<![CDATA[Gizmodo: synthesizer]]> http://tags.gizmodo.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: synthesizer]]> http://gizmodo.com/tag/synthesizer http://gizmodo.com/tag/synthesizer <![CDATA[NESynth iPhone App Pumps Out Nintendo-Style Chiptunes]]> Like the 8Bitone synthesizer app, NESynth lets you create 80s-style music with 8-bit sounds. But the coolest part: You can control it all with an on-screen NES-style gamepad. Watch the rockin' video after the jump to see what I mean.

Also fun is the $2 app's use of the iPhone's accelerometer to pitch-bend sounds, and its ability to let you jam along with a friend—and hear what they're playing on your phone.

As you'll hear in the video below, NESynth has built-in classic sound effects (jump, fire, laser, etc), and an arpeggiator to help build up melodies using the on-screen piano keyboard.

(For the synth geeks out there: sound generation comes from 3 pulse waveforms, a triangle waveform, and white noise.) [NESynth | iTunes Store]

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<![CDATA[8Bitone Chiptunes Synthesizer App Lets You Mix It Like Mario]]> Everyone's heard the stories about those guys who play entire concerts on their Game Boys, or who recompose symphonies onto NES cartridges. 8Bitone is kinda like that, except on your iPhone, and without the social suicide aspect.


8Bitone is a combination nonlinear audio editor and chiptunes synthesizer, chiptunes being music synthesized in real time on old computer hardware, i.e. 8-bit game soundtracks. While 8Bittone isn't the first chiptunes synth to hit the App Store, it certainly looks like the best: writing, editing and listening to music is all carried out through a thoughtful, attractive interface, and the end result sounds as vintage-y as it should. Due in the App Store any day now, price TBA. [BBG]

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<![CDATA[Mutant Thingamakit Has Way Too Many Light Hungry Tentacles]]> Thingamakits have been every synth nerd's DIY light-controlled, analog noise friend. This abomination grew extra LED and photo-sensor tentacles that produce different tones and pitches, depending on the amount and type of light received. [Make]

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<![CDATA[Teenage Engineering's OP-1 Is a Sleekly Satisfying Synthesizer]]> The Operator 1 is a portable synth and MIDI controller that lets you sample Beyonce, work your tweaking magic, and convert your sounds instantly to MP3.

This tiny machine measures about 4" x 11" and is less than 0.5-inches thick. The OP-1 features color-coded and user-friendly design and an OLED display. Connect the OP-1 to your laptop to control your software sequencer or use it as stand-alone synth. Transfer recorded music from your computer via the USB 2.0 port or sample beats from the handy built-in FM radio. You can also record tunes into the built-in microphone and share your work through the built-in speaker or connect external devices. Check out a sound test posted on Boing Boing. 100 pre-release OP-1's will be sent for beta-testing "when the time is right." Soon, we hope. [Teenage Engineering via Boing Boing Gadgets]

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<![CDATA[Music Based on Pi Keeps Bodies Movin' Forever]]> I'm starting to believe in those Apatow movies about nerds suddenly becoming popular without having to shed their nerdiness. According to NoiseAddicts, a dude name Paul Slocum—who I'm picturing looks exactly like Michael Cera of SuperBad/Juno/Nick & Nora fame—hooked a crappy old amp to his little laptop, told the laptop to continuously calculate the digits of the magical constant pi (digits that run to infinity to the right of the decimal point) and turned those digits into synth commands for surprisingly danceable house music.

I'm old(ish) now, but I remember being in clubs with one song jumping to the next while the beat keeps on going and going, with everybody just kind of bouncing along (with alcohol and other fuels to speed them along). That's pretty much what it's like hearing Slocum's music. As you might predict, Slocum himself explains it, well, like one of Michael Cera's characters might:

The software progressively calculates the sequence of digits in pi, starting at 3.14 and progressing towards infinity. As the program calculates the digits, it feeds the results into an algorithmic music generator containing my structural criteria for house music. The resulting piece of house music is infinitely long and static and never repeats itself.

Hear that, party people? Infinitely long. It might kill you, but at least you will never have to go home!

If you want to check out the music for yourself, or read more about Slocum, pop on over to NoiseAddicts, where you can download long and short versions in MP3, and find out a lot more about the technical side of Slocum's creation. [NoiseAddicts]

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<![CDATA[Tenori-On Inspired PacklSound1 iPhone App Coming Soon, But Not Soon Enough]]> The Tenori-On is the zany Yamaha touch-based musical sequencer that caught our eye earlier this year, but this cool PacklSound1 iPhone app could very well be the portable version that puts us over the edge. It's a simpler version of the original $1,200 Tenori-On box, but that didn't stop the designer from laying down a quick, catchy beat. Seeing it in action, makes me want it right now:

And here's the original video demonstrating Tenori-On's seemingly infinite capabilities:
[Pakl.net]

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<![CDATA[Thingamakit DIY Synthesizer is Horribly, Wonderfully Noisy]]> Weird... but I kinda want to hear more. That's roughly how I'd describe the sound output of the Thingamakit, a strange "noise monster" DIY synthesizer. I like the fact that it uses some sort of optical feedback: adjusting those tentacles affects how the sounds are generated, which then gets fed back to the LEDs in the tentacles. So it's a pleasingly tactile gizmo, and if you're really a strange-noise-machine-ophile, you'll also appreciate that you can buy it as a kit from maker Bleep Labs. [Bleep Labs via Hackaday]

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<![CDATA[Commodore 64 Midibox Mod Trades In Games for Beeps, Boops]]> What you see here was once a Commodore 64, but no longer. Now it's a MIDIboxSID, which translates roughly into, this thing looks killer in the dark and can lay down a serious series of beeps and pew pew's. Best thing is that, thanks to the C64's mod-friendly SID chips, this is a synthesizer that uses SID 6582 sound chips from the original C64 personal computer. Hooray for recycling!

The technical specs:

The synth is built into an original Commodore 64 computer case. And features 8 SID chips (4 stereo pairs - one SID per ear x 4 voices). Each SID chip has 3 oscillators and a variety of other features like filters, ADSR, ringmod, sync. The synth has a very flexible (and simple to use) modulation matrix, LFO, bassline sequencers, and stores patches in presets.

[Flickr via Technabob]

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<![CDATA[Korg DS-10 Turns Your Nintendo DS Into a Serious Synthesizer]]>
Musicians who lead double lives as gaming geeks will soon have their worlds collide when Korg releases its DS-10 software for the Nintendo DS. Basically, Korg has taken the design concept of their famous MS-10 synthesizer and thrown in a four-part drum module, two analog synth simulators, a 6-track/16-step sequencer and made it usable with the touchscreen. If I had any music ability, lived in Japan and had 4,800 yen ($47) burning a hole in my pocket, I would be all over this sucker when it is released this July. Official specs after the break.

- Two patchable dual-oscillator analog synth simulators: - Four-part drum machine that uses sounds created with the analog synth simulator - Six-track (analog synth x 2, drum machine x 4) /16-step sequencer - Delay, chorus and flanger sound effects available from the mixing board - Three note-entry modes: touch-control screen, keyboard screen, matrix screen - Real-time sound control mode via touch-control screen - Exchange sounds and songs and play multiple units simultaneously through a wireless communications link
[Korg DS-10 via Kotaku and DS Fanboy]]]>
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<![CDATA[Revolution Synthesizer R2 Looks Like Death Star Control Panel, Not R2]]> Future Retro's Revolution Synthesizer R2 looks amazing; we completely have no use for a synthesizer, but we totally want one. With a complete aluminum construction, perfectly contrasting gun gray and white colors, as well as a smattering of blue LEDs all over, this synthesizer makes us moist in the most clichéd way possible. If that was not enough to get you interested, perhaps the circular sequencer interface, which allows single handed control; the ability to play patterns forwards, backwards, upside down and sideways, as well as remote pattern selection using MIDI program change messages will have you reaching for your anorexic wallet?


A built-in remix feature allows 265 variations for each pattern and song, which gives more than 65,000 possible overall patterns. Further, the sound engine uses true analog synthesis throughout and the PC board has a new RAM chip, which extends the battery life from 1.5 years to a complete decade. Impressive. Unfortunately, $750 is a little too much for us to pay for a novelty Death Star control panel, but the way synthesizers go, it's not bad at all. [Bornrich]

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<![CDATA[Mandala High-Def Drum and Synthesizer Version 2.0 On the Way]]> Now the Synethesia Mandala high-def drum and synthesizer is about to bust out in version 2.0, sprouting itself a USB 2.0 port that lets you hook it up to any PC or Mac. Synethesia is calling it "the only electronic drum that truly emulates an acoustic drum." It's called high-def because it has 128 concentric rings from the center of the head to the edge that can detect the exact location and force with which you hit it. This version 2.0 also includes 3000 proprietary samples of the famed Black Beauty snare drum, along with 4GB of sounds from 100 different instruments. In addition to its USB connectivity, it also has a MIDI port with a trigger that's said to be one of the world's fastest. To be available November 1, it'll retail for $349. [Synethesia Corporation, via TMCNet]

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<![CDATA[Gizmodo Gallery: Benjamin Gaulon]]>
"Printball" (Gaulon, 2005)

Interview/Article by Jonah Brucker-Cohen

As an exponential amount of digital objects begin to permeate our daily lives, the tendency for manufacturers to combine multiple functionalities into one "mega" device seems to be a popular methodology. Taking this credo as a starting point with his hardware inspired projects is French media artist, Benjamin Gaulon. From combining the mechanism of a Paintball gun with an Ink-Jet printer in his almost absurdist "Printball" project to using the exterior of an office building as an interactive surface in "De Pong Game", Gaulon's projects attempt to challenge popular conceptions of how electronic objects and software should and could function in our daily lives. By examining the fragility of data transfer and transmission of files across the Internet with his "Corrupt" project, he is also attempting to comment on the seemingly delicate nature of our global communications networks. Gizmodo recently caught up with Gaulon to discuss his approach to infiltrating pop cultural icons through creative interventions in hardware hacking and how recycling outdated technology can lead to new forms of collaborative musical and visual expression.

Name: Benjamin Gaulon
Age: 26
Education: Masters at the Ecole Superieuredes Arts Decoratifs in Strasbourg (2002) , Masters (Interactive Media & Environment), Frank Mohr Institute, Groningen (The Netherlands, 2005).
Affiliation:Independent, but I have also created a European group of artist, designers, theorist, engineers, etc.. called Deponk (www.deponk.com).
URL(s): http://www.recyclism.com,
Recyclism is my general website, where I present my works. I started most of my projects with a site called www.digitalrecycling.com (a database for digital file recycling, where people can upload and download digital junk to create new works.

GIZMODO: Your project, "Printball", combines the mechanism of an Ink-Jet printer and a Paintball cannon. What were you attempting to discover by combining these two devices?

BG: The idea of the Ink-Jet printer is more conceptual than literal. So it's a Paintball gun (hacked to be automatic, because in Europe [we are] not allowed to have automatic Paintball guns, so you need to directly control the solenoid that triggers the gun) with a custom made Pan and Tilt [mechanism]. The idea was to create a "graffiti robot" that could shoot images, so instead of using a Paintball gun to play war games this machine can create images and text. I'm (in most of my projects) really interested by the idea of "detournement" (as Guy Debord as defined it in 1959) This project is a Deponk project (my collective) because it's an idea that we had with a friend and French artist (Geraud de Bizien: www.vastemonde.com). We had the idea together and I then realized the project during my Masters at the Frank Mohr Institute.

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"Recycling Entertainment System" (Gaulon, 2004)

GIZMODO: The "Recycling Entertainment System" connects six Nintendo Entertainment System (NES) controllers to a computer to control a shared software synthesizer. Why did you choose these hardware devices as interfaces for collaborative music composition?

BG: First, after working on digital recycling with the digital recycling website, I wanted to explore hardware recycling. I also liked the idea of recycling the NES controllers, which are for me the origin of videogame controllers (the basics: directional buttons, select and start and the A and B buttons). Nowadays game controllers are a bit more advanced but basically they are based on those controllers. So it was a way to go back to the roots of the game controller (they are also the video games that I could play with as a kid, so part of my personal mythology). With this project I also wanted to make an interactive system for several players to play and create something together in real time. The digital recycling project is also based on that idea but it's not made for "real time" composition, but the structural concept is really close since both projects are using the concept of database jamming to create new and original works (sampling art). The RES has the structure of a band (with a bass player, a drummer, percussion, a loop player and a synthesizer) but it's like a DJ playing as a band (jamming with audio samples).

corrupt.jpg
"Corrupt" (Gaulon, 2005)

GIZMODO: Your "Corrupt" project breaks down an image file into its binary equivalent and replaces some of this code with a random value from 1 to 20. What were you trying to accomplish with this project? And why are some of the results too damaged to show?

BG: I'm reading the binary of a file, swapping some bytes (randomly, from 1 to 20 swaps) and I save it again. Then another part of the code (done with Processing) is loading the saved file again (checking if it's still readable) and the readable files are "saved as" in a result folder. So I only keep the corrupted files that are still readable. This project explores the limit of digital technologies and tries to reproduce and control data corruption: this corruption normally occurs during data transfer (i.e. e-mail, ftp, etc. - see this link for a complete definition: http://en.wikipedia.org/wiki/Data_corruption) As Kim Cascone write in his article ""The Aesthetics of Failure"" [accidents usually cause the most interesting things to happen].

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"De Pong Game" (Gaulon, 2004)

GIZMODO: "De Pong Game" recreates the famous PONG game as a projection on the surface of a building. A custom modified joystick controls game play and the player must use the built-in elements of the building (windows, doors, etc) as elements in the game. What is your ultimate aim with creating these large-scale public interactive pieces?

BG: Well, this project came during a workshop where I was asked to create some media stuff in the "real world" outside my studio and outside the computer. At that time I had just discovered the concept of Augmented Reality and I was interested to find ways to explore that concept. My idea was first to use the windows as pixel, but since I found the "Blinkenlights" project (by Berlin's Chaos Computer Club), I had to re-think my idea. I'd liked the idea of an intersection between a projection and the real world, since I'm [into all things] "recycling". I see the creative process as an endless recycling process, such as the socio-cultural loop of creation. I thought that the PONG game was a really interesting thing to recycle when you talk about video games (since it's the origin of the video game).

GIZMODO: What projects are you currently working on? How are they similar or different than your past projects?

BG: Actually I'm working on different things, but one of those is the "E-Waste" workshop with a Dutch company called Blue Melon. Those workshops (and your "Scrapyard Challenge" workshops were an influence for that) are based on the idea of recycling (hardware recycling) and we are trying to combine the creative possibilities of hardware recycling and to bring some awareness to the participant about the issues of "E-waste" pollution. I think as an artist and as a human being working with electronics and computers, it's important to know what is happening to the equipment once it becomes obsolete, which occurs really fast for computers.

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<![CDATA[Bob Moog, Synth Pioneer, Dies at 71]]> Bob Moog, the inventor of the Moog synthesizer and the ongoing visionary behind Moog Music's effects, synths, and theremins, died at his home Sunday. Thousands have left memories and wishes on a Website set up by his family since his diagnosis with brain cancer was made public. While the memorial will be private, reflections are still welcome on that site, and The Bob Moog Foundation will help ensure his legacy continues to touch musicians. For a glimpse of why this is emotional for so many music makers around the world, flip through the archived photos. It's hard to find a picture of Bob alone: he's always grinning ear to ear, with a musician or two in his arms. —P. Kirn

Bob's Body Leaves Us
[Moog Music]

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