Aeolian Meditation ‘Addictive Additive’ Synth For Mac & Windows

Ocean Swift has introduced Aeolian Meditation, described as ‘a complex addictive-additive synthesizer playground.’… Read More Aeolian Meditation ‘Addictive Additive’ Synth For Mac & Windows

Apple MacBook Pro revision boosts CPU, display – so should you buy?

If you’ve been waiting for a revision of Apple’s MacBook Pro, it’s here. And Apple gives its users some significantly improved CPU performance, among other features. That’s not making Mac buying decisions much easier, though.

The MacBook Pro retains the same radical redesign, love it or hate it, that we saw in the previous revision. That includes some choices that upset some users. The keys still lack travel, which can be less satisfying for regular typists. There’s still a TouchBar and no dedicated “Escape” key, apart from one entry-level model (and that entry-level doesn’t get any upgrades). You’re still going to need dongles to cope with the USB-C port. And these models are expensive, especially once you figure in their high-end internal storage and RAM configurations. The 13″ model, the one that’s more affordable, is paired with only internal graphics. The 15″ gets dedicated graphics, but from AMD – and Adobe software is largely optimized for NVIDIA.

Okay, so what’s the good news?

New MacBook Pro 13" and 15"

Well, don’t be too glum. Apple have given these machines insanely powerful CPUs. The 15″ MacBook Pro offers 6-core Intel Core i7 or Core i9 processors. Even the base model there gives you a pretty stupid amount of CPU power – and that’s great for audio, or running expensive soft synths. The 13″ MacBook Pro gives you Quad-core Intel Core i5 or i7 processors.

The other features are more consumer-oriented, perhaps – there’s a True Tone display that adjusts its color temperature automatically, as found on the iPad, and a quiet keyboard.

But if you’re looking for a silver lining, it’s those CPUs. Powerful CPUs + macOS as the platform + the ability to service Apple laptops around the world easily + fast connectivity via those USB-C ports for audio and storage = a MacBook Pro that will make a lot of pro musicians happy. The previous MacBook Pro was no slouch, too, so the other good news is, obviously, bargain hunters can (and should) consider shopping around for used or refurbished or open box models at discount prices.

The trick is configuration. You want to save some money by getting the model without TouchBar, but I wouldn’t recommend that – you get only two USB ports and slower processors. It’s better to shop around for refurb or used and just live with the TouchBar, frankly.

I had a MacBook Pro to test last year. The keyboard I found a bit uncomfortable, but I didn’t have the reliability issues some users have reported. And talking to a lot of musicians with these machines, they’ve all been really happy – if they did express some frustration at being poorer, or having to make spec compromises they didn’t want to make, or both. But they did like the machines. As always, Apple’s industrial quality feels great – the machines are slim, the displays are gorgeous, and the keyboard is … okay, well everything but that keyboard. The TouchBar also seems to grow on people over time, and there are some options for creating custom shortcuts – nothing I’d write home about, and not really a reason to buy the machine, but something that could make you happy enough once you already own the laptop.

No, the problem is, Apple are still damned pricey. You probably want 512MB of internal storage so you aren’t constantly swapping around files just to connect a drive.

That means the “sweet spot” is really this 15″ model:

MacBook Pro 15"

15″ MacBook Pro

2.6GHz 6-core 8th-generation Intel Core i7 processor
Turbo Boost up to 4.3GHz
Radeon Pro 560X with 4GB of GDDR5 memory
16GB 2400MHz DDR4 memory
512GB SSD storage
Retina display with True Tone
Touch Bar and Touch ID
Four Thunderbolt 3 ports

High-end specs, to be sure – but at a high-end price of US$2799.

If you don’t need the GPU and the bigger screen, the 512M 13″ is the other good price point:

13″ MacBook Pro

Touch Bar and Touch ID
2.3GHz Processor
512GB Storage

2.3GHz quad-core 8th-generation Intel Core i5 processor
Turbo Boost up to 3.8GHz
Intel Iris Plus Graphics 655
8GB 2133MHz LPDDR3 memory
512GB SSD storage
Retina display with True Tone
Touch Bar and Touch ID
Four Thunderbolt 3 ports

But that’s US$1,999.

The price premium for Apple is hefty. And Windows is a perfectly serviceable operating system for audio production, if you’re willing to make some adaptations. Just be careful in the PC market. You can get some high-end GPUs, which appeal not only to gamers but for video production and creative live visuals (and running Adobe software), but it’s also clear why Apple didn’t opt for NVIDIA – those machines, even though they now increasingly conserve battery life, can run hot. And other PCs, while they have cheap sticker price, show that part of how they got there was cutting corners on industrial design. Check out The Verge’s guide to gaming laptops for a sense of what that picture looks like.

The issue with Apple, though, is that if you do go for a mid-range GPU – the same class that Apple includes in their machines – you can get PC laptops with similar industrial design and much better specs at a lower price. And that’s not the best news for Apple.

Oh, with just one caveat – you know how Apple is showing DaVinci Resolve and not Adobe software in their screenshots? I totally agree. Screw Premiere. Screw Final Cut, for that matter. Resolve is freakin’ awesome – and I have no idea why Adobe are as wedded as they are to NVIDIA GPUs. (Yes, a lot of machine learning stuff is also optimized for NVIDIA, but there are plenty of libraries running now on other architectures.)

It’s kind of a weird time to buy a new laptop – well, as usual. (Compromise! Always…) I’d love to see Apple improve their industrial design here, by coming up with a better keyboard and answering concerns about the GPU, or simply making a more competitive entry level option. But while the PC is stronger than ever, it does feel like we’re just one generation early when it comes to NVIDIA finally getting GPUs with desktop performance but low power generation and heat generation (and they are close).

But that’s just if you care about GPU. For audio production, it’s the CPU that really matters – and hot damn, no complaints there. Both Apple and the PC offer blazing-fast CPUs that still have absurdly long battery life. They now also both have high-speed buses – which on the PC had for a while been a stumbling block.

If you really want a Mac, I’d bargain shop to get a previous generation model with fairly high specs. If you want a PC, don’t fear Windows (and for that matter, Linux) too much.

At least now the landscape is fairly clear as we come into the end of the year. If you’ve been putting off a purchase and suffering with an old machine, the rich array of software that will run on these faster CPUs I think will mean a purchase now will make you pretty happy musically. There’s great hardware out there, but it’s also an exceptionally wonderful time for making music in the box, too. And it’s hard to complain about that.

https://www.apple.com/macbook-pro/

Photos courtesy Apple.

Previously:

Turn that MacBook Pro Touch Bar into a MIDI controller, free

The new MacBook Pro will work with your gear – if you add adapters

The post Apple MacBook Pro revision boosts CPU, display – so should you buy? appeared first on CDM Create Digital Music.

New Plugin, Traveler, Models Doppler Effect

Tonsturm has introduced Traveler – a new plugin that’s designed to precisely model the acoustic phenomenon of the Doppler effect.… Read More New Plugin, Traveler, Models Doppler Effect

The best news for iOS, macOS musicians and artists from WWDC

Apple’s WWDC, while focused on developers, tends to highlight consumer features of its OS – not so much production stuff. But as usual, there are some tidbits for creative Mac and iOS users.

Here’s the stuff that looks like good news, at least in previews. Note that Apple tends to focus on just major new features they want to message, so each OS may reveal more in time.

iOS 12

Performance. On both iPad and iPhone, Apple is promising big performance optimizations. They’ve made it sound like they’re particularly targeting older devices, which should come as welcome news to users finding their iThings feel sluggish with age. (iPhone 5s and iPad Air onwards get the update.)

A lot of this has to do with responsiveness when launching apps or bringing up the keyboard or camera, so it may not directly impact audio apps – most of which do their heavy work at a pretty low level. But it’s nice to see Apple improve the experience for long-term owners, not just show off things that are new. And even as Android devices boast high-end specs on paper, that platform still lags iOS badly when it comes to things like touch response or low-latency audio.

Smoother animation is also a big one.

Augmented reality. Apple has updated their augmented reality to ARKit 2. These are the tools that let you map 3D objects and visualizations to a real-world camera feed – it basically lets you hold up a phone or tablet instead of don goggles, and mix the real world view with the virtual one.

New for developers: persist your augmented reality between sessions (without devs having to do that themselves), object detection and tracking, and multi-user support. They’ve also unveiled a new format for objects.

I know AR experimentation is already of major interest to digital artists. The readiness of iOS as a platform means they have a canvas for those experiments.

There are also compelling music and creative applications, some still to be explored. Imagine using an augmented reality view to help visualize spatialized audio. Or use a camera to check out how a modular rack or gear will fit in your studio. And there are interesting possibilities in education. (Think a 3D visualization of acoustic waves, for instance.)

Both augmented reality and virtual reality offer some new immersive experiences musicians and artists are sure to exploit. Hey, no more playing Dark Side of the Moon to The Wizard of Oz; now you can deliver an integrated AV experience.

Google’s Android and Apple are neck and neck here, but because Apple delivers updates faster, they can rightfully claim to be the largest platform for the technology. (They also have devices: iPhone SE / 6s and up and 5th generation iPad and iPads Pro all work.) Google’s challenge here I think is really adoption.

Apple’s also pretty good at telling the story here:
https://www.apple.com/ios/augmented-reality/

That said, Google has some really compelling 3D audio solutions – more on this landscape soon, on both platforms.

Real Do Not Disturb. This is overdue, but I think a major addition for those of us wanting to focus on music on iOS and not have to deal with notifications.

Siri Shortcuts. This is a bit like the third-party power app Workflow; it allows you to chain activities and apps together. I expect that could be meaningful to advanced iOS users; we’ll just have to see more details. It could mean, for instance, handy record + process audio batches.

Voice Memos on iPad. I know a lot of musicians still use this so – now you’ve got it in both places, with cloud sync.

https://www.apple.com/ios/ios-12-preview/features/

macOS 10.14 Mojave

Dark Mode. Finally. And another chance to keep screens from blaring at us in studios or onstage – though Windows and Linux users have this already, of course.

Improved Finder. This is more graphics oriented than music oriented, of course – but creative users in general will appreciate the complete metadata preview pane.

Also nice: Quick Actions, which also support the seldom-used, ill-documented, but kind of amazing Automator. Automator also has a lot of audio-specific actions with some apps; it’s worth checking out.

There are also lots of nice photo and image markup tools.

Stacks. Iterations of this concept have been around since the 90s, but finally we see it in an official Apple OS release. Stacks organize files on your desktop automatically, so you don’t have a pile of icons everywhere. Apple got us in this mess in the 80s (or is that Xerox in the 70s) but … finally they’re helping us dig out again.

App Store and the iOS-Mac ecosystem. Apple refreshing their App Store may be a bigger deal than it seems. A number of music developers are seeing big gains on Apple mobile platforms – and they’re trying to leverage that success by bringing apps to desktop Mac, something that the Windows ecosystem really doesn’t provide. It sounds like Intua, creators of BeatMaker, might even have a desktop app in store.

And having a better App Store means that it’s more likely developers will be able to sell their apps – meaning more Mac music apps.

https://www.apple.com/macos/mojave-preview/

That’s about it

There’s of course a lot more to these updates, but more on either the developer side or consumer things less relevant to our audience.

The big question for Apple remains – what is their hardware roadmap? The iPad has no real rivals apart from shifting focus to Windows-native tablets like the Surface, but the Mac has loads of competition for visual and music production.

Generally, I don’t know that either Windows or macOS can deliver a lot for pro users in these kinds of updates. We’re at a mature, iterative phase for desktop OSes. But that’s okay.

Now, what we hope as always is that updates don’t just break our existing stuff. Case in point: Apple moving away from OpenCL and OpenGL.

But even there, as one reader comments, hardware is everything. Apple dropping OpenCL isn’t as big to some developers and artists as the fact that you can’t buy a machine with an NVIDIA card in it.

Well, we’ll be watching. And as usual, anything that may or may not break audio and music tools, we’ll find out only closer to release.

The post The best news for iOS, macOS musicians and artists from WWDC appeared first on CDM Create Digital Music.

Sinevibes Whirl Creates ‘Barber-Pole’ Infinite Phaser Effects

Sinevibes has introduced Whirl, an macOS AU plugin, designed to create ‘barber-pole’ phaser effects., that go endlessly upwards or downwards.… Read More Sinevibes Whirl Creates ‘Barber-Pole’ Infinite Phaser Effects

The 90s are alive, with a free, modern clone of FastTracker II

It ran natively in MS-DOS, then died by the end of the 90s. But now it’s back: one of the greatest chip music trackers of all time has been cloned to run on modern machines.

FastTracker II will now run on Windows and Mac (and should run on Linux). The clone project started last year, but it seems to have picked up pace – a new set of binaries are out this week, and MIDI input support was added this month.

FastTracker II is a singular piece of software that helped define trackers, demoscene, and the music produced with it. If you’ve used it, I don’t really have to say more. If you haven’t, but you’ve used other trackers – even up to modern takes on the genre like Renoise – you’ve used software influenced by its design.

Like all trackers, the fundamental use of the tool is as a sequencer. But unlike other sequencer concepts – piano rolls which represent time visually like pianolas and music boxes do, multitrack recorders and DAWs modeled on mixers and tape, or notation views – the tracker is a natively computer-oriented tool. Its paradigm is simply about a vertical grid, with shortcuts for entry (represented as numerals) via the computer interface.

That makes trackers uncommonly quick via the computer interface. In the case of FastTracker II, you program every note and timbral change via mouse or keyboard shortcut, and it’s represented compactly in characters onscreen. FT2’s doubling up of mouse and keyboard shortcuts also makes it quick to learn and still quicker to use once you’ve mastered it.

In fact, firing up this build (in 64-bit on Windows 10, no less), I’m struck by how friendly and immediate it is. It’s not a bad introduction to the genre.

MIDI in is great, too, though MIDI out will “never” happen (in a message from the 13th of April).

But it’s kind of amazing this thing even exists. The clone is built in SDL, a cross-platform media library, the work of one Olav “8bitbubsy” Sørensen, who apparently got permission to do this. And it was never supposed to even happen. Heck, the thing was even buried with this note:

“FT2 has been put on hold indefinitely. […] If this was an ideal world, where there was infinite time and no need to make a living, there would definitely be a multiplatform Fasttracker3. Unfortunately this world is nothing like that.”

So, we may not live in an ideal world. But we live in a world where FT2 again runs on our machines. (Amiga fans, there’s also a ProTracker clone.)

Download it:

https://16-bits.org/ft2.php

Thanks to Nicolas Bougaïeff for this one, fresh off his Berghain debut. I want some new chip music from you, man.

And it’s … like the 90s are alive.

The post The 90s are alive, with a free, modern clone of FastTracker II appeared first on CDM Create Digital Music.

Der Apfel und das liebe Vieh – Macs mit ARM-Prozessor, macOS 10.15

Apple Macs auf ARM Chips

Gerüchte kochen und Beweise finden sich immer mehr. Nicht nur bei den abschreibenden Medien, sondern auch bei denen mit echten Quellen, der Mac wird nicht nur ein „etwas anderer Windows PC“ sein, sondern …

… er wird wieder zu einem Teil seiner Wurzeln zurückkehren, dem ARM Prozessor. Dieser ist strukturell eher ein RISC-Typ, während Intel immer mehr spezielle Befehlsätze anbot. Der ARM-Chip kann von Apple selbst hergestellt werden und wird aktiv in iPads und iPhones verbaut. Der aktuelle A11 Bionic schafft bereits die Leistungen eines Macbook Pro 13″ zu erreichen und teilweise sogar einzuholen.

Es müsste eine Frage der Zeit sein, bis Apple diese Prozessoren auch in die Macs bringt. Der Vorteil dabei wäre, dass Macs auch iOS-Apps ausführen könnten und quasi beide Betriebssysteme in Gemeinschaft leben können, sogar miteinander kommunizieren lernen könnten oder zu einem einzigen OS zurück gewandelt werden. Das gilt primär für mobile Computer, denn die Vorteile der ARM-Chips sind für stromsparende, leichte Rechner gemacht, Handies und Tablets ohne Lüfter.

Intel vs ARM?

Intel ist eher auf Hochleistungsprozessoren spezialisiert und hat es nie geschafft, die Leistungsaufnahme und Wärmeentwicklung für Mobilgeräte so stark zu senken ohne eine deutlich Leistungsgrenze zu erreichen wie das Macbook One (12″). Somit werden wohl die 12″ Macbooks und das Air die ersten Geräte sein, die mit ARM ausgestattet werden werden. Denn sie sollen klein sein und müssen keine Raketen sein.

Das bisherige Air ist ohnehin ohne Retina-Display und mit veralteten aber schnelleren Intelprozessoren heute kaum noch sinnvoll – außer beim Preis, denn Apple ist auch noch nie so teuer gewesen wie zurzeit. Das liegt an der Verlötung der RAMs und SSDs, die man nicht mehr selbst leicht wechseln kann. Das lässt sich der Apfel sehr sehr gut bezahlen.

Was bedeuten Apple ARM Macs für uns Musiker?

Die ARM-Chips werden also primär in der unteren Klasse und überall da, wo Mobilität und wenig Strom eine Rolle spielen, Einzug erhalten. Schnelle Pro-Geräte werden sicher noch eine Weile auf die jetzt gerade angekündigte neue Serie von Intel-Chips setzen, so wie es der aktuelle iMac Pro tut. Soweit die Theorie.

Für Audio braucht man hohen Takt, die Verteilung auf mehrere Kerne bei Software-Synthesizern ist sehr begrenzt nutzbar. Und deshalb konnte der Mac Pro bei Logic X-Tests bisher gegenüber dem 4.5 GHz Normal-iMac mit 4 Kernen kaum etwas gewinnen. Für Video und andere Dinge, die nicht in Echtzeit passieren müssen, ist das anders. Deshalb wird der Musiker mit Power-Ambitionen sich wohl nicht sofort auf die ARM-Plattform stürzen, sondern die hochgetakteten Macs bevorzugen.

Apple ist kein Vertreter von Hochtaktung, nur in der Not-Zeit mit IBM und Motorola haben sie Wasserkühlung gebaut, und das Ding war laut. Das wäre für Audio jedoch die beste Option, daher haben Hackintosh-Bastler aktuell die beste Chance auf schnellste Rechner, je nach dem was der Mac Pro tun und können wird, der im nächsten Jahr zu sehen sein wird. Viele Kerne sind zwar sinnvoll, da die DAW die Plugins dann auf verschiedene Kerne verteilen kann, aber das ist auch „alles“. Viele Plugins, viele Kerne – das geht, sofern alle Komponenten das unterstützen.

Wie wird Apple das machen? Und wann?

ARM verwendet anderen Code. Wer sich schon jetzt an die neueren Regeln hält, wird in der Entwicklungsumgebung aber auch fast nur „neu kompilieren“ klicken können. Ältere Systeme hingegen müssten komplett neu gemacht werden. Alte Mac-User kennen das vom Umstieg von 68K auf Intel. So etwas braucht einen großen Vorlauf, weshalb die Gerüchte über deren Einführung mit macOS 10.15 schon weit gekommen sind.

Apple wechselt das OS jedes Jahr, daher sind die Meilensteine hier klar gesetzt und erkennbar. Vermutlich wird es die neue ARM-Plattform für Entwickler vorher geben als Entwicklerkit, so wie das bei Intel-Einführung passierte. Die Software würde zunächst in Universal-Apps eine Art Doppelpack bieten, wo beide Versionen zu finden sind. Ob Apple die Intel-Plattform komplett aufgeben möchte, ist fraglich, da ihnen die schnellen Optionen fehlen würden. Noch.

ARM Chips haben aktuell 6 Kerne, langsamere und schnelle für verschiedene Aufgaben. Texteditoren würden von den langsamen erledigt, Synthesizer von den schnellen. Man kann sicher auch weitere Kerne hinzuentwickeln und als A12 bringen, was sicher bereits in Planung ist oder erprobt wird.  So ließen sich die Defizite ausgleichen, indem man einfach 2 Kerne einsetzt.

Der Weg wird sehr, sehr ähnlich laufen, wie man das aus der Vergangenheit kennt: Eine Art Emulationsbox kann alte Sachen laufen lassen, vielleicht auch iOS-Programme und alles muss auf Dauer umgearbeitet werden. Dies wird sicher 2-4 Jahre dauern. Das Ergebnis wären aber auch Geräte, die sehr leicht und klein sind und seltener an die Steckdose müssen. Das sind Eigenschaften, die Musiker nicht primär benötigen, aber Mobilrechner sicher schon.

Wie schnell – Die lüfterlose Zukunft?

Wie schnell das nach der Entwicklung von iPhone X 2 und dem A12 sein kann? Nun, es wird schneller sein als ein 13″ Macbook Pro jetzt. Jetzige Apps auf dem iPad zeigen das noch nicht ganz, da Entwickler meist auch die Leistung so weit zurückfahren, dass auch „ältere“ iPads den neuen Synth nutzen können wie kürzlich der Minimoog von Moog. Man kann also durchaus erwarten, dass das nicht langweilig sein wird. Es wird günstiger sein, da Apple wenig fremde Teile benötigt und die ARMs in Massen herstellen kann und wird.

Apple möchte möglichst wenige Fremdhersteller im Boot haben. Die Apple ARM Macs werden für die meisten normal bis nicht so betuchten Musiker also interessant sein. Für Poweruser gibt es weiterhin Intels mit i9, 10 Kernen und mehr. Die neue Serie ist bereits alt, es wurden heute nämlich bereits neue i9 angekündigt. Apple wird Frameworks bauen und APIs, die alle, die sie nutzen, automatisch leichter auf ARM portieren lassen. Das gibt es bereits. Wegen solcher Dinge coden Entwickler gerne und oft lieber auf dem Mac.

Es wird viel passieren! Es wird aber auch mehr All-in-One Rechner geben, an die man wenig herankommt, jedoch mit einigen USB-C Ports, die jede Art von Anschluss ersetzen. So wie das bei den Macbooks aktuell bereits passiert ist. Intel wird nicht komplett verschwinden, aber ARM dazukommen. Und diese Geräte werden auch iOS-Apps laufen lassen und könnten mit einem Touchscreen ausgestattet sein, aber auch als normale Laptops angeboten werden oder eine Mischung daraus.

Adobe drops QuickTime support, as visual artists look for a solution

The story: Apple leaves QuickTime securities unpatched on Windows; Adobe drops support in their product line. But that leaves creative people stuck – including live visual artists. And now they’re looking for solutions.

First, here’s the sequence of events – and if you’ve been watching the general mayhem in the US government, you’d be forgiven for missing what was happening with, like, QuickTime for Windows security.

First, from the US Department of Homeland Security (really, even if the headline looks more like Macworld):

Apple Ends Support for QuickTime for Windows; New Vulnerabilities Announced [US-CERT Alert (TA16-105A)]

And from a private security firm:

Urgent Call to Action: Uninstall QuickTime for Windows Today [TrendMicro]

To follow that advice, you can perform that installation on Windows as follower (macOS users aren’t impacted):

Uninstall QuickTime 7 for Windows

That is, Apple had already dropped QuickTime for Windows development, including fixing security vulnerabilities – and this known one is bad enough to finally uninstall the software. It’s a Web-based vulnerability, so not particularly relevant to us making visuals, but significant nonetheless.

Developers should already have begun removing dependencies on QuickTime some time ago. But because of the variety of formats artists support, this starts to break some specific workflows. So here’s Adobe:

QuickTime on Windows [Adobe blog]

And before you get too smug, Mac users, you can expect some bumps in the road as cross-platform software generally tries to get out of QuickTime as a dependency. That could get messy, again, with so many formats out there. But let’s deal with Windows and Adobe software.

What works: uncompressed, DV, IMX, MPEG2, XDCAM, h264, JPEG, DNxHD, DNxHR, AVCI and Cineform), plus “DV and Cineform in .mov wrappers.”

What breaks: Among others, Apple ProRes (the big one), plus “Animation (import and export), DNxHD/HR (export) as would workflows where growing QuickTime files are being used (although we strongly advise using MXF for this wherever possible).”

Moreover, Adobe is dropping QuickTime 7 codec support on all April releases of their full CC product line:

Dropped support for Quicktime 7 era formats and codecs [Adobe support]

Adobe advises customers to move to newer codecs, but that isn’t always an option. PC World have a tough appraisal of the situation (one I’m sure Adobe could live without):

Adobe on QuickTime: You’re up the creek without a paddle [PC World]

That’s by Gordon Mah Ung, the editor who has been around this business long enough not to mince words.

David Lublin of Vidvox writes CDM to let us know that in the short term, this also impacts Adobe software support for their high performance, open Hap format (plus DXV and many other legacy codecs VJs may tend to use). I also spoke with Mark Conilgio of Isadora, who said he was sad to see QuickTime support go, and that it would prevent cross-platform file support, Isadora 3 will remove QuickTime dependencies and work with native file formats on the respective platforms.

Hey, Adobe: Get Hap!

A silver lining: this may be a chance to “shake the tree” and convince Adobe to add native support for Hap, a high performance format that leverages your GPU to delivery snappy playback, ideal for live and interactive visual applications. And given that’s an open source format, and unlike anything else available, that’d be great. There’s already a proposal online to make that (hap)pen:

https://adobe-video.uservoice.com/forums/911311-after-effects/suggestions/33853372-support-the-hap-codec

Hap was built in collaboration with talented developer Tom Butterworth. And Adobe has incorporated his code before: in 2016, Character Animator added support for Syphon, the inter-app visual texture pipeline on Mac:
https://www.adobe.com/products/character-animator/features.html

Work with Hap right now

For Hap support – and you really should be working with it – here are some immediate solutions.

Encoding to Hap from the command line using FFmpeg

Converting movies to the Hap video codec

But I’d love to see Adobe support the format. It’s just a codec; there’s no real UX requirement, and the code is there and flexibly licensed.

Meanwhile, perhaps this is a nice illustration of how important it is that live visual art move to open, cross-platform de facto standards. It makes work and art future proof and portable, and removes some overhead for developers making both free and commercial tools. And given that computers are based on many of the same architectures, it makes sense for the ways we store video and express graphical information to be portable and standardized.

For Vidvox’s part, there’s a nice summary on their page of what they support – and a lot of the formats they’re championing can be used by developers on Windows and Linux, not just macOS:

Open Source At VIDVOX

The post Adobe drops QuickTime support, as visual artists look for a solution appeared first on CDM Create Digital Music.

Adobe drops QuickTime support, as visual artists look for a solution

The story: Apple leaves QuickTime securities unpatched on Windows; Adobe drops support in their product line. But that leaves creative people stuck – including live visual artists. And now they’re looking for solutions.

First, here’s the sequence of events – and if you’ve been watching the general mayhem in the US government, you’d be forgiven for missing what was happening with, like, QuickTime for Windows security.

First, from the US Department of Homeland Security (really, even if the headline looks more like Macworld):

Apple Ends Support for QuickTime for Windows; New Vulnerabilities Announced [US-CERT Alert (TA16-105A)]

And from a private security firm:

Urgent Call to Action: Uninstall QuickTime for Windows Today [TrendMicro]

To follow that advice, you can perform that installation on Windows as follower (macOS users aren’t impacted):

Uninstall QuickTime 7 for Windows

That is, Apple had already dropped QuickTime for Windows development, including fixing security vulnerabilities – and this known one is bad enough to finally uninstall the software. It’s a Web-based vulnerability, so not particularly relevant to us making visuals, but significant nonetheless.

Developers should already have begun removing dependencies on QuickTime some time ago. But because of the variety of formats artists support, this starts to break some specific workflows. So here’s Adobe:

QuickTime on Windows [Adobe blog]

And before you get too smug, Mac users, you can expect some bumps in the road as cross-platform software generally tries to get out of QuickTime as a dependency. That could get messy, again, with so many formats out there. But let’s deal with Windows and Adobe software.

What works: uncompressed, DV, IMX, MPEG2, XDCAM, h264, JPEG, DNxHD, DNxHR, AVCI and Cineform), plus “DV and Cineform in .mov wrappers.”

What breaks: Among others, Apple ProRes (the big one), plus “Animation (import and export), DNxHD/HR (export) as would workflows where growing QuickTime files are being used (although we strongly advise using MXF for this wherever possible).”

Moreover, Adobe is dropping QuickTime 7 codec support on all April releases of their full CC product line:

Dropped support for Quicktime 7 era formats and codecs [Adobe support]

Adobe advises customers to move to newer codecs, but that isn’t always an option. PC World have a tough appraisal of the situation (one I’m sure Adobe could live without):

Adobe on QuickTime: You’re up the creek without a paddle [PC World]

That’s by Gordon Mah Ung, the editor who has been around this business long enough not to mince words.

David Lublin of Vidvox writes CDM to let us know that in the short term, this also impacts Adobe software support for their high performance, open Hap format (plus DXV and many other legacy codecs VJs may tend to use). I also spoke with Mark Conilgio of Isadora, who said he was sad to see QuickTime support go, and that it would prevent cross-platform file support, Isadora 3 will remove QuickTime dependencies and work with native file formats on the respective platforms.

Hey, Adobe: Get Hap!

A silver lining: this may be a chance to “shake the tree” and convince Adobe to add native support for Hap, a high performance format that leverages your GPU to delivery snappy playback, ideal for live and interactive visual applications. And given that’s an open source format, and unlike anything else available, that’d be great. There’s already a proposal online to make that (hap)pen:

https://adobe-video.uservoice.com/forums/911311-after-effects/suggestions/33853372-support-the-hap-codec

Hap was built in collaboration with talented developer Tom Butterworth. And Adobe has incorporated his code before: in 2016, Character Animator added support for Syphon, the inter-app visual texture pipeline on Mac:
https://www.adobe.com/products/character-animator/features.html

Work with Hap right now

For Hap support – and you really should be working with it – here are some immediate solutions.

Encoding to Hap from the command line using FFmpeg

Converting movies to the Hap video codec

But I’d love to see Adobe support the format. It’s just a codec; there’s no real UX requirement, and the code is there and flexibly licensed.

Meanwhile, perhaps this is a nice illustration of how important it is that live visual art move to open, cross-platform de facto standards. It makes work and art future proof and portable, and removes some overhead for developers making both free and commercial tools. And given that computers are based on many of the same architectures, it makes sense for the ways we store video and express graphical information to be portable and standardized.

For Vidvox’s part, there’s a nice summary on their page of what they support – and a lot of the formats they’re championing can be used by developers on Windows and Linux, not just macOS:

Open Source At VIDVOX

The post Adobe drops QuickTime support, as visual artists look for a solution appeared first on CDM Create Digital Music.

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