Hyperbole Followed by Disillusion
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Chiptuning Intellectual Property: Digital Culture Between Creative Commons and Moral Economy
Chiptuning Intellectual Property: Digital Culture Between Creative Commons and Moral Economy Martin J. Zeilinger York University, Canada [email protected] Abstract This essay considers how chipmusic, a fairly recent form of alternative electronic music, deals with the impact of contemporary intellectual property regimes on creative practices. I survey chipmusicians’ reusing of technology and content invoking the era of 8-bit video games, and highlight points of contention between critical perspectives embodied in this art form and intellectual property policy. Exploring current chipmusic dissemination strategies, I contrast the art form’s links to appropriation-based creative techniques and the ‘demoscene’ amateur hacking culture of the 1980s with the chiptune community’s currently prevailing reliance on Creative Commons licenses for regulating access. Questioning whether consideration of this alternative licensing scheme can adequately describe shared cultural norms and values that motivate chiptune practices, I conclude by offering the concept of a moral economy of appropriation-based creative techniques as a new framework for understanding digital creative practices that resist conventional intellectual property policy both in form and in content. Keywords: Chipmusic, Creative Commons, Moral Economy, Intellectual Property, Demoscene Introduction The chipmusic community, like many other born-digital creative communities, has a rich tradition of embracing and encouraged open access, collaboration, and sharing. It does not like to operate according to the logic of informational capital and the restrictive enclosure movements this logic engenders. The creation of chipmusic, a form of electronic music based on the repurposing of outdated sound chip technology found in video gaming devices and old home computers, centrally involves the reworking of proprietary cultural materials. -
Videogame Music: Chiptunes Byte Back?
Videogame Music: chiptunes byte back? Grethe Mitchell Andrew Clarke University of East London Unaffiliated Researcher and Institute of Education 78 West Kensington Court, University of East London, Docklands Campus Edith Villas, 4-6 University Way, London E16 2RD London W14 9AB [email protected] [email protected] ABSTRACT Musicians and sonic artists who use videogames as their This paper will explore the sonic subcultures of videogame medium or raw material have, however, received art and videogame-related fan art. It will look at the work of comparatively little interest. This mirrors the situation in art videogame musicians – not those producing the music for as a whole where sonic artists are similarly neglected and commercial games – but artists and hobbyists who produce the emphasis is likewise on the visual art/artists.1 music by hacking and reprogramming videogame hardware, or by sampling in-game sound effects and music for use in It was curious to us that most (if not all) of the writing their own compositions. It will discuss the motivations and about videogame art had ignored videogame music - methodologies behind some of this work. It will explore the especially given the overlap between the two communities tools that are used and the communities that have grown up of artists and the parallels between them. For example, two around these tools. It will also examine differences between of the major videogame artists – Tobias Bernstrup and Cory the videogame music community and those which exist Archangel – have both produced music in addition to their around other videogame-related practices such as modding gallery-oriented work, but this area of their activity has or machinima. -
Spsg Sn76489 User Manual
SUPER PSG VST SN76489 SMS www.alyjameslab.com USER MANUAL 1.0 BY Aly James ©2013-2014 ALYJAMESLAB TABLE OF CONTENTS SUPER PSG VST ..................................................................................................................... 1 INTRODUCTION............................................................................................................................. 3 INSTALLATION............................................................................................................................... 6 CONTROL PANELS ......................................................................................................................... 9 THE SN76489 PSG CHIP ................................................................................................................11 MAIN CONTROLS..........................................................................................................................15 SETTINGS .....................................................................................................................................17 AMP GENERATOR.........................................................................................................................19 PITCH GENERATOR .......................................................................................................................22 ARPEGGIATOR .............................................................................................................................25 SPECIAL - TIMERS & AY-EG ............................................................................................................27 -
Use of Progressive Rock in David Wise's Soundtrack for Donkey Kong
Use of Progressive Rock in David Wise’s Soundtrack for Donkey Kong Country and the Advancement of Video Game Music Brooke Spencer Professor Stephanie Lind MUSC501 3 March 2019 Introduction In 1994, Nintendo released the Super Nintendo game: Donkey Kong Country (DKC)– resulting in widespread popularity and new innovative use of music in gameplay. Through the utilization of prog-rock in David Wise’s soundtrack for DKC, Nintendo has expanded its range of musical styles, function, and status as a top contending videogame company. The use of prog-rock can be broken down in David Wise’s three pieces: “Treetop Rock”, “Fear Factory”, and “Aquatic Ambience”. Through elements of prog-rock seen in each of these pieces - harmonic prolongation, fragmentation, distortion, and use of the concept ‘meta- chord’ – we can see that DKC’s music was unlike anything Nintendo had been creating previously, and set expectations for music in videogames to come. History Starting in 1977-78, the video game industry began to rise in popularity through arcades. In the 1960s/1970s when first-generation home consoles were created, sound was not a possibility. It was only when Pong was released on the Atari home console in 1975 that sounds were used deliberately: the game had 3 different sounds coinciding with actions on screen: the ball hitting the wall, the paddle, and a sound for player failure. Most games included sound in future releases to increase profits after Pong’s success.1 By the end of the 70s, arcades were growing in popularity, with Nintendo a primary arcade console producer. -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
Oberheim Prommer MIDI Sampler/ PROM Programmer USER's GUIDE
Oberheim Prommer MIDI Sampler/ PROM programmer USER'S GUIDE Prommer User's Guide Table of Contents 1 Prommer User's Guide Table of Contents 2 Oberheim Prommer User's Guide By Paul J. White Preliminary Edition, June 1986 CAUTION: To prevent fire or shock hazard, do not expose this appliance to rain or moisture. Do not remove cover. No user servicable parts inside. Refer servicing to qualified service personnel. WARNING: This equipment generates and uses radio frequency energy and if not installed and used properly, i.e., in strict accordance with the instruction manual, may cause harmful interference to radio communications. Operation of this equipment in a residential area is likely to cause interference in which case the user at his own expense will be required to take whatever measures may be required to correct the interference. © 1986 - Oberheim - A division of ECC Development Corporation 11650 W. Olympic Blvd. , Los Angeles, CA 90064 All rights reserved. Reproduction in whole or in part is prohibited without permission. Oberheim, the Oberheim logo, Prommer, Matrix-12, Stretch, DMX, and DX are trademarks of ECC Development Corporation. Drumtraks is a trademark of SEQUENTIAL (Sequential Circuits, Inc.) Simmons is a trademark of Simmons Electronics Limited LinnDrum and Linn9000 are trademarks of Linn Electronics, Inc. Prommer User's Guide Table of Contents 3 TABLE OF CONTENTS PAGE 1. Introduction 7 2. Getting started 9 3. Blocks 13 A. Select block B. Block address C. Block length D. Protect 4. Sampling 17 A. Sample rate B. Sample time display C. Record trigger threshold D. How to record a sound 5. -
Introduction Consoles
SUPER AUDIO CART Rack Extension Version Produced by Impact Soundworks in collaboration with OverClocked ReMix Version 1.0.0 Introduction Foreword from Impact Soundworks: Super Audio Cart faithfully reproduces the sound of seven classic video game systems whose cultural legacy and influence has lasted far beyond their commercial lifespans. When the library was conceived, our goal was superb authenticity by deep-sampling every sound chip. But over time, we expanded our vision to shatter the limitations of the original systems and allow for greatly expanded sound design possibilities. The final version of Super Audio Cart is the culmination of 2+ years of intense research, development, and sound design. With a massive 5,500+ samples meticulously recorded, edited, and looped, we’ve thoroughly captured the raw capabilities of each game system. These sounds are loaded into a custom Rack Extension with slick sound design tools to inspire both chiptune music and modern genres. To create this instrument, everyone involved needed a passion and deep connection to both video games and their music. That’s why we collaborated with OverClocked ReMix, a website and community dedicated to the appreciation of game music. To us, Super Audio Cart represents the ultimate tribute to that art form, and we know that it will find a place in your music for many years to come! Consoles 2600 The first mainstream home video game console released in 1977. Though its graphics and audio are incredibly primitive by today’s standards, it has an enduring dual legacy: it created the first video game market boom, as well as the first video game market crash, in 1982. -
A Retrospective Analysis and the Future for Game Music. Bbw Hochschule
Interactive Music writing in the Age of AI: A retrospective analysis and the future for game music. bbw Hochschule – Management of Creative Industries MA Ugur, Huseyin Can Matriculation Number: 037201 Course Code: HM029 Primary supervisor – Peter Mathias Konhäusner Secondary supervisor – Prof. Dr. Ingo Schünemann Submitted on: 26/09/2020 Abstract In this thesis, the practices, workers and monetary aspects of interactive music industry has been investigated. As the terminology regarding this industry is observed to be ambiguous, each of the elements that make up the industry and where they came from were explored. Once the definitions and their relevance to industry have been established, the effects of progressive technology on this industry have been hypothesized. As technologies such as Virtual Reality and Augmented reality are still limited to niche area of console gaming and just recently making their appearance on mainstream, they have been only mentioned. However, with the all-encompassing nature of Artificial Intelligence technologies and what they offer to software industry int this thesis it is hypothesized to impact the industry on its population of workers and their financial and professional practices. As the industry has been observed to be in a stable state financially and dependent on the gaming industry itself, it is proposed that the biggest impact will be in their use of technology and how they can bring new dimensions to future games have been discussed. Furthermore, as these effects have been described anecdotally, to observe the psychosomatic experience a more developed game music can offer, an experiment game based on earlier studies in the field have been conducted. -
Design for a New Type of Electronic Musical Instrument
Reimagining the synthesizer for an acoustic setting; Design for a new type of electronic musical instrument Industrial Design Engineering Bachelor Thesis Arvid Jense s0180831 5-3-2013 University of Twente Assessors: 1st: Ing. P. van Passel 2nd: Dr.Ir. M.C. van der Voort Reimagining the synthesizer for an acoustic setting; Design for a new type of electronic musical instrument By: Arvid Jense S0180831 Industrial Design Engineering University of Twente Presentation: 5-3-2013 Contact: Create Digital Media/Meeblip Betahaus, to Peter Kirn Prinzessinnenstrasse 19-20 BERLIN, 10969 Germany www.creadigitalmusic.com www.meeblip.com Examination committee: Dr.Ir. M.C. van der Voort Ing. P. van Passel Peter Kirn ii iii ABSTRACT A design of a new type of electronic instrument was made to allow usage in a setting previously not suitable for these types of instrument. Following an open-ended design brief, an analysis of the Meeblip market, synthesizer design literature and three case-studies, a new usage scenario was chosen. The scenario describes a situation of spontaneous music creation at an outside location. A rapidly iterating design process produced a wooden, semi-computational operated synthesizer which has an integrated power supply, amplifier and speaker. Care was taken to allow for rich and musical interaction as well as making the sound quality of the instrument on a similar level as acoustic instruments. Keywords: Synthesizer design, Electronics design, Open source, Arduino, Meeblip, Interaction design SAMENVATTING (DUTCH) Een ontwerp is gemaakt voor een nieuw type elektronisch muziek instrument welke gebruikt kan worden in een setting die eerder niet geschikt was voor elektronische instrumenten. -
Fpgas: BUILD YOUR OWN CUSTOM SOUND CHIP
CODING FPGAS FPGAs: BUILD YOUR OWN CODING TUTORIAL CUSTOM SOUND CHIP Mine Bitcoins or make silly noises: anything’s possible BEN EVERARD when you have the power to design your own chips. ield Programmable Gate Arrays (FPGAs) are USB device. In this tutorial, we’re going to use a Papilio WHY DO THIS? chips that can be programmed to perform One 500K, which we bought from the Gadget Factory. • Make funky noises Fdifferent actions. However, they’re In many ways, you can think of this as the Arduino of • Create hardware programmable in a different way to CPUs and FPGAs. It’s not the most powerful chip available, but customised for your exact needs microcontrollers. An FPGA contains a series of logic it’s enough to get started, and there are some • Peek into the innards of circuits that can be programmed to connect to each easy-to-use tools to help beginners get started on it. chips and learn about IC other in different ways, so when programming an The Gadget Factory also sells the Papilio Pro, which is design FPGA, you don’t describe a series of steps like you more powerful than the model we’re using (in FPGA would in Python or C but the circuit that you want to terms, a device is more powerful if it has more implement. In many ways, you can think of an FPGA components inside it, thereby enabling you to create as being a bit like a breadboard for prototyping a your larger and more complex circuits). own chips. -
Ambient Music the Complete Guide
Ambient music The Complete Guide PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Mon, 05 Dec 2011 00:43:32 UTC Contents Articles Ambient music 1 Stylistic origins 9 20th-century classical music 9 Electronic music 17 Minimal music 39 Psychedelic rock 48 Krautrock 59 Space rock 64 New Age music 67 Typical instruments 71 Electronic musical instrument 71 Electroacoustic music 84 Folk instrument 90 Derivative forms 93 Ambient house 93 Lounge music 96 Chill-out music 99 Downtempo 101 Subgenres 103 Dark ambient 103 Drone music 105 Lowercase 115 Detroit techno 116 Fusion genres 122 Illbient 122 Psybient 124 Space music 128 Related topics and lists 138 List of ambient artists 138 List of electronic music genres 147 Furniture music 153 References Article Sources and Contributors 156 Image Sources, Licenses and Contributors 160 Article Licenses License 162 Ambient music 1 Ambient music Ambient music Stylistic origins Electronic art music Minimalist music [1] Drone music Psychedelic rock Krautrock Space rock Frippertronics Cultural origins Early 1970s, United Kingdom Typical instruments Electronic musical instruments, electroacoustic music instruments, and any other instruments or sounds (including world instruments) with electronic processing Mainstream Low popularity Derivative forms Ambient house – Ambient techno – Chillout – Downtempo – Trance – Intelligent dance Subgenres [1] Dark ambient – Drone music – Lowercase – Black ambient – Detroit techno – Shoegaze Fusion genres Ambient dub – Illbient – Psybient – Ambient industrial – Ambient house – Space music – Post-rock Other topics Ambient music artists – List of electronic music genres – Furniture music Ambient music is a musical genre that focuses largely on the timbral characteristics of sounds, often organized or performed to evoke an "atmospheric",[2] "visual"[3] or "unobtrusive" quality. -
Chiptune Synthesis
- UFEE63-30-3 - A modern implementation of chiptune synthesis by Philip Phelps (#03974520) Summary A chiptune can be broadly categorised as a piece of music produced by sound chips in home computer/ games systems popular in the 1980s into the 1990s. The synthesis techniques often employed in chiptunes involve the careful control of the hardware features available in the sound chips. Such chips generally featured a limited number of simple oscillators with simple waveforms such as square, triangle, pseudorandom noise, and so on. In order to create more interesting sounds, chiptune composers rely on software synthesis structures that are used to configure the sound chip to alternate between waveforms, and to alter the pitch of the oscillators. MaxMSP is a graphical programming environment developed by Cycling’74. This report documents the reasons behind the decision to choose MaxMSP for the design and implementation of a software synthesiser for the creation of chiptunes. The report presents the detailed research into the sound hardware, and software used for composing chiptunes, exposing the differences in user interface design between modern composition software tools such as MIDI sequencers and historic composition tools such as trackers. Several pieces of historic software are examined; with elements of each user interface being assessed for inclusion in a modern software synthesiser user interface. The report also explains in detail the internal hardware structure of several popular sound chips (such as the General Instruments AY-3-8910) and examines several examples of software structures used to control the hardware synthesis structures inside the chips. The report documents the design of numerous software modules (programmed in the MaxMSP environment) and explains how each module can be combined to form the software synthesiser.