MATRIXSYNTH


Monday, March 25, 2013

Arturia SPARK Updated to Version 1.6.1


"Arturia’s SPARK software engine gathers steam to Version 1.6.1

GRENOBLE, FRANCE: music software and hardware company Arturia is proud to release Version 1.6.1 of SPARK, the latest software update to its SPARK Creative Drum Machine and SparkLE Creative Drum Machine hybrid hardware/software beat production centres, on March 25...

Quite simply, SPARK Creative Drum Machine revolutionised hands-on beat-making by cleverly combining TAE® (True Analog Emulation) synthesis, sample playback (with multiple layering modes and post- processing), and physical modelling technologies with the intuitive workflow of a hardware drum machine upon its June 2011 launch; NAMM 2013 subsequently saw Arturia taking this concept to the masses by introducing SparkLE Creative Drum Machine, an all-new, ultra-portable package sharing the same SPARK software engine.

Now, thanks to Version 1.6.1 of that already super-smart SPARK software engine, Arturia has improved the functionality of both SPARK Creative Drum Machine and SparkLE Creative Drum Machine as follows.

Firstly, SparkLE Creative Drum Machine owners benefit from an added accent button in the GUI and an added latch mode for the instrument FX Pad, which, when activated, assigns the P1 and P2 knobs to the instrument parameters (Volume/Pan, Cutoff Resonance, Aux1/Aux2), while pressing any of the three XY Instrument buttons turns off latch mode (returning the P1 and P2 knobs to their previous assignations).

Joint benefits also abound for SPARK Creative Drum Machine and SparkLE Creative Drum Machine users, including improving the MIDI Clock output, together with several bug fixes.

So, thanks to those Version 1.6.1 improvements, the time has truly come to ignite rhythmic creativity with SPARK Creative Drum Machine and SparkLE Creative Drum Machine. Super-size beat-making with the original or add a little sparkle? The choice is out there!

The SPARK Version 1.6.1 update can be downloaded directly for free from here"

Arturia Spark on eBay
Arturia Spart on ZZounds
Update: pics added.

Billy Corgan's Ichabod on a Bar Napkin


via David Lovelace on Facebook

"Requests like this command a very large price, but George C Mattson, inventor of the keytar (a.k.a. SYNTAR! look it up!!), foot the bill to pose with Billy Corgan's Mattson Mini Modular in his 2nd Anything Napkin! AnythingNapkin.com"

BTW, the price for a custom art bar napkin is going up to $10 after napkin 100. See here for details.

The elegant light of the stars (Doepfer analog modular system)


Published on Mar 25, 2013 GruithuisenCityMan·430 videos

"Hello ! My name is Frederic Gerchambeau. I have made this movie and this music. The music has been made using a Doepfer analog modular system. Enjoy !"

tri quad street blue room & green room

Published on Mar 25, 2013 Ebotronix·616 videos

tri quad street green room


4 ms Peg, RCD, VCA Matrix
Analogue Systems 2x RS100,4xRS 110,2xRS 360
Bananalogue Serge VCS
Cyndustries 2x Zero Oscillator
Doepfer 2x A 114
A 134 panning by A 143-9 QLFO ,Maths & Moog MP 201
Flame Chord Machine
foh choices
Grendel Formant Filter 2x
Make Noise Brains PP 2x Maths 2x Moddemix Optonix QMMG Wogglebug
Malekko 4x Anti 4x Unkle Jag
Moog 4x Freqbox CP 251
SSL Modulation Orgy
Tiptop Audio Z 8000
Toppobrillo Quantimator ,Sportmodulator, 2x TWF
Logic master clock to Kenton Pro 2000
FX Boss VF 1,Lexicon PCM 80, Line6 Echopro , TC M 3000

Obow Violin Controller

obow_violin_run

Published on Mar 24, 2013 dylandio·8 videos

1979 Roland Jupiter-4 Ad



via Retro Synth Ads where you'll find the full write-up.

"Roland Jupiter-4 synthesizer 'Never has the universe been so near' full page colour advertisement from page 23 in the October 1979 issue of Contemporary Keyboard."

monstrumWave 2.9 is available now!

Modern Waldorf Microwave II/XT/XTk standalone editor.

Complete with wavetable and waveform editor!

Works as a stand-alone editor for mac os (leopard - mt lion), windows (xp-8) and on linux [using wine and a Linux qualified USB/FW MIDI interface].

http://www.monstrummedia.com - 23,423 lines of code for only $66.6.

This project has gained massive support from customers since it was initially released as an official product in August of 2012. Customers had faith that I'd deliver on the waveform/wavetable editor. After a period of solid beta-testing from current customers this next revision is prepared for release with still no end in site to future feature adds which all monstrumWave customers receive for free - yep, buy monstrumWave and all future updates come to you at no charge.

Now.. you say you want an editor like this for the original all analog Waldorf Microwave? Ok, sure! Stay tuned...


Robert P. Wentz
Monstrum Media | Music, Sound & Software Design, Chicago / San Francisco
www.monstrummedia.com | www.monstrumsepsis.com

Xeno & Oaklander and Control on Japanese Television

Xeno & Oaklander and Control on Japanese Television from Control on Vimeo.

n/t


http://ctrl-mod.com/

super mario spacetime organ (illucia & soundplane)


super mario spacetime organ (illucia & soundplane) from paperkettle on Vimeo.

From the man that brought us the illucia

"Interested in my work? http://chrisnovello.com or http://twitter.com/paperkettle

In this video, I directly manipulate the RAM state of Nintendo's Super Mario Brothers to transform it from a game into a strange instrument. I use two hardware controllers: illucia (a patchbay instrument I designed that lets me connect computer software with cables), and the Soundplane (an amazing multitouch surface by Madrona Labs).

I begin by playing the game as one normally would, just using buttons on illucia.. but I also have access to the game's memory, so I use the Y axis on the Soundplane to alter the value in the memory address that determines Mario's Y position onscreen. This is how I make Mario fly and hover during the playthrough.

Also, before I start playing, notice that I flip a switch on illucia. This triggers recording — not video, but actually recording the entire memory state of the NES for each game frame. Think about it - Mario's universe is held in RAM, which the NES uses to draw the game world for each frame. By saving the entire state of NES memory for every frame, I'm able to go back to any moment in Mario's life. Sort of like a Super Mario time machine.

So then I use the X-axis of the Soundplane to sweep through the timeline of Mario's universe.

Not only that, but the Soundplane is multitouch, so I use a second finger to specify start and endpoints in a playback loop. This is similar to the way samplers and granular synths work, but for recordings of the entire memory state of the NES rather than audio data. Conceptually, it is like Super Mario meets Groundhog Day. Mario's universe computer / time machine gets caught in hellish loops.

Then I use illucia to send alien data into Mario's universe, which makes for all sorts of audiovisual insanity amidst the spacetime loops. I found some memory addresses that produce interesting results, so I use illucia to pump them with unexpected data. This is sort of like circuit bending, but in a protected sandbox - at any point I can revert back to the clean recording of RAM states (aka moments in Mario's universe).

At that point I try to go back to "playing" the game, watching Mario navigate a melting world of glitched-out ephemera. Toward the end of the video I use a pair of rubberband mallets on the Soundplane to jump around in Mario's timeline, all while illucia is left pouring a heavy stream of alien data into Mario's RAM state. I eventually (accidentally/luckily) land at a place that triggers the game over music, and decide to end the take.

=====================

Disclaimer:

I don't condone piracy or the distribution of Nintendo's IP. I'm posting this video as part of a critical-cultural project. Further - although the emulator tools I used to make this performance are fully legal, I'm not distributing any other materials related to making these interventions into NES games, so please don't ask. The video is shown with the intention of stimulating critical thought about the role of software in our lives.

By showing that there are other ways one could interact with this well-known cultural artifact, hopefully I can inspire others to consider: Who decides how and what we see in a computer program? What is hidden? What sorts of strange other things lurk beneath the surface of our trained expectations?

What if we lived in a culture that deeply embraced the expressive possibilities of computer programs? What if we encouraged curiosity about the interior of the systems that compose game worlds? Is that curiosity and critical inquiry itself not a form of play?

Indeed there are platforms that embrace this sort of approach, but many don't. In fact, many close it off. What if we prioritized this sort of inquiry more? Might we find new frontiers for communication or even human knowledge and representation? What is a videogame, and how can it relate to all this?"

kroffe live @ Fylkingen

Published on Mar 17, 2013

"kroffe live @ fylkingen, stockholm the 16th of march 2013
camera by rhizomatik"

"Minimoog, Polymoog, Rogue, Doepfer Dark Time+Energy, EHX 2880, BOSS RE-20 and TC Electronics Flashback."
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