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Alpha
Interview
`n. .rP' `qb ,dP' TLb. ,dMP' all rite, now you get the chance to read TML.dMMP some facts about some of the major amiga ,nmm`XXMPX musicians. read about their history in ,#MP'~~XNXYNXTb. the scene and their plans in future.yes, ,d~' dNNP `YNTb. that's meant to be read while listening to ,~ ,NN' `YNb their modules. read 'em over and over and over.. dNP `Yb. ,NN' `b. · i n t e r v i e w · ___________ ______dP _____________ \ / \ ,N'\____ _____________. _____ \ \_____. ____\ / \___P___/ .\--\__ __/__ |--\____)---\ _____/__ |--\_ \ _/ | | | \ | | \__| | _ \ / | \__| | /\ | | _| | | _l_ | | \ / _l_ | ___| l___/=l___|====l____/===\______|==l______|\ /l___/===\______l____/ \/ Handle: Alpha Group: KLF Date of birth: April 21st, 1973 I first came in contact with computers in the beginning of the 80s. After having a BBC computer and messing around with own logic board Z80 stuff, I came in contact with the PC world. The first "real" computer I bought was an IBM PC-AT02 (286, 6MHz, EGA Card) where i started to program in dBASE III and Turbo Pascal. After getting my hands on the "Professional Pack" I also made my first steps with TASM and later MASM. Later I had - due to an internship during my school days - access to IBM RS/6000s on AIX and an IBM mainframe, which brought me to internet technologies, the field I am still active in today. My grandmother teached me to play flute and the guitar. Being in several amateur bands made me want to experiment with technology used in music, so I built some analogue guitar effects and ended up sampling stuff I made with a guitar and used it in MODs. Mostly trackers. I was always a big fan of FastTracker II, I also experimented a lot with Buzz (works unpublished). In studio work I had to do with nonlinear multitrack systems (Sonic Foundry, Logic and such), but that was only for post production for real live material. None. Not a single one. But hey, what was the goal? ;-) if it was fun, then I excelled at it. You know, it's always a bit embarrasing to me to listen to the melody lines of the old tunes, being simple and unpolished. Some detuend samples here and there all over the place ;-) Music in general is an always underestimated element in any multimedia production, be it a demo, a short movie, a user interface or what else. Sound itself is a key element in our lives, which gets often ignored in our noisy world. In my opinion, the sound track is the factor that adds the athmosphere, or ambience, to a production. Almost all winner demos, for example, have all winner soundtracks that reflect or support the graphics and context. Sometimes I still experiment with trackers/Buzz or else, but those are rather rough sketches for something I might release when I am old and grey ;-) Also see Q.14 With all the (music) software available today, I find it not a challenge anymore to produce tracks using computers. It rather became a challenge to master the complexity of the software, than the skills to be brief in thought and implementation, to be intelligent and precise in cutting samples/loops. Much of the spirit of the older days has just vanished. Also, there is too much bad Techno out there. I mean, be honest: every kid can do a quick 4/4 boom-boom-boom track in minutes. The signal-to-noise ratio has degraded over the time, so it has become rather hard to find decent tracks. I don't want to bitch on the scene like an old man, there are still many talents out there which release great material, and I am always delighted to listen to innovative and good music (no matter what style), but the most releases I find to be a listing experience are very minimal, tough elegant, you get the point. Many of the tracks Necros and Hunz released. I don't want to name a few here, because this would not refelct my point. Those guys just did good music, nothing more, nothing less. I am also a big fan of Jugi's work for some of the old Complex demos (the Dope soundtrack is still quite amazing, even if compared to todays releases). Also many of the funky styles from Orange productions et al are always fun to listen to. I won't. In my opinion, remixing/remastering MODs mostly tears the tracks out of their context, takes away their spirit, their livelyness. The whole MOD style scene lives from not being able to use all the effects and stuff, it reflects a certain form of creativity that is only encountered if you cannot do, what you want to do, in a streamlined and straightforward manner. That's what it was all about: creative use of the limited possibilities of yesterdays technology, getting the most out of almost nothing (compared to the tech standards nowadays). You simply can't achieve in 5 megabytes what you can do in 32k, because you'll follow a different paradigm. Mostly stuff from the 70s to mid-90s, old U2 records, also old Beatles albums; Supertramp, Grateful Dead, Led Zeppelin (I've always been a Zeppelin fan), stil a bit of Van Halen, good Jazzrock productions, Funk'n'Soul, Jamiroquai, Haendel, Beethoven, Bach, Bernstein, just to name a few. I am still immersed in music, as you can see. Music, in every form, is a key aspect in my life, in my emotions. I still listen from time to time to old and new SID tunes. SID has always been the toughest discipline of computer generated music, in my eyes. I haven't got beyond admiring the works of Ben Daglish or JCH, though; I never did a SID tune myself. My wife and me, being happy parents of two children, a boy and a girl, have not got much spare time to share. I run my small company in the internet business, which also does not add any to my available time ;-) So, the answer is: yes and no. I am still running the German hub for the scene.org IRC network, sometimes I can even spare the time to visit a scene party (not very often, though). I wish to greet all the sceners out there, especially the old-school bunch of #trax folks who actually managed it to meet in person this year (down in San Francisco). My respect goes to all the old and new talents which prove every day, that the scene spirit is not dead, that everything is possible, if you just happen to think about a coding/composition/creative problem or challenge. What comes to my mind, seeing todays computing platforms, is a simple idea, when it comes to "platformness" (and I'll explain you why): Do not code specifically for windows systems, and do not hesitate to publish your code some time after the release of your production. Here's why: With the advent of modern computing machinery (you can buy a standard 3+GHz box with a gig of RAM in every supermarket by now) the processing power is plenty and it is at your fingertips. Platformness, or dependency on a specific platform in this context just fortifies a monopoly in the PC market. In my opinion every user must have the choice of OS and hardware platform. Buying a PC today is nearly as political as voting for the next government, and it becomes worse every year. Being platform dependent shows, that you care for the user's option of choice, it shows that you are able to produce great and structured and cleanly designed software. It also takes the "must" out of "You must run it on a XYZ System". And, if all else fails, you will probably be able to run that stuff in 20 years on a totally different, evolved computer system, without much porting fuzz. About source code publishing: Knowledge is power, and power belongs to...? The people or the industry, you decide. ---------------------------------------------------------------------------- please note: this interview is ©opyrighted in 2005 by crown of cryptoburners ---------------------------------------------------------------------------- |
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