IXI SOFTWARE DESCRIPTION
Thor Magnusson and Enrike Hurtado
http://www.ixi-software.net
The ixi project
started as an experiment with different ways of using the computer
to compose and perform music in studio recordings and live performance.
The initial idea was to try to create applications that would serve
as virtual instruments, rather than general musical studios. In the
history of popular music software - tools such as Cubase, Logic, or
Protools - we find an approach that is aimed at utilising the computer
as a general music studio, following the tradition of the analogue
tape studio or the ways music is inscribed in the western notational
system. The computer became a virtual studio, but nothing more. There
were very few experiments with the real qualities of being able to
work with three dimensional space, moving objects or abstract visual
metaphors, but more a tendency to imitate the buttons and sliders
of analogue equipment. This kind of software is typically considered
a linear container of pitch and touch information that is sent to
other hardware through MIDI, virtual instruments sch as VST, or (when
computers became more powerful) a recorder of audio that could store
waveform information from real instruments.
The computer becomes
a virtual studio, an imitation of the real world, and everybody that
has been working with real instruments, mixers and controllers knows
how frustrating it is to manipulate with sliders, knobs and buttons
on the screen with the mouse, compared to the real thing. This does
not mean that the comptuter is a bad musical instrument. The computer
is a vast creative space with unlimited
possibilities. So why has the history of comptuer musical software
been so strangely traditional? There are historical reasons for this.
In the late 50s, the computer was used as a tool to compose, for example,
algorithmic music, where it was utilised for calculating the macrostructure
of music, i.e. pitch information. It was only much later that it became
powerful enough to handle the wave information of the sound itself,
and manipulating or filtering that information through algorithmic
procedures. Behind programmes like, Cubase, Logic or Protools, and
the audio processing functionalities of those programmes lie decades
of hard work when computer scientists, mathematicians and musicians
were developing solutions to digitise audio and manipulate its qualities.
It is with much gratitude to people like Max Matthews, Miller S. Puckette
and James McCartney (ixi’s gurus) that we can explore the computer
as a tool and a space for the creation of new virtual musical instruments.
Our aim is to explore new forms of interaction with sounds and sonic
information. We approach the computer in the same manner as the Luthiers
(the instrument makers and musicians of the Middle Ages) approached
wood, iron and strings, when most classical instruments we know today
were made. In the computer we have a processor that can record sound
in real-time, analyse the musical performance and respond according
to programmed instructions. It is a truly interactive instrument like
the guitar, but offers more sophisticated possibilities through algorithmic
procedural instructions. Imagine a guitar that changes shape according
to how you play it. Or a guitar that has a different sound each time
it is strummed. In our work we have been approaching the computer
with open minds, without thinking of the physicality of digitised
sound, but rather from the other end; the
computer allows us to create unique interfaces that effect musical
structure in new ways. An interface is an instrument. It controls
how we play, what we compose and the way the music sounds, just like
a
physical instrument. A cello does not only sound differend than a
violin, but it is played differently. ixi software is not a generalised
sound studio nor a ‘solution’, but a virtual instrument that helps
you to automate musical processes and set the conditions of composition.
The instrument can operate automatically until further intervention
from the musician.
Each ixi application is a limited instrument. You might not get it
to do what you have in mind, (other software is better for that) but
you will be amused with the creative possibilities of, for example,
Spindrum or Virus. The software can work as a catalyst, producing
different patterns and soundscapes which can be recorded and used
in compositions, play or live performance. We use as much immediacy
as possible in our work. Instead of controllers like knobs and sliders,
we work with visual objects that rotate, move or connect; instead
of linear looping in a timeline we work with circularity, which encourages
the creation of polyrhythms and unexpected sound collages.
