Schlagwort: music

  • Syncing tunes to Christmas tree lights with the Arduino Opta

    Syncing tunes to Christmas tree lights with the Arduino Opta

    Reading Time: 2 minutes

    We all know that one neighbor who always goes the extra mile when decorating for the holidays, and after taking inspiration from these large displays of light and sound, Marcelo Arredondo, Andres Sabas, and Andrea ZGuz of the Electronic Cats crew decided to build a smaller version for their Christmas tree using the Arduino Opta micro PLC.

    The team chose to create their music-synchronized light show with the Opta because of its reliability and bank of four built-in relays that could be utilized to switch specific light strings on or off. Lining up and triggering certain lighting effects for the music was all handled through the open-source Vixen Lights software. In here, the Opta was configured as a quad-channel controller that receives its commands over a GPIO connection sent by an Arduino UNO mediator. The PLC is programmed visually to read a programmable input pin for each relay and then leverage a comparator to toggle the relay when the signal is high.

    Back in the Vixen Light software, the team imported their favorite Christmas song and began the process of charting it. First, they generated markers over the audio waveform to signify the beats and overall tempo. Next, various effects were added to the timeline which trigger the lighting channels in a particular sequence. Lastly, the UNO was flashed with a sketch that allowed it to read the incoming Serial data from Vixen over USB and then toggle its digital outputs for the Opta to register.

    [youtube https://www.youtube.com/watch?v=ES7W_O3CeZk?feature=oembed&w=500&h=281]

    More information about this project can be found in its write-up here on Hackster.io.

    The post Syncing tunes to Christmas tree lights with the Arduino Opta appeared first on Arduino Blog.

    Website: LINK

  • How Composer Inon Zur Created the Soul of Starfield in Just Six Musical Notes

    How Composer Inon Zur Created the Soul of Starfield in Just Six Musical Notes

    Reading Time: 2 minutes

    “I think that the more classical tone is the more dominant one in our [score]. However, if you listen to the whole score, there are many areas where electronic and sound design elements are 50, sometimes 60, or even 70% of the score. The score is vast and there are many cues that are actually not what we call classical at all. I think the interesting thing is the combination that we created.

    “At many points, you cannot really put your finger on what is sound design, what is electronic, and what is orchestral, because everything really is intertwined. Sometimes there is a more traditional accompaniment, or orchestral background, but then the instrument that carries the melodies is actually synth. And sometimes it’s the other way around; there’s more ‘sound design-ish’ elements, but the [main] instrument is classical.”

    The result is a score that can slide from mood to mood, style to style, seamlessly – helped by the fact that it’s enormous, surpassing the five-hour mark. Of course, five hours of music is still a fair bit less than the hundreds of hours some players will put into a game like Starfield, meaning Zur’s other challenge was in crafting a score that can keep hitting its key themes without feeling overly repetitive.

    “It’s about finding this balance between, ‘How can I create something new, but make it feel like part of the same family?’ There are many ways to go about it: you could change the timbre, you could change the tempo, you could create variations that are different enough, but still remind the player, ‘Oh, yeah, this reminds me of the theme’, but it’s not the theme, it’s something different.

    “It’s like painting. If you add a little bit more grey or black, automatically, the painting feels more gloomy. And there’s a way to do it in music. It’s almost like drawing the picture and fine-tuning the colours and themes. In this way, you create environments that are different enough, on one hand, but then still part of the same DNA.”

    Website: LINK

  • Reliving elementary school with a robotic recorder

    Reliving elementary school with a robotic recorder

    Reading Time: 2 minutes

    The recorder is a type of flute that is very popular in elementary schools because the instrument is so simple and inexpensive. If you were born in the last four decades and grew up in a western country, then there is a very good chance that you were required to learn how to play some basic melodies on a recorder. But like all instruments, the recorder is difficult to play well. So Luis Marx built a robotic recorder that could do the tricky parts.

    Marx still has to blow into the mouthpiece to play this robotic recorder, but it takes care of the rest. A standard recorder has eight holes: seven finger holes on top and one thumb hole on bottom. The player’s spare thumb and finger help them stabilize the instrument. This contraption uses eight solenoids to close or open the holes according a pre-programmed sequence. It doesn’t appear that Marx integrated MIDI capability, but that would make it much easier to play new songs.

    The current implementation has the sequence of notes programmed into an Arduino sketch. That sketch runs on an Arduino Nano board, which controls the solenoids through eight MOSFETs. Power comes from a 650mAh LiPo battery and everything attaches to the recorder via a 3D-printed frame. As you can hear in the video, this works quite well. Foam earplugs on the solenoid rams ensure an airtight seal on the finger holes, resulting in clean sound as long as Marx’s blowing technique is good.

    [youtube https://www.youtube.com/watch?v=-AKAh1zPo5k?feature=oembed&w=500&h=281]

    The post Reliving elementary school with a robotic recorder appeared first on Arduino Blog.

    Website: LINK

  • Code to the beat of your own drum during Black History Month 2023

    Code to the beat of your own drum during Black History Month 2023

    Reading Time: 5 minutes

    When we think about a celebration, we also think about how important it is to be intentional about sound. And with this month of February being a celebration of Black history in the USA, we want to help you make some noise to amplify the voices, experiences, and achievements of the Black community.

    Two young people using laptops at a Code Club session.

    From the past and present, to those still to come in the future, countless remarkable achievements have been made by Black individuals who have chosen to move to the beat of their own drum. Music and sound can be tools to tell stories, to express ourselves, to promote change, to celebrate, and so much more. So take some time this month to make your own music with your young coders and start dancing.                

    Of course, choosing to dance is not the same as choosing to devote your life to the equality and freedom of all people. But it reminds us that you can incite change by choosing to do what is right, even when you feel like you’re the only one moving to the music. It won’t be long before you see change and meet people you resonate with, and a new sound will develop in which everyone can find their rhythm.

    So join us this month as we explore the power of code and music to celebrate Black History Month.

    Projects to help you find your rhythm

    We’ve selected three of our favourite music-related projects to help you bring a joyful atmosphere to your coding sessions this month. All of the projects are in Scratch, a programming language that uses blocks to help young people develop their confidence in computer programming while they experiment with colours and sounds to make their own projects.  

    Drum star | Scratch

    Find your rhythm with this clicker game where you earn points by playing the drums in different venues. The project is one of our Explore projects and it includes step-by-step instructions to help young creators develop their skills, confidence, and interest in programming. This makes it a great option for beginners who want to get started with Scratch and programming.

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    Music maker | Scratch

    Code to the beat of your own drum — or any instrument you like. Use this project to create your own virtual musical instrument and celebrate a Black musician you admire. For young people who have some experience with Scratch, they may enjoy expressing themselves with this Design project. Our Design projects give young people support to build on their experience to gain more independence coding their own ideas.

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    Binary hero | Scratch

    Can you keep up with the beat? Prove it in this game where you play the notes of a song while they scroll down the screen. You could choose to include a song associated with a moment in Black history that is meaningful to you. This project is a great opportunity for young people to expand their programming knowledge to create lists, while they also test their reaction skills with a fun game.

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    For young creators who want to create projects that don’t involve music or sound, check out these projects which can help you to:

    Let us know how you’re celebrating Black History Month in your community on Twitter, LinkedIn, Facebook, or Instagram all month long!

    Black stories to inspire you to move

    Learn about our partnership with Team4Tech and Kenya Connect, with whom we are empowering educators and students in rural Kenya to use the power of coding and computing to benefit their communities.

    A young person uses a computer.
    • I Belong in Computer Science: Salome Tirado Okeze

    Meet Salome, a computer science student from the UK who shares her experiences and advice for young people interested in finding out where computer science can lead them. Salome was one of the first people we interviewed for our ‘I belong’ campaign to celebrate young role models in computer science.

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    Research to help set the tone  

    We believe that creating inclusive and equitable learning environments is essential to supporting all young people to see computer science as an opportunity for them. To help engage young people, especially those who are underrepresented in computer science classrooms, we are carrying out research with teachers to make computing culturally relevant. Our work promoting culturally relevant pedagogy in educational settings in England has been impacted by projects of many US researchers who have already contributed heavily to this area. You can learn about two of these projects in this blog post.

    Educators who want to find out how they can use culturally relevant pedagogy with their learners can download our free guidelines today.

    An educator explains a computing concept to a learner.

    We would also like to invite you to our monthly research seminar on 7 February 2023, when we will be joined by Dr Jean Salac who will be sharing their research on Moving from equity to justice in computing instruction for youth. Dr Salac’s session is part of our current series of seminars that centres on primary school (K–5) teaching and learning of computing. The seminars are free and open to everyone interested in computing education. We hope to see you there! 

    Website: LINK

  • Tune into the God of War Ragnarök Soundtrack Listening Party stream November 17

    Tune into the God of War Ragnarök Soundtrack Listening Party stream November 17

    Reading Time: 3 minutes

    After four years in the making, we are finally celebrating the release of God of War Ragnarök!

    With the success of God of War (2018) came tremendous pressure to give fans a sequel worthy of its predecessor. That meant new characters and enemies, new realms and creatures, and most excitingly for the PlayStation Studios Music team, an epic new score.

    If you have found yourself humming the incredible God of War Ragnarök theme non-stop since the game released last week, then we’ve got a very special announcement for you!

    Earlier this year, while production on God of War Ragnarök was in full swing, the PlayStation Studios Music team and game director Eric Williams put together an internal soundtrack listening party as a fun and unique way to share the game score with the Santa Monica Studio development team.

    We selected some of our favorite tracks and brought together a few Music Production team members to give a behind-the-scenes look at how the music is recorded and transformed into interactive moments that become emotional memories for the players.

    The Santa Monica Studio team went wild hearing Bear McCreary’s beautifully composed score for the first time. Just as the music elevates the gameplay, these iconic themes provided a boost of kinetic energy that helped carry the team the rest of the way through the production.

    Based on the team’s enthusiastic reaction, we knew that we could not keep this experience within the confines of the studio walls.

    This is something that we want to share with you – the fans!

    God of War Ragnarök Soundtrack Listening Party Stream

    We’ve teamed up with our soundtrack release partner, Sony Masterworks, and are thrilled to announce the God of War Ragnarök soundtrack listening party!

    You can join our 90-minute livestream on the PlayStation Twitch and YouTube channels on Thursday, November 17 at 4:00 PM PST / 12:00 AM GMT, with a pre-show beginning at 3:30 PM PST / 11:30 PM GMT.

    Our show will have three amazing speakers, each with their own expertise and insight to offer into the tracks that we’ll play.

    Bear McCreary, Composer

    Bear McCreary is a prolific composer with notable credits spanning across movies, television, and video games. He first joined the Norse saga in God of War (2018) and makes an epic return to the series in God of War Ragnarök. A masterful storyteller with music, Bear has a keen ability to weave a rich authenticity into his interactive score that transports and immerses players into the Nine Realms. Each thoughtful note is constructed to make hearts pound with intensity and swell with emotion throughout the odyssey of God of War Ragnarök.

    Eric Williams, Game Director

    Eric Williams has been an integral part of Santa Monica Studio since 2005. His expertise and passion have made him a pillar of the God of War franchise since its inception. Eric has taken the helm in God of War Ragnarök, guiding the SMS team towards the final installment of the Norse saga. Eric collaborated closely with Bear and the team to ensure each musical moment within the game hits the right emotional chord with players.

    Alex Moukala, Music Producer & Host

    Alex Moukala is a music producer who is well-known for his enthusiastic involvement in the gaming community. As a content creator with a natural talent for engaging with his audience, Alex brings his perspective as a fan and a music professional to steer the conversation.

    Together, all three of our guests will take us on a journey through the musical landscapes of the realms and examine how we use music to bring the story of God of War Ragnarök to life.

    Make sure you join us on November 17, starting at 3:30 PM PT / 11:30 PM GMT! Our host will be taking questions from viewers throughout the show.

    Website: LINK

  • Are you ready to go back to the future?

    Are you ready to go back to the future?

    Reading Time: 3 minutes
    arduino Make Your UNO Kit header

    Arduino Make Your UNO Kit is finally here

    The first Arduino UNO was launched back in 2005, with a clear purpose to allow everyone who had an idea to make it possible through a simple and open interface.

    Many years have passed, technology has evolved, but we never forgot that initial thrill that came from opening up countless possibilities to so many makers.

    The Arduino Make Your UNO Kit is the natural extension of a story that will shape the makers of tomorrow, a step in the past to move forward in a brilliant future.

    Make your UNO Kit details

    The Arduino Make Your UNO Kit is a 3×1 experience in which the user learns the basics of electronics, gets familiar with soldering, and finally builds a synth with the included shield and upcycled packaging.

    The Arduino Make Your UNO Kit experience is unique: you’ll be able to build an Arduino UNO from scratch, assembling every component, and familiarizing yourself with circuits and electronics.

    A complete online guide with a 3D viewer makes it easy and fun to follow, even for an absolute beginner. Never soldered before? No worries, a practice PCB is included to test and improve your soldering skills! There’s a debugger to check your board functions properly once it’s been assembled.

    Make Your UNO Kit unboxing

    There’s even a white space on the back of the board to show who it belongs to, adding to the truly personalized experience!

    Make your UNO Kit details

    After the learning, comes the fun part — the unique nature of Arduino Make Your UNO Kit is not just from the assembly. At the end of the process, you’ll have in your hands a full functioning synthesizer to create tunes to your own individual beat.

    Make your UNO Kit Synth

    The Arduino Make Your UNO Kit is also the very first of a series of more sustainable production: the packaging comes in FSC certified paper, and converts into the container for the synth. Plus, even the practice solder board can be readily used as a keychain to minimize waste.

    Make your UNO Kit box

    Whether you are a beginner, a passionate maker, or a curious musician, the Arduino Make Your UNO Kit is the perfect gift for a 100% fun guaranteed experience (treating yourself is allowed)!

    [youtube https://www.youtube.com/watch?v=pFdXLn4KE-s?feature=oembed&w=500&h=281]

    The post Are you ready to go back to the future? appeared first on Arduino Blog.

    Website: LINK

  • A closer look at vinyl soundtracks for Ratchet & Clank: Rift Apart, Ghost of Tsushima, and Returnal

    A closer look at vinyl soundtracks for Ratchet & Clank: Rift Apart, Ghost of Tsushima, and Returnal

    Reading Time: 5 minutes

    It is said that good things come in threes, and today is no exception.  We at PlayStation are thrilled to spotlight our latest trio of vinyl soundtrack releases, brought to you by our friends at Milan Records: Ratchet & Clank: Rift Apart, Ghost of Tsushima: Music from Iki Island & Legends, and Returnal.

    Ratchet & Clank: Rift Apart

    The Ratchet & Clank: Rift Apart soundtrack features the exuberant, BAFTA-nominated score by Mark Mothersbaugh and Wataru Hokoyama, plus the brilliantly performed, award-winning song, “Join Me at the Top,” from the latest entry in Insomniac Games’s critically acclaimed franchise.

    For the vinyl design, we were lucky enough to land the amazing illustrator, Shan Jiang, who truly knocked it out of the park with his rotatable panoramic cover art.

    As Shan describes, “The cover concept focuses on duality and traveling among parallel universes. I learned that the game’s core idea is finding who you truly are through understanding yourself. Rivet and Ratchet became better versions of themselves through the adventures they experienced together.  It is like Ratchet and Rivet are looking in the mirror, but in the mirror is another universe. So you can see the cover from Rivet’s point of view or Ratchet’s point of view, depending on how you want to hold the cover.”

    The interior panels showcase the main characters and their diminutive counterparts in a rare, pensive moment, giving us an intimate portrait of the Rift Apart crew as they take a breather from the game’s non-stop action.

    The album is available from Milan Records and a variety of retailers, each featuring exclusive, eye-popping disc color “variants.”

    Ghost of Tsushima: Music from Iki Island & Legends

    Following up their 2021 release of theBAFTA-nominated score for the original game, Milan Records delivers a second volume from Sucker Punch’s epic with Ghost of Tsushima: Music from Iki Island & Legends.

    Featuring Ilan Eshkeri’s iconic Jin Sakai theme woven into beautiful new compositions by Chad Cannon and Bill Hemstapat, the album is wrapped in striking key art from the titular Director’s Cut expansion and multiplayer DLC.

    The image of a lone Jin against the bright tones of Iki Island provides a dramatic contrast to the dark, ominous reds of the Legends world.  Inside, we’re treated to moody concept art of a ship’s graveyard, with fantastic character portraits on the disc labels, and a wonderful “monkey onsen” foldout poster by Sucker Punch artist, Ian Chiew.

    This release is also available in an array of collectible disc colors from Milan’s retail partners.

    Returnal

    Completing the lineup, the BAFTA-winning score to Housemarque’s Returnal sees Bobby Krlic’s atmospheric, intense music sitting alongside custom artwork from acclaimed artist David Mack.

    Selene is at the heart of the design, allowing the observer to bring their interpretation of her journey across Atropos to the artwork. The score is a combination of oppressive synths and beautiful strings; Mack’s artwork is a similarly beautiful depiction of Returnal’s deceptively gorgeous challenge.

    When it came to inspiration, for David Mack it was a “discussion with the creators that fueled the imagery. They were kind to give me a list of words & ideas that served as catalyst points for the cover image. From the words, symbols and music, I made several drawings to try to crystalize the dimensional ideas. From our discussion of those, I made paintings based on what everyone reacted to best.”

    As our friend Colin Yost at Sony Masterworks sums up, “These three vinyl offerings are some of the best to come out of our collaboration with Sony Interactive Entertainment. We’ve really tried to capture the essence of the characters and narratives in each piece’s unique art direction. Collaborating with the Sony game developers, the PlayStation Music team, and the visual artists to produce something fresh, yet familiar, is such a rewarding way for us to bring these music scores to the fans in a way that celebrates these unforgettable games and characters from a new perspective. I can’t wait to share more news on additional PlayStation soundtrack releases that will be available in the future from Sony Masterworks and Milan Records.”

    All three vinyl soundtracks are currently available for pre-order at the links below, and release this summer.

    Ratchet & Clank: Rift Apart: https://ratchetandclank.lnk.to/vinyl
    Ghost of Tsushima: Music from Iki Island & Legends: https://soundtracks.lnk.to/got2vinyl
    Returnal: https://soundtracks.lnk.to/returnalvinyl

    Website: LINK

  • The Piano Metronome is key to keeping the beat

    The Piano Metronome is key to keeping the beat

    Reading Time: 2 minutes

    Arduino TeamJune 16th, 2021

    In the world of music, being able to keep time accurately is vital when playing a piece, as even small deviations in timing can cause the notes played to sound “off.” Ordinarily a device called a metronome is used to provide consistent ticks that the musician can use, but most are not that visually interesting. This is what inspired ChristineNZ over on Instructables to create her own metronome that uses an Arduino Uno to both show the beat and produce a small noise. 

    ChristineNZ’s Piano Metronome enables users to select both the rate (tempo) of the beat and its volume by turning one of two rotary encoders. Rather than having some clunky interface, this project has a large 20×4 I2C LCD on the front that displays the current time via an RTC, the sound’s amplitude, and even subdivisions. The top of the enclosure also holds four RGB LEDs that visually indicate the beat and subdivision if present.

    One other cool feature of the Piano Metronome is its ability to show various tempo markings, which are the names given to the beats-per-minute value. To observe ChristineNZ’s project in action, check out the video below or visit its write-up to see how it was built along with the accompanying software.

    [youtube https://www.youtube.com/watch?v=nwqBwL1s3EM?feature=oembed&w=500&h=281]

    Website: LINK

  • Raspberry Pi makes LEGO minifigures play their own music

    Raspberry Pi makes LEGO minifigures play their own music

    Reading Time: 3 minutes

    We shared Dennis Mellican’s overly effective anti-burglary project last month. Now he’s back with something a whole lot more musical and mini.

    Inspiration

    Dennis was inspired by other jukebox projects that use Raspberry Pi, NFC readers, and tags to make music play. Particularly this one by Mark Hank, which we shared on the blog last year. The video below shows Dennis’s first attempt at creating an NFC Raspberry Pi music player, similar to Mark’s.

    [youtube https://www.youtube.com/watch?v=P4o353_61Zo?feature=oembed&w=500&h=281]

    LEGO twist

    After some poking around, Dennis realised that the LEGO Dimensions toy pad is a three-in-one NFC reader with its own light show. He hooked it up to a Raspberry Pi and developed a Python application to play music when LEGO Dimension Minifigures are placed on the toy pad. So, if an Elvis minifigure is placed on the reader, you’ll hear Elvis’s music.

    LEGO figures dressed as member of the band KISS
    Mini KISS rocking out on the NFC reader

    The Raspberry Pi is hooked up to the LEGO Dimensions toy pad, with Musicfig (Dennis’s name for his creation) playing tracks via Spotify over Bluetooth. The small screen behind the minifigures is displaying the Musicfig web application which, like the Spotify app, displays the album art for the track that’s currently playing. 

    No Spotify or LEGO? No problem!

    Daft Punk LEGO minifgures stood on an NFC reader next to a Raspberry Pi and a phone showing Daft Punk playing on Spotify
    Daft Punk LOVES Raspberry Pi

    Spotify playback is optional, as you can use your own MP3 music file collection instead. You also don’t have to use LEGO Minifigures: most NFC-enabled devices or tags can be used, including Disney Infinity, Nintendo Amiibo, and Skylander toy characters.

    Mini figurines in the shape of various kids film charactera
    Why not have Elsa sing… what’s that song again? Let it… what was it?

    Dennis thought Musicfig could be a great marketable LEGO product for kids and grown-ups alike, and and he submitted it to the LEGO Ideas website. Unfortunately, he had tinkered a little too much (we approve) and it wasn’t accepted, due to rules that don’t allow non-LEGO parts or customisations.

    Want to build one?

    The LEGO Dimensions toy pad was discontinued in 2017, but Dennis has seen some sets on sale at a few department stores, and even more cheaply on second-hand market sites like Bricklink. We’ve spotted them on eBay and Amazon too. Dennis also advises that the toy pad often sells for less than a dedicated NFC reader.

    A Tron mini figure on the reader with the Tron movie soundtrack seen playing on the screen behind it
    What’s the best movie soundtrack and why is it Tron?

    Watch Dennis’s seven-year-old son Benny show you how it all works, from Elvis through to Prodigy via Daft Punk and Queen.

    You can tell which songs Benny likes best because the volume goes to 11

    There are some really simple step-by-step instructions for a quick install here, as well as a larger gallery of Musicfig rigs. And Dennis hosts a more detailed walkthrough of the project, plus code examples, here.

    You can find all things Dennis-related, including previous Raspberry Pi projects, here.

    Website: LINK

  • The RoboTrombo is a MIDI-controlled robotic trombone

    The RoboTrombo is a MIDI-controlled robotic trombone

    Reading Time: 2 minutes

    The RoboTrombo is a MIDI-controlled robotic trombone

    Arduino TeamDecember 29th, 2020

    Inspired by Wintergatan’s Martin Molin, iSax set out to create a MIDi-controlled robotic trombone of his own. Although the aptly named RoboTrombo may not replace professional trombone players anytime soon, it’s nonetheless an impressive musical hack.

    The instrument is controlled by an Arduino Nano running Firmata, along with a host computer, and employs a variety of pneumatic and electrical actuators to produce the tunes.

    When played, air flows through the mouthpiece via artificial lips, and turned on and off with a trumpet valve and servo. The lips can be manipulated for different sounds using a stepper motor setup. A slide mechanism is driven by a pneumatic actuator, with a linkage system that pushes it in and out, and a potentiometer provides positional feedback.

    While it can’t reliably play songs on command, it’s a very entertaining project that makes a bunch of fun semi-random noises! More details on the design and construction of the RoboTrombo can be found in PDF form on iSax’s Hackaday page.

    [youtube https://www.youtube.com/watch?v=wM1vOAz0_Gc?feature=oembed&w=500&h=281]

    Website: LINK

  • MIDI-controlled slide whistle made with an Arduino Due

    MIDI-controlled slide whistle made with an Arduino Due

    Reading Time: 2 minutes

    MIDI-controlled slide whistle made with an Arduino Due

    Arduino TeamAugust 26th, 2020

    Slide whistles and recorders can be great for learning music, and perhaps a bit of fun, but what about teaching a robot to play such a wind instrument? The Mixed Signal’s MIDI-controlled system could used for just that.

    The project is comprised of a 3D-printed fipple and piston that go into a PVC tube, while air input is via a centrifugal blower fan. A plunger with a rack-and-pinion gear are used to move the piston back and forth, changing the note being played.

    A keyboard provides the user interface here, though any number of digital audio workstation devices should be able to duplicate this human task if needed. It’s hooked up to an Arduino Due with a CNC shield, which controls the single stepper motor.

    You can find more details on the fipple flute on Hackster and Hackaday, and see a demo of it in action below.

    [youtube https://www.youtube.com/watch?v=p-gjM94Bu5E?feature=oembed&w=500&h=281]

    Website: LINK

  • This ‘crazy’ spectrum analyzer visualizes tunes with four Arduinos and 504 LEDs

    This ‘crazy’ spectrum analyzer visualizes tunes with four Arduinos and 504 LEDs

    Reading Time: 2 minutes

    This ‘crazy’ spectrum analyzer visualizes tunes with four Arduinos and 504 LEDs

    Arduino TeamJuly 26th, 2020

    Spectrum analyzers are a great way to visualize music, and “TUENHIDIY” came up with an interesting take on this device using not one, but four Arduino Unos.

    Each board receives the same sound input via a 3.5mm audio jack, and separately processes it to break out the left and right channels, as well as upper and lower frequency ranges using fast Fourier transforms, or FFTs.

    36 different bands are shown on four LoL Shields, with each 9×14 Charliexplexed LED matrix attached to an Uno, for a total of up to 504 individual points of light. Everything is put together on an acrylic plate, and powered by a portable USB battery.

    TUENHIDIY is quick to note that it’s a “crazy project,” but as seen in the video below, it looks like a lot of fun!

    [youtube https://www.youtube.com/watch?v=uB-a2VwH_34?feature=oembed&w=500&h=281]

    Website: LINK

  • Who needs vinyl records when you’ve got Raspberry Pi and NFC?

    Who needs vinyl records when you’ve got Raspberry Pi and NFC?

    Reading Time: 2 minutes

    Redditor Mark Hank missed the tactile experience of vinyl records so he removed the insides of an old Sonos Boost to turn it into a Raspberry Pi- and NFC-powered music player. Yes, this really works:

    [youtube https://www.youtube.com/watch?v=N02-eF822dY]

    The Sonos Boost was purchased for just £3 on eBay. Mark pulled all the original insides out of it and repurposed it as what they call a ‘vinyl emulator’ to better replicate the experience of playing records than what a simple touchscreen offers.

    The Boost now contains a Raspberry Pi 3A+ and an ACR122U NFC reader, and it plays a specific album, playlist, or radio station when you tap a specific NFC tag on it. It’s teamed with Sonos speakers, and NTAG213 NFC tags. The maker recommends you go with the largest tags you can find, as it will improve read performance; they went with these massive ones.

    One of the album covers printed onto thick card

    The tags are inside printouts mounted on 1mm thick card (those album cover artwork squares getting chucked at the Sonos in the video), and they’re “super cheap” according to the maker.

    You’ll need to install the node-sonos-http-api package on your Raspberry Pi; it’s the basis of the whole back-end of the project. The maker provides full instructions on their original post, including on how to get Spotify up and running on your Raspberry Pi.

    The whole setup neatened up

    Rather than manually typing HTTP requests into a web browser, the maker wanted to automate the process so that the Raspberry Pi does it when presented with certain stimulus (aka when the NFC reader is triggered). They also walk you through this process in their step-by-step instructions.

    How the maker hid the mess under the display table

    The entire build cost around £50, and the great thing is that it doesn’t need to sit inside an old Sonos Boost if you don’t want it to. The reader works through modest-width wood, so you can mount it under a counter, install it in a ‘now listening’ stand, whatever — it’s really up to you.

    Full instructions are available on hackster.io! And here’s all the code you’ll need, handily stored on GitHub.

    Website: LINK

  • 8 Fragen an die Komponisten des Overwatch-Soundtracks

    8 Fragen an die Komponisten des Overwatch-Soundtracks

    Reading Time: 7 minutes

    Was ist das für eine Melodie? Ein neues Album zu Musik von Overwatch ist erschienen und auf Spotify, iTunes, Apple Music und Deezer verfügbar. Overwatch: Cities & Countries ist eine Musikkollektion, die die regionalen Theme-Songs der Overwatch Maps und die Musik der Missionen aus der ganzen Welt beinhaltet.

    Zusätzlich zur Veröffentlichung des neuen Albums, können Spieler während der Sigma Maestro Challenge zeitlich begrenzte Belohnungen erhalten, einschließlich des legendären Maestro Sigma-Skins in Overwatch. Das gilt bis zum 27. Juli 2020.

    Zu Feier der Veröffentlichung des Albums haben wir uns mit dem Komponisten-Team – Adam Burgess (Blizzard Composer) und Derek Duke (Blizzard Music Director) – getroffen, um über die Entstehung dieses neuen Musikprojekts zu sprechen.

    Erzählt uns doch zunächst von euren musikalischen Hintergründen!

    Adam Burgess: Ich war immer sowohl an der klassischen als auch in der zeitgenössischen Welt interessiert und Musik war für mich immer eine sehr kooperative Sache. Ich habe viel in Bands gespielt und zeitgenössische Musik gelernt,  gleichzeitig habe ich klassische Gitarre studiert und mir Aufnahmetechniken und -technologien auf dem Computer meiner Eltern beigebracht. Instrumentalmusik – insbesondere Orchestermusik – wirkte immer beängstigend, isolierend und einschüchternd auf mich und obwohl ich es endlos versuchte, konnte ich kein gutes Lied schreiben. Erst in meinen 20ern begann ich ernsthaft meine eigene Instrumentalmusik zu kreieren, die ich am Ende mehr liebte als alles, was ich zuvor komponiert hatte. Man kann wohl sagen, dass ich immer wieder an etwas scheiterte, das nun eines der besten Dinge ist, die mir je passiert sind.

    Derek Duke: Ich habe in jungen Jahren Klavier- und Theorieunterricht genommen und habe dann andere Instrumente gelernt, als ich aufgewachsen bin. Zum Beispiel Gitarre, Trompete, Euphonium und einige andere – wenn auch nicht zu lange und tief. Ich habe auch mehrere Jahre Tanz studiert, was aber nicht wirklich prägend und wichtig war. In der High School hatte ich die Möglichkeit, einen Chor zu dirigieren, schrieb und arrangierte Instrumental- / Orchestermusik und interessierte mich gleichzeitig für frühe Synthesizer. Ich versuchte sogar, meine eigenen zu bauen und ihn mit der ersten Generation von Heim-PCs zu steuern.

    Während meiner Ausbildung bei CalArts hatte ich die Gelegenheit, neben Komposition auch andere Musik zu machen und gleichzeitig meine Arbeit zu verdoppeln. Meine Verbindung und ein starkes Interesse an Musik der Welt, insbesondere an ihren Vokalmusiktraditionen – waren genug, um eine Reise nach Westafrika für Aufnahmen zu rechtfertigen, um dann in Südindien zu forschen und zu leben. Ich habe mich nie für die typischste, normalste oder einfachste Route interessiert und immer nach dem neuen, interessanten und abenteuerlichen Wegen gesucht. Ich bin allen dankbar, die ihr Wissen mit mir geteilt haben und von denen ich alles erfahren habe. Das brachte mir eine einzigartige Art von Kreativität.

    Was beeinflusst dich beim komponieren von Musik?

    Derek Duke: Overwatch schwebt immer zwischen Klassik und Ikone und präsentiert gleichzeitig eine hoffnungsvolle Vision für die Zukunft. Man sieht es in allen Aspekten des Designs, wie dem Artwork, der Umgebung und den verschiedenen Helden und unseren Geschichten. Wir versuchen, dieses Mindset in die Musik einzubringen. Wir lassen uns von jeglicher Musik inspirieren: von klassisch bis zeitgenössisch, experimentell und von allem dazwischen. Für uns ist alles Musik und alles kann irgendwie einen Einfluss auf uns haben. Wir bringen einfach zwei beliebige Geräusche zusammenwerfen und sehen dann, wohin die Reise geht. Wir lassen uns nicht von den Grenzen deines Genres und der instrumentalen Tradition behindern. Angesichts der Lage von OW in vielen realen Städten und Ländern achten wir auch stark darauf, bei unseren musikalischen Erkundungen und Kreationen nach Instrumenten zu suchen, die eine Verbindungen zu der entsprechenden Region aufweisen.

    Wie kamst du zum Gaming? Gab es ein spezielles Ereignis, das dich dazu brachte?

    Adam Burgess: Zocken war als ich aufwuchs meistens eine soziale Sache. Ich habe gute Erinnerungen daran, zu Freunden ging und am Wochenende PC- und Konsolentitel gespielt habe. Es ist immer noch das, was ich an Games und einem Franchise wie Overwatch (und den von Blizzard erstellten Titeln), am meisten liebe. Ich kann keinen bestimmten Moment oder Titel nennen, der mich dazu brachte, Spielmusik zu erschaffen. Es waren eher die Fragen, auf die ich keine Antworten hatte. Videospiele sind oft sehr interaktiv. Sie sind nicht linear wie ein Film oder eine Fernsehserie. Und ich war immer neugierig, wie sich die Musik in Abhängigkeit von meinen Aktionen als Spieler ändert, zum beispiel wenn ich Entscheidungen treffe oder wohin ich meinen Charakter bewege. Spiele sind im Laufe der Zeit immer komplizierter geworden.  Und genau diese  kreative Entscheidungsfindung ist weiterhin eine Inspiration und treibende Kraft für mich und meine Liebe zum Spielen – und zur Spielmusik.

    Derek Duke: Durch einen glücklichen Zufall. Zu der Zeit, als ich mich Anfang der 90er Jahre engagierte, war ich noch in die akademische Welt des Komponierens verwoben. Ein Freund, für den ich mit einer Empfehlung einen Audio-Gefallen für das College getan hatte, sprach mich an. Damals wusste kaum jemand, wie man auf interaktive Weise oder sogar in Verbindung mit einem Computer an Ton / Musik / Audio arbeitet. Ich wusste, wie man mit  Computern, Audiodateitypen usw. umgeht und das öffnete mir die Tür. Nachdem diesen ersten Job ging die Arbeit einfach weiter. Für mich war es jedoch eine besondere Art von Arbeit. Es hat mich auf andere Weise erfüllt als andere „bezahlte Musik-Gigs“, die Interaktivitätsmöglichkeiten, die Teilnahme an Spieldesign und -funktion, Größe usw. und die Zusammenarbeit mit Menschen an einem Projekt, um etwas Größeres zu machen.

    Irgendwann nutzte ich die Gelegenheit und gewann einen ganz besonderen Auftritt, bei dem ich Musik für StarCraft von Blizzard Entertainment schrieb. Jetzt arbeite ich seit fast 20 Jahren an den erstaunlichsten Videospiel-Franchises der Welt.

    Was ist dein Prozess beim Erstellen dieses Albums? Kannst du erklären, wie du einen bestimmten Track von Anfang bis Ende aufgenommen hast?

    Derek Duke: Das Album hat sich in den letzten fünf Jahren langsam weiterentwickelt, da dem Overwatch-Universum weitere Orte hinzugefügt wurden und wir es mit der Community teilen konnten. Wir wollten den Fans immer mehr Musik geben und uns gefiel das Konzept, all unsere Location-Musik als zusammenhängenden Soundtrack zu präsentieren. Die Tracks sind alles erweiterte Versionen unserer Ingame-Musik. Oft haben wir kleine Suiten zusammengesetzt, um ein bisschen mehr Material für andere verwandte Zwecke zu schaffen,damit ihr auf dem Album eine Menge neuer Musik erleben dürft.

    Derek Duke: Blizzard World war einzigartig, denn dort wurde Cross-Franchise-Musik möglich – zu der wir vorher keine Gelegenheit hatten. Es war auch insofern einzigartig, als es ein völlig fiktiver Ort ist (obwohl wir alle wollen, dass er real ist). Die zweite Hälfte des Stücks kombiniert zahlreiche klassische Themen aus World of Warcraft in einem kurzen Segment, in dem die Themes übereinander liegen. Nehmt die verschiedenen Ebenen auseinander und hört genau hin, dann vernehmt ihr Teile vom World of Warcraft-Haupttitel, A Call to Arms, Illidan und Stormwind. Aber wenn man es als Ganzes hört, klingt es sehr nach Overwatch. Es ist wie ein Easter Egg für Blizzard-Fans. Nachdem wir das Orchester und den Chor aufgenommen hatten, kam alles auf eine wirklich erfreuliche Art und Weise zusammen.

    Wie komponierst und produzierst du Tracks, die die Einzigartigkeit der Orte widerspiegeln?

    Derek Duke: Jeder Ort ist anders und die Inspiration kommt immer auf eine andere Weise. Wir werden von so vielen Dingen beeinflusst, von der Umwelt über die Weltgeschichte, bis hin zu traditionellen Instrumenten und moderner Popkultur. Wenn wir sagen würden, dass ein großer Teil des Hollywood-Tracks von Taylor Swift und Nine Inch Nails beeinflusst wurde, glaubt ihr uns vermutlich nicht. Viele hören es vermutlich niemals raus, aber es ist die Wahrheit. Manchmal kann eine Idee, die an der Oberfläche bizarr erscheint, einen auf den richtigen Weg bringen. Man muss nur bereit sein, sie zu verfolgen. Offen und experimentierfreudig zu sein ist der Schlüssel für uns.

    Wie verbindest du die futuristische, rasante Atmosphäre von Overwatch mit der Stimmung kultureller Orte auf der ganzen Welt?

    Adam Burgess and Derek Duke: Wir versuchen wirklich alles so zu präsentieren, wie es auch im Overwatch-Universum klingen würde. Wir haben die Philosophie, dass unsere Location-Musik vor allem wie das Overwatch-Franchise klingen muss. Overwatch ist zukunftsfähig, aufsteigend und positiv. Unsere Location-Musik ist in der Regel energisch und funktioniert so, dass ihr in ein Match mit Energie und Vorfreude startet. Wir wollen, dass ihr aufgeregt seid, sobald Ihr euren Helden auswählt. Der Schlüssel ist, genug traditionelles Aroma zu injizieren, um es interessant und einzigartig zu machen. Das  Hauptziel ist immer, dass es am Ende des Tages wie Overwatch klingt.

    Hast du einen Lieblingssong auf dem Album?

    Derek Duke: Diese Tracks sind für uns wie Erinnerungen, da wir mit ihnen tolle Momente verbinden. Von verschiedenen Launches bis zu verschiedenen BlizzCons. Es ist schwer, einen einzigen Favoriten auszuwählen! Es ist ehrlich gesagt wie eine Reise in die Vergangenheit, wenn ich mir diesen Soundtrack anhöre. Wir hoffen, dass Overwatch-Fans genauso denken.

    Gibt es noch etwas, das dir auf der Seele brennt?

    Derek Duke: Es braucht so viele Menschen, die auf so viele Arten und auf so vielen Ebenen involviert sind, um die Musik für Overwatch zum Leben zu erwecken.: Von weiteren Komponisten, dem Spieleteam, unseren großartigen Produzenten und Sounddesignern, Künstlern, Spieledesignern und kreativen Leads, sowie unseren Familien, Freunden und allen anderen, die uns in täglich unterstützen. Wir alle hoffen, dass euch Overwatch: Cities & Countries genauso gut gefällt wie uns.

    Website: LINK

  • New album of Overwatch music hits streaming services today, new composer Q&A

    New album of Overwatch music hits streaming services today, new composer Q&A

    Reading Time: 7 minutes

    What is that melody? A new album of Overwatch music is live today, available now on Spotify, iTunes, Apple Music and Deezer. Entitled Overwatch: Cities & Countries, the collection of music features the regional themes of Overwatch maps and missions across the world.

    In addition to the new album release, starting tomorrow until July 27, players will be able to earn limited-time rewards during the Sigma Maestro Challenge including the legendary Maestro Sigma skin in Overwatch.

    In honor of the album release, we caught up with the composer team – Adam Burgess (Blizzard Composer) and Derek Duke (Blizzard Music Director), to talk about how this new musical project came to be.

    Tell us about your respective musical backgrounds.

    Adam Burgess: I have always had my feet in both the classical and contemporary worlds, and music was always very collaborative for me. I grew up playing in bands, and learning a lot of contemporary music, but at the same time, I was studying classical guitar, and teaching myself recording techniques and technology on my parents’ computer when it was available. Instrumental — especially orchestral — music always seemed scary, isolating and intimidating, and although I tried endlessly, I couldn’t write a good song to save my life. It wasn’t until my 20’s that I started to become serious about creating my own instrumental music, which I ended up loving to do more than anything I had tried before. I guess you can say that I failed my way into one of the best things that happened to me.

    Derek Duke: I went through piano and theory lessons at an early age, then other instruments while growing up like guitar, trumpet, euphonium and some others though not too deeply.  I also studied dance for several years, which I certainly wouldn’t count out from being formative and related.  In high school I had the opportunity to student-conduct choir and was writing and arranging instrumental/orchestral music, while simultaneously pursuing early synthesizers. I was even experimenting with building my own, as well as dabbling in programming and computer control of them with the first-generation of home PCs.

    During my education at CalArts, the opportunity to pursue world music alongside composition, while doubling my work, awoke a connection and keen interest in musics of the world, especially their vocal music traditions — enough so to warrant traveling to West Africa for recording/research and living in South India after my graduation to study music there more in depth.  By never favoring the most typical, standard or easy route and always looking for the new, interesting and adventurous path, it was always my hope, by those that have shared knowledge with me and all I’ve been exposed to that it’s helped to bring me a unique type of creativity.

    What influences you when you compose music?

    Derek Duke: Overwatch is constantly balancing the classic and iconic, while presenting a hopeful vision for the future. You see it in all aspects of the design, such as the artwork, the environment, and the different heroes and our stories. We really try to bring that mindset to the music. We get inspiration from all music, from classical to contemporary, experimental, and everything in between. It’s all music to us, and everything can be an influence. We will throw any two sounds together and see where things go. We don’t let boundaries of genre and instrumental tradition hinder us. That said, given OW’s setting among many real-world cities and countries, we pay attention to look for and use instruments with links to their regions in our musical explorations and creations.

    How did you get started in gaming? Was there anything specific that led to it?

    Adam Burgess: Gaming was mostly a social thing growing up. I have fond memories of visiting my friend’s houses and playing PC and console titles on weekends. It is still the thing that I love the most about games, a franchise like Overwatch, and the titles that Blizzard has created. I can’t say that there was a particular moment or title that made me want to pursue game music, it was more the intrigue of questions that I didn’t have answers to. Video games are often very interactive. They are not linear like film or television. I was always curious how the music changes depending on my actions as a player, what decisions I make, and where I take my character. Games have only gotten more intricate over time, and this creative decision making is something that continues to be an inspiration and driving force in my love for gaming, and game music.

    Derek Duke: Serendipity.  At the particular time I got involved, early ‘90s, I was still involved in the academic world of composing. I was approached by a friend who I’d done an audio favor for back in college with a referral.  At that time, finding people that had knowledge of how to work with sound/music/audio in any interactive way or even in conjunction with a computer was pretty rare. It was really knowing how to deal with computers and audio file types etc. back then that got me in the door. Once I got that first job, the work just continued. For me though, it was a special kind of work. It fulfilled me in ways different from other “paying music gigs,” the interactivity possibilities, participating in game design and function, size etc. and working together with people on a project that to make something greater than the sum of its parts.

    Then at one point I chanced upon the opportunity and won a very special gig, writing some music for a game called StarCraft from Blizzard Entertainment. Now I’m coming up on 20 years working on the most amazing video game franchises in the world.

    What was your process when creating this album? Can you explain how you took one particular track from beginning to end?

    Derek Duke: The album has slowly evolved over the past five years as more locations were added to the Overwatch universe and we now have the opportunity to share it with the community. We have always known that we wanted to give more of our music to the fans, and we thought that it was a strong concept to present all our location music as a cohesive soundtrack. The presented tracks are all extended versions of our in-game music, many times small suites are composed to create a bit more material for other related use, so there is a lot of new music for fans to experience on the album.

    Derek Duke: One unique piece was Blizzard World, which lent itself to some cross-franchise music that we hadn’t had the opportunity to do before. It was also unique in that it is a totally fictional location (although one that we all wish existed). The second half of the piece combines numerous different classic themes from World of Warcraft into one short segment, where the themes layer on top of each other in interesting ways. If you listen closely and pick apart the different layers, you’ll hear calls to the World of Warcraft Main Title, A Call to Arms, Illidan, and Stormwind. But when you listen to it as a whole, it very much sounds like Overwatch. It’s like an easter egg for Blizzard fans. Once we recorded the orchestra and choir, it all came together in a way that we were really excited about.

    How do you compose and produce tracks that reflect the uniqueness of the locations?

    Derek Duke: Each location is different, and inspiration calls to you in different ways. We are influenced by so many things from the environmental artwork, to world history, traditional instruments, and modern pop culture. If we told you that a huge part of the Hollywood track was influenced by Taylor Swift and Nine Inch Nails, you probably wouldn’t believe us. You would likely never hear it, but it’s true. Sometimes an idea that can seem bizarre on the surface can send you down the right path if you are willing to chase it. The key for us is to have an open mind, and to be willing to experiment.

    How do you approach blending the futuristic, fast-paced vibe of Overwatch with the vibes of culturally rich locations around the world? 

    Adam Burgess and Derek Duke: Everything we do, we try to present through the lens of what we think this would sound like in the Overwatch universe. We have a philosophy that our location music needs to sound like the Overwatch franchise before anything else. Overwatch is future-possible, uplifting and positive. Our location music is typically energetic, and functions in a way to load you into a match with energy and anticipation. You should feel excited to play by the moment you are selecting your hero. The key is injecting enough traditional flavor to make it interesting and unique, but the core goal remains that it should sound like Overwatch at the end of the day.

    Do you have a favorite track from the album?

    Derek Duke: These tracks are like memories for us, in that they’re attached to so many different moments, from different launches, to different BlizzCons. It’s hard to choose a favorite, and it’s honestly like a trip down memory lane to listen to this soundtrack. We hope that Overwatch fans will feel the same way.

    Is there anything else you would like to add?

    Derek Duke: It takes so many people involved in so many ways and on so many levels to help us bring the music for Overwatch to life; from other composers, the game team, our amazing producers, and sound designers, artists, game designers and creative leads, as well as our families, friends and others that support us in our daily lives. We all hope that you enjoy Overwatch: Cities & Countries as much as we have creating it.

    Website: LINK

  • Die Entstehung eines Ohrwurms: Kero Kero Bonitos Titelmelodie für Bugsnax

    Die Entstehung eines Ohrwurms: Kero Kero Bonitos Titelmelodie für Bugsnax

    Reading Time: 4 minutes

    Mein Name ist Gus Lobban. Ich bin Songwriter, Producer und ein Drittel der Indiepop-Band Kero Kero Bonito. Im Januar dieses Jahres wurde unsere Welt komplett auf den Kopf gestellt: Kero Kero Bonito wurde Teil der wunderbaren Welt von Bugsnax!

    Ich werde nie vergessen, wie Phil von Young Horses mich anrief und direkt zum Punkt kam. „Also, das Spiel heißt Bugsnax und es dreht sich um diese Insel, auf der alle Kreaturen teils Käfer, teils Snack sind, und wenn die Grampuse sie essen, dann verwandeln sie ihre Körperteile in die Snacks. Sag Bescheid, falls du irgendwelche Fragen hast!“ „Ähm, ja, ähhh …“

    Am Anfang von „It’s Bugsnax!“ standen die Akkorde D-Am. Sie bilden den Ankerpunkt des Songs. Der I-Vm-Akkordwechsel und die mixolydische Tonleiter, die davon abgeleitet wird, wecken in mir die Atmosphäre einer „verlorenen Welt“. Positiv, aber mit einem unverkennbaren mysteriösen Unterton, so wie Bugsnax selbst. Von da aus erweiterte ich den Song um einen programmierten Schlagzeugtrack, improvisierte einige Akkorde auf dem Keyboard und sang ein paar Hooks darüber ein. Beim Aufbau des Songs orientierte ich mich an früheren Songs von KKB, wie etwa „Picture This“, was laut Phil dem Geist dessen, wonach er suchte, schon recht nahe kam.

    Den Großteil des Tracks – einschließlich der Drums, Panflöten und Kalimba – habe ich auf meinem Roland JV-1010, einem multitimbralen Soundmodul aus dem Jahr 2000, eingespielt. Ich liebe diese alten „Rompler“-Module, weil sie eine Vielzahl atmosphärischer Sounds enthalten (genau wie die Spielesoundtracks der fünften Konsolengeneration, die ich sehr mag) und dazu noch leicht zu benutzen sind. So kann ich mich voll und ganz auf die Komposition und das Arrangement konzentrieren.

    Weil der Song noch einen instrumentalen Hook brauchte, um die richtige Stimmung zu setzen, nahm ich die Melodie, durch die „It’s Bugsnax!“ eröffnet wird und spielte sie mit einem Patch auf meinem DX7, den ich für das letzte KKB-Album programmiert hatte.

    Mein Roland JV-1010 steuerte einen Großteil der Sounds zu „It’s Bugsnax!“ bei

    Für den Songtext diente mir Ian McKinneys Song zum Young-Horses-Spiel Octodad: Dadliest Catch als nützliche Inspiration. Die einfachsten Songs sind oft die eingängigsten – der Refrain dieses Songs ist im Prinzip nur „Octodaa-aaad“ und auch für unseren Song diente letztlich der Spieletitel als Hauptaufhänger. Der Text spiegelt hauptsächlich das Spielerlebnis von Bugsnax in wortwörtlicher Form wieder (eine klassische KKB-Technik), während die Zeile „talkin‘ ‚bout Bugsnax“ mich in einem Moment der göttlichen Inspiration überkam, den ich einfach über mich ergehen ließ.

    Da wir uns für die Gesangsaufnahmen von „It’s Bugsnax!“ nicht persönlich treffen konnten, war dies der erste KKB-Song, der mithilfe unseres Quarantäne-Setups aufgenommen wurde. Unsere Sängerin Sarah traf den Nagel direkt im ersten Take auf den Kopf und Young Horses hatten ein genaues Bild davon, was sie suchten, was unsere Arbeit erheblich erleichterte. Das Gameplay im Trailer erstmals mit der Unterlegung unserer Musik zu sehen war äußerst befriedigend.

    Der originale handschriftliche Songtext

    Wir hatten keine Ahnung, in welcher Form Bugsnax angekündigt werden würde. Phil sprach immer nur von einem mysteriösen „Event“. Wir hätten auch selbst drauf kommen können, aber es war wirklich eine riesige Überraschung, als der PS5-Reveal vor der Tür stand. Man kannn nie genau wissen, wie ein Song ankommen wird, aber „It’s Bugsnax!“ scheint sehr gut aufgenommen worden zu sein. Innerhalb kürzester Zeit, hatte ich schon Soundtrack-Memes, Covers von Metal- und Folk-Künstlern und Reaktionsvideos von kleinen Knirpsen gesehen. Letzteres war besonders bewegend, da ich einige meiner schönsten Kindheitserinnerungen mit der Freude über neue Videospiele verbinde, und selbst zu solch einem Erlebnis für andere beitragen zu können ist etwas wirklich Besonderes.

    „It’s Bugsnax!“ gehört schon jetzt zu einem meiner Lieblingsmomente in der Geschichte von KKB. An alle, die den Song nicht mehr aus dem Kopf kriegen, die ihn ihrem Hund vorgesungen haben oder sich einfach nur fragen, was zur Hölle sie da eigentlich gesehen und gehört haben, habe ich nur eines zu sagen: es ist noch nicht vorbei.

    Website: LINK

  • Anatomy of an earworm: Inside Kero Kero Bonito’s toe-tapping Bugsnax theme

    Anatomy of an earworm: Inside Kero Kero Bonito’s toe-tapping Bugsnax theme

    Reading Time: 4 minutes

    My name is Gus Lobban. I’m a songwriter, producer and one-third of the indie-pop group Kero Kero Bonito. In January, our world changed in a way that we couldn’t have imagined: Kero Kero Bonito were brought into the world of Bugsnax.

    I’ll never forget the briefing phone call — Phil at Young Horses got straight into it. “So, the game’s called Bugsnax, and it’s about this island where all the creatures are part bug, part snack, and when the Grumpuses eat them, their body parts transform into them. Let me know if you’ve got any questions!” “Erm, yeah, uhhh…”

    My starting point for “It’s Bugsnax!” was the D-Am chords the song rests on. The I-Vm chord change and the Mixolydian mode it implies conjure a “lost world” atmosphere to me; positive, but with a definite note (pun intended) of mystical intrigue, much like Bugsnax itself. I built up the song from there by programming a drum track, then improvising chords on a keyboard while singing hooks over the top. I made the song’s form similar to earlier KKB songs like “Picture This,” which Phil had explained felt close in spirit to what they were looking for.

    I laid down most of the track — including the drums, pan flutes and kalimba — with my Roland JV-1010, a multi-timbral sound module from 2000. I love using old “rompler” modules because (as well as my affection for the fifth-gen game soundtracks they’re used in) they pack a variety of evocative sounds and they’re easy to use, which lets me focus on composing and arranging. 

    The song needed a non-vocal hook to set the scene, so I came up with the melody that opens “It’s Bugsnax!” off the top of my head and played it with a patch on my DX7 I programmed for the last KKB album.

    My Roland JV-1010, which provides many of the sounds for “It’s Bugsnax!”

    Lyrically, Ian McKinney’s song about the Young Horses game Octodad: Dadliest Catch was a useful reference. The catchiest songs are often the most obvious — that song’s chorus is basically just “Octodaa-aaad,” and Bugsnax’s title ended up being our main hook too. The lyrics mostly relay the experience of playing Bugsnax in a literal way (a classic KKB technique), while the line “talkin’ ’bout Bugsnax” came to me in a flash of divine inspiration, for which I was a mere Vessel.

    We couldn’t meet up to record the vocals, so “It’s Bugsnax!” was the first KKB song to use our remote lockdown recording setup. Our singer Sarah nailed the vocals the first time, and Young Horses were clear about what they wanted, which made putting everything together easy. Seeing the gameplay footage match up with the corresponding lyrics in the trailer was very satisfying.

    The original handwritten lyrics

    We had no idea how Bugsnax was launching. Phil just referred cryptically to “the event.” We should have put two and two together, but it was certainly a pleasant surprise when the PS5 reveal came around. You never know exactly how a song will be received, but “It’s Bugsnax!” has had a particularly wonderful response; within days of the announcement I’d seen it soundtracking memes, covered by metal and folk artists and reacted to by toddlers. The latter was quite moving, since some of my giddiest childhood memories were fueled by the excitement of new video games, and contributing to someone else’s experience of that is really, really special.

    “It’s Bugsnax!” is already one of my favourite KKB moments so far. To all of you who’ve found it

    stuck in your head, sung it to your dog, or just wondered what the hell was happening, I have

    this to say: it isn’t over yet.

    Website: LINK

  • Arduino barrel piano plays encoded sheet music

    Arduino barrel piano plays encoded sheet music

    Reading Time: < 1 minute

    Arduino barrel piano plays encoded sheet music

    Arduino TeamJune 17th, 2020

    Max Danilin created an automatic barrel piano that outputs MIDI signals, not through an SD card or internal memory, but by reading sheet music encoded on paper as black dots and dashes.

    The sheet is pulled under an array of 40 optocouplers using a hand crank — or even power drill — providing musical info to the device’s controlling MKR Zero board. These inputs are translated into USB MIDI, which can then be passed along to any synthesizer for a wide range of audio output.

    The electronics and paper feed mechanism are put together in an elegantly simple way, and it appears to work quite well in the video below. In fact, it can even be played while mobile via casters on the bottom of its stand!

    [youtube https://www.youtube.com/watch?v=-rObmt3vAhc?feature=oembed&w=500&h=281]

    Website: LINK

  • Go back in time with a Raspberry Pi-powered radio

    Go back in time with a Raspberry Pi-powered radio

    Reading Time: 2 minutes

    Take a musical trip down memory lane all the way back to the 1920s.

    Sick of listening to the same dozen albums on repeat, or feeling stifled by the funnel of near-identical YouTube playlist rabbit holes? If you’re looking to broaden your musical horizons and combine that quest with a vintage-themed Raspberry Pi–powered project, here’s a great idea…

    Alex created a ‘Radio Time Machine’ that covers 10 decades of music, from the 1920s up to the 2020s. Each decade has its own Spotify playlist, with hundreds of songs from that decade played randomly. This project with the look of a vintage radio offers a great, immersive learning experience and should throw up tonnes of musical talent you’ve never heard of.

    In the comments section of their reddit post, Alex explained that replacing the screen of the vintage shell they housed the tech in was the hardest part of the build. On the screen, each decade is represented with a unique icon, from a gramophone, through to a cassette tape and the cloud. Here’s a closer look at it:

    Now let’s take a look at the hardware and software it took to pull the whole project together…

    Hardware:

    • Vintage Bluetooth radio (Alex found this affordable one on Amazon)
    • Raspberry Pi 4
    • Arduino Nano
    • 2 RGB LEDs for the dial
    • 1 button (on the back) to power on/off (long press) or play the next track (short press)

    The Raspberry Pi 4 audio output is connected to the auxiliary input on the radio (3.5mm jack).

    Software:

      • Mopidy library (Spotify)
      • Custom NodeJS app with JohnnyFive library to read the button and potentiometer values, trigger the LEDs via the Arduino, and load the relevant playlists with Mopidy

    Take a look at the video on reddit to hear the Radio Time Machine in action. The added detail of the white noise that sounds as the dial is turned to switch between decades is especially cool.

    How do you find ten decades of music?

    Alex even went to the trouble of sharing each decade’s playlist in the comments of their original reddit post.

    Here you go:

    1920s
    1930s
    1940s
    1950s
    1960s
    1970s
    1980s
    1990s
    2000s
    2010s

    Comment below to tell us which decade sounds the coolest to you. We’re nineties kids ourselves!

    Website: LINK

  • These loo rolls formed a choir

    These loo rolls formed a choir

    Reading Time: 2 minutes

    Have all of y’all been hoarding toilet roll over recent weeks in an inexplicable response to the global pandemic, or is that just a quirk here in the UK? Well, the most inventive use of the essential household item we’ve ever seen is this musical project by Max Björverud.

    [youtube https://www.youtube.com/watch?v=gf6pai97n2o]

    Ahh, the dulcet tones of wall-mounted toilet roll holders, hey? This looks like one of those magical ‘how do they do that?’ projects but, rest assured, it’s all explicable.

    Max explains that Singing Toilet is made possible with a Raspberry Pi running Pure Data. The invention also comprises a HiFiBerry Amp, an Arduino Mega, eight hall effect sensors, and eight magnets. The toilet roll holders are controlled with the hall effect sensors, and the magnets connect to the Arduino Mega.

    In this video, you can see the hall effect sensor and the 3D-printed attachment that holds the magnet:

    [youtube https://www.youtube.com/watch?v=N2zNemrBvtA]

    Max measures the speed of each toilet roll with a hall effect sensor and magnet. The audio is played and sampled with a Pure Data patch. In the comments on his original Reddit post, he says this was all pretty straight-forward but that it took a while to print a holder for the magnets, because you need to be able to change the toilet rolls when the precious bathroom tissue runs out!

    Max began prototyping his invention last summer and installed it at creative agency Snask in his hometown of Stockholm in December.

    Website: LINK

  • This maker turned an antique typewriter into a MIDI drum machine

    This maker turned an antique typewriter into a MIDI drum machine

    Reading Time: < 1 minute

    This maker turned an antique typewriter into a MIDI drum machine

    Arduino TeamApril 23rd, 2020

    Vintage typewriters are truly amazing pieces of technology, but unlike modern keyboards, they are decidedly one-purpose machines. William Sun Petrus, however, had other ideas for his 1920s-era Remington Portable typewriter, augmenting hammers with wires as inputs to an Arduino Mega.

    Input signals are produced when each key strikes a metallic “live plate” in the center, completing a circuit. This info is passed along as MIDI signals to a computer running Ableton digital audio software, allowing him to create the excellent beat seen in the video below. 

    Typewriter code is available on GitHub, where you’ll certainly notice the lines from Green Eggs and Ham that are output on an LCD screen at the base of the almost 100-year-old device.

    [youtube https://www.youtube.com/watch?v=zbZ-oUly3QQ?feature=oembed&w=500&h=281]

    Website: LINK

  • Greg’s Harp is an Arduino-powered robotic string instrument

    Greg’s Harp is an Arduino-powered robotic string instrument

    Reading Time: 2 minutes

    Greg’s Harp is an Arduino-powered robotic string instrument

    Arduino TeamApril 12th, 2020

    Frank Piesik recently designed a robotic three-stringed instrument for his friend, Gregor, that features a unique sound and mechanical arrangement. Notes are selected by an array of 12 servos — four for each string — which pull down using a loop mechanism. 

    The aptly named Greg’s Harp is played by a solenoid-driven “KickUp” device that hits it from below and a small motor that continuously swipes with a “tape-propeller.” A coil assembly is also implemented to give the notes the ability to keep ringing for as long as needed (infinite sustain).

    Everything is controlled by pair of Arduino Nano boards, which allow for the large number of outputs needed here, along with a Teensy 3.2 for audio processing and MIDI capabilities. You can see and hear this amazing project in the video below and more info is available in Piesik’s blog post.

    [youtube https://www.youtube.com/watch?v=z72YCH6cC9U?feature=oembed&w=500&h=281]

    Website: LINK