<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Analog Industries</title><description>im in ur &apos;puter, nibblin&apos; ur bits</description><link>https://analogindustries.com/</link><language>en-us</language><item><title>Old &apos;n&apos; Busted...</title><link>https://analogindustries.com/2018/10/old-n-busted/</link><guid isPermaLink="true">https://analogindustries.com/2018/10/old-n-busted/</guid><description>Become a Patron! Well, perhaps that title is a little out-of-line. But it has become apparent to me in the last couple years that blogs just aren&apos;t a Thing any more, at least not as this one exists. Analog Industries…</description><pubDate>Wed, 17 Oct 2018 12:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://www.patreon.com/bePatron?u=14256932&quot;&gt;Become a Patron!&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Well, perhaps that title is a little out-of-line. But it has become apparent to me in the last couple years that blogs just aren&amp;#39;t a Thing any more, at least not as this one exists.&lt;/p&gt;
&lt;p&gt;Analog Industries has been around in some iteration since roughly 2001. By 2005 it was, along with Create Digital Music and MusicThing, one of the three music tech blogs that Mattered. My wife built its current incarnation in 2005, and one must say she built it robustly, given that it still works fine despite her having not touched the code in any meaningful fashion for half a decade. This is the 1,970th post on this iteration, and taken as a whole it comprises a fairly healthy cataloging of the music technology industry for the last 14 years. Every once in a while, I&amp;#39;ll go to a page at random and read the comments; 2008-10 is particularly fruitful as that was the high water mark for the site. (At least as far as interaction. I was fairly mean-spirited back then, and I&amp;#39;m mildly ashamed that the most popular posts were the ones where I made fun of something or someone.)&lt;/p&gt;
&lt;p&gt;Around 2010 Audio Damage began to really take off, and my time became more dear. The last couple years, I&amp;#39;ve been averaging a post every two months, but that&amp;#39;s not because of Audio Damage. Being in this industry, rather than of it (as I was when I started the site), it has become impolitic for me to publicly say many of the opinions I hold. In addition, there are literally hundreds of gear news sites (not to mention Twitter, Instagram, YouTube, and the gods-forsaken blighted land of Facebook groups), so a large portion of AI&amp;#39;s purview had been rendered superfluous. Furthermore, while I&amp;#39;ve occasionally done runs of t-shirts and what-not to offset the cost, I&amp;#39;ve never run a single advertisement, and this piglet moves a lot of bytes. In short, it has become a bit of a boat anchor.&lt;/p&gt;
&lt;p&gt;So I&amp;#39;m going to try something new. Well, new to me. I&amp;#39;ve created a Patreon account, and I will move my blogging to there, as well as the majority of my creative output in general. If you &lt;a href=&quot;https://www.patreon.com/chrisrandall&quot;&gt;head to the Patreon page&lt;/a&gt;, you&amp;#39;ll get the gist of it. This will have two main benefits:&lt;/p&gt;
&lt;p&gt;1. It will put my blog posts in a walled garden, thus giving me more freedom to express my thoughts.&lt;/p&gt;
&lt;p&gt;2. It will create a more incentive-oriented funnel for my creative output, of which you&amp;#39;ll be the direct beneficiary.&lt;/p&gt;
&lt;p&gt;So, will you come with me and at least give it a try? If it doesn&amp;#39;t work, it doesn&amp;#39;t work, but my feeling is that this is the way to get forward momentum, and allow me to be more open about my work and the music industry, and create a more cozy environment for those that have been with this site since its inception.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://www.patreon.com/chrisrandall&quot;&gt;Chris Randall on Patreon&lt;/a&gt;&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Tech_Time 011: Hit Me With Your Rhythm Stick</title><link>https://analogindustries.com/2018/10/tech-time-011-hit-me-with-your-rhythm-stick/</link><guid isPermaLink="true">https://analogindustries.com/2018/10/tech-time-011-hit-me-with-your-rhythm-stick/</guid><description>I&apos;m trying like hell to get back to a weekly AI, but circumstances dictated otherwise for 11. I would have only been a day late, because I didn&apos;t have the correct flavor of Arduino to do MIDI-over-USB and I didn&apos;t…</description><pubDate>Sat, 06 Oct 2018 12:00:00 GMT</pubDate><content:encoded>&lt;iframe src=&quot;https://www.youtube-nocookie.com/embed/0J3IKe3HF7w&quot; allow=&quot;autoplay; encrypted-media&quot; allowfullscreen=&quot;&quot; loading=&quot;lazy&quot;&gt;&lt;/iframe&gt;&lt;p&gt;I&amp;#39;m trying like hell to get back to a weekly AI, but circumstances dictated otherwise for #11. I would have only been a day late, because I didn&amp;#39;t have the correct flavor of Arduino to do MIDI-over-USB and I didn&amp;#39;t discover this until I tried to code it; easily solved by Amazon Prime, but then we inexplicably had a hurricane here in Phoenix (I know, right?) and as a result, my same-day delivery of a new Arduino Leonardo took 4 days to arrive.&lt;/p&gt;
&lt;p&gt;All&amp;#39;s well that ends well, though. Above is the fruits of hurricane-induced tardiness, the Magic Robotic Contact-Mic Hitter Thingie. Essentially, there are four cantilevered hammers I made on my Shapeoko that are struck by solenoids; the solenoids are driven via MIDI. In the video, I have the Arduino rigged as a class-compliant MIDI interface, and it is being driven by Bram Bos&amp;#39; Euclidian sequencer plugin, which is part of his Rozetta suite of MIDI plugins for iOS.&lt;/p&gt;
&lt;p&gt;After building it, I see where it could be improved somewhat, but on the whole it does what I intended, and today or tomorrow I&amp;#39;ll make some Music™ with it and see how it sits. Watch for that video shortly. Do any of you use electro-kinetic instrumentation like this in your music? If so, what are your thoughts on use cases and such?&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>The Stethophone: Tech Time 010</title><link>https://analogindustries.com/2018/09/the-stethophone-tech-time-010/</link><guid isPermaLink="true">https://analogindustries.com/2018/09/the-stethophone-tech-time-010/</guid><description>Finally, a new Tech Time! In this episode, I make the Amazing Stethophone, using a $25 stethoscope from Amazon, a cheap lavalier mic, and $5 worth of shit from the plumbing aisle at Lowe&apos;s. I did this video with only…</description><pubDate>Sat, 22 Sep 2018 12:00:00 GMT</pubDate><content:encoded>&lt;iframe src=&quot;https://www.youtube-nocookie.com/embed/7is8tVebX0A&quot; allow=&quot;autoplay; encrypted-media&quot; allowfullscreen=&quot;&quot; loading=&quot;lazy&quot;&gt;&lt;/iframe&gt;&lt;p&gt;Finally, a new Tech Time! In this episode, I make the Amazing Stethophone, using a $25 stethoscope &lt;a href=&quot;https://amzn.to/2xvCSkF&quot;&gt;from Amazon&lt;/a&gt;, a cheap lavalier mic, and $5 worth of shit from the plumbing aisle at Lowe&amp;#39;s. I did this video with only having a notion that it would work, although I did think about it quite a bit first, so you&amp;#39;re actually watching my experimentation process. Whether this is fun or not is up to you.&lt;/p&gt;
&lt;p&gt;In any case, further testing shows it works quite well. It is good for getting machinery noises out of the inside of small mechanical things, and it really picks up the resonance in wood well. (Like, stuff that is just a thump with a piezo mic is a nice ringing tone with this.) I think some refinement is in order, but it is a useful addition to the toolkit.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Poppin&apos; Tags 001...</title><link>https://analogindustries.com/2018/08/poppin-tags-001/</link><guid isPermaLink="true">https://analogindustries.com/2018/08/poppin-tags-001/</guid><description>One of my favorite things on YouTube is the Rhythm Roulette videos on the Mass Appeal channel; I generally love process videos anyhow, and the particular strictures of the Rhythm Roulette format really push my buttons…</description><pubDate>Sun, 12 Aug 2018 12:00:00 GMT</pubDate><content:encoded>&lt;iframe src=&quot;https://www.youtube-nocookie.com/embed/MEMNlCRIzAs&quot; allow=&quot;autoplay; encrypted-media&quot; allowfullscreen=&quot;&quot; loading=&quot;lazy&quot;&gt;&lt;/iframe&gt;&lt;p&gt;One of my favorite things on YouTube is the &lt;a href=&quot;https://www.youtube.com/watch?v=9tz_b7z4zsM&amp;amp;list=PL_QcLOtFJOUgNxURr8B4lNtf_3e9fWZzl&quot;&gt;Rhythm Roulette&lt;/a&gt; videos on the Mass Appeal channel; I generally love process videos anyhow, and the particular strictures of the Rhythm Roulette format really push my buttons. If you&amp;#39;re not familiar, the tl;dr version is that a hip-hop producer goes to a record store, puts on a blindfold, picks three records at random, and then has to make a beat from what they got. It&amp;#39;s worth noting that they hardly ever use the records they get for the percussion parts; usually, it&amp;#39;s Rando Trap Drums from PetaBytes O&amp;#39; Beatz 43, and I give a big point deduction for that. The ability to squeeze a drum kit out of any given piece of music should be mandatory.&lt;/p&gt;
&lt;p&gt;So, for my own Poppin&amp;#39; Tags, I made that a rule: nothing in the song that wasn&amp;#39;t originally on the three records. And my other rule that is a departure from Rhythm Roulette is that it needs to be a full song at the end of the day, not just a beat.&lt;/p&gt;
&lt;p&gt;Anyhow, with all that out of the way, the above video is the result. I actually filmed the entire process, but it was almost 3 hours long, and that was silly; who wants to sit and watch me edit samples for 3 hours? So I just cut out little bits here and there, and the track (along with the other four, to make a full 5-song EP), in its finished form, will be released on Bandcamp when they&amp;#39;re all done.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://analog-industries.myshopify.com/&quot;&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/909_t.jpg&quot; alt=&quot;Poppin&amp;#39; Tags 001...&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;In further news, there is now an Analog Industries merch store... Not much in it right now, but as things progress, it&amp;#39;ll get full up. &lt;a href=&quot;https://analog-industries.myshopify.com/&quot;&gt;Check out the offerings.  
&lt;/a&gt;&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Grains, Stacks On Stacks...</title><link>https://analogindustries.com/2018/06/grains-stacks-on-stacks/</link><guid isPermaLink="true">https://analogindustries.com/2018/06/grains-stacks-on-stacks/</guid><description>Well, that took a minute, but we are hugely pleased to announce that Quanta, our hybrid granular / subtractive softsynth, is now available for purchase in the Audio Damage store. What seemed like a moderately…</description><pubDate>Wed, 27 Jun 2018 12:00:00 GMT</pubDate><content:encoded>&lt;iframe src=&quot;https://www.youtube-nocookie.com/embed/XEozcvZ72K8&quot; allow=&quot;autoplay; encrypted-media&quot; allowfullscreen=&quot;&quot; loading=&quot;lazy&quot;&gt;&lt;/iframe&gt;&lt;p&gt;Well, that took a minute, but we are hugely pleased to announce that Quanta, our hybrid granular / subtractive softsynth, is now available for purchase in &lt;a href=&quot;http://www.audiodamage.com/&quot;&gt;the Audio Damage store.&lt;/a&gt; What seemed like a moderately complicated project back in October of last year turned in to an eight-month exercise in applying the Kübler-Ross model to plugin development. Nominally, we try to have a bit of restraint in our designs, and hope to apply the K.I.S.S. principle to most things we make, within reason. But for Quanta, we took a more subtractive approach, and stuck everything up to and including several kitchen sinks in it, then carved away until a firm foundation remained.&lt;/p&gt;
&lt;p&gt;Obvs, you can get the highlights, bullet points, and marketing hyperbole in spades over on the AD site, so I&amp;#39;ll use this space to add some color commentary about the process. This all started when we were shopping for a new product idea, and I pondered that many (most?) granular synths for desktop were fairly complex and un-fun -- not to disparage them at all, mind; it is a complicated process -- and it might be an &amp;quot;interesting exercise&amp;quot; and furthermore &amp;quot;pretty fun&amp;quot; to make something more like Borderlands, which doesn&amp;#39;t really exist outside of the iOS environment. Adam concurred, and we initially thought about using the grain engine we had built years ago for Discord. It became rapidly obvious that wasn&amp;#39;t up to the task of a big polysynth, so Adam went in to his DSP Fortress of Solitude, and came out a month or so later with a full granular oscillator that you&amp;#39;re using pretty much as-is in Quanta.&lt;/p&gt;
&lt;p&gt;Now that we had that, it was largely a matter of wrapping things around it to make it in to a fun instrument to use. After getting several requests for adding MPE functionality to some of our existing products, I dropped Roger Linn a line and got us a couple Linnstruments to work with (detailed in an earlier post, if you recall) and decided that, since there aren&amp;#39;t any MPE granular synths, it may be an interesting addition. This exploded the modulation sources to proportions big enough that it required a mod matrix. And since we have a mod matrix anyhow, might as well throw an Imperial fuckton (1.3 metric fucktons) of other mod in the thing. Which is how it ended up with four 99-step arbitrary function/breakpoint generators.&lt;/p&gt;
&lt;p&gt;So, with a mod matrix and a pretty good grain engine, and some excellent new mod sources, it became a design project, winnowing all that down to the most usable feature set and parameter ranges, and making it all look pretty. I&amp;#39;m not the best judge of such things, being somewhat too close to it to actually see if there&amp;#39;s any forest all these trees are sitting in, but I do know that I love and will definitely use the result, and I can&amp;#39;t say that about all of our products.&lt;/p&gt;
&lt;p&gt;The one other real departure from our normal modus operandi is that we have decided to add a demo version. We have gotten on fine over the years not having demos, and frankly, any lost sales were more than made up for by the fact that demos are a pain in the ass to make and support. But since we spent so much time on this (about three times as long as a normal product) it necessarily has to cost a bit more than our normal run, and we can&amp;#39;t, in good conscience, ask you guys to buy something that expensive on blind faith. Hence, a demo. It is fully functional, but can not save (neither presets, nor its state in a project), and stops making sound after 20 minutes.&lt;/p&gt;
&lt;p&gt;Anyhow, head over and give it a spin, and let me know if you have any questions about the decisions we&amp;#39;ve made, or comments on its overall usefulness. This is, by far, the most complex software product we&amp;#39;ve made, and we&amp;#39;re sweating a bit. It&amp;#39;s a large slab of work for a 2.5 person company. Quanta is $79 introductory price, and will go up to $99 on August 1.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>A Grid-Based Lifestyle: Sound Experiments 003</title><link>https://analogindustries.com/2018/06/a-grid-based-lifestyle-sound-experiments-003/</link><guid isPermaLink="true">https://analogindustries.com/2018/06/a-grid-based-lifestyle-sound-experiments-003/</guid><description>Yeah, it&apos;s been a minute since an AI video, but we&apos;re gonna get back to that now. Readers may remember a series of experiments I did back in 2011/2012 with touchscreen-based control paradigms (here, here, here, and…</description><pubDate>Sat, 02 Jun 2018 12:00:00 GMT</pubDate><content:encoded>&lt;iframe src=&quot;https://www.youtube-nocookie.com/embed/EoocQlvxz70&quot; allow=&quot;autoplay; encrypted-media&quot; allowfullscreen=&quot;&quot; loading=&quot;lazy&quot;&gt;&lt;/iframe&gt;&lt;p&gt;Yeah, it&amp;#39;s been a minute since an AI video, but we&amp;#39;re gonna get back to that now. Readers may remember a series of experiments I did back in 2011/2012 with touchscreen-based control paradigms (&lt;a href=&quot;https://analogindustries.com/2012/09/enough-formaldehyde-to-choke-a-horse/&quot;&gt;here&lt;/a&gt;, &lt;a href=&quot;https://analogindustries.com/2012/10/cant-touch-this/&quot;&gt;here&lt;/a&gt;, &lt;a href=&quot;https://analogindustries.com/2012/11/when-i-think-about-you-i-touch-my-monitor/&quot;&gt;here&lt;/a&gt;, and &lt;a href=&quot;https://analogindustries.com/2013/05/if-at-first-you-dont-succeed/&quot;&gt;here&lt;/a&gt;, with some absolutely stellar discussions about usability in the comments.) Those were admittedly somewhat early days for the entire concept; the iPad had only been out a couple months when I started those experiments, and the idea of an app-based control paradigm was a fairly new thing.&lt;/p&gt;
&lt;p&gt;Fast forward to 2018, and shit has progressed a bit, and people are generally used to using touchscreens for control. The reason for the video above isn&amp;#39;t really about experimenting with the control paradigm, since that&amp;#39;s pretty well-trod territory by now. I&amp;#39;m coming at things from a different angle. I&amp;#39;ve used a monome for years now, and I have a Max4Live step sequencer for that platform I&amp;#39;ve written that is pretty much only useful for me, and that I&amp;#39;m very happy with. However, I was using it last weekend, and I got to thinking that it would be dope if I could record control gestures along with the beats. Obviously, the monome itself is kind of shit for that sort of thing, so I first &amp;quot;ported&amp;quot; the control logic for the monome to a JUCE app, so I could run it full screen on a touchscreen monitor. When I did this, I was able to break out all the unlabeled control buttons to dedicated buttons, and improve the pattern memory and such.&lt;/p&gt;
&lt;p&gt;After that, I gave each lane a four-bar gesture recorder; there are three gestures in all, and the X, Y, and Z planes can be assigned to any parameter in Live. (In the quick demo above, I generally have them going to effects sends and suchlike.) The sequence memory and control is hosted in the M4L patch, but the gesture recording and playback is hosted in the JUCE app. Note this is running on a separate computer entirely from the one hosting the Live session. (It is, in point of fact, that little Intel NUC, stuck to the back of the monitor with double-stick tape. It is communicating with M4L on the host computer via OSC over my home wi-fi network.)&lt;/p&gt;
&lt;p&gt;There are actually 10 lanes of gesture recording; in the video above, if you look closely, you can see them labeled D1 - D6 (the drum lanes), Bass, and S1 - S3. I don&amp;#39;t actually use the non-drum ones in the video, but they&amp;#39;re there and working. There are 8 banks of 8 patterns, and each pattern has its own gesture memory.&lt;/p&gt;
&lt;p&gt;I could easily add more buttons to where I could control the session entirely from the app, and not have a Push2 there, but there&amp;#39;s no sense re-inventing the wheel. The purpose of the experiment was to proof-of-concept fast, intuitive real-time control of a Live session from a separate computer&amp;#39;s touchscreen, and I&amp;#39;m pretty happy with things so far. The next step is to try to put together a whole song (or several songs) to perform; this isn&amp;#39;t great for writing as it requires a lot of prior preparation. But for performing, I think there&amp;#39;s a lot of potential to be explored.&lt;/p&gt;
&lt;p&gt;Side note: the two synth pads I play towards the end are both Quanta. That fairly major undertaking is reaching its final stages, and the synth is perfectly usable in a session now. So yay for that!&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>hardfault process...</title><link>https://analogindustries.com/2018/05/hardfault-process/</link><guid isPermaLink="true">https://analogindustries.com/2018/05/hardfault-process/</guid><description>hardfault by Chris Randall Between going to Superbooth (which, taking prep and recovering from jetlag in to account, sucks up almost 2 months of my time) and working on Quanta and our complete catalog rewrite, I haven&apos;t…</description><pubDate>Thu, 24 May 2018 12:00:00 GMT</pubDate><content:encoded>&lt;iframe src=&quot;https://bandcamp.com/EmbeddedPlayer/album=1922515788/size=large/bgcol=333333/linkcol=e99708/artwork=small/transparent=true/&quot; seamless=&quot;&quot; loading=&quot;lazy&quot;&gt;&lt;a href=&quot;http://chrisrandall.bandcamp.com/album/hardfault&quot;&gt;hardfault by Chris Randall&lt;/a&gt;&lt;/iframe&gt;&lt;p&gt;Between going to Superbooth (which, taking prep and recovering from jetlag in to account, sucks up almost 2 months of my time) and working on Quanta and our complete catalog rewrite, I haven&amp;#39;t had a whole lot of time to work on music lately, which puts my regimen of one LP or two EPs a year at risk. I am of the firm belief that I can&amp;#39;t really offer opinions on how things should be done if I&amp;#39;m not doing them myself, and music tech is no exception to that.&lt;/p&gt;
&lt;p&gt;My general habit when I&amp;#39;m working on AD stuff (either Research or Development) is that if I come across something interesting that sparks my imagination, I stop whatever it is I was doing for an hour or two and try to develop it in to a framework. Then, when I have 10-15 of these half-songs stored up, I go through them and pick five that have some sort of sonic relationship to one another, and then finish and mix them all in one sitting. This particular EP departs from that, as the first track, getProcessor, I actually finished some months ago (January, I think) for a podcast, and the last track (strike_332) I recorded and mixed in one sitting yesterday. The other three fit that general description, though.&lt;/p&gt;
&lt;p&gt;Unfortunately, this method of working precludes making process videos, for the most part, because the tracks are written and recorded over a fairly long span of time, and pop in to existence at unplanned moments. So, in lieu of a whole slew of process content, I&amp;#39;ll just write a bit about each track, based on what I remember.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;getProcessor&lt;/strong&gt;&lt;br&gt;As I noted above, I finished this track a few months ago as an exclusive for the &lt;a href=&quot;https://www.mixcloud.com/Bricolage_Collective/headroom-13-supply-fi-presents-violet-sage/&quot;&gt;Headroom podcast.&lt;/a&gt; It starts with my usual noise bed (construction of which is detailed in several AI videos), and some synth burbles courtesy of a Reaktor ensemble. The drums are, in a rarity for me, based around a sampled loop, the beginning of 23 Skidoo&amp;#39;s 1983 track &lt;a href=&quot;https://www.youtube.com/watch?v=hmQZi2VhGXo&quot;&gt;&amp;quot;Coup&amp;quot;&lt;/a&gt;. I re-architected it heavily, of course. The rest of the drums are various Reaktor ensembles (I believe the kick is a Blocks patch), working on drum samples I created through my usual methods specifically for the track. The synth &amp;quot;lead&amp;quot; is Basic; I actually played it in via the Linnstrument, then reorganized it with Replicant and Eventide H3000 factory.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;linefault&lt;/strong&gt;&lt;br&gt;This has the usual noise bed. The 3-note bass motif is from Live&amp;#39;s Wavetable synth; the chord pad in the beginning is Phosphor, and the granular synth line is the first recorded appearance of Quanta in its early stages. (It couldn&amp;#39;t even load samples back then; this is the grain engine working on the sidecar oscillator.) The chord line that doubles the main pad towards the end is also Quanta, in a somewhat later stage; the source sample is an RS09. The burbly glitchy synths you hear throughout are Basic, run through Automaton and Replicant. The drums are Axon for the kick and hat and a reworked field recording run through a whole raft of plugs for the other stuff.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;osadni&lt;/strong&gt;&lt;br&gt;This is a fun one; all the rhythmic elements are from a Max4Live patch that runs in real-time, all synthesized on the fly and played algorithmically. (Thus, it&amp;#39;s essentially different every time I run it.) I made controls for density, and the ability to turn individual sources on and off, and that&amp;#39;s it. It was quite challenging to put melodic stuff over the top of this. Since the source is all on-the-fly, I was able to tune the harmonic elements of the percussion to match the root, which really makes the melodic part boxy. The melodic elements come from two main synth hits; both of these are Quanta run through various effects (Grind, Eos, Filterstation, etc.). I played them in manually with the Linnstrument. This track is far more abstract than my usual stuff, but it was fun to make, and I&amp;#39;ll probably do more like it in the future.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;secondary interface&lt;/strong&gt;&lt;br&gt;In this track, I was experimenting with controlling feel in weird ways; the song is in straight time, but I gave the bass a dotted 8 LFO, and the snare has a triplet feel done with the predelay in ADverb2 (the new version has a much bigger early reflection situation than the original, so you can time it appropriately.) This results in a track that can either feel straight, swung, or in trips depending on which rhythmic element you latch on to. The foot is just a resonating filter; I don&amp;#39;t remember how I made the other rhythmic elements, to be honest, but it sounds like the usual group of glitch plugs (Replicant, Automaton, H3000 Factory, etc.). The pad is Quanta with a heavy sidechain compression, as is the synth hit, which is driven with follow actions in Live, randomly choosing a MIDI note.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;strike_332&lt;/strong&gt;&lt;br&gt;This track I wrote and recorded in its entirety just yesterday; I installed Form, a Reaktor Player synth that is part of Komplete, and was experimenting with sending it real-time controller info from a Roli Lightpad Block. I got that interesting drone, and the rest of the track just fell in to place around it. Usual noise bed (you&amp;#39;re hearing a ambience around a pyramid in Mexico underneath everything), and the initial drum loop is, in a super extra rarity for me, lifted straight from another song. In this case it is from Chris Carter&amp;#39;s 1980 cassette-only release &amp;quot;&lt;a href=&quot;https://www.youtube.com/watch?v=q-muNXZk4wU&quot;&gt;Electrodub 2&lt;/a&gt;.&amp;quot; (I had parted it out for a demo video, and I accidentally landed on the loop while sample surfing, and it laid right in there.) I believe it is a CR78 through an early digital reverb. The kick is, like most of my tonal kicks, just a filter self-resonating (two different flavors in this song, natch) and the other rhythmic elements are created much as above, with glitch plugs working on field recordings for the most part. The rolling snare that appears halfway through is a 606 snare through Unfiltered Audio&amp;#39;s excellent Fault plug. The granular synth thing that goes throughout is Quanta on a sample of my CS5, and the pad is also Quanta, working on an MKS80 sample, which I played in real time.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>And That&apos;s A Wrap...</title><link>https://analogindustries.com/2018/05/and-thats-a-wrap/</link><guid isPermaLink="true">https://analogindustries.com/2018/05/and-thats-a-wrap/</guid><description>Superbooth 18 ended yesterday, and tomorrow I&apos;m off to TXL to begin my journey home. So today is (theoretically) a time for quiet reflection. Largely because everything in this damn country closes on Sunday, despite…</description><pubDate>Sun, 06 May 2018 12:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/Screen_Shot_2018-05-06_at_10.21.33_AM.png&quot; alt=&quot;And That&amp;#39;s A Wrap...&quot;&gt;&lt;/p&gt;
&lt;p&gt;Superbooth 18 ended yesterday, and tomorrow I&amp;#39;m off to TXL to begin my journey home. So today is (theoretically) a time for quiet reflection. Largely because everything in this damn country closes on Sunday, despite their professed atheism.&lt;/p&gt;
&lt;p&gt;Obvs we had no Eurorack to show, as we&amp;#39;re not making that format any more. We had already paid for the booth before we came to that decision, and there were no refunds available, so we decided to just go ahead and come anyhow, and show our new software. I&amp;#39;ve attended many trade shows, but never shown software, so I wasn&amp;#39;t quite sure how to go about it. I decided on a small Windows machine running Bitwig to best show off &lt;a href=&quot;https://www.audiodamage.com/blogs/news/coming-soon&quot;&gt;Quanta&lt;/a&gt; in all its hi-resolution MPE-capable glory. (In retrospect, we should have nutted up and bought a Surface Studio like the Bitwig guys used; live and learn.) There was a Roli Seaboard Rise 25 attached to this. In addition, we had a 12.9&amp;quot; iPad Pro with my Linnstrument attached to it. This configuration turned out to be pretty good, since the controllers attracted as many people as the software.&lt;/p&gt;
&lt;p&gt;One interesting thing to note: this is my third time showing at Superbooth, and at Superbooths &amp;#39;16 and &amp;#39;17, we had quite a few people come up and see the Eurorack-only display and note their sadness. At this show, we only had one or two people that saw the software-only display and be demonstrably sad. This leads me to believe we made the right decision with respect to deprecating the hardware.&lt;/p&gt;
&lt;p&gt;In any case, Simon-Claudius did the vast majority of the customer-facing demonstrations, allowing me to mostly interface with other companies and do the various press interviews. This worked out very well, as I&amp;#39;m no longer really physically able to stand at the booth for an entire 10-hour session by myself. I mean, I can do it, but the people towards the end of the day would get some salty comments. &amp;quot;Yeah. It&amp;#39;s a fucking plugin. Yay. Go away.&amp;quot;&lt;/p&gt;
&lt;p&gt;But all&amp;#39;s well that ends well. We made some new friends, got to hang out with some old ones, and talked about Quanta a &lt;em&gt;lot&lt;/em&gt;. All in all, a successful show. I will be very, very glad to be home with my wife and cats and garden and pool and driving in a city where bicyclists aren&amp;#39;t on a suicide jag, though. Once I have my wits about me, expect some high-quality video demonstrations re: Quanta. I also did one of Sonic State&amp;#39;s excellent &amp;quot;Meet The Makers&amp;quot; videos with Nick. Until then, &lt;a href=&quot;https://www.youtube.com/watch?v=zQKZN927kvs&quot;&gt;here&amp;#39;s a fun video&lt;/a&gt; from Bedroom Producers Blog. For extra credit, read the comments, then come back here and make fun of them.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>The Opposite Of Dogmatic Is Not Catmatic...</title><link>https://analogindustries.com/2018/04/the-opposite-of-dogmatic-is-not-catmatic/</link><guid isPermaLink="true">https://analogindustries.com/2018/04/the-opposite-of-dogmatic-is-not-catmatic/</guid><description>Carl Mikael&apos;s Cabinet of Curiosities is one of my favorite YouTube channels; his videos often get me thinking, and this one from last week was no exception. One thing I have always found intensely irritating in my time…</description><pubDate>Thu, 19 Apr 2018 12:00:00 GMT</pubDate><content:encoded>&lt;iframe src=&quot;https://www.youtube-nocookie.com/embed/icB6NgdNGJk&quot; allow=&quot;autoplay; encrypted-media&quot; allowfullscreen=&quot;&quot; loading=&quot;lazy&quot;&gt;&lt;/iframe&gt;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/channel/UCLejlP7lr3PFX8Rrz1nN69Q&quot;&gt;Carl Mikael&amp;#39;s Cabinet of Curiosities&lt;/a&gt; is one of my favorite YouTube channels; his videos often get me thinking, and this one from last week was no exception. One thing I have always found intensely irritating in my time in this business is religious zealots, who use their confirmation bias as a bludgeon. Carl-Mikael is, in a round-about way, addressing that in the above video, which is, like most of his content, worth a watch. &amp;quot;Pragmatism beats dogmatism every hour of the day...&amp;quot; as he says, a viewpoint I wholeheartedly endorse. Give his channel a sub, as well. He puts up quality content.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Dante Inferno...</title><link>https://analogindustries.com/2018/04/dante-inferno/</link><guid isPermaLink="true">https://analogindustries.com/2018/04/dante-inferno/</guid><description>A month or so ago, I got turned on to the concept of Dante), which is an audio-over-Ethernet protocol used primarily by big production houses and live sound reinforcement. (I imagine it was invented by someone that had…</description><pubDate>Wed, 18 Apr 2018 12:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/Screen_Shot_2018-04-18_at_5.29.48_AM.png&quot; alt=&quot;Dante Inferno...&quot;&gt;&lt;/p&gt;
&lt;p&gt;A month or so ago, I got turned on to the concept of &lt;a href=&quot;https://en.wikipedia.org/wiki/Dante_(networking)&quot;&gt;Dante&lt;/a&gt;, which is an audio-over-Ethernet protocol used primarily by big production houses and live sound reinforcement. (I imagine it was invented by someone that had to run a 48-channel snake from the stage to the front-of-house every night, and got sick of being covered in spilled-beer-and-shoe-dirt slime.) In the simplest terms, think of a network, but instead of files and web sites, it serves digital audio. You use normal IT shit like switches and CAT 6 cable, but your goal is shunting massive channel counts of digital audio at ludicrously low latencies instead.&lt;/p&gt;
&lt;p&gt;I had known about it for years (you can&amp;#39;t help but see the references if you&amp;#39;re looking at high-end AD/DA converters, since the usual suspects in that world all have Dante capability). I didn&amp;#39;t really think about the ramifications until a friend beat me over the head with the concept. My ultimate goal in my home studio/office is simplicity. The fewer cables I have run, and the fewer conversions I have to deal with, the happier I am. It is especially attractive to me because I run multiple computers of different flavors, and having their I/O talk to each other in more-or-less real time would be excessively handy.&lt;/p&gt;
&lt;p&gt;Once I was tipped to the potential, the full OCD Experience kicked in, and I started thinking about replacing my current rat&amp;#39;s nest of I/O and monitor controlling. The main attraction to me is ultra-low-latency computer-to-computer connections. I&amp;#39;ve always thought it is dumb to convert to AES or SPDIF to do a digital computer-to-computer audio interaction, and so do the Dante people. Nominally, a computer-to-computer connection in Dante would be the same as any old-fashioned way, with expensive converter boxes in the way. But Audinate (the company that invented Dante and is the Keeper Of The Holy Scriptures regarding the format) got that sorted in a big way, with three pieces of software that make Dante in a home studio an attractive option.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/dante_control.png&quot; alt=&quot;Dante Inferno...&quot;&gt;&lt;/p&gt;
&lt;p&gt;The first is &lt;a href=&quot;https://www.audinate.com/products/software/dante-controller&quot;&gt;Dante Controller&lt;/a&gt;, which is essentially a virtual patchbay that lets you connect Dante sources and destinations. Dante gear all has a Gigabit Ethernet port, and you basically just run everything to a normal Gigabit Ethernet switch in a star fashion. Dante Controller sees everything on the network, and lets you set clock masters and routings and shit. Controller is free.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/dante_virtual.png&quot; alt=&quot;Dante Inferno...&quot;&gt;&lt;/p&gt;
&lt;p&gt;The second piece of software is the &lt;a href=&quot;https://www.audinate.com/products/software/dante-virtual-soundcard&quot;&gt;Dante Virtual Soundcard&lt;/a&gt;. This is an ASIO and CoreAudio/WDM driver that works like any other sound card driver; it has 64 ins and outs (which is mildly comical in something like Live. Did you know the I/O panel scrolls? Neither did I) and ludicrously low latency. Any computer running the Virtual Soundcard and connected to the Ethernet rig throws its I/O to the network, and shows up in the Dante Controller patchbay. The driver is US$29 per computer.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/dante_via.png&quot; alt=&quot;Dante Inferno...&quot;&gt;&lt;/p&gt;
&lt;p&gt;The third piece of software is the one that seems like magic to me, and which is useful whether or not you have a Dante system. I only assume it isn&amp;#39;t more well-known is because Audinate&amp;#39;s business model doesn&amp;#39;t lend itself to marketing to hobbyists and home studio folks. It is called &lt;a href=&quot;https://www.audinate.com/products/software/dante-via&quot;&gt;Dante Via&lt;/a&gt;, and basically lets you route _any_ audio source in your computer to any other. Think of it as Soundflower or Audio Hijack, but on pharmacutical-grade methamphetamines. You can run either this or the Virtual Soundcard. It shows up as an ASIO destination in software that supports that, or a WDM/CoreAudio destination elsewhere. Instead of 64 I/O, you get 8 channels, but otherwise, it is more or less the same, as far as how the DAW works. You just drag-and-drop your sources to your destinations, and you can mix-and-match anything as you see fit and turn any piece of software or I/O in to a sender/receiver. Dante Via is US$49 per computer (which is incredibly cheap considering what you get) or US$59 for a combo of the Virtual Soundcard and Via. There is a 15-day demo of Via on the site.&lt;/p&gt;
&lt;p&gt;I purchased a &lt;a href=&quot;https://amzn.to/2Hb4m1D&quot;&gt;Focusrite RedNet X2P&lt;/a&gt; to be my main monitor controller. It comes with a pair of Focusrite&amp;#39;s high-end mic pres (their good stuff, not the prosumer Scarlett series). This can be powered off a POE Ethernet switch, so it&amp;#39;s just one CAT6 cable to the switch and that&amp;#39;s that. It is built like a god damn main battle tank, and is one of those &lt;em&gt;Just Plug It In And Go Because It&amp;#39;s Really Well Made For People That Don&amp;#39;t Want To Dick Around&lt;/em&gt; kind of things. My Adam nearfields go from that, and my desk situation is sorted. I connected the Skull Canyon NUC and my main computer to the switch via their Gigabit Ethernet ports, and with the former running the Virtual Soundcard and the latter running Via (I also use the computer for games, and would like to hear YouTube videos and shit), I have &lt;a href=&quot;https://vcvrack.com/&quot;&gt;VCV Rack&lt;/a&gt; running on the NUC, with multi-channel audio at no noticeable latency running in to Live, with Live Link providing wireless sync over my home wi-fi network. (Note that the X2P comes with a license for the Virtual Sound Card, as well as some Focusrite plugins I&amp;#39;ll probably never use, but never say never, right?)&lt;/p&gt;
&lt;p&gt;It is early days for Dante in a small studio right now, and many of the I/O solutions that are promised aren&amp;#39;t quite here yet. I can easily just plug in a high-end convertor or mic pre rack to the system and it&amp;#39;ll just show up. Audinate &lt;a href=&quot;https://www.audinate.com/products/devices/dante-avio&quot;&gt;is releasing&lt;/a&gt; a 2-channel class-compliant USB dongle so you can plug in iOS or visiting laptops to the network with ease, and there are several 2-channel AES, SPDIF, and analog solutions to bring legacy gear in to the fold. ProCo and Radial also have similar small-and-cheap solutions either already released or in the works. I&amp;#39;ve only had this rig working for a day, so I can&amp;#39;t really speak to its robustness, but it performed flawlessly with the above VCV-on-another-computer situation, as well as an hour or so with World Of Warcraft and a brief writing session in Live. I gave the mic pres on the X2P a quick check to make sure they worked, but I can&amp;#39;t really speak for their all-around applications at this point. I&amp;#39;ll put up another post with further thoughts after a month or so with this system.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Skull Canyon...</title><link>https://analogindustries.com/2018/04/skull-canyon/</link><guid isPermaLink="true">https://analogindustries.com/2018/04/skull-canyon/</guid><description>Audio Damage will once again have a booth at Superbooth this year, and I&apos;m leaving for Berlin on April 27. That means I have about 3 weeks to finalize everything. The product we&apos;re unveiling is in feature-freeze, and…</description><pubDate>Fri, 06 Apr 2018 12:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/P1010051.jpg&quot; alt=&quot;Skull Canyon...&quot;&gt;&lt;/p&gt;
&lt;p&gt;Audio Damage will once again have a booth at Superbooth this year, and I&amp;#39;m leaving for Berlin on April 27. That means I have about 3 weeks to finalize everything. The product we&amp;#39;re unveiling is in feature-freeze, and it&amp;#39;s time to start figuring out how to demonstrate it, as well as the rest of our product line. (This isn&amp;#39;t a last-minute thing; I&amp;#39;ve been thinking about it for some time.)&lt;/p&gt;
&lt;p&gt;The entire process is both easier than years past, and more complicated. At the last two Superbooths we attended, we only showed Eurorack, and didn&amp;#39;t show our software products at all. This year, it will be the other way around. We have no Eurorack; we&amp;#39;re showing our desktop and iOS software. The iOS part is easy; a 12.9&amp;quot; iPad Pro with the usual dongling, job done. For the desktop software, the needs were somewhat odder. The product we&amp;#39;ll be unveiling is MPE-capable, so we wanted to have at least one MPE controller at our booth. Since the iOS and desktop versions are identical in that regard, it seemed wise to have one MPE-capable controller for each, and of those, at least one that civilians could play. Roli very generously loaned us a Rise 25 for the booth, so that will attach to the iPad, and my Linnstrument will go as well, for the desktop stuff.&lt;/p&gt;
&lt;p&gt;All but a couple of our products are now vector-graphics and HiDpi-capable, so I wanted a 4K monitor to show this off. My own monitor is too big, so I purchased a Dell 23&amp;quot; 4K for the show. Now the trouble starts. You would think it would be a fairly simple matter to sling a computer at this problem and be done with it. You&amp;#39;d be wrong. The software we&amp;#39;re unveiling is &lt;em&gt;nearing&lt;/em&gt; completion, but it is in no way finished, so it isn&amp;#39;t as optimized as we&amp;#39;d like. I don&amp;#39;t want to use my main work laptop for a trade show, for obvious reasons, so I pulled out a mid-2013 MacBook Pro, and between pushing a 4K monitor and this fairly heavy-duty plugin, it was screaming for baby Jesus. So, we decided to run Windows instead of OSX for the booth. That being the case, we needed a Windows machine capable of both fairly heavy lifting in the graphics department while shouldering the CPU burden of a DAW. Plus, we have a fairly thin budget and weight considerations. It was a surprisingly tough nut to crack.&lt;/p&gt;
&lt;p&gt;After a whole lot of reading of computer gear blogs and fretting, I decided that I had enough time to take a small risk, and I ordered up one of the new &lt;a href=&quot;https://amzn.to/2uTolAb&quot;&gt;Intel Skull Canyon NUCs&lt;/a&gt;. As it is a bare-bones system, containing only a CPU/GPU, I also grabbed 16GB of RAM, an NVMe drive, and a key for Windows Home 10 64-bit. All of that showed up this morning.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/P1010055.jpg&quot; alt=&quot;Skull Canyon...&quot;&gt;&lt;/p&gt;
&lt;p&gt;I&amp;#39;ll admit that while I knew intellectually how small the Skull Canyon NUC was, I was unprepared for the reality of it. It is just about the same size as a VHS tape. The power brick is almost as big as the computer itself. Anyhoo, it comes with a pretty good selection of ports (including, improbably, a Thunderbolt 3 port, if you want to run a graphics card in a chassis, or a UAD Apollo or whatever.) It took me about 30 minutes in all to set it up, from opening the boxes to signing in to Windows, after I installed Windows off a USB drive built with Windows Media Creator on my big machine.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/P1010057.jpg&quot; alt=&quot;Skull Canyon...&quot;&gt;&lt;/p&gt;
&lt;p&gt;We&amp;#39;ll be using Bitwig Studio 2 to demonstrate our products at Superbooth (for two reasons: a native understanding of MPE, and a good HiDpi implementation on Windows), so I popped over to the Bitwig site and slammed that on the machine, as well as a few of our plugs and some samples. I&amp;#39;ve been pressure-testing it for several hours now, and I have to say that, taking its size in to account, this computer is an amazing value. I wouldn&amp;#39;t use it as my main workstation, but for situations like this, or for a secondary machine or media center, it is fucking amazeballs. With the caveat that I still have a lot to do before I&amp;#39;ll call it Show Ready™, I&amp;#39;m of the opinion that this is a solid machine for the money. Two thumbs tentatively up.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Let&apos;s Talk About MPE In A Roundabout Way...</title><link>https://analogindustries.com/2018/03/lets-talk-about-mpe-in-a-roundabout-way/</link><guid isPermaLink="true">https://analogindustries.com/2018/03/lets-talk-about-mpe-in-a-roundabout-way/</guid><description>Long-time readers will know how I generally feel about &quot;alternative MIDI controllers&quot; when they come down the pike. I have two metrics for a new MIDI controller: • Is it actually better than a piano-style keyboard? •…</description><pubDate>Thu, 29 Mar 2018 12:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/P1010002.jpg&quot; alt=&quot;Let&amp;#39;s Talk About MPE In A Roundabout Way...&quot;&gt;&lt;/p&gt;
&lt;p&gt;Long-time readers will know how I generally feel about &amp;quot;alternative MIDI controllers&amp;quot; when they come down the pike. I have two metrics for a new MIDI controller:&lt;/p&gt;
&lt;p&gt;• Is it actually better than a piano-style keyboard?&lt;/p&gt;
&lt;p&gt;• Would you look like a giant fucking douchebag on stage playing it?&lt;/p&gt;
&lt;p&gt;The first one isn&amp;#39;t so hard to overcome, I don&amp;#39;t think. It can further be divided in to sub-categories that are context-sensitive. Modern music making breeds Jacks-of-all-trades, and if the device has buttons that have notes in some semblance of order, anyone that can push buttons in a rhythmic fashion can make music with one. It&amp;#39;s just a matter of learning where the notes are. So then the question is: are the buttons in some sort of order that makes sense to me? Speaking strictly for myself, I&amp;#39;ve played keyboards and guitar for at least an hour or two nearly every single day of my life since I was in my tweens. (Honestly, I&amp;#39;d think I&amp;#39;d be better at it, but I plateaued somewhere in the mid-80s.) I&amp;#39;ll be 50 here in a couple months, and my hands _hurt_ when I play a keyboard for more than a minute or two. So ergonomics are a big consideration for me, whereas they might not be for a 20-year-old who has full command of his or her digits.&lt;/p&gt;
&lt;p&gt;The second point is harder to deal with. It&amp;#39;s called a &amp;quot;show&amp;quot; and not a &amp;quot;hear&amp;quot; for obvious reasons, and looking like a giant fucking douchebag is going to negatively impact shareholder value, as far as live performance is concerned. The number of swing-and-a-miss controllers I&amp;#39;ve seen at NAMM, where I don&amp;#39;t even bother to get a demo because whatever the device is instantly triggers my &amp;quot;man, I&amp;#39;d look like a douche playing that&amp;quot; sensors... Definitely in the hundreds. Lasers and spheres and &lt;a href=&quot;https://zoom-na.com/products/production-recording/digital-instruments/zoom-arq-ar-96-aero-rhythmtrak&quot;&gt;light-up rings&lt;/a&gt; and any number of other douchey configurations. Of course you can use any one of these things to make music, and time + dedication = virtuosity, but ultimately you want to look at least a little bit cool doing it. I&amp;#39;m old enough to accept that &amp;quot;cool&amp;quot; is a moving target, one I can&amp;#39;t necessarily hit any more, but even so...&lt;/p&gt;
&lt;p&gt;Anyhow, let&amp;#39;s go ahead and get to the point. Starting early last year, people began writing the Audio Damage info line asking for MPE versions of our synths. Despite being deeply entrenched in music tech, I only had a vague notion of what MPE was (&amp;quot;something for alternative controllers or something&amp;quot; was my general understanding.) After I&amp;#39;d received several of these, I knuckled down to learn about the format, and was intrigued enough to drop Roger Linn a line and ask if I could borrow a &lt;a href=&quot;http://www.rogerlinndesign.com/linnstrument.html&quot;&gt;Linnstrument&lt;/a&gt; for experimenting. I know Roger pretty well, having had a booth next to him at many trade shows, and he very kindly sent a Linnstrument 128 to me. The only MPE-capable synths I owned at the time were &lt;a href=&quot;https://madronalabs.com/&quot;&gt;Madrona Labs&lt;/a&gt; Kaivo and Aalto (as well as the Animoog synth for iOS) so I booted them up, figured out how the hell to get Live to pass MPE, and sat down to experiment. For reasons lost to the dark past, I decided to film my very first play-about with the Linnstrument and Aalto.&lt;/p&gt;
&lt;iframe src=&quot;https://www.youtube-nocookie.com/embed/NxkgUfZAD30&quot; allow=&quot;autoplay; encrypted-media&quot; allowfullscreen=&quot;&quot; loading=&quot;lazy&quot;&gt;&lt;/iframe&gt;&lt;p&gt;As you can see, it clicked pretty quickly. After a few days with it, I decided to move my Kontrol 49 off the desk and see how this felt as my main controller. After a couple weeks, the Kontrol 49 went in the Closet Of Forgotten Toys, and I wrote Roger to tell him I&amp;#39;d be buying this one. A couple more weeks, and I&amp;#39;d talked Adam in to buying one too, and now, the product we&amp;#39;re unveiling at Superbooth is fully MPE-aware. There&amp;#39;s no zealot like a convert.&lt;/p&gt;
&lt;p&gt;I took to the Linnstrument pretty quickly because the notes generally follow a guitar layout, so I knew where everything was, and it was only a matter of getting used to the dynamics. Having three axii of control once you&amp;#39;ve hit the note is remarkably expressive, and since, at the end of the day, MPE is just MIDI Plus, it more or less works with everything, while synths that are designed to take advantage of the format (e.g. the afore-mentioned Kaivo and Aalto) really shine in new and interesting ways. I won&amp;#39;t bother giving a technical description of MPE; Reverb has already done a fairly good breakdown of that &lt;a href=&quot;https://reverb.com/news/mpe-the-midi-killer-and-future-of-musicianship-in-electronic-music&quot;&gt;here&lt;/a&gt;, and there&amp;#39;s no reason for me to reinvent the wheel. Long story short, picture a pad controller with aftertouch (like the Push 2), and make it so that after you whack the note, you can move your finger on the X or Y axis as well, and send MIDI CCs with that. Then give each note on the synth its own MIDI channel, so you can apply those MIDI CCs to an individual note without modding the entire patch.&lt;/p&gt;
&lt;p&gt;There are really only four MPE controllers worth talking about right now, in my opinion. They are the &lt;a href=&quot;https://roli.com/&quot;&gt;Roli&lt;/a&gt; Seaboard series, the afore-mentioned &lt;a href=&quot;http://www.rogerlinndesign.com/linnstrument.html&quot;&gt;Linnstrument&lt;/a&gt;, the Madrona Labs &lt;a href=&quot;https://madronalabs.com/soundplane&quot;&gt;Soundplane&lt;/a&gt;, and the &lt;a href=&quot;http://www.hakenaudio.com/Continuum/hakenaudioovervg.html&quot;&gt;Haken Continuum&lt;/a&gt;. So basically your choices are &amp;quot;guitar-like&amp;quot; with the Linnstrument and Soundplane, or &amp;quot;keyboard-like&amp;quot; with the Seaboard and Continuum.&lt;/p&gt;
&lt;p&gt;The upshot of all this, and my takeaway: I can fit five octaves of extremely expressive MIDI control in a space that is smaller than the typical PC keyboard, and I don&amp;#39;t look like an idiot doing it, nor did I have to learn anything new, since I can already play guitar. This is a net win no matter how you math it out. As I hinted, we&amp;#39;ll be unveiling an MPE-capable product at Superbooth, and we will have both a Linnstrument and a Seaboard Rise there to try out with it. (We&amp;#39;d have a Soundplane too, except that is somewhat larger, and our booth is small, and Randy will be there anyhow.)&lt;/p&gt;
&lt;p&gt;I&amp;#39;d like to hear about your experiences with MPE or alternative controllers, especially playing live. I haven&amp;#39;t played the Linnstrument on stage yet, but I&amp;#39;m comfortable enough with it that I would feel pretty confident doing so at this stage.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Kicking That Shit To The Curb Where It Belongs...</title><link>https://analogindustries.com/2018/03/kicking-that-shit-to-the-curb-where-it-belongs/</link><guid isPermaLink="true">https://analogindustries.com/2018/03/kicking-that-shit-to-the-curb-where-it-belongs/</guid><description>Hey, kids! Long time no talk. And there&apos;s a reason for that. As my interaction on and with Facebook went up, my interaction with the real internet went down. That &quot;service&quot; -- and I use the term loosely, because they…</description><pubDate>Tue, 27 Mar 2018 12:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/thumbsdown.png&quot; alt=&quot;Kicking That Shit To The Curb Where It Belongs...&quot;&gt;&lt;/p&gt;
&lt;p&gt;Hey, kids! Long time no talk. And there&amp;#39;s a reason for that. As my interaction on and with Facebook went up, my interaction with the real internet went down. That &amp;quot;service&amp;quot; -- and I use the term loosely, because they, like Google, are an advertising agency whose entire reason for having their platform at all is to sell ads -- sucks all the air out of the room, to the point where my creativity can&amp;#39;t breath, and I&amp;#39;m not doing the things I normally like to do because I&amp;#39;m busy arguing with some fucking dolt in East Nowheresville about constitutional law.&lt;/p&gt;
&lt;p&gt;So last week, I deleted my FB account and the Audio Damage and Sister Machine Gun pages I administer. Adam and I had a brief discussion about leaving the AD page up, but the ROI for a Facebook page is not great unless that&amp;#39;s your entire means of dealing with your customer base. Also, the hypocrisy of leaving the AD page there when I personally won&amp;#39;t use the site for mostly moral reasons was not lost on us. As I told some friends yesterday, we may take a financial hit for losing that promotional avenue, but on the other hand, my quality-of-life immediately increased, in a noticeable fashion, and what is money for if not to improve your quality of life? So net gain all around.&lt;/p&gt;
&lt;p&gt;I&amp;#39;ve had to quit other addictions in the past, and literally as soon as I pressed the &amp;quot;delete account&amp;quot; button (it really is that simple) I felt the hole that I&amp;#39;m used to. But like most people with addictive personalities, I knew it for what it was, and am able to deal with it in the same way I&amp;#39;ve dealt with others. Weirdly, there&amp;#39;s a physical habit associated with it that was somewhat harder to break than the mental one. I would normally open a browser, and blam-blam-blam Twitter, Instagram, Facebook. To have one of those missing is very strange at first. I found myself scrolling to the spot where the bookmark lived fairly frequently for the first couple days, and experienced actual, palpable disappointment when it wasn&amp;#39;t there. But this passed quickly under the weight of my self-righteousness (which, I think we can agree, is the most powerful drug of all).&lt;/p&gt;
&lt;p&gt;In any event, those of you that follow me on Twitter have no doubt noticed my activity there has increased noticeably, and I believe you can safely expect this site to get back to its previous grandeur, with the caveat that I can&amp;#39;t really bag on other companies&amp;#39; gear any more (I know too many people in this business now). So the focus of AI will be creativity and trends in music tech, which were the other two points of the Conjoined Tripod Of Success, at least as far as blogs of this sort go. No, I didn&amp;#39;t delete my Instagram account. I am, apparently, something of a hypocrite. One final note: I plan to put my non-music-tech meanderings &lt;a href=&quot;https://steemit.com/@chrisrandall&quot;&gt;on Steemit&lt;/a&gt;. While that &amp;quot;service&amp;quot; (does that word apply to a blockchain-based system?) is a fucking epic Level 9000 circle jerk when it comes to matters cryptological, it&amp;#39;s actually a fairly good analog for a blog, and its theoretical permanence is a desirable trait. So if you want to see me write about the other things that interest me (travel, making shit, gardening, etc.) that&amp;#39;s where I&amp;#39;ll be doing it.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Flipping The Script...</title><link>https://analogindustries.com/2017/10/flipping-the-script/</link><guid isPermaLink="true">https://analogindustries.com/2017/10/flipping-the-script/</guid><description>Yesterday, I started writing a post about watershed moments in your creative lifestyle, when something (either external or internal) brings a change to how you make music (or, well, whatever it is you make.) Then I…</description><pubDate>Mon, 30 Oct 2017 12:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/tweeter.png&quot; alt=&quot;Flipping The Script...&quot;&gt;&lt;/p&gt;
&lt;p&gt;Yesterday, I started writing a post about watershed moments in your creative lifestyle, when something (either external or internal) brings a change to how you make music (or, well, whatever it is you make.) Then I thought &amp;quot;meh, that probably doesn&amp;#39;t really happen to anyone else, because everyone else seems totally together. I&amp;#39;m just a nut.&amp;quot; I highlighted all the text and pressed DEL and got on with my day.&lt;/p&gt;
&lt;p&gt;About 20 minutes ago, the above exchange took place on Twitter between &lt;a href=&quot;https://noisetheorem.blog/&quot;&gt;Noisetheorem&lt;/a&gt;, myself, and &lt;a href=&quot;https://octave.is/djempirical&quot;&gt;DJ Empirical&lt;/a&gt; that made me realize that this sort of thing isn&amp;#39;t uncommon at all, and in point of fact I&amp;#39;m totally norms.&lt;/p&gt;
&lt;p&gt;For better or worse, your external environment greatly affects your creative output. Speaking strictly for myself, spending the last three years boxing and shipping Eurorack, talking about Eurorack, travelling for Eurorack, sleeping in piles of Eurorack, and generally devoting my entire existence to Eurorack, has left me in a creative nadir which was unparalleled in my 30+ year history of making music. Earlier this year, we came to the conclusion that we were devoting too much of the company resources to Euro, and decided to ease off and work on desktop and mobile ideas. Since the nature of the Euro market means the hockey stick is ludicrously strong, without a new Euro product we can&amp;#39;t really justify remaking older Euro products. As a result, I got to spend the summer, which in Phoenix is like winter for the rest of the country, doing something I truly enjoy: making user interfaces, and not putting Eurorack modules in boxes.&lt;/p&gt;
&lt;p&gt;Since confirmation bias is the name of the game these days, as you&amp;#39;re reading this, you&amp;#39;re going to only see the Zig Zigler Power Words and run off to say &amp;quot;Chris Randall&amp;#39;s an asshole! He hates what I do!&amp;quot; or &amp;quot;GOD DAMN RIGHT, FUCK [insert creation method here].&amp;quot; I can&amp;#39;t do anything about that, but let me relate a metaphor:&lt;/p&gt;
&lt;p&gt;I was raised by divorced parents about 50/50 in rural Oregon and New York City. The rural Oregon half of my family are, for the most part, gun nuts. I was raised around guns, and am comfortable with their existence and use-cases. I own a gun, and know how to use it. My father (the New York half of my co-parenting lifestyle) was a general contractor, so I was also raised around power tools. I am comfortable with their existence and use-cases. I own power tools, and know how to use them. In my head, a gun is basically just another tool. There are people for whom guns are a religion. I am not one of those people. I do, however, understand the motivations and mentality that lead to worshipping guns, talking about guns, collecting guns, etc, and how guns become a lifestyle and not just another tool in the box.&lt;/p&gt;
&lt;p&gt;Anyhow, you get the point. Lots of boxes and M3 screws, creative nadir, tedious metaphor, blah blah blah. Long story short, two things happened:&lt;/p&gt;
&lt;p&gt;1. Due to our considered opinion that iOS was finally ready for pro (or at least semi-pro) music-making, we decided to make a run at the mobile side of things, and began porting our desktop products to iOS. This forced me to purchase and become comfortable with a state-of-the-art iOS creation environment.&lt;/p&gt;
&lt;p&gt;2. Due to customer requests for MPE versions of our synths, we needed to investigate MPE, something of which I knew very little. After pondering things for a bit, I decided the &lt;a href=&quot;http://www.rogerlinndesign.com/linnstrument.html&quot;&gt;Linnstrument&lt;/a&gt; was probably the best source of MPE data, and since I&amp;#39;m friends with Roger, I dropped him a line to see if I could borrow one of the small ones to develop some test cases.&lt;/p&gt;
&lt;p&gt;I got the Linnstrument a couple weeks ago, and the first thing I did, to test how MPE worked, was to plug it in to the first synth in my collection that understands MPE. That happened to be &lt;a href=&quot;https://www.moogmusic.com/products/apps/animoog-0&quot;&gt;Animoog&lt;/a&gt;, the polysynth that Moog made for iOS. I spent a few hours playing with this, and decided that MPE was worth exploring. So I moved the Linnstrument to my big computer and folded it in to my development process. Since I don&amp;#39;t have a ton of room on my desk, I moved my normal controller, a Kontrol S49, out of the way. The much smaller Linnstrument sat in its place.&lt;/p&gt;
&lt;p&gt;Since it was sitting there anyhow, I ended up using it to try to play melodies when I was testing other shit. And I suddenly found myself puzzling out scales and chords on it, and my testing other shit turned in to making songs. At some point that I can&amp;#39;t exactly put my finger on, it &lt;em&gt;clicked&lt;/em&gt; and I was able to play it. I&amp;#39;m not going to review the device itself because there are reams written about it. But yesterday morning, my wife pointed out that it was nice to see me making music again. I was like &amp;quot;huh?&amp;quot; And she goes &amp;quot;you haven&amp;#39;t actually sat in your office and made a song in like 2 years, dude.&amp;quot; That&amp;#39;s when all this hit me, and I wrote Roger to tell him I&amp;#39;d be buying the Linnstrument off him.&lt;/p&gt;
&lt;p&gt;It isn&amp;#39;t, of course, as facile as that. There are other outside stimuli that are affecting things (new hobbies, the weather change, etc.) but putting in the time to get the Linnstrument to ease itself into my methodology was definitely the deciding factor in unwedging my creative block. Let&amp;#39;s hear it, AI peoples. Do you have similar unblocking experiences?&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Some Thoughts On iOS Music Software...</title><link>https://analogindustries.com/2017/08/some-thoughts-on-ios-music-software/</link><guid isPermaLink="true">https://analogindustries.com/2017/08/some-thoughts-on-ios-music-software/</guid><description>When we started porting our products to JUCE 5, one side effect (and I mean that in the literal sense, as it was in no way a deciding factor to do this) was that I could check a couple boxes in the project manager and…</description><pubDate>Wed, 16 Aug 2017 12:00:00 GMT</pubDate><content:encoded>&lt;iframe src=&quot;https://www.youtube-nocookie.com/embed/Hau8UlVENaQ&quot; allowfullscreen=&quot;&quot; loading=&quot;lazy&quot;&gt;&lt;/iframe&gt;&lt;p&gt;When we started porting our products to JUCE 5, one side effect (and I mean that in the literal sense, as it was in no way a deciding factor to do this) was that I could check a couple boxes in the project manager and poop out a standalone app and AudioUnit V3 for iOS. I was already familiar with the iOS app submission process due to my previous experiences (remember &lt;a href=&quot;https://analogindustries.com/2011/11/meet-phaedra/&quot;&gt;Phaedra&lt;/a&gt;?) and Audio Damage already had a paid-up developer account so we could get the Apple signing certificate we need for signing our OS X installers and AAX plugins. So we figured we&amp;#39;d put one up and see where it went.&lt;/p&gt;
&lt;p&gt;As it turns out, we sort of lucked in to an empty socket, as only two of our desktop peers (VirSyn and Waldorf) had really taken the platform seriously, and the market was mostly owned, with a couple notable exceptions, by companies building specifically to iOS, who didn&amp;#39;t have a lot of experience in making plugins for the much more robust and demanding professional music production market. This is in no way a bad thing, as the market had some very inventive tools that you don&amp;#39;t see in the desktop world. But we just happened to stumble in (through no planning of our own) to a situation where our product line, which has heavy competition in desktop DAWs, simply didn&amp;#39;t exist in iOS.&lt;/p&gt;
&lt;p&gt;Speaking strictly for myself, after I gave up on Phaedra, I kind of set the iPad aside as a music-making tool, and hadn&amp;#39;t really thought about it again until late May of this year, when I saw I could build AUv3. I then had to acquire an iPad Pro and go learn what AUv3 was, and after some trial and error, and much crossing of fingers and scratching of backstays later, we shipped Rough Rider (for free) in mid-June. Since then, we&amp;#39;ve tried to maintain something of a parity with the desktop and iOS platforms. It naturally didn&amp;#39;t turn out as easy as I thought it would be, and usually the iOS versions require rather extensive reworking of the user interface because of the space constraints. (The notable exception is Replicant 2, where I decided to use the iOS AUv3 aspect ratio for the desktop one.)&lt;/p&gt;
&lt;p&gt;Since we started building them, I&amp;#39;ve necessarily spent a lot of time testing and poking and prodding, and had to acquire most of the top-shelf iOS audio software. I&amp;#39;ve made a couple tracks now using &lt;a href=&quot;https://www.youtube.com/watch?v=Rki_pGx6VCM&amp;amp;t=2s&quot;&gt;only the iPad Pro&lt;/a&gt;, and I&amp;#39;m willing to say that, while there are a whole raft of weird little Apple-isms to deal with (better than taming OMS on OS 9, but not as bad as trying to use MIDI in OS 7) in general, I&amp;#39;m confident you can go to the store and buy an iPad Air 2 or Pro 9.7 (my recommended devices for AUv3 hosting right now, as the Pro 10.5 and 12.9 have some nasty RAM allocation bugs), spend about a hundred dollars on software, and have something equivalent to a fully-kitted MPC. Which, as we all know, is a perfectly viable platform for making full tracks.&lt;/p&gt;
&lt;p&gt;Can it do everything a blown-out MacBook Pro or Surface Book can do? No, it can not. And Apple spends a lot of time trying to make seamless experiences that hide the machinations we need to know about to get the most out of our machines. Forget about using huge sample libraries, as these devices simply don&amp;#39;t have the RAM or horsepower to pull that off. But for scratchpad recording and electronic music production, it&amp;#39;s hard to describe the vibe. &amp;quot;Fun,&amp;quot; I guess? Not a word I usually use with music-making, which, as a former professional musician, I take seriously and equate to work. New and exciting, definitely, and for creativity that is important.&lt;/p&gt;
&lt;p&gt;Anyhow, to make a long story short, yesterday we released Pumphouse, which the video above talks about. Most of the iOS DAWs don&amp;#39;t have sidechaining, and love it or hate it, that&amp;#39;s an important facet of modern electronic music production. (I don&amp;#39;t make EDM at all, and I use it all the time on my pads and basslines.) So we came up with a simple work-around by giving Rough Rider a 16-step sequencer, so you could trigger an envelope to side-chain compress the input in a rhythmic fashion. We had thought this would be an iOS-only release, and had no intention of releasing it for desktops, as that effect is easily attainable elsewhere. However, we wrote the plug as a VST (simply because it is much faster to develop audio software on a desktop than an iOS device) and it would be the work of a day or two to &amp;quot;back-port&amp;quot; it to all our supported platforms. So if this is something you&amp;#39;re interested in, let me know in the comments. If you have any questions about iOS music production, I&amp;#39;ll be happy to answer them to the best of my knowledge, or point you at the appropriate resource.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Evolution of a Produkt...</title><link>https://analogindustries.com/2017/06/evolution-of-a-produkt/</link><guid isPermaLink="true">https://analogindustries.com/2017/06/evolution-of-a-produkt/</guid><description>In early 2008, I got it in my head that Audio Damage needed a multi-band distortion. Like most Audio Damage products, this one came about because of a personal need. I like the general idea of multi-band distortion, but…</description><pubDate>Sun, 25 Jun 2017 12:00:00 GMT</pubDate><content:encoded>&lt;p&gt;In early 2008, I got it in my head that Audio Damage needed a multi-band distortion. Like most Audio Damage products, this one came about because of a personal need. I like the general idea of multi-band distortion, but at the time, there was only really one available, Ohmicide. To be clear, Ohmicide is a very good product, one that has stood the test of time. The problem was that it had a very distinctive sound; I could pick it out of a mix from a mile away. And this distinctive sound wasn&amp;#39;t really conducive to what I was trying to accomplish at the time.&lt;/p&gt;
&lt;p&gt;So after begging and pleading, and much rending of garments, I somehow talked Adam in to making such a product for AD. We decided on a very simple topology, with a multi-selector for each band&amp;#39;s algorithm, a simple resonant lowpass filter, and our normal compressor code (as heard in Rough Rider), configured for a one-knob &amp;quot;moar&amp;quot; kind of situation. And Kombinat was born.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/kombi1.png&quot; alt=&quot;Evolution of a Produkt...&quot;&gt;&lt;/p&gt;
&lt;p&gt;This was the first UI we did where there were procedural knobs; this is very much a hybrid UI, where I&amp;#39;m using a fake screen element to display the flat stuff. But you can definitely see how my mind was working at the time.&lt;/p&gt;
&lt;p&gt;Anyhow, it did fine, in line with our other products that aren&amp;#39;t Eos, Discord, or Dubstation. We weren&amp;#39;t going to finally buy that volcano lair or anything, but it sold pretty consistently. Like Ohmicide, it has an unique character that is easy to pick out if you know what you&amp;#39;re listening for, but being far less popular than Ohmicide, there wasn&amp;#39;t as much of a danger of having That Sound. It worked for what I needed, so I was happy.&lt;/p&gt;
&lt;p&gt;Fast forward to 2011. In the intervening three years, screen resolutions had been creeping up, and Kombinat, with its hard-coded selector image maps, was getting difficult to read. I also wanted to experiment with a truly flat user interface, something that, aside from Live, was not common in music software. I&amp;#39;m sure there were other reasons as well for revving Kombinat to a version two, but they aren&amp;#39;t coming readily to mind. But the upshot is we decided to rev it, and this is the first UI I did totally flat. It is still image maps, but instead of filmstrips of 3D Studio Max knobs, we&amp;#39;re drawing most of the elements procedurally. We named it Kombinat Dva, because &amp;quot;Kombinat&amp;quot; is Russian for &amp;quot;Combination,&amp;quot; and &amp;quot;Dva&amp;quot; is Russian for &amp;quot;two.&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/kombi2.png&quot; alt=&quot;Evolution of a Produkt...&quot;&gt;&lt;/p&gt;
&lt;p&gt;Kombinat Dva added six more algorithms (including my favorite thing we&amp;#39;ve ever made, &amp;quot;Nerd Rage&amp;quot;), a second filter topology, and a feedback loop. Since the nature of feeding back on a ridiculous conglomeration of distortion algorithms and resonant filters would result in some fairly hairy tones, I came up with the (I thought) clever idea of giving the feedback loop an envelope, triggered off the input. Which is why it has attack and release controls. Adam was fairly puzzled by this, but he built it, and it works great. The feedback control makes the entire thing fairly unstable, and I&amp;#39;d frequently get customers writing asking could I please make the noise stop and why did I hate them and other such ponderings. I inexplicably decided it needed seventy presets, as well, which is about sixty five more presets than anyone ever uses. Go, me.&lt;/p&gt;
&lt;p&gt;Anyhow, Kombinat Dva did significantly better than the first one, but still lived somewhere in the middle of the field as far as our product line goes. Six years on, and Kombinat is now the ripe old age of nine. Time for Kombinat Tri.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/kombi3.png&quot; alt=&quot;Evolution of a Produkt...&quot;&gt;&lt;/p&gt;
&lt;p&gt;Tri is, of course, Russian for &amp;quot;three.&amp;quot; So it makes sense and is clever on enough levels that I can feel good about myself. Which is all I really ask at the end of the day.&lt;/p&gt;
&lt;p&gt;Anyhow, this version of Kombinat gets the JUCE-ified look that all the current line are getting. Since I did the new Dubstation 2 UI in plain black-and-white (just to see if I could, really), I went the other way with Kombinat Tri and made it very colorful. We also added what I call &amp;quot;the filter package,&amp;quot; which is a conglomeration of all our current filters that I like for musical applications. The destruction algorithms are unchanged, but we went through and fixed a couple little things that were resulting in DC offsets that made some people unhappy. And finally, we added a mix control, something that is of incredible usefulness in a multi-band distortion, come to find out.&lt;/p&gt;
&lt;p&gt;The UI, like all of the new ones, is resolution-ecumenical. In addition, like all of our current re-rolls, it picks up VST3 and AAX support. It will also get a standalone and AUv3 version for iOS in the near future.&lt;/p&gt;
&lt;p&gt;For people that know what a useful tool the Kombinat series is, they&amp;#39;ll be very happy with this update, which extends its usefulness while keeping the core Kombinat &amp;quot;sound&amp;quot; totally intact. For people new to the Kombinat style, well, they&amp;#39;ll be equal parts frightened and surprised, as has been the case for nine years now. In the &lt;a href=&quot;https://www.audiodamage.com/&quot;&gt;Audio Damage&lt;/a&gt; store now.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Eye Oh Ess...</title><link>https://analogindustries.com/2017/06/eye-oh-ess/</link><guid isPermaLink="true">https://analogindustries.com/2017/06/eye-oh-ess/</guid><description>There are two major side benefits of switching to JUCE for our plugin dev. The first, you&apos;ve already met: AAX versions essentially for free. The second, you&apos;re about to meet: iOS versions for moderate effort. JUCE 5…</description><pubDate>Sun, 18 Jun 2017 12:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/Screen_Shot_2017-06-16_at_7.29.29_AM.png&quot; alt=&quot;Eye Oh Ess...&quot;&gt;&lt;/p&gt;
&lt;p&gt;There are two major side benefits of switching to JUCE for our plugin dev. The first, you&amp;#39;ve already met: AAX versions essentially for free.&lt;/p&gt;
&lt;p&gt;The second, you&amp;#39;re about to meet: iOS versions for moderate effort. JUCE 5 projects on OS X have two targets in addition to the bevy of plugin formats: AUv3 and Standalone. Both of these are essentially pointless on OS X, where the AUv3 is an actual step backwards, lacking everything but the most basic ability to talk to anything but the DAW. Standalones have their purpose, but mostly as synths. A standalone effect is about as useful as... well... nothing really comes to mind. I&amp;#39;ll have to ponder for a bit to come up with something that useless.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;But!&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Switch that target from OS X to iOS, and we&amp;#39;re on to something. AUv3 is the only audio plugin format allowed on iOS, and standalones actually have some merit. The screenshot above is Rough Rider 2 running as an AUv3 insert effect in GarageBand. These AUv3 builds will work in any host that can stomach it; right now that list is mildly limited: GarageBand, Audiobus 3, Cubasis (full version), and some others. The situation will improve quite a bit when Intua drops &lt;a href=&quot;http://intua.net/&quot;&gt;BeatMaker 3&lt;/a&gt; on July 15, in my opinion.&lt;/p&gt;
&lt;p&gt;Digressions aside, the only difference between Rough Rider 2 for iOS AUv3 and Rough Rider 2 AU/AAX/VST/VST3 is some mild fiddling with the UI to get it to cooperate in the context. It will run on any device that can run iOS 9.3, which is pretty much anything from iPad 3 / iPad Mini 2 / iPhone 6 on.&lt;/p&gt;
&lt;p&gt;Rough Rider 2 is available now &lt;a href=&quot;https://itunes.apple.com/us/app/rough-rider-2/id1248448318?ls=1&amp;amp;mt=8&quot;&gt;in the app store&lt;/a&gt;, and like any good drug dealer, we give you the first taste for free. If you run in to any issues at all, don&amp;#39;t hesitate to drop us a line.&lt;/p&gt;
&lt;p&gt;Grind is next in line, and is currently awaiting TestFlight review so the testers can get a piece of that action, but it is pretty much done. Once that&amp;#39;s released, we&amp;#39;re going to turn our attention back to desktops for a bit, so we can see how things shake out. I don&amp;#39;t want to release everything for iOS, and then find out I did something terribly wrong. But once we&amp;#39;re sure that things generally work, we&amp;#39;ll push out Dubstation 2 and Eos 2 in short order. I don&amp;#39;t expect any trouble building either for iOS.&lt;/p&gt;
&lt;p&gt;If you&amp;#39;re an iOS musician, I&amp;#39;d like to hear about how you feel about pricing. I&amp;#39;m of a mixed mind on this; obviously, these are identical to the desktop plugins internally, and require a bit extra work, so they should be priced accordingly. On the other hand, the iOS music ecosystem doesn&amp;#39;t really have a place for a similar pricing model, and we&amp;#39;re in a situation where people are expected to effectively double the price of their purchase to get a 12th format to go with the other 11 they already own.&lt;/p&gt;
&lt;p&gt;I went through every AUv3 product I could find on the App Store, and I feel that, in general, plugins seem to be in the $5 to $10 neck of the woods. There are some outliers, but on the whole, that seems to be the case. I&amp;#39;m okay with this in general.&lt;/p&gt;
&lt;p&gt;The other option would be to do it free, and have an In-App Purchase to unlock all the features. This isn&amp;#39;t terribly complicated, but it does add some frustration to the proceedings, both on my part and on the consumer&amp;#39;s part. So I&amp;#39;m less likely to look favorably on this, unless someone can offer a compelling argument in its defense.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>New Kid On The Block...</title><link>https://analogindustries.com/2017/05/new-kid-on-the-block/</link><guid isPermaLink="true">https://analogindustries.com/2017/05/new-kid-on-the-block/</guid><description>Our habit, for the last couple years, has been to port our existing product line to Eurorack hardware. However, there is one product we have that is unique to Eurorack, our Shapes module, that I really wanted in the…</description><pubDate>Tue, 30 May 2017 12:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/ai_grind.png&quot; alt=&quot;New Kid On The Block...&quot;&gt;&lt;/p&gt;
&lt;p&gt;Our habit, for the last couple years, has been to port our existing product line to Eurorack hardware. However, there is one product we have that is unique to Eurorack, our Shapes module, that I really wanted in the DAW. So, after we got done making Eos 2, I scraped all the Sean out of the project and got to work, moving the code from Shapes, and adding to it given the somewhat more expansive CPU real-estate available in DAW-land.&lt;/p&gt;
&lt;p&gt;The result is what you see above, Grind. It can run both &amp;quot;wave&amp;quot; and &amp;quot;algo&amp;quot; modes of Shapes simultaneously (with some additions to both the waveform complement and the algorithms), and we threw in a huge raft of filters and a tempo-synced LFO because hashtag yolo. I was going to say that this is probably the first direct code port of a digital Eurorack module to a plugin, but I haven&amp;#39;t looked closely at that SoftTube thing, so I couldn&amp;#39;t say for sure.&lt;/p&gt;
&lt;p&gt;In a nutshell, the input level determines which sample of the wavetable is accessed, and we replace the input sample with the wavetable sample. Then, this hot mess passes through the algorithms, which are mostly of the soft sat / clip variety, with a couple exceptions. After that, it hits one of the 11 filter algorithms. The filter frequency and wavetable can be hit with the tempo-synced LFO. It is a fairly unique distortion plugin, and incredibly capable. You can turn the wavetables off and just use the algos and filter and access the entire range of &amp;quot;analog warmth&amp;quot; tricks that we use in the plugin business, or go screaming acid banshee on whatever the input is. Add the wavetables to that, and it&amp;#39;s a god damn nightmare machine.&lt;/p&gt;
&lt;p&gt;Tonight or tomorrow I&amp;#39;ll have a video overview of this bad boy up, but it is &lt;a href=&quot;https://www.audiodamage.com/collections/software/products/ad035-grind&quot;&gt;available for purchase&lt;/a&gt; now. VST/VST3/AU/AAX.&lt;/p&gt;
&lt;p&gt;Speaking of AAX, while I was waiting for Adam to finish the Grind manual, I plucked some low-hanging fruit and ported our free FuzzPlus3 plug; while I was at it, I hit a couple little bugs. So FuzzPlus3 is now VST/VST3/AU/AAX as well. &lt;a href=&quot;https://www.audiodamage.com/pages/free-downloads&quot;&gt;Get it here&lt;/a&gt;. We&amp;#39;re going to have to do a version upgrade to do the same to Rough Rider, as it is not a JUCE plugin to begin with, so we have to essentially remake it from scratch. There&amp;#39;s not a ton to it, though, so it should be fairly easy.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;: It was, in fact, fairly easy. And is now done. Rough Rider is at v2, and includes AAX, VST3, and a new UI.&lt;/p&gt;
&lt;p&gt;In unrelated news, working on my Summer Vibes EP. Like you do, while Adam lays out the PCB for [REDACTED]. More on both those things as they become pertinent. I also finally bit the bullet and bought a smoking new Kaby Lake PC (literally the day before Intel announces Kaby Lake X. Go team) and a glorious 4K monitor to peer at its innards with. That&amp;#39;ll be arriving tomorrow, so system migration ho!&lt;/p&gt;
&lt;p&gt;Anyhow, that was my week. What are you up to?&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Stand Up, Sit Down, Fight, Fight, Fight! Vol. 2: The Reckoning...</title><link>https://analogindustries.com/2017/05/stand-up-sit-down-fight-fight-fight-vol-2-the-reckoning/</link><guid isPermaLink="true">https://analogindustries.com/2017/05/stand-up-sit-down-fight-fight-fight-vol-2-the-reckoning/</guid><description>Lo these many years ago (or maybe six years ago), I went and whittled myself a standing desk solution. All the cool kids were doing it, and it seemed like an excellent idea. I didn&apos;t, however, take one thing in to…</description><pubDate>Mon, 22 May 2017 12:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Lo these many years ago (or maybe &lt;a href=&quot;https://analogindustries.com/2011/04/stand-up-sit-down-fight-fight-fight/&quot;&gt;six years ago&lt;/a&gt;), I went and whittled myself a standing desk solution. All the cool kids were doing it, and it seemed like an excellent idea. I didn&amp;#39;t, however, take one thing in to account.&lt;/p&gt;
&lt;p&gt;If you read the original article, and pay attention to the fourth paragraph, you&amp;#39;ll note that one thing I discovered early on was that I needed to get my monitors in direct line-of-sight. Not long after I moved to that configuration, I added a third monitor, a large Dell 10-touch monitor. (The first mass market cap-touch monitor available, as it happens.) This lived directly under the two original monitors, and you can see it in this configuration in many of my videos and photos of the last few years, as I&amp;#39;ve used this three-monitor system to good effect.&lt;/p&gt;
&lt;p&gt;Anyhow, as it turns out, getting old kind of blows. Not long after I went to this configuration, I needed to get progressive lenses in my glasses. Due to the modular side of the Audio Damage Order Of Battle, I&amp;#39;ve spent a &lt;em&gt;lot&lt;/em&gt; of time with my standing desk and three-monitor rig; when developing plug-ins, I work primarily on my Macbook Pro, and just lounge about the house or on the porch, wherever the mood strikes me. But the embedded dev needs quite a bit of infrastructure, and has to be done at my desk.&lt;/p&gt;
&lt;p&gt;Since those monitors are basically six feet off the ground to meet my sight-line, I had to tilt my head back to align the reading portion of my glasses with the text on the screen. I didn&amp;#39;t even really know I was doing this, but one day I happened to put the IDE on the lower monitor (normally, Live runs on the lower one so I can touchy-feely plugins, and the IDE runs on the upper left, while the upper right gets folder duties.) When it was down low, all the sudden my neck pain went away. Total accidental discovery, as I didn&amp;#39;t know what the cause of the pain was.&lt;/p&gt;
&lt;p&gt;So, in general, lessons learned from 6 years with a standing desk: if you can see well, it&amp;#39;s a better way to work. It was especially nice during music making, when I&amp;#39;m moving about wiring shit up or whatever. However, if you have progressive lenses, it may be more trouble than it&amp;#39;s worth. Take your pick: mild back pain from sitting all day, or mild-to-severe neck pain from leaning your head back to read the screens. I decided to return to back pain for the next while, and eject the standing desk.&lt;/p&gt;
&lt;p&gt;tl;dr: my office went to bare walls last week. Today I was able to use it again. Sitting down. And it is much more orange than it was before.&lt;/p&gt;
</content:encoded><author>CR</author></item><item><title>Hypocrisy Is The Greatest Luxury...</title><link>https://analogindustries.com/2017/05/hypocrisy-is-the-greatest-luxury/</link><guid isPermaLink="true">https://analogindustries.com/2017/05/hypocrisy-is-the-greatest-luxury/</guid><description>Long-time readers will know how comically funny this screenshot is. (Either that, or a blatant display of hypocrisy. 6:5 and pick &apos;em.) That right there is Eos 2 as a 64-bit AAX running in PT12. We&apos;ve just pushed the…</description><pubDate>Mon, 15 May 2017 12:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;img src=&quot;https://analogindustries.com/images/blog/eos2_PT.png&quot; alt=&quot;Hypocrisy Is The Greatest Luxury...&quot;&gt;&lt;/p&gt;
&lt;p&gt;Long-time readers will know how comically funny this screenshot is. (Either that, or a blatant display of hypocrisy. 6:5 and pick &amp;#39;em.) That right there is Eos 2 as a 64-bit AAX running in PT12. We&amp;#39;ve just pushed the v2.0.2 of Eos to the store, and the installers on both platforms include AAX. All future releases will also include AAX.&lt;/p&gt;
&lt;p&gt;It is worth noting here that the person that we had a &amp;quot;disagreement&amp;quot; with at Digidesign is long departed, and Avid reached out to us with an olive branch. You can also blame almost constant haranguing from Eric Beam and Don Gunn, both of whom have been driving me absolutely to distraction with requests for AAX.&lt;/p&gt;
&lt;p&gt;So finally I caved and was like &amp;quot;how hard can it be?&amp;quot; As it turns out, not hard at all. The only difficult part was figuring out the PACE/Eden signing on the Windows side of things, and Sean Costello of ValhallaDSP gave me some very helpful guidance there.&lt;/p&gt;
&lt;p&gt;So, long story short, babies under the bridge, throwing the horse out with the bathwater, etc. We are at war with Eastasia. We have always been at war with Eastasia. Grab that 2.0.2 installer and get yourself some AAX.&lt;/p&gt;
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