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Blicero
from Ann Arbor, MI (United States) on 2004-06-09 10:54 [#01231136]
Points: 85 Status: Lurker
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I thought of a cool idea, i don't know if it's been done.
If it hasn't, it should be.
if there was a way to sync midi clocks over the web and maybe broadcast each computer's audio in a live stream...
that way people could have "laptop jams" (or whatever you want to call them) over the web.
i think that would be incredible.
anyone know if this has been attempted? anyone have the skills to develop an app to do this?
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oscillik
from the fires of orc on 2004-06-09 10:57 [#01231144]
Points: 7746 Status: Regular | Followup to Blicero: #01231136
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i don't know if it's been done, but i don't see why it isn't possible...
all you'd need is some kind of software router to re-route the messages back and forth over IP (or whatever protocol you were gonna use)
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_awt_
from Malmö (Sweden) on 2004-06-09 11:00 [#01231149]
Points: 2202 Status: Regular
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laptom jams.. ehm, i doubt it's possible to "play together" becouse of the time it takes to send the info, and imagine if one of the players had a bad latency..
allot of music has been made over the net, with ppl that make music at the same time sending pretty much every update and files after every little move, that's kinda cool
good day!
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Skink
from A cesspool in eden on 2004-06-09 11:01 [#01231150]
Points: 7483 Status: Lurker
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I think you would need a dedicated server to do this much like the x-box live thing.
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Blicero
from Ann Arbor, MI (United States) on 2004-06-09 11:01 [#01231151]
Points: 85 Status: Lurker
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right...
and then a way to hook it into any/all midi apps (like ReWire)
the tricky part might be getting all the audio from each participating computer mixed together into a live stream that each participant could hear.
it'd probably have to be run like a game of DnD [dork]
there would be a host who would send the midi clock data and control the audio mix...
and then a bunch of clients that would recieve the midi sync and send back live audio
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Blicero
from Ann Arbor, MI (United States) on 2004-06-09 11:04 [#01231157]
Points: 85 Status: Lurker
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i admit that this could be very difficult considering ping and so on...
doing anything exact over the internet is still nearly impossible.
this may be the only reason this hasn't been done yet.
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xf
from Australia on 2004-06-09 11:17 [#01231164]
Points: 2952 Status: Lurker
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it is. the latency would fucking suck.
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Ceri JC
from Jefferson City (United States) on 2004-06-09 11:22 [#01231165]
Points: 23533 Status: Moderator | Show recordbag
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It'd be good for glitch music and not much else. L-A-G! :P
Actual bandwidth volume wouldn't really be the issue- more reliability of the connection and a steady throughput. "Bursty" transmissions wouldn't really be appropriate.
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epohs
from )C: on 2004-06-09 11:27 [#01231170]
Points: 17620 Status: Lurker
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yeah, lag would definately be an issue.
but, i've see realtime flash games that use XML sockets to synch data, and they work well online, so i don't see why this wouldn't work.
i'd even bet someone is probably tinkering with it... it's just a matter of finding them.
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Ceri JC
from Jefferson City (United States) on 2004-06-09 11:43 [#01231193]
Points: 23533 Status: Moderator | Followup to epohs: #01231170 | Show recordbag
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Thing is, comparably high latency is acceptable (even unnoticeable in many cases) in games. With music even a tiny amount (especially when playing with other people) is noticeable.
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xf
from Australia on 2004-06-09 11:46 [#01231200]
Points: 2952 Status: Lurker
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you suffer from crap latency when you've got a shit usb keyboard when making music, enough as it is.
games allow for human reflex time.
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Monoid
from one source all things depend on 2004-06-09 11:50 [#01231211]
Points: 11010 Status: Lurker | Followup to Blicero: #01231136
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Intresting Idea, ever tried FruityLoops live Loop feature ?
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Ceri JC
from Jefferson City (United States) on 2004-06-09 12:17 [#01231282]
Points: 23533 Status: Moderator | Followup to Monoid: #01231211 | Show recordbag
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Nope I'm not familiar with that, care to elaborate?
I can see how it'd work if both people had both sets of pre rendered sample loops in something like Acid or Ableton Live and the messages sent were simply which one to trigger/play on the start of the next bar. Give you a couple of seconds to play with... just like changing patterns on drum machines, etc.
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epohs
from )C: on 2004-06-09 12:21 [#01231297]
Points: 17620 Status: Lurker | Followup to Ceri JC: #01231193
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i'm pretty sure i've seen a pongish type game... i'm trying to dig it up but i can't find it. it was pretty neat, and i'd almost swear it was two player streaming via XML sockets.
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oscillik
from the fires of orc on 2004-06-09 12:22 [#01231298]
Points: 7746 Status: Regular | Followup to Ceri JC: #01231282
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yeah, kinda like in Tetris when you can see the next blocks coming down.
like a preemptive arrangement type thingy
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Ceri JC
from Jefferson City (United States) on 2004-06-09 12:27 [#01231316]
Points: 23533 Status: Moderator | Followup to epohs: #01231297 | Show recordbag
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Again, in a game like pong 100ms latency would be fine... with music you'd notice it.
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Blicero
from Ann Arbor, MI (United States) on 2004-06-09 12:46 [#01231345]
Points: 85 Status: Lurker
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yeah, but the whole point would be for very little to be prearranged... and it would be lame to have to download a crap load of someone elses loops/samples just to play with them...
the key would be to keep the application EXTREMELY low-tech.
infact, proabably without an interface. just a DOS prompt... run the exe with a parameter here and there and you're off!
anything more would seriously interfere.
Actually, would you even need a consistent connection for the sync?
i think you could do it with just an initial connection to send the midi clock info and get all the computers/apps to start at the same time. once they're going they should stay synched, right?
this wouldn't allow the host to mess with the tempo, but who cares. you can do a lot with 4 computers running in sync at 170bpm.
i think the hardest bit would be the audio mixing/streaming
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JLefrere
from London (United Kingdom) on 2004-06-09 12:47 [#01231348]
Points: 253 Status: Regular
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Been done, although I haven't tried it yet. Have midi on my mac, not my pc.
MidiChat
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oscillik
from the fires of orc on 2004-06-09 12:48 [#01231351]
Points: 7746 Status: Regular | Followup to Blicero: #01231345
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wouldn't really work as a DOS executable.
it's well known that most machines nowadays are running either Win2k or XP.
the "DOS" on those systems have problems talking to the sound card for some reason.
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oscillik
from the fires of orc on 2004-06-09 12:49 [#01231353]
Points: 7746 Status: Regular | Followup to JLefrere: #01231348
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if you have a soundcard in your PC (like every pc has had since 1998 at the very latest) then you do have MIDI in your PC :)
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rarndaraki
from from from from (United States) on 2004-06-09 12:49 [#01231354]
Points: 1833 Status: Regular
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Robert Henke, aka Monolake, is sorta famous for doing this once. He played a live show interacting with a guy over the internet that was playing a live show in a different part of the world. kinda cool idea but i'm sure it sounded just as random as anything else.
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Blicero
from Ann Arbor, MI (United States) on 2004-06-09 12:51 [#01231358]
Points: 85 Status: Lurker
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interesting, but it only plays built in midi sounds?
i wasn't really interested in sending midi notes, just the clock...
the actually sounds woulds be generated by each users apps
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JLefrere
from London (United Kingdom) on 2004-06-09 12:54 [#01231365]
Points: 253 Status: Regular
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well, I suppose I do if I got one of those cables you for the 'game port' thing, I think that's how it works...But anyway I use a midi-USB thingy on the mac. Works for me
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oscillik
from the fires of orc on 2004-06-09 12:55 [#01231367]
Points: 7746 Status: Regular | Followup to Blicero: #01231358
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ahhh yes, i forgot about that.
even still though, i'm sure that "DOS" in Win2k and XP has problems with anything related to sound.
but if it can handle MIDI ok, then that could work :)
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