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| Apple NotesPocket iPhone StudioTechnique : Apple Notes As iPhone-mania continues to grip the World,
developers have been releasing music-related applications, some of
which offer a surprising level of sophistication. Forget the idea of a
laptop studio — it's time for the pocket studio! ![]() The
App Store is accessible via iTunes and makes purchasing iPhone
applications easy. At the time of writing there were over 200
music-related applications available. When the iPhone was
first announced nearly two years ago, I was pretty sceptical about its
potential for running general-purpose software, let alone software that
would have a musical purpose. Initially, this was something of moot
point as, citing security issues, Apple had stated that the platform
would not be open for third-party development. But following much
consternation from third-party developers (many of whom had taken
matters into their own hands with unofficial solutions), Apple finally
released a full Software Development Kit (SDK) earlier this year to
allow developers to create native iPhone applications. ![]() BeatMaker's
Pad view provides playable pads for triggering and recording the loaded
samples, and you'll notice that there is also a surprising number of
parameters for controlling the playback of each sample. In addition to providing the tools needed to create
iPhone applications, Apple announced the App Store, a new service that
would make it easy for developers to sell their creations directly to
end users. For a percentage of each sale — except on those applications
released for free — Apple would host developers' applications on the
App Store and deal with the transactions necessary for users to make
purchases and downloads. Launched this July, along with the iPhone 3G
and the version 2.0 OS (which is required for running applications
built with the SDK), the App Store makes purchasing applications as
easy as buying songs, albums or movies. Indeed, the App Store is part
of the iTunes Store, and iTunes manages your purchases and synchronises
newly downloaded apps with your iPhone. As with
any computing platform, you can always expect developers to come up
with some ideas for music software; and, despite the fact we're still
witnessing the first days of the iPhone as a platform, there are
already some surprisingly useful apps for musicians beginning to appear
on the App Store. Meet Your BeatMaker
Given the abundance of novelty musical applications
appearing that turn your iPhone into a shakeable percussion instrument,
you might be thinking that the device seems more like a musical toy
than something you could use for serious programming — but think again.
While more complex applications will take time to develop, there are
already a number of sample-based sequencing tools that allow you to
create MPC-style tracks, and one of the first examples of this type of
application is Intua's BeatMaker. When you
first load the application, which takes a moment or two because of its
size, you're presented with the Home screen where you can perform
various load and save operations, and navigate a number of browsers
that provide information about how to use the program and more. At the
left-hand side of the screen you'll notice two buttons in the top and
bottom corners which reveal the Navigation bar, where you can select
between the Home, Pads, Sequencer and FX screens, and the Transport
bar, where the traditional sequencer-style transport commands can be
found. Having these bars accessible but not always visible is a good
way of keeping such global buttons in easy reach without consuming
precious screen space. ![]() BeatMaker's
Sequencer view is reminiscent of desktop sequencers and enables you to
toggle which patterns play in which bars of the song. The Pads screen offers 16 pads that you use to
trigger each of the 16 samples that can be stored in a Kit, and you can
make a recording on the pads to either a new or existing Pattern. To
get around the fact that there's a tiny bit of latency before hearing
an audio response when tapping the iPhone's touch screen, a quantise
mode is provided so that everything sounds in time when you play back
the recorded Pattern. In addition to a Record
mode, the Pads view also offers an Edit mode where you can manipulate
the Kit's samples with a surprising number of options. You can adjust
the sample start and end points by percentages (or graphically, by
dragging a region on the waveform), change the playback volume of a
sample and which output it's routed to within BeatMaker's onboard
effects system, and also alter the pitch of a sample and the direction
in which it's played. The Song Sequencer is
where you can decide which Patterns play where along a timeline. Time
is displayed in bars along the horizontal axis, as with most
sequencers, while on the vertical axis you see a list of Patterns.
Since each Pattern has a length of one bar, what the Song Sequencer
provides is way of toggling which Patterns play in which bars by simply
tapping in an empty bar to set the appropriate Pattern to play there,
or tapping where a Pattern plays to remove it from that bar. ![]() BeatPack
allows kits and samples to be shared with BeatMaker, as long as your
computer and iPhone are connected to the same wireless network. Tapping one of the Pattern names presents a
drum-editor-like view where you can edit which samples in the Kit play
on which beats of the Pattern, with a 16th-note resolution. This
enables you to either edit Patterns recorded with the Pads view or
program new ones from scratch, and additional views are provided to let
you adjust velocity or groove settings for each beat of each Sample in
the Pattern. As you might be noticing, BeatMaker offers aun unusual
amount of depth for a mobile application. Finally,
BeatMaker provides two effects racks, which can be edited on the FX
view, each comprising a delay, equaliser and bit-crusher. And, as
mentioned earlier, you can specify in the Pads view whether a sample is
routed to the main output (bypassing all effects) or to one of the two
FX outputs. As you can tell, BeatMaker is a
pretty complex application, and since you might end up using it to
create some fairly intricate Kits, Patterns and Projects, it would only
be truly useful if there was some way to export data from BeatMaker
back to your desktop computer. While BeatMaker does provide a way of
exporting an audio or MIDI file version of a Project, it's by way of a
free tool called BeatPack that is downloadable from Intua's web site (www.intua.net) and makes this exchange possible. Once
BeatPack is running on your Mac (or Windows computer), assuming it's
connected to the same wireless network as your iPhone, you'll be able
to upload and download files from a special section in BeatMaker's Home
view. But the really neat thing about BeatPack is that it also provides
an additional page where you can create your own Kits with custom
samples, simply by dragging audio files from your computer onto the pad
display in the BeatPack window, making BeatMaker a genuinely useful
tool for working on your own loops. ![]() iDrum
Mobile's intuitive interface makes it easy to work through the
hierarchy of a song. From left to right, you can see the Song view,
where Patterns are arranged, the Pattern View, where individual Parts
can be considered, and the Part view, in which you can edit where the
sample assigned to a given Part will be played. This is surely how
musical iPhone applications are destined to be designed. The only slight criticism I have with BeatMaker is
that the user interface is slightly non-standard, often a little
sluggish, and not always intuitive. For example, when you want to save
or export a file, you navigate through the file system to the location
you want to save the file, click the new file icon, a non-standard text
entry keyboard appears for you to enter a filename; and then, once the
file is added to the system, that's when you press the OK button to
actually commit the data to the file. It works, but it would be nice if
the process was a little more fluid. Ultimately,
though, when you consider the amount of features Intua have packed into
BeatMaker, it's hard not to be impressed. At $19.99 it's the most
expensive music-creation oriented application in the App Store, but
it's also the most flexible, especially since you can create your own
kits with the companion BeatPack application. Despite a few quirks,
this is definitely something an iPhone-owning electronic musician will
enjoy. iDrum + iPhone = iDrum Mobile
If you're interested in programming drum loops on
your iPhone, another really neat application is Izotope's iDrum Mobile.
Although less sophisticated than BeatMaker, iDrum Mobile offers a
brilliantly intuitive user interface, with a Kit Selection view (a Kit
encompasses a collection of sounds and the programming of those sounds
into Patterns), a Pattern view and a Part view. As soon as you see the
Pattern view, you know you're dealing with a rather slick application. Each
Pattern gives a mini-graphical overview of the samples in it, and when
you tap a Pattern to open it for editing, the user interface zooms in
so that the 16 Parts making up that Pattern are displayed. Tapping a
Part in Pattern view zooms the display so that the Part fills the
screen; and here, in Part view, you can program when the sound is
triggered for any of the 16 Steps in the Part. You can easily change
the velocity of steps, and as you use the back button to navigate back
to previous levels in the song's hierarchy, the interface zooms back to
reveal the appropriate view. While these animations might seem like a
gimmick, they make it easy to understand where you are within the song
hierarchy. Two different editions of iDrum
Mobile are available from the App Store, each offering a different
genre of sample content: Club and Hip-Hop. If you own the full version
of iDrum for Mac or Windows, you can apparently exchange Kit samples
with the iPhone version, although I didn't have a copy of iDrum on hand
to try this out. There's also a tool that non-iDrum-owning users can
download from Izotope, called iDrum Ringtone Sync, which allows audio
exports of songs to be copied to your computer, although at the time of
writing this seemed to have issues with iTunes 8. Hopefully an update
will be forthcoming. In many ways, iDrum Mobile
sets the standard for other music-oriented iPhone apps to beat, mostly
because Izotope have created something completely appropriate for the
iPhone, rather than scaling down ideas from more powerful platforms. At
$4.99, it would be churlish not to click the 'Buy App' button! Are You Going To Answer That?
I think the most successful music applications on
the iPhone are ultimately going to be those that work as an extension
to your computer, rather than those that either try to replace or work
directly with it. For example, looking at the issue of replacement, an
application like BeatMaker is good as a stand-alone application, but
its ability to export audio and MIDI files to your computer via
BeatPack is what makes it really good and, ultimately, useful. By
comparison, control software that turns your iPhone into a device that
becomes a direct peripheral to your studio computer, such as the Far
Out Labs Pro Remote Pro Tools controller software for the iPhone (which
we may look at in a future issue), also seems somewhat questionable. At
the end of the day, the iPhone is a phone, and to have to juggle
Airplane modes and wireless connectivity when in the studio is
potentially going to be frustrating for certain users. So
in the same way that Palm Pilots found success by acting as a satellite
device to your computer in the '90s, maybe iPhones will become
similarly useful satellites for musicians. Given that it's still early
days for the iPhone as a platform, developers have already done a
pretty amazing job in creating a range of diverse and compelling tools.
So the next time you see someone tapping away on one of Apple's pocket
devices, they might not be an executive unleashing thumb-powered email.
Instead, there's a chance they might be composing a masterpiece! ![]() The iPod Touch Alternative Although,
for the sake of brevity, I've only referred to the iPhone in the main
text, the iPod Touch is also capable of running the same applications
as the iPhone if you have the version 2.0 OS. The
iPod Touch is pretty much identical to the iPhone, except that it can't
be used to make phone calls, which may be preferable to some, as it
means you can buy the device without needing to worry about the added
expense of phone contracts or service providers, especially if you
already have a phone. There is one issue to be aware of with the iPod
Touch, though, which is that because it isn't a phone, it doesn't have
a built-in microphone. This isn't perhaps a big deal, although it does
mean that audio applications relying on a microphone being present to
provide core functionality are pretty much useless. It might be
possible to use an add-on microphone device with such applications, but
this isn't something that I've tried. Until
recently, I would also have said that the lack of a built-in speaker
was also something to consider with the iPod Touch, since for casual
use it's something of a pain to have to keep plugging in headphones,
especially if you want to show somebody else what you're working on.
However, the second-generation iPod Touch (which went on sale in
September) now includes a built-in speaker, and while the quality might
not be great, it definitely enhances the experience of the device. The
iPod Touch is available in three models, each offering a different
storage capacity: 8GB, 16GB and 32GB. While having a 32GB device may
seem like a possible advantage over the iPhone (where only 8GB and 16GB
models are available), if you're mainly interested in running
applications (as opposed to using the device as a media player — and
who'd want to do that?) it's worth bearing in mind that most
applications are pretty small in size. Many are under a megabyte, and
even some of the music applications that offer built-in sounds weigh in
at well under 100MB. Published in SOS December 2008 |