Thursday, February 10, 2011

Nine Keyboards in One: Extensive Q+A, Gallery for KORG on Kronos, Son of OASYS

 
 

Sent to you by marcel via Google Reader:

 
 

via Create Digital Music by Peter Kirn on 2/8/11

One keyboard, a mind-bending nine engines, lots of tech specs … now that we've lived in a world of impressive, technically-intimidating workstation keyboards for a couple of decades, it's easy to imagine your eyes glazing over when there's a new one, let alone the general public. So, what might get your attention? This.

"Workstation keyboard" is usually a phrase that sends me for the exits; my computer makes a perfectly good workstation, thanks. I've understood why people like them; I've just never seen one that could personally excite me. But now that the trade show hype has died down, it's time to take a serious look at the Korg Kronos. This one is a bit different. It's the first real integrated computer-in-a-keyboard workstation since the Korg OASYS – and it and the OASYS really do something no other integrated keyboards have. (Just sticking a PC in a keyboard shell doesn't quite count; that's almost more of a case mod than an integrated design.)

Now, imagine the OASYS in a completely new generation, and at half the price. The OASYS was priced so that it seemed like only rock stars need apply, however – US$8000. Kronos is US$3700 street, a price that has typically bought you an arranger keyboard, not something like this. Kronos, at that price, really does seem like a studio in a box. It's certainly not cheap (not with very capable instruments under a grand), but it enters the realm where a musician could make an investment in a keyboard that'd outlast a couple of generations of computers and (ahem) computer repairs.

Underneath its shell, the Kronos is still based on the Linux kernel (via a custom OS), lots of Korg software, and an Intel processor.

Kronos is impressive enough that other, computer-loving fans I know are taking a look. So, I asked Korg if they could walk us through more of the technical details.

This isn't a review. But while Korg's Richard Formidoni is positively glowing about their new baby, I do listen to what he says. Rich is one of us – and having been to his home studio, I can tell you that while he may be a company man, he has a cherished place for some instruments from makers beginning with the letter 'R' and rhyming with Yoland, not just Ma Korg. And while his pride shows through, he also has some great details for us. (In the grand tradition of CDM, I've … not edited those answers. All the news fits, so we print.)

So, consider this a full, detailed preview. I actually think it benefits from some distance from the NAMM show, the week in which everything is unveiled at once. If you miss the din of NAMM, replace all the bulbs in your house with fluorescents, fire up some white noise generators and background crowd sound effects discs, and then buy yourself breakfast at IHOP before charging yourself $500 to sleep over. And stay tuned for when we get to try this thing first-hand.

The original OASYS. It had a sexy metal body that looked like something from a Klingon engineering deck. But have a close look at the Kronos. While it appears descended from the architecture and philosophy of OASYS, down to similar menu pages, its synthesis engines and new features make it a worthy rival to its predecessor. Oh, and it's half as expensive.

What's the relationship of Kronos to OASYS, technically or in terms of learned experience?

There's absolutely a blood relation. Much of the technology that was originally developed for OASYS has made its way to KRONOS (sound engines, UI, etc). That being said, KRONOS has more than enough innovation to stand on its own. It has quite a few performance-oriented aspects that wouldn't have been possible without new hardware. One example is the inclusion of a fast solid state drive with direct access to about 12gb of sample libraries, rendering the blanket spec of "ROM size" totally irrelevant. More on that later. In terms of compatibility, KRONOS can load OASYS Programs, Combis, and Sequences.

What's the underlying hardware engine? (OASYS I know was a Pentium 4 with a custom embedded OS based on the Linux kernel.)

It's a dual-core Atom processor, again running a custom OS atop a Linux kernel. This is a big deal for a few reasons… Read the next answer for details. :)

It's very apparent how much the Kronos does, and I think typically we end the conversation that way — "look, it does this, this, and this." But walk us through, if you will, how someone might typically uses all of these engines? It appears that there are some significant features there (like the ability to seamlessly change sounds, which certainly is non-trivial on a computer).

Strap in, this'll be the long one…

A walk-through would definitely start with a description of the nine engines. I'll try to differentiate a little than our marketing copy, which as you might imagine, I am starting to recite in my sleep.

1. SGX-1 Premium Piano: This lets you play and modify large acoustic grand piano sample libraries, directly from the internal solid state drive. There are two 4.7gb libraries, a German grand and a Japanese grand. We include 30 piano types based around these libraries, with different response and tonality. SGX-1 lets you interact with the pianos by adjusting lid position, damper resonance, note release (simulating old damper felts), adding mechanical noises (keys, damper rise/fall), and adjusting velocity intensity/bias. Obviously, the big deal here is the SSD playback. It lets us use more velocity layers, high quality, unlooped samples, and gives us huge polyphony (SGX-1 can sound 400 mono channels at once).

The whole point is that SGX-1 provides the most realistic, detailed, nuanced, and flexible collection of pianos that we've ever offered.

2. EP: This engine recreates six different models of electric piano: Four tine-based Eps (Mark I, Mark II, Mark V, and Dyno) and two Wurlys (200 and 200a). It uses a method called MDS (Multi-Dimensional Synthesis) which doesn't have some of the more unnatural characteristics of looped samples, so it responds smoothly as you play harder. Any audible switching between soft/loud, and sweet/strong is gone. It also has the vintage effect models from the SV-1, without taking up any of the internal effect slots. Tremolo, vibrato, all the fixin's from the classic EPs are there.

3. CX-3: This is the software version of our CX-3 tonewheel organ. It lets you use the physical sliders as you would drawbars, and accurately models the chorus/vibrato, percussion, overdrive, leakage, and amplifier/rotary speaker. The fun part for me is how ridiculously tweakable it is. For example, you can basically design your own rotary speaker, as well as the room it's sitting in… And you can add four additional drawbars to the organ, with customizable pitches. I've logged a few gig/studio hours with this engine alone, and I'm pretty thrilled that Urban Sun finally has true drawbar organs to work with.

4. MS-20EX: Taken almost directly from our Legacy Collection software, this recreation of the MS-20 monosynth (now with 40 notes of polyphony) is a point-to-point model of every component from the original design. It was created by the same designers who made the original. You can even run audio input through the frequency-to-voltage converter, and have the synth sing along with you. You can create patches just as you would on the original, except instead of using actual cables, you just touch points on the display.

Put simply, it's an MS-20 that would not pass a screening for performance-enhancing drugs.

Ed.: Careful, Rich, the iPad fans may chime in here … as may someone with some other drug reference, dunno. Readers, see image above.

5. PolysixEX: Along the same lines as the MS-20EX, it's a recreation of the venerable Polysix (only now more like a Poly180). The display lets you touch a graphic representation of the Polysix, and we've also mapped all the controls to the KRONOS control surface for hands-on tweaking.

Just like the original Polysix, the PolysixEX is a great way to get into synthesis. It can be incredibly powerful, but it's also really approachable. If you're new to analog synthesis, it's a wonderful place to start experimenting.

6. AL-1: A more futuristic look at analog modeling. We often describe AL-1 as "futuristic" because of its potential to go so far beyond classic analog synthesis. It's a ground-up design, with massive capabilities. Each instance (two per Program) can have three oscillators, five envelopes, five LFOs, a step sequencer, and various filter types including a Multi Filter, which lets you blend together (and morph between) different filter shapes. One of its most notable features is the Ultra Low-Aliasing Oscillators, which sound pure throughout the audible frequency spectrum.

7. MOD-7: This is a frequency modulation synthesizer based on Korg's VPM architecture. It can read SysEx from classic FM synths (you know the ones), and it lets you go beyond the traditional "choose an algorithm" format, and create your own using a patch panel system. You can also modulate using PCM samples, ring modulation, and waveshaping. All things considered, MOD-7 offers the most programming depth of all the engines in KRONOS.

8. STR-1: This is a plucked-string physical modeling engine. You can design a string, with specific properties like damping, dispersion, and nonlinearity, and then excite it at any given position with a pluck, strike, or scrape. It's very good at replicating string-based instruments like harps, guitars, sitars, etc., but it's also capable of percussion, bell, and wind sounds, plus some really haunting textures that wouldn't be possible for a string to generate in the real world. There's a lot of fun to be had by warping the string's physical properties with the Vector Joystick as you play.

9. HD-1: Our all-purpose, high-definition sample playback engine. Eight stereo velocity layers with crossfading means we can into greater detail than we ever could before. As with SGX-1, we're taking advantage of large sample libraries being played from the internal SSD. With access to nearly 12gb of sample data (remember what Korg did with only 4mb in the M1?), It is a huge Swiss army knife of sound. HD-1 also incorporates Wave Sequencing and Vector Synthesis, from the Wavestation.

One of the big themes of KRONOS is making sound design fun, varied, and inspiring. There is so often a divide between modeling synthesizers and sample-based instruments, so it's pretty exciting to have one instrument that raises the bar in both areas. Having three different flavors of analog modeling is a great example of that. If you want quick and easy, go for the PolysixEX. If you want to experiment with a semi-modular patch panel, grab the MS-20EX. If you want to go beyond "classic" capabilities, fire up AL-1. I end up using the word "playground" very often while describing it.

There's also onboard KARMA, a powerful sequencer with 16 MIDI tracks and 16 24-bit audio tracks, our Open Sampling System, and loads of effects… I don't want to undervalue these aspects, but the fact that it's nine complete synthesizers is definitely a paramount feature.

So, this is all well and good… It's a synthesis monster. You can get lost for weeks, just programming sounds. The real beauty of it, though, is how all of them can work together and feed off of each other.

For instance, we now have a "Set List" mode that gives you immediate access to Programs, Combis, and Sequences from the same display. You can organize sounds and songs into groups of 16 slots. You don't have to duplicate sounds in an empty bank any more, or waste a Combi location just to play a single Program. Now you can make quick shortcuts. This is a godsend when you're playing live.

There are also some "under the hood" operations that really make all the difference in the world for live players as well as studio guys. For example, the smooth sound transitions are a vital new feature that the world has been waiting for. As you're playing, you can now switch to a new sound (regardless of mode), and the last one decays naturally, as if you just reached for a different keyboard altogether. We're able to do this without limiting the number of effects you can use, the number of timbres playing, or any of the other limitations that exist in other instruments.

Here's another one: KRONOS is always performing dynamic allocation of CPU processing power. Each of these synth engines has its own polyphony spec, and when one engine is running low, it will steal voices from another engine that isn't using it. The same is true of the effects, which are running on a separate processor core, unaffected by the synth engines' performance. KRONOS also allocates voices depending on other factors, such as where on the keyboard you're playing, how fast you play, etc.

The practical upshot of all these technologies is that there's no disconnect between you and your music. You never have to think about polyphony, you don't waste lots of time loading samples, you never have to worry about CPU overs. It's just an immediate connection between you and your music. It's what makes it an "instrument" rather than a "system."

If we need to draw a comparison to the DAW world, think of it this way- When you're changing from Combi to Combi, you could equate it to loading a DAW template with 16 CPU-gobbling softsynths and 16 effect plug-ins already assigned to tracks. Depending on your system, that template could take a little while to load. On KRONOS, you can dial through about six Combis per second, and start playing them immediately.

Speaking of DAWs, another great aspect of KRONOS is that it runs as a VST/AU plugin via a software editor. This opens up a whole series of doors for a studio musician… You can run all nine engines at once, 16 timbres total, controlled via the plug-in editor, without using your computer's resources. Whenever you revisit a project within the DAW, the editor software will recall the appropriate settings, so it's just the way you left it. It also has class-compliant USB MIDI and audio I/O capabilities. I'm actually listening to Pandora right now, being piped through via USB to KRONOS's headphone jack.

Artist feedback was a part of this, I know — who did you work with (of those you could name) and what kind of feedback did they give?

We worked very closely with Herbie Hancock, George Duke, Lyle Mays, Jae Deal, Adam Blackstone, Tom Coster, Jordan Rudess, Frank McComb, Jeff Lorber John Novello, Eldar, David Haynes, and Russ Ferrante… Plus a few others. I don't want to (mis)quote them directly, but we got plenty of positive feedback from all of them.

Most of these artists are mission-specific… Some wanted to focus on the EPs, some focused on organs, etc. As a result, KRONOS has lots of signature sounds, representing customizations we made with these artists to tailor the instrument to their needs. This includes key response, tonal changes, effect choices, EQ, etc. We encouraged them to be very specific about their tweaks, because we wanted the resulting sounds to feel like you're borrowing the artist's instrument, rather than just calling up a new Program.

I will say that all of these sound design sessions ended with some variation of "So, when can I get one?"

As you can see, it's easy for me to start ranting… I'm genuinely thrilled to be a part of KRONOS's development, and I can't wait until the rest of the world gets to try it.

More information…

Like I said, this isn't a review – so if you've got questions, fire away.

In the meantime:
http://www.korg.com/kronos

And for some history, here's me writing about the making of the OASYS, way back in 2005 for O'Reilly:

Inside a Luxury Synth: Creating the Linux-Powered Korg OASYS


 
 

Things you can do from here:

 
 

Free Trance Tutorial Video Course

 
 

Sent to you by marcel via Google Reader:

 
 

via Waveformless by Tom on 2/9/11

KVR user SoundMagus recently posted this:

"I created a Trance course for Sonic Academy a while back but they went into receivership and couldnt afford to pay me for it, so here it is for free

If you goto
http://music-production-videos.com/blog and register you will receive an email with username and password.

Please login with these credentials and then goto this link -
http://music-production-videos.com/blog/free-tranc e-course/ where you will see the free course - only the first 3 videos are available at the minute the rest are being uploaded now. "

He has since uploaded more videos and has received a pretty good response so far. It's rare to get this kind of stuff for free, so enjoy!

[via KVR-Audio]


 
 

Things you can do from here:

 
 

Wednesday, February 9, 2011

Music, Like Clockwork: Modular Music Boxes with Rotating Wheels, Inspired by...

 
 

Sent to you by marcel via Google Reader:

 
 

via Create Digital Music by Peter Kirn on 2/8/11

Working with music in software means thinking a bit like a music box maker, using sequences to create note and rhythm machines. Nick Rothwell sends a project in which he literally engages the mechanical music box, with rotating electro-magnetic discs and a set of digital devices that recall their 19th-century predecessors. The designs are modular, interconnecting with one another into a little music box ensemble. And in another sign of the influence of the design of the monome, they explicitly nod to that hardware and its community as an aesthetic cue. (I have to admit, though, I'm more envious of this than the new arc.)

At the heart of the piece is a custom-made electro-magnetic rotary sequencer. Melodies are stored on a series of interchangeable, acrylic, 10" disks embedded with small magnets arranged in a regular circular grid. In the same way vinyl records are located on a turntable these disks are centered on a spindle and rotate over a 'play head' made up of a line of magnetic field sensors – effectively replicating but superseding the set of pins on the revolving cylinder that pluck the tuned teeth of a steel comb in the traditional device. Additional units are 'daisy-chained' to each other via single cables and include a self contained and controllable sound source (to hear and effect the musical output) and an animated representation of a dancing ballerina automaton – realised as a modern-day interpretation of the praxinoscope (the successor to the zoetrope – the popular visual parlour toy of its era – but which improved on it by replacing its narrow viewing slits with an inner circle of mirrors).

Inspired by the design of the second generation monome.org controllers these modular components draw on their minimalist design aesthetic and utilise a similar restricted material palette of walnut, brushed aluminium, translucent acrylic, and orange LEDs.

Nick aka Cassiel is part of the Monomatic trio, which:

…was initiated in 2007 as a collaboration, experimental playground and halfway house between the work of Anthony Rowe of squidsoup – art, research and play in creative interaction design using sound, physical and virtual space – and Lewis Sykes then of The Sancho Plan – a progressive audiovisual collective who explore the realtime interaction between music and video. Monomatic has since evolved and the current line up now includes Nick Rothwell a.k.a Cassiel – a composer, performer, software architect, programmer and sound designer.

http://www.monomatic.net/modular-music-box/

The work was shown as part of London's Kinetica, an exhibition of kinetic art over the weekend.

Rotating music box-style wheels is an elemental design in musical machines, which means there are countless works one could mention here. I'll leave that to comments, though, because I imagine you'll think of a few examples I haven't. Fire away.

Here's an early visualization Nick did of an unrelated project, rendered in Max for Live. I love the circular visualization; I've played with some similar sketches myself in Processing, but not in Max. Like a wheel inside a wheel…


 
 

Things you can do from here:

 
 

Tuesday, February 8, 2011

Fennesz és BJ Nilsen A38

 
 

Sent to you by marcel via Google Reader:

 
 

via alone,in a spaceship to Andromeda by sunnoliver on 2/4/11







fantasztikus volt.

 
 

Things you can do from here:

 
 

Does Sequencomat for the Now-Defunct Lemur Trump iPad Touch Sequencers? Watc...

 
 

Sent to you by marcel via Google Reader:

 
 

via Create Digital Music by Peter Kirn on 2/7/11

Interactive touch layouts for sequencers are something of a no-brainer – imagine if an analog pattern machine and the deck of the Starship Enterprise had a love child. But platforms come and go. And just because the iPad is the shiny, new thing – and remains the most affordable solution at the moment – doesn't mean you shouldn't learn from ideas beyond just the platform with an Apple logo. Almost a year ago, we saw some compelling sequencer ideas for the Lemur. Sadly, that hardware was discontinued in the fall. But the users keep using it.

Matthias Wille's Sequencomat has gotten far more powerful since we last looked at it. Far from catching up, indeed, he argues iPad apps are falling further behind – and he makes a good case for that. So hardware and software designers, take note.

It does sync, in both directions. It sends just about everything. It can randomize steps. You need the software on the host computer, not just the controller, but put it all together and there's some serious power here. Matthias gives us the overview:

  • detailed stepvalues for octave, note, velocity, length, CC, delay, steppropability (V2 had only trackvalues for those functions)
  • switchable randomfunction on each stepvalue for velocity, length, cc … very nice to variate some aspects of a pattern single and multiple track editing
  • 3 clocktype: Master, slave, rewire (and – I still wonder! – my own clock is more stable than most professional DAWs) for sure independent midichannel, timing and tracklength on each track (polyryhthmic patterns!)
  • 100 patterns to save and load in realtime

See the excellent overview video at top – or marvel as it works with an analog setup, below.

I asked Matthias to explain more about why he thought this was better than other solutions out there. He took a break from adding new functionality – freely-definable scales, note and octave randomization – to answer at some length.

I could edit this, but I think you'd lose some of the personality of this conversation, so here it unedited.

Lets start with some common differences:
- sequencomat is a plain midisequencer. it can only send midi… while most (all?) Ipad seq have a sample browser. That makes them more "standalone", and thats the main concept of an app. But to me it makes no sense, cause I have my drumracks inside my DAW (Ableton), so to change the sounds I am triggering I just change the note….
- some Ipad seq also have FX section. again this makes no sense to me, cause I can control that in my DAW by Midicontrolchange (CC) or with another page on my Lemur, which gives me more flexibility.

These both features are more a matter of taste, but it points out the difference of a controller integrated in a bigger system or a standalone you can use everywhere but are restricted if it comes to communication.
Now a list of functions most (all?) Ipad seq miss and even most classical hardware midi stepsequencers have not:

- independent steprange (1-16 steps each track) and timing.
technical this means that each track got its own clock section. Musically it means you can do polyrhythmic patterns…ever overlapping and changing. On typical 4 on the floor music this is meaningless…but if you want to go more experimental…. (Moltons (?) Ipad app (that one that syncs) got something simular, based on quater sections, but only for timing, not for steprange)

- independent midichannel on each track with possibility to change during play and saved within the patterns.
technical it was hard to get rid of the midihung that can appear if you change the channel while a note is played….the "note off" (damn midiprotocol) will be send on the new channel…so I had to cut these notes first. but only these notes, not all on this channel! musically it gives you much freedom, cause while in one pattern track 1 can be an epiano in the next pattern it can be a drumrack. (well, with that freedom some confusion can come in)

- stepvalues for velocity are quite a standard…. but I got also stepvalues for octave, note, length, CC, delay, steppropability.
With "octave" and "note" you can give every step another tone to trigger (most classic hardware seq have that), if you use a well organised drumrack, changing the octave will change the drumsound (different BDs all lay on pitch C) and with changing the note you can change the drumtype (e.g. snare on D).
"Length" is also a stepvalue on some hardware stepsequ, but mostly on a discrete scale (1/4 1/2 1), while I have continious scale. You can set the maximum on the maxpatch for better fine control ranging from 1-16 steps.
You can furthermore control 8 CC-values – each track has one attached, they are boundend in timing and steprange, but not in meaning. You can set the Midichannel and Controllernumber of those independent and – guess what – these are saved within the patterns…so again a lot of freedom in routing.

With "delay" you can delay each step in triggering and therefore create a groove. Swing would be to delay every second step. But you can go much more in detail… cause you can also control the amount of delay for each step. The predefined range is 0 – -50msec, but you can set it to whatever (-2000msec?) on the maxpatch for more experimental settings. The delay of a step is also reflected in the steplight, giving you a visual impression of the groove.
With Steppropability you can set some activated steps to only be triggered in lets say 30% and therefore create some variation of your pattern. Each step independent on each track, all saved within the patterns. The stepvalues reflect more "unlikeliness", cause the higher they are the more unlikely it is that the tone will be playsed (if set at all in the stepmatrix – sure). The unlikeliness values are compared with a random value that is triggered on 16th, 8th, 4th, 1 bar, 2 bar or 4 bars. Setting this to higher values will cause the same variation several times before changing. To give you visual feedback of the actual propability status (on/off) there are little LEDs on each step: If they are off – no tone.

- stepvalues for velocity, length, CC, delay got a "range" control on the left side. So you can control the range (e.g. 40-66 instead of 0-127) while the relative difference of the stepvalues still work. So you can fade in velocity…. Of course, that range is also saved within the patterns, independent for each track.

- stepvalues for velocity, length and CC got a randomfunction you can switch on for each step independently (!!!!). so if you want the velocity on step5 of track2 to variate, just push the little switch under the stepvalues. Or the length of step9 on track3? Or both? Or all? Every time those marked stepvalues are triggered they generate a new value. But remember – the output will ever stay within the range. (which makes a random much more usefull than plain 0-127) With this function you can surf on the border between total control and random. Thats what I love as an artist….discovering this border of controlled random. And this stepwise random is really a bomb…it makes this static thing "alive"!

- single or multiple track editing. Normally you step through the tracks and choose a function. But what if you want to change the values of more than one track at once? No prob, switch to multiple track editing, choose more than one track (chosen tracks become red) and all values you enter will be routed to all tracks. (Funny, but this concept is not common sense…maybe because with mutliple track editing you can get no more feedback – what should be displayed if the values differ?) So you can change tempo or steprange of different tracks at once (nice breaks). Or fade in the velocity of a couple of tracks with the range object. Or the CCs (!). Or even the propability if you set the random value to "manual", this will cause fading in the "density" of a pattern.

- all of this saved within 100 patterns handled in realtime. jumps are done immediately giving you a good feel for interacting. But you can also activate a "automatic pattern chain", like play pattern 2, 3, 4. In random order or reverse? No prob. Jumping on 1/4 bar – 1/2 bar – 1 bar – 2 bar – 4bar….your choice. You can also "exclude" single tracks from pattern jumping if you want.

-step and track mute – independent from patterns for breaks…

-a X/Y pad for controlling a CC on each axis and /or triggering notes (vertical velocity, horizontal speed (syncable!)) all with nice ranges attached to the borders to control the min and max output.

-and finally 3 clock options: master, slave, rewire.
I had rewire only first on V1 but never was satisfied with the results. Especially Abletons Midiclock (using it as master or as rewiremaster) was f***ing bad. As long as you do not reach 50% CPU power it is ok, but after that it turns unstable…sure, these are only Milliseconds…but damn, they call it "Live" !! Some of my users told me, that Cubase is much better. But I decided to build my own clock. I did not rely on max standard clock, I build it from scratch…with very nice results. Now all users confirm, that my clock as master is the most stable one. (I still find it confusing….me building a better clock than Ableton?… the background might be, that ableton drops the clock first before they drop audio, while on my maxpatch the clock has the highest priority)

So – cocky or not – if it comes to plain stepsequencing, SequencomatV3 eats them all ;)

In a future update I will rework the pitch section: Octaves and Notes will be defined by the user. that means scales instead of 12tones each Octave. not only major or minor…nooooo…. free defineable scales – you just enter your keynote and the halftone steps. And for sure – then the random-stepvalue-switches makes also sense and will be there (I cutted it on octave and not only because it sounds so inharmonic on 12 tones)

An essential ingredient in getting all of this to work – a Max/MSP patch works with functionality back on your desktop host.

Okay, that's all well and good and fantastic – but the Lemur is now discontinued. So I was curious what Matthias' plans were – would he consider a future beyond the Lemur?

Yes, sure. But not the Ipad.
I thought about going on it…. my core engine is done in max, so why not make a touchOSC surface? Because TouchOSC (as great as it is) is generations behind the Lemur. Not only physics…hey, I do not use physics in my sequencer… but many control objects are missing (range!), leds are not handled in vectors (as far as I get it), there is no light interaction independent from on/off state, no moveable containers (well, I think in the last version they added this, not sure) and so on…. so it will not be simpley changing some paths in the maxpatch – if so I would have been already there, kickin some ass – it will be completely reconstruct everything.
And I do not want to do that if I then have to sell it for 10$. This pricetag of apps makes the Ipad unattrative to me. Not because I am a greedy guy, but because it isn´t worth it. Most users need support for their midisetup. Even this support will be more effortfull than 10$. And furthermore there is still that bidirectional communication issue. The Ipads WiFi can handle over 1500 values each pattern in realtime? Hahahaha…lol, never. It is not made for that.

So instead of competing with all these Apps, I think of giving my Sequencomat a control surface directly in Max and wait for more and more touchscreens coming to couple with any PC or Mac. Just as a 2nd monitor. As my sequencomat never was ment as a standalone, this fits much better. But we will see…this will not happen within the next half year. See, I am so happy that I have my dreamsequencer here… after the next update I will chill and make some music again. Because this is something I missed all the last 1 1/2 years… having time and energy for making music again and not only coding…. (and this is also a reason, why the music in my demovideos is a bit uninspired or boring…)

I'm way over my word quota, so I'm going to leave it at that. But while sometimes I actually prefer a simpler touch device, even I think the guy has some good points here. Keep in mind that we're talking the combination of the touch layout, the touch hardware, and then the software on the host. The iPad could certainly accomplish a lot of this (though not over an Ethernet cable), and we should assume the iPad is, in the long view, just the leading edge of a large wave of tablets.

So – discuss.

http://www.tonvibration.de/SequencomatV3.html


 
 

Things you can do from here: