate electronic music enthusiasts. Aside from stints at DJ Times and Ableton, this is a man who wrote an honors thesis on the history of the DJ mixer [PDF]. Then again, maybe it's more a matter of the industry being painfully behind. In, 2006 when he designed his beautiful, vintage-styled Briefcase into the chassis of a 70s Sony mic mixer, there were few MIDI controllers for DJs even on the market.
Times have changed, and in the mind-numbing cycle of industry products, it's likely this year's NAMM trade show will include a deluge of controllers from DJ manufacturers.
That has left Dave to focus not on making the next mass-market hit, but on assembling a high-end custom boutique for controllers he calls Sixty Works Controllers. Based in Madison, Wisconsin, Dave's business couples consulting with hand-built, all-custom hardware, one client at a time. (He also advertises that he reads "all those dorky magazines and tech blogs" – hey, wait a gosh-darned minute…)

As he gets his business going, Dave shares two stories that may interest. For one, he's assembled his notes on building DIY hardware if you want to make your own – which, for many of us, is part of the pleasure of electronic music making today. He also has a proof of concept in a one-off design that bridges the world of laptops and traditional DJing. As those aforementioned DJ manufactures try to meld computer and deck, Dave's "Third Deck" does the opposite, assuming DJs will want to segregate the computer portion of the rig. Here, Dave shares with us his outlook and goals.

On the Third Deck:
It's not available for sale. Its primary purpose was to showcase a controller so specific in its design that it would make no sense to build it en masse. It's a dream controller for one imaginary person – the staunchly anti-digital DJs I meet who don't want the laptop to "infect" their traditional two-deck ways. If you look at its functions, you'll see it's pretty limited in scope. That's intentional – it was made only for this specific purpose.
I'm far from anti-digital (in case that wasn't painfully obvious already), but I have to admit, I find the simplicity of the Third Deck inspiring. Built to work with Ableton Live and carrying a minimal complement of buttons and knobs, it allows the laptop to disappear into the shadows. Scene and clip triggering, basic effects, and tempo controls remain (both coarse and fine). The emphasis is absolutely on DJing, not instrumentalism, but the underlying concept could apply anywhere: it re-casts the laptop as hardware and forces the user to do more with less.

The Third Deck
Since it's not available for sale (unless Dave reconsiders), that leaves custom jobs to create the solution specific to a DJ client.
On building a custom shop in place of a new "manufacturer":
Putting it in practical business terms: I want a company that prioritizes service and support over volume. I don't want to compete with X company that makes thousands of a single device. I want to make products so out-there, so custom, that company X isn't willing to make them.
There are custom guitar, drum, motorcycle and car shops out there. I want to follow that vein with controllers.
I think my greatest challenge is going to be in educating potential customers to stop thinking in terms of "could I make that work for me?" and more towards "what would be perfect for me alone?"

Dave's 2006 Briefcase used a vintage housing to add style.
Dave is of course aware (and even credits) others in the field. There's even a page dedicated to "the competition." But I do think Dave is in more uncharted territory: the tech blog DJ Tech Tools, for instance, isn't just doing one-offs, while builders like Livid both make gear for wider audiences and without necessarily focusing on DJs. Anyway, I'm sure there's room for more; while you wouldn't guess it reading sites like mine, the surprising truth is that most musicians and DJs simply aren't aware of the craft of controller-building and use.
What to expect as a Client
Ah, but perhaps you'd like to try this all yourself.
On sharing DIY knowledge:
The inspiration came from Moldover, after a breakfast chat. He helped me realize that all we had learned over the years – in terms of controller building – was not some secret. Treating it as a secret, and building a business around that secret ("60 Works can build you a custom controller – something you couldn't do on your own….") would be foolish. 60 Works is the service and the expertise – not the core knowledge behind DIY controller building.
Another reason I wrote it – as a defensive measure. My products are going to be expensive. Expensive enough that most visitors will not be customers. I wanted to give them (and myself) an 'out.' They may not be able to use my services, but at least I'm giving them the resources to start the journey on their own, if they wish.
Read that article to learn the fundamentals of building your own hardware, including an overview of available DIY components and "brains" (the microcontroller that process inputs), and even how to connect knobs and faders. As you get deeper into the article, there's some useful practical advice that you could otherwise learn only through experience.
http://blog.60works.com/archives/143
I'll be curious to hear what people think of Dave's effort, and if you have anything to add (or any further questions) after checking out the DIY story.
Meanwhile, because the Third Deck sounds to me like some sort of DJ crossover Ray Bradbury short story, I'll have to let my imagination run wild…
http://blog.60works.com/
All photos courtesy 60 Works.

Things you can do from here:

Thursday, January 13, 2011

explanation to come!!!

some pictures from me installing a ib-m208p from an akai s2000 into an MPC 2000 CLASSIC pluss aditional mod to plate.










Thursday, April 8, 2010