planet.linuxaudio.org

June 17, 2018

OpenAV

07: Post LAC Developing Frenzy

Hey All!

As you know last week there was the LAC ’18 held at C-Base, Berlin. It was again an awesome event (huge thanks to the organizers!) OpenAV done a quick lightning talk about Ctlra, checkout the video below (clicky the image to play the OpenAV section of the lightning talk session : ) There were some questions after the talk – even some questions for members of the audience!

We discussed many aspects of the Ctlra library with other Linux Audio Developers – and we’re now in the “solution space” of mapping the hardware control surfaces to the many DAWs and audio-software projects that exist. In short; there’s a huge amount of development done in the last few days to enable complex multi-layered mappings with minimal host complexity! A showcase PR is available here for casual viewing… the ~1000 LOC that was added to prototype this..

If you have input on the mapping strategy, or want to discuss mapping and hardware control surfaces, please do get in touch – now is the right time!

Cheers and chat soon with more updates on Ctlra and Mappa, -Harry of OpenAV

by Harry at June 17, 2018 08:55 PM

June 16, 2018

blog4

the concerts from Thirdspace Helsinki





Here are our recordings of the concerts at Thirdspace Helsinki from 2. June 2018. Tina is going to perform her solopiece in Berlin on Sunday the 17.June at
A t m o_s p h ä re # 6 + Klangkunst_ Lab at modular+ space in Berlin


and Notstandskomitee:



by herrsteiner (noreply@blogger.com) at June 16, 2018 07:22 PM

fundamental code

MRuby-Zest: a Scriptable Audio GUI Framework

Screenshot of framework in action

zyn fusion osc

Abstract/Intro from paper

Audio tools face a set of uncommon user interface design and implementation challenges. These constraints make high quality interfaces within the open source realm particular difficult to execute on volunteer time. The challenges include producing a unique identity for the application, providing easy to use controls for the parameters of the application, and providing interesting ways to visualize the data within the application. Additionally, existing toolkits produce technical issues when embedding within plugin hosts. MRuby-Zest is a new toolkit that was build while the ZynAddSubFX user interface was rewritten. This toolkit possesses unique characteristics within open source toolkits which target the problems specific to audio applications.

MRuby-Zest was created to address long standing issues in the ZynAddSubFX user interface. The MRuby-Zest framework was built with 5 characteristics in mind. MRuby-Zest should be:

  1. Scriptable: Implementation uses a first class higher level language

  2. Dynamically Resizable: Fluid layouts which do not have any fixed sizes

  3. Hot Reloadable: Reloads a modified implementation without restarting

  4. Embeddable: Can be placed within another UI without conflicts

  5. Maintainable: Relatively simple to read and write GUI code

To do this MRuby-Zest takes Qt’s QML language, replaced the scripting language with Ruby, integrated it with the nanovg OpenGL rendering library, and began to leverage parameter metadata that ZynAddSubFX produces via the rtosc library. Building the toolkit within Ruby instead of on-top of a pre-existing C/C++ toolkit has made MRuby-Zest particularly flexible when it comes to expanding it’s feature-set.

June 16, 2018 04:00 AM

June 14, 2018

Linux Audio Conference 2018

LAC2018 is history

The Linux Audio Conference 2018 is history!

We are very grateful for all the submissions, contributions and volunteers, that once again made this year an amazing event!

Not all videos are cut yet, but a good first batch is available through media.ccc.de already. The rest of them will follow shortly. All presentations and performances, that were streamed will get their video links connected on their respective event pages.

Rui Nuno Capela has once again made available his picture impressions from the conference on his website.
To our sad realization, we have to admit, that the group photo on Saturday did not work out. So if you have memorabilia, that you would like to share, send us your links and we will publish them here!

Note

If you had a presentation or performance in the course of the conference, please make sure to send in any additional material, that you would like to make available through the conference website!

by Linux Audio Conference Team at June 14, 2018 04:44 PM

blog4

TMS: Pintajännitys [Surface Tension] concert

Our concert as TMS performing the piece
Pintajännitys [Surface Tension] 29th May 2018 at the auditorium at Nättepori in Ii, Finland as part of the Art Ii Biennial 2018 program.


by herrsteiner (noreply@blogger.com) at June 14, 2018 12:42 AM

June 12, 2018

GStreamer News

GStreamer Conference 2018 Announced

The GStreamer project is happy to announce that this year's GStreamer Conference will take place on Thursday-Friday 25-26 October 2018 in Edinburgh, Scotland.

You can find more details about the conference on the GStreamer Conference 2018 web site.

A call for papers will be sent out shortly. Registration will open at a later time. We will announce those and any further updates on the gstreamer-announce mailing list, the website, and on Twitter.

Talk slots will be available in varying durations from 20 minutes up to 45 minutes. Whatever you're doing or planning to do with GStreamer, we'd like to hear from you!

We also plan to have sessions with short lightning talks / demos / showcase talks for those who just want to show what they've been working on or do a mini-talk instead of a full-length talk. Lightning talk slots will be allocated on a first-come-first-serve basis, so make sure to reserve your slot if you plan on giving a lightning talk.

There will also be a social event again on Thursday evening.

There are also plans to have a hackfest the weekend right after the conference.

We hope to see you in Edinburgh!

June 12, 2018 12:00 PM

June 09, 2018

digital audio hacks – Hackaday

A Fully Open Source Raspberry Pi Synthesizer

Have you ever seen something and instantly knew it was something you wanted, even though you weren’t aware it existed a few seconds ago? That’s how we felt when we received a tip about Zynthian, a fully open source (hardware and software) synthesizer. You can buy the kit online directly from the developers, or build your own from scratch using their documentation and source code. With a multitude of filters, effects, engines, and essentially unlimited upgrade potential, they’re calling it a “Swiss Army Knife of Synthesis”. We’re inclined to agree.

At the most basic level, the Zynthian is a Raspberry Pi 3 with a touch screen, a few rotary encoders, a dedicated sound card, and MIDI support. Software wise the biggest feature is arguably the real-time Linux kernel for the lowest latency possible. There’s also a custom web interface so you can control the Zynthian from another machine on the network if you want. As a matter of course, it also includes a wide array of pre-installed audio packages to experiment and create with.

Kits are offered at various prices from $420 USD for the top of the line model down to unpopulated PCBs for a few bucks. We like that they broke things down this way; allowing users of various skill (and or patience) to pay what they want. If you just want to buy the custom boards and roll your own case and Pi solution, you can do that.

If you want to go all in, you can build one entirely from scratch as well. Everything from the CAD files for the case to their custom rotary encoder library is completely open (most licensed under GPL v3) for anyone to use however they see fit. There’s even a page in the wiki for listing hardware which isn’t officially supported by the project, but remain as options for those looking to cut their own path.

Synthesizers are a fairly popular hacker project, from Google’s AI-powered version to single chip exercises in frugality. If you want to learn even more about the fine line between digital noise and music, check out this fantastic series by our very own [Elliot Williams].

[Thanks to Mynasru for the tip.]

by Tom Nardi at June 09, 2018 05:00 AM

June 07, 2018

open-source – CDM Create Digital Music

Patchstorage is a friendly site packed with free visual and music patches

Patching music and visuals is fun, but it helps to learn from other people. With everything from apps (Audulus) to modulars (Softube, VCV Rack) to code and free software (Pd, SuperCollider, Bela), patchstorage is like a free social network for actually making stuff.

It’s funny that we needed international scandal, political catastrophe, numerous academic studies of depression, and everyone’s data getting given away before figuring it out – Facebook isn’t really solving all our problems. But that opens up a chance for new places to find community, learn from each other, and focus on the things we love, like making live music and visuals.

Enter Patchstorage. Choose a platform you’re using – or maybe discover one you aren’t. (Cabbage, for instance, is a free platform for making music software based on Csound.

Then, browse through the tools. There’s an entire VJ engine for Pd extended, a Gregorian guitar synth for the Audulus app, some crazy stuff for the monome aleph hardware, and an entire emulation of a Yamaha DX-7 for SuperCollider, the free code-based environment.

If you’re a newcomer, you can attempt to just load this up and make sound. And a lot of these patches are made for free environments, meaning you don’t have to spend money to check them out. If you’re a more advanced user, of course, poking through someone else’s work can help you get outside your own process. And there are those moments of – “oh, I didn’t know this did that,” or “huh, that’s how that works.”

Pure Data and Critter & Guitari’s Pd-based Organelle hardware are nicely represented.

There are also, naturally, a ton of creations for VCV Rack, the free and open source Eurorack modular emulation we’ve been going on about so much lately.

Oh, yeah, and — another thing. This doesn’t use Facebook as its social network. Instead, chats are powered by gamer-friendly, Slack-like chat client Discord. That means a new tool to contend with when you want to talk about patches, but it does mean you get a focused environment for doing so. So you won’t be juggling your ex, your boss, some spammers, and propaganda bots in the middle of an environment that’s constantly sucking up data about you.

More (project in beta):

https://patchstorage.com/

The post Patchstorage is a friendly site packed with free visual and music patches appeared first on CDM Create Digital Music.

by Peter Kirn at June 07, 2018 03:50 PM

June 06, 2018

Linux Audio Conference 2018

Content content content!

We are getting close!
The VOC setup is deployed and we have a stream destination in place!

All papers have been uploaded to their respective event subpages (in case you want to have a look at them in advance).
Additional content will follow after the presentations and/ or after we receive them from the author(s).
Following a recent trend, we have added our privacy and licensing information.
We are looking forward to seeing you tomorrow!

by Linux Audio Conference Team at June 06, 2018 08:57 PM

Internet Archive - Collection: osmpodcast

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June 06, 2018 07:01 PM

June 05, 2018

Linux – CDM Create Digital Music

Apple to open source, cross-platform GPU tech: drop dead?

Apple’s decision to shift to its own proprietary tech for accessing modern GPUs could hurt research, education, and pro applications on their platform.

OpenGL and OpenCL are the industry-standard specifications for writing code that runs on graphics architectures, for graphics and general-purpose computation, including everything from video and 3D to machine learning.

This is relevant to an ongoing interest on this site – those technologies also enable live visuals (including for music), creative coding, immersive audiovisual performance, and “AI”-powered machine learning experiments in music and art.

OpenGL and OpenCL, while sometimes arcane technologies, enable a wide range of advanced, cross-platform software. They’re also joined by a new industry standard, Vulkan. Cross-platform code is growing, not shrinking, as artists, researchers, creative professionals, experimental coders, and other communities contribute new generations of software that work more seamlessly across operating systems.

And Apple has just quietly blown off all those groups. From the announcement to developers regarding macOS 10.14:

Deprecation of OpenGL and OpenCL

Apps built using OpenGL and OpenCL will continue to run in macOS 10.14, but these legacy technologies are deprecated in macOS 10.14. Games and graphics-intensive apps that use OpenGL should now adopt Metal. Similarly, apps that use OpenCL for computational tasks should now adopt Metal and Metal Performance Shaders.

They’re also deprecating OpenGL ES on iOS, with the same logic.

Metal is fine technology, but it’s specific to iOS and Mac OS. It’s not open, and it won’t run on other platforms.

Describing OpenGL and OpenCL as “legacy” is indeed fine. But as usual, the issue with Apple is an absence of information, and that’s what’s problematic. Questions:

Does this mean OpenGL apps will stop working? This is actually the big question. “Deprecation” in the case of QuickTime did eventually mean Apple pulled support. But we don’t know if it means that here.

(One interesting angle for this is, it could be a sign of more Apple-made graphics hardware. On the other hand, OpenGL implementations were clearly a time suck – and Apple often lagged major OpenGL releases.)

What about support for Vulkan? Apple are a partner in the Khronos Group, which develops this industry-wide standard. It isn’t in fact “legacy,” and it’s designed to solve the same problems as Metal does. Is Metal being chosen over Vulkan?

Cook’s 2018 Apple seems to be far more interested in showcasing proprietary developer APIs. Compare the early Jobs era, which emphasized cross-platform standards (OpenGL included). Apple has an opportunity to put some weight behind Vulkan – if not at WWDC, fair enough, but at some other venue?

What happens on the Web? Cross-platform here is even more essential, since your 3D or machine learning code for a browser needs to work in multiple scenarios.

Transparency and information might well solve this, but for now we’re a bit short on both.

Metal support in Unity. Frameworks like Unity may be able to smooth out platform differences for developers (including artists).

A case for Apple pushing Metal

First off, there is some sense to Apple’s move here. Metal – like DirectX on Windows or Mantle from AMD – is a lower-level language for addressing the graphics hardware. That means less overhead, higher performance, and extra features. It suggests Apple is pushing their mobile platforms in particular as an option for higher-end games. We’ve seen gaming companies Razer and Asus create Android phones that have high-end specs on paper, but without a low-level API for graphics hardware or a significant installed base, those are more proof of concept than they are useful as game platform.

And Apple does love to deprecate APIs to force developers onto the newest stuff. That’s why so often your older OS versions are so quickly unsupported, even when developers don’t want to abandon you.

On mobile, Apple never implemented OpenCL in the first place. And there’s arguably a more significant gap between OpenGL ES and something like Metal for performance.

Another business case: Apple may be trying to drive a wedge in development between iOS and Android, to ensure more iOS-only games and the like. Since they can’t make platform exclusives the way something like a PlayStation or Nintendo Switch or Xbox can, this is one way to do it.

And it seems Apple is moving away from third-party hardware vendors, meaning they control both the spec here and the chips inside their devices.

But that doesn’t automatically make any of this more useful to end users and developers, who reap benefits from cross-platform support. It significantly increases the workload on Apple to develop APIs and graphics hardware – and to encourage enough development to keep up with competing ecosystems. So there’s a reason for standards to exist.

Vulkan offers some of the low-level advantages of Metal (or DirectX) … but it works cross-platform, even including Web contexts.

Pulling out of an industry standard group

The significant factor here about OpenGL generally is, it’s not software. It’s a specification for an API. And for the moment, it remains the industry standard specification for interfacing with the GPU. Unlike their move to embrace new variations of USB and Thunderbolt over the years, or indeed the company’s own efforts in the past to advance OpenGL, Apple isn’t proposing an alternative standard. They’re just pulling out of a standard the entire industry supports, without any replacement.

And this impacts a range of cross-platform software, open source software, and the ability to share code and research across operating systems, including but not limited to:

Video editing
Post production
Generative graphics
Digital art
VJing and live visual software
Creative coding
Machine learning and neural network tools

Cross platform portability for those use cases meets a significant set of needs. Educators wanting to teach how to write shaders now face having students with Apple hardware having to use a different language, for example. Gamers wanting access to the largest possible library – as on services like Steam – will now likely see more platform-exclusive titles instead on the Apple hardware. And pros wanting access to specific open source, high-end video tools… well, here’s yet another reason to switch to Windows or Linux.

This doesn’t so much impact developers who rely on existing libraries that target Metal specifically. So, for instance, developing in the Unity Game Engine means your creation can use Metal on Apple platforms and OpenGL elsewhere. But because of the size of the ecosystem here, that won’t be the case for a lot of other use cases.

And yeah, I’m serious about Linux as a player here. As Microsoft and Apple continue to emphasize consumers over pros, cramming huge updates over networks and trying to foist them on users, desktop Linux has quietly gotten a lot more stable. For pro video production, post production, 3D, rendering, machine learning, research, and – even a growing niche of people working in audio and music – Linux can simply out-perform its proprietary relatives and save money and time.

So what happened to Vulkan?

Apple could have joined with the rest of the industry in supporting a new low-level API for computation and graphics. That standard is now doubly important as machine learning technology drives new ideas across art, technology, and society.

https://www.khronos.org/vulkan/

And apart from the value of it being a standard, Apple would break with important hardware partners here at their own peril. Yes, Apple makes a lot of their own hardware under the hood – but not all of it. Will they also make a move to proprietary graphics chips on the Mac, and will those keep up with PC offerings? (There is currently a Vulkan SDK for Mac. It’s unclear exactly how it will evolve in the wake of this decision.)

ExtremeTech have a scathing review of the sitution. it’s a must-read, as it clearly breaks down the different pipelines and specs and how they work. But it also points out, Apple have tended to lag not just in hardware adoption but in their in-house support efforts. That suggests you get an advantage from being on Windows or Linux, generally:

Apple brings its Metal API to OS X 10.11, kicks Vulkan to the curb

Updated: Yes, of course you can run Molten, the latest OpenGL tech, atop Metal. In fact, here’s a demo from 2016. (Thanks, George Toledo!)

https://moltengl.com/moltenvk/

https://github.com/KhronosGroup/MoltenVK

That’s little comfort for larger range backwards compatibility with “legacy” OpenGL, but it does bode reasonably well for the future. And, you know … fish tornadoes.

Side note: that’s not just any fish tornado. The credit is to Robert Hodgin, the creative coding artists aka flight404 responsible for many, many generative demos over the years – including a classic iTunes visualizer.)

Fragmentation or standards

Let’s be clear – even with OpenGL and OpenCL, there’s loads of fragmentation in the fields I mention, from hardware to firmware to drivers to SDKs. Making stuff work everywhere is messy.

But users, researchers, and developers do reap real benefits from cross-platform standards and development. And Metal alone clearly doesn’t provide that.

Here’s my hope: I hope that while deprecating OpenGL/CL, Apple does invest in Vulkan and its existing membership in Khronos Group (the industry consortium that supports that API as well as OpenGL). Apple following up this announcement with some news on Vulkan and cross-platform support – and how the transition to that and Metal would work – could turn the mood around entirely.

Apple’s reputation may be proprietary, but this is also the company that pushed USB and Thunderbolt, POSIX and WebKit, that used a browser to sell its first phone, and that was a leading advocate (ironically) for OpenGL and OpenCL.

As game directors and artists and scientists and thinkers all explore the possibilities of new graphics hardware, from virtual reality to artificial intelligence, we have some real potential ahead. The platforms that will win I think will be the ones that maximize capabilities and minimize duplication of effort.

And today, at least, Apple are leaving a lot of those users in the dark about just how that future will work.

I’d love your feedback. I’m ranting here partly because I know a lot of the most interesting folks working on this are readers, so do please get in touch. You know more than I do, and I appreciate your insights.

More:

https://developer.apple.com/macos/whats-new/

https://www.khronos.org/opengl/wiki/FAQ

https://www.khronos.org/vulkan/

https://developer.apple.com/documentation/metalperformanceshaders

… and what this headline is referencing

The post Apple to open source, cross-platform GPU tech: drop dead? appeared first on CDM Create Digital Music.

by Peter Kirn at June 05, 2018 01:18 PM

June 02, 2018

OpenAV

06: Its Almost LAC 18!

Hey Folks!

Its almost LAC 18 and there’s lots of things happening the the Linux Audio world! Of course MOD Devices have launched the plugin store, making commercial LV2 effects available for purchase on the DUO hardware. This enables FLOSS developers to continue releasing code in the open – but possibly also earn a living from open-source audio software by allowing musicians to purchase “ease-of-use” and in a known good tested environment like the MOD Duo! (Checkout the image up top – OpenAV’s ArtyFX Filta is a featured plugin : )

In the OpenAV coding world, we’ve been working on porting Ctlra library to work with the MOD DUO, which will enable some really tight integration between LV2 plugins and hardware control surfaces… think MIDI mapping on steroids – and with displays! Of course, there are some technical challenges, but that’s what we’re overcoming now – and then its time to put together some awesome demo content.. so there’s a bit of a rush going on to finish some things before Thursday next week!

Looking forward to meeting you all in Berlin for LAC ’18! -Harry

by Harry at June 02, 2018 05:14 PM

June 01, 2018

ardour

Ardour Development Update

It's been a long time since the last release of Ardour, and there's still no schedule or even vague sense of when the next release might appear. I (Paul) felt that our users, and particularly our subscribers, deserved some information about what is and has been going on with development over the last 8 months. I had promised to do this back in December, and it is now long overdue.

read more

by paul at June 01, 2018 06:20 PM

May 29, 2018

rncbc.org

Qtractor 0.9.1 - A Pre-LAC2018 Release Frenzy Finale!


Hello again,

The Pre-LAC2018 release frenzy is now complete...

Qtractor 0.9.1 (pre-lac2018 beta) is out!

Change-log:

  • Displaying MIDI note(on) events as diamonds instead of simple rectangles (aka. Drum Mode) is now being introduced as an optional MIDI track property (Drums) and as a MIDI clip editor (piano-roll) visual option (cf. View/Drum Mode).
  • Extended multi-selection is now supported on all the Connections client/port lists, allowing for multiple (dis)connections at once.
  • Added LV2 UI sample-rate option support.
  • Always reset all internal dedicated MIDI controllers, eg. MIDI track volume (CC#7) and panning (CC#10), on Transport/Panic and after rendering export to audio (ie. Track/Export Tracks/Audio...) as needed to reset MIDI instrument plugins to nominal session state.
  • Fix, detect and preserve MIDI Bank-select method across MIDI track/clips editing operations.
  • Fixed MIDI track and clip note min/max display range while recording and also when duplicating tracks.
  • Added "All files (*.*)" filter to every file requestor dialog, wherever missing.
  • The tiny zoom-magnifier icons have been revamped.

Description:

Qtractor is an audio/MIDI multi-track sequencer application written in C++ with the Qt framework. Target platform is Linux, where the Jack Audio Connection Kit (JACK) for audio and the Advanced Linux Sound Architecture (ALSA) for MIDI are the main infrastructures to evolve as a fairly-featured Linux desktop audio workstation GUI, specially dedicated to the personal home-studio.

Website:

http://qtractor.org
http://qtractor.sourceforge.net
https://qtractor.sourceforge.io

Project page:

http://sourceforge.net/projects/qtractor

Downloads:

http://sourceforge.net/projects/qtractor/files

Git repos:

https://git.code.sf.net/p/qtractor/code
https://github.com/rncbc/qtractor.git
https://gitlab.com/rncbc/qtractor.git
https://bitbucket.org/rncbc/qtractor.git

Wiki (help wanted, always!):

http://sourceforge.net/p/qtractor/wiki/

License:

Qtractor is free, open-source Linux Audio software, distributed under the terms of the GNU General Public License (GPL) version 2 or later.

Enjoy && Keep the fun. Always.

Donate to rncbc.org

by rncbc at May 29, 2018 07:00 PM

May 27, 2018

rncbc.org

The QStuff* Pre-LAC2018 Release Frenzy Hotfix!

Avast ye lads!

The Qstuff* Pre-LAC2018 release frenzy continues... with a hotfix!

 

QjackCtl - JACK Audio Connection Kit Qt GUI Interface

QjackCtl 0.5.2 (pre-lac2018 hotfix) is out!

QjackCtl is a(n ageing but still) simple Qt application to control the JACK sound server, for the Linux Audio infrastructure.

Website:

http://qjackctl.sourceforge.net
https://qjackctl.sourceforge.io

Project page:

http://sourceforge.net/projects/qjackctl

Downloads:

http://sourceforge.net/projects/qjackctl/files

Git repos:

https://git.code.sf.net/p/qjackctl/code
https://github.com/rncbc/qjackctl.git
https://gitlab.com/rncbc/qjackctl.git
https://bitbucket.com/rncbc/qjackctl.git

Change-log:

  • Respect ALSA Sequencer support option also on Graph view.
  • Regression to new Graph node/ports sorting comparator; also fixed multiple and many port removals, most probably causing it to crash due to double-free/delete potential.
  • Fixed the automatic aggregation of new Graph client nodes that are split as either input or output only (ie. system, terminal, physical or otherwise non-duplex nodes).
  • Added View/Zoom Range mode option to Graph tool.

Donate to rncbc.org

 

License:

QjackCtl is free, open-source Linux Audio software, distributed under the terms of the GNU General Public License (GPL) version 2 or later.

 

Enjoy && have keep the fun!

by rncbc at May 27, 2018 07:00 PM

May 21, 2018

digital audio hacks – Hackaday

Wireless Headphone Hack Dangles Batteries Like Earrings

Koss Porta Pro headphones are something of a rarity in the world of audio gear: they’re widely regarded as sounding great, but don’t cost an exorbitant amount of money. Since the line was introduced in 1984, they’ve been the go-to headphones for those who don’t subscribe to the idea that you should have to take out a loan from the bank just to enjoy your music.

[Jake Bickhard] is a confirmed Porta Pro disciple, owning enough pairs of them that he’s cagey about confirming how many are actually kicking around his home. The only thing he doesn’t like about them is the fact that they’re wired. As it happens, Koss just recently came out with a Bluetooth version of the venerable headphones. But he thought he could do just as well combining a pair of his with a water damaged pair of Bluetooth earbuds he had lying around.

The Porta Pros are easy to take apart, and removing the old wire was no problem. He then cut the “buds” on the Bluetooth earbuds he had, with the intention of just striping the wires and soldering it up to the pads on the Porta speakers. But things didn’t quite go as expected.

What [Jake] hadn’t realized was that the battery for the Bluetooth earbuds wasn’t in the main housing, the power comes from a tiny battery inside each bud. That meant he needed to keep the batteries connected even though the Porta Pro obviously doesn’t have a spot to mount them. In the future he says he’ll address the issue properly, but for now the two batteries hang from the headphones: making it look like he’s wearing the world’s ugliest earrings. But at least he’s happy with the performance of the finished modification, saying they’re even louder now than when they were when wired.

This is a perfect project if you’re cursed with a mobile device that had enough “courage” to take the headphone jack away from you. Though you might first want to study the fine art of soldering headphone wires.

by Tom Nardi at May 21, 2018 03:31 PM

May 17, 2018

GStreamer News

GStreamer 1.14.1 stable bug fix release

The GStreamer team is pleased to announce the first bug fix release in the stable 1.14 release series of your favourite cross-platform multimedia framework!

This release only contains bugfixes and it should be safe to update from 1.14.x.

See /releases/1.14/ for the details.

Binaries for Android, iOS, Mac OS X and Windows will be available shortly.

Download tarballs directly here: gstreamer, gst-plugins-base, gst-plugins-good, gst-plugins-ugly, gst-plugins-bad, gst-libav, gst-rtsp-server, gst-python, gst-editing-services, gst-validate, gstreamer-vaapi, or gst-omx.

May 17, 2018 05:00 PM

May 14, 2018

News – Ubuntu Studio

Ubuntu Studio Development News – May 14, 2018

Plans for Ubuntu Studio 18.10 – Cosmic Cuttlefish For Ubuntu 18.10, we have been starting to think outside-the-box. There is something to be said of remaining with what you have and refining it, but staying in one spot can lead quickly to stagnation. Coming up with new ideas and progressing forward with those ideas is […]

by eeickmeyer at May 14, 2018 06:44 PM

May 13, 2018

KXStudio News

DPF-Plugins and DISTRHO-Ports update

A new release of DISTRHO-Ports after years without one!
A lot of changes happened on the underlying plugin frameworks (DPF and Juce).
I also updated the way updates are handled, so it will be less work for next time
(and thus, hopefully, have updates more often from now on)

The amount of changes in the plugin frameworks is so big (it has been 4 years since last release!),
that I am not going to write about them in detail.
But the major highlights follow below.

The following new Linux ports were added: (LV2 and VST)
- JuceOPL
- ReFine

The DPF-based plugins had some changes too:
- glBars added
- Kars added
- ndc-Plugs added
- A new DPF-Plugins git repo was created, for easy packaging of all our plugins
- MAX gen~ based plugins can be created, see this link

Since last release, a few projects have appeared that use DPF. Here's a few:
- FTZ Chiptune - Collection of basic waveform synths
- Ninjas - Sample Slicing Plugin
- Wolf-Shaper - Waveshaper with graph editor
- ZamAudio plugin collection
- ZynAddSubFX, uses DPF for its plugin support

Other small changes relevant to the project:
- Nekobi moved to plugins (used to be in ports), as original developer is happy with it
   (and has RW access to our git repo too)
- The DPF "framework" has evolved with JACK Standalone export, Transport sync among other things

Checkout https://distrho.sourceforge.io/ for binary downloads and screenshots.
The complete source code is available at https://github.com/DISTRHO/.

PS: For those waiting for KXStudio 18.04 ISO release, work is underway, please be patient!

by falkTX at May 13, 2018 02:31 PM

May 08, 2018

News – Ubuntu Studio

Regarding GIMP 2.10

The Ubuntu Studio team would like to congratulate GIMP on the release of version 2.10! It has been years since the last major release of GIMP, and this one is a good one. Unfortunately for our users that use MyPaint and GIMP, MyPaint (1.2) uses libmypaint 1.2. GIMP 2.10 uses libmypaint 1.3. The two libmypaint […]

by eeickmeyer at May 08, 2018 05:24 AM