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#1
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Live Jamming
hello
does anyone know of a live jamming program over the internet? thanks |
#2
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Live Jamming
"Michael" wrote in message
om... hello does anyone know of a live jamming program over the internet? Latency makes actual live jamming difficult. There was a subscription service supporting realtime colaboration --Rocket something -- but they went out of business. Some users split off with similar technology to try to support it on their own; I haven't been keeping track of how they've done. dtk |
#3
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Live Jamming
dt king wrote:
"Michael" wrote in message . com... hello does anyone know of a live jamming program over the internet? Latency makes actual live jamming difficult. There was a subscription service supporting realtime colaboration --Rocket something -- but they went out of business. Some users split off with similar technology to try to support it on their own; I haven't been keeping track of how they've done. They started out as Res Rocket Surfer, then I think they became something a bit more dignified sounding, like Rocketnet. They are definitely gone now. --scott -- "C'est un Nagra. C'est suisse, et tres, tres precis." |
#4
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Live Jamming
do you mean latency in the hardware?
thanks "dt king" wrote in message news:iGl3c.160071$4o.203248@attbi_s52... "Michael" wrote in message om... hello does anyone know of a live jamming program over the internet? Latency makes actual live jamming difficult. There was a subscription service supporting realtime colaboration --Rocket something -- but they went out of business. Some users split off with similar technology to try to support it on their own; I haven't been keeping track of how they've done. dtk |
#5
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Live Jamming
well, I'm planning on developing a live jamming software.. as for lag,
online gaming lives quite well with around 100ms.. but would 100ms be too much for live jamming? Any suggestions would be greatly appreciated. thanks "dt king" wrote in message news:iGl3c.160071$4o.203248@attbi_s52... "Michael" wrote in message om... hello does anyone know of a live jamming program over the internet? Latency makes actual live jamming difficult. There was a subscription service supporting realtime colaboration --Rocket something -- but they went out of business. Some users split off with similar technology to try to support it on their own; I haven't been keeping track of how they've done. dtk |
#6
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Live Jamming
Michael wrote:
well, I'm planning on developing a live jamming software.. as for lag, online gaming lives quite well with around 100ms.. but would 100ms be too much for live jamming? Any suggestions would be greatly appreciated. Does it bother you when someone misses the groove by a tenth of a second? -- ha |
#7
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Live Jamming
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#8
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Live Jamming
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#9
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Live Jamming
"Buster Mudd" wrote in message
om... There's a 70ms delay between the back of the violin section & the bass section at Carnegie Hall, no one seems to find that insurmountable. The trick is to simply accept the fact that you may be in a "virtual room" with these other Internet jam partners, but you are not in a TINY "virtual room". Take advantage of latency: use antiphonal compositions such as those by Ives, Stockhausen, or Braxton as your inspiration, rather than the bland meandering jams of Phish (where the latency occurs between a Good Idea and the fingers of the ****** who already played something 100ms -- or 10 minutes -- earlier). Don't the musicians in Carnegie Hall usually have all of their parts written out and a guy with a stick telling them exactly when to play? What CDs of live jams at Carnegie do you recommend? dtk |
#11
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Live Jamming
"Mike Rivers" wrote in message
news:znr1078952422k@trad In article writes: There's a 70ms delay between the back of the violin section & the bass section at Carnegie Hall, no one seems to find that insurmountable. That's because there's a conductor, and the basses aren't getting their timing by listening to the violins. Just try delaying your headphone feed by 70 ms and doing an overdub and you'll see where the problem lies. You'll think you're playing fine, but the result will suck. I don't know which multitracking packages allow you to make small adjustments in the timing of a block. With Audition, you just subtract however many milliseconds you like from the start time of the block, type in the result, and the delay due to latency simply goes away. Of course this isn't a solution for live jamming but it could solve problems with a recording of a jam with various amounts of latency. |
#12
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Live Jamming
In article lDL3c.225$zS4.455@attbi_s51, dt king wrote:
"Buster Mudd" wrote in message . com... There's a 70ms delay between the back of the violin section & the bass section at Carnegie Hall, no one seems to find that insurmountable. The trick is to simply accept the fact that you may be in a "virtual room" with these other Internet jam partners, but you are not in a TINY "virtual room". Take advantage of latency: use antiphonal compositions such as those by Ives, Stockhausen, or Braxton as your inspiration, rather than the bland meandering jams of Phish (where the latency occurs between a Good Idea and the fingers of the ****** who already played something 100ms -- or 10 minutes -- earlier). Don't the musicians in Carnegie Hall usually have all of their parts written out and a guy with a stick telling them exactly when to play? Some of them... and the reason that exists is because of natural hall latency. A visual conductor can also be a big help in a lot of situation where you have to deal with such things, such as groups playing on a large film soundstage. What CDs of live jams at Carnegie do you recommend? Absolutely run down and buy the Benny Goodman at Carnegie Hall concert. Nothing short of amazing, in spite of the poor sound quality. Also do not forget Calypso At Midnight, with an amazingly whitebread-sounding Alan Lomax introducing some top notch calypso groups at Carnegie Hall, The Weavers at Carnegie Hall (okay, not much jamming on that one), and the absolutely hilarious first Carnegie Hall album from Harry Belafonte. You can tell Harry is having a really good time. The second one he did is very watered down and isn't worth the trouble. --scott -- "C'est un Nagra. C'est suisse, et tres, tres precis." |
#13
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Live Jamming
Scott Dorsey wrote:
Absolutely run down and buy the Benny Goodman at Carnegie Hall concert. Nothing short of amazing, in spite of the poor sound quality. And, man, that is one of my worst sounding CD's, and I'm thinking it ain't the medium's fault. (Better dub it off to a Studer and make an LP of it...) -- ha |
#14
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Live Jamming
Nah 100 milliseconds is perfect, you get this cool slapback effect,
Elvis, Robert Plant, all the greats used it... Analogeezer p.s. Now an entire band, remotely located trying to play with 100 ms of delay, that might be interesting...I bet it would sound like Sonic Youth If Sonic Youth is how you spell ****. -- Roger W. Norman SirMusic Studio "Analogeezer" wrote in message om... (Michael) wrote in message . com... well, I'm planning on developing a live jamming software.. as for lag, online gaming lives quite well with around 100ms.. but would 100ms be too much for live jamming? Any suggestions would be greatly appreciated. thanks "dt king" wrote in message news:iGl3c.160071$4o.203248@attbi_s52... "Michael" wrote in message om... hello does anyone know of a live jamming program over the internet? Latency makes actual live jamming difficult. There was a subscription service supporting realtime colaboration --Rocket something -- but they went out of business. Some users split off with similar technology to try to support it on their own; I haven't been keeping track of how they've done. dtk |
#16
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Live Jamming
"Buster Mudd" wrote in message
om... (Mike Rivers) wrote in message news:znr1078952422k@trad... In article writes: See, you're still stuck in that Jamming = Two Hippies Parked Around A Campfire model. If the two hippies were sitting around a campfire that was 100 feet in diameter, will they think they're playing fine? Will their results "suck" ? Will it kill their buzz? Internet jamming *requires* a new paradigm, and that includes expanding one's references and definitions of seemingly obvious concepts such as "playing together". Internet audio has been available for years. For some reason, muscians who leap to new paradigms have failed to make online jams flourish. I recently revisited Yahoo chat rooms to check out the state of the art. I've yet to see an actual conversation succeed over the bickering about mic etiquette and people who still have not managed to get their audio working right. You'd think, by now, people would have gotten the hang of it. I believe that as broadband flourishes and technology improves online jams will eventually catch on -- when ping times are commonly below 20ms. It's a little sad though. Sitting alone in your room playing through a wire is a pale substitute for actually gathering with other musicians and spectators in a social environment. dtk |
#17
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Live Jamming
hank alrich wrote:
Scott Dorsey wrote: Absolutely run down and buy the Benny Goodman at Carnegie Hall concert. Nothing short of amazing, in spite of the poor sound quality. And, man, that is one of my worst sounding CD's, and I'm thinking it ain't the medium's fault. (Better dub it off to a Studer and make an LP of it...) Well, it started out life as an Altec on the stage, going into a Presto disc cutter with a cold stylus. And then those transcription discs were played a lot and worn down pretty badly before anyone considered issuing them on an LP. The recording was never intended to be actually released. I have the original LP issue, which sounds really bad. But the band is really, really good. It's worth the price of admission just for Sing, Sing, Sing which is extended much longer than the usual disc version. Incidentally, the rather crude recording system was similar to the one used on the Calypso at Midnight recording, but the discs were treated a lot more poorly. Calypso at Midnight has some weird things going on in the lower midrange and some noise, but it sounds amazingly better than the Goodman recording. --scott -- "C'est un Nagra. C'est suisse, et tres, tres precis." |
#18
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Live Jamming
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#19
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Live Jamming
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#20
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Live Jamming
I've been interested in this type of thing for a long time. But have
never seen anything online about it, and I don't even have a midi keyboard right now anyway. Just to clarify, we are talking about midi here, and not actual audio, right? I'm sure we have to be talking about midi, but no one has actually said that. "dt king" wrote: It's a little sad though. Sitting alone in your room playing through a wire is a pale substitute for actually gathering with other musicians and spectators in a social environment. dtk Well, I would say that sitting alone in your room watching TV is a pale substitute for sitting alone in your room playing music with other real live people, despite the location of their physical bodies. I think of this for eductaional purposes. If you want to learn how to play a little cuban music, find a cuban music "room," etc.. Or how about finding out what the cutting edge in Cairo is all about? Or Beijing? And what about those of us who want to jam with old friends and teachers from college, who now live on the opposite coast? This is certainly cheaper than buying a weekly plane ticket. Even with the latency problem, I can't think of a better tool for musical practice and education. Bring it on Michael! |
#21
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Live Jamming
We have been experimenting with long-distance sessions using the new high-speed
internet backbone available to universities. We managed a two-way audio/video jam between Stanford and McGill University with latencies of 100+ msec. The video was quite slow, but the audio was within the playable range. Since it was a very loose jam, the latency was not as annoying as I expected. (I've experienced such latencies with local intoxicated players, but that's another story...) There is of course a minimum latency based on the transmission time involved, in this case Stanford California to Montreal Canada. Nevertheless, with lots of fiddling with the computer we got usable latencies. I don't think this will work as well without the high-speed backbone and heavily optimized computers, but eventually these issues may be resolved for everyone. I still prefer live, local interactions but this stuff is intriguing. -Jay -- x------- Jay Kadis ------- x---- Jay's Attic Studio ------x x Lecturer, Audio Engineer x Dexter Records x x CCRMA, Stanford University x http://www.offbeats.com/ x x-------- http://ccrma-www.stanford.edu/~jay/ ----------x |
#22
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Live Jamming
Hi,
I'm planning on doing it via MIDI, and output via sample cds.. any comments or suggestions? thanks Michael (Michael) wrote in message . com... well, I'm planning on developing a live jamming software.. as for lag, online gaming lives quite well with around 100ms.. but would 100ms be too much for live jamming? Any suggestions would be greatly appreciated. thanks "dt king" wrote in message news:iGl3c.160071$4o.203248@attbi_s52... "Michael" wrote in message om... hello does anyone know of a live jamming program over the internet? Latency makes actual live jamming difficult. There was a subscription service supporting realtime colaboration --Rocket something -- but they went out of business. Some users split off with similar technology to try to support it on their own; I haven't been keeping track of how they've done. dtk |
#23
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Live Jamming
"Michael" wrote in message
om... well, I'm planning on developing a live jamming software.. as for lag, online gaming lives quite well with around 100ms.. but would 100ms be too much for live jamming? Any suggestions would be greatly appreciated. Heh... the games you speak of have seriously optimized packets that go between the synching server and the clients on either a scheduled basis or only as needed. Those games also make heavy use of latency-correction methods, which are very arbitrary. For example, in a FPS game, they will often hard-code the rule that if a player is in your crosshairs on your client when you pull the trigger, it's considered a hit regardless of that player's position on their client. This is the cause of those annoying times in those games where you are easily clear of someone's line of fire and you are suddenly, inexplicably "pulled back" out into the open and hit by someone you didn't even see. This works because the bottom line in those games is playability, not realism. For live jamming, "realism" (accurate timing) is a lot more important. We're talking about 100ms delay with packets consisting of 10 or 20 bytes of data (and often less). A wave (or aiff) file is about 24k per second at 8 bit/22,050 in mono. That's 24 *thousand* bytes of data, compared to 10 or 20 bytes. So that would be somewhere around a 1/4 second (250 ms) delay per track, absolute minimum. Bring the quality up to 16/44.1, still mono, and we're talking about 88k of audio data, which would bump the latency up way past usable. Especially considering that you would have to be streaming in both directions in order for it to work, both from the client input to the server, and from the server's summed output to the client. And that's just on the client side, let's say there are 4 clients connected, the server would have to receive all of 4 streams from those clients, sum them, and then stream back to all 4 clients the summed output. The server would have to have massive, latency free bandwidth to handle it, plus it would have to have enough processing power and ram to handle both the multiple streaming processes *and* the summing process without any latency. I'm afraid that it's simply not feasible at this time. It's a great idea, and it's been tried before, but right now the high-speed bandwidth that it would require just isn't widely available enough. Also, it would *have* to be a pay service, because the cost of maintaining the server would be considerable. We're still a decade away from that sort of bandwidth being widespread enough, and even further from realistically being able to do a peer-to-peer version. That being said, if you get something to beta I'd be happy to help you test it. It would rule if it could be done, but I'm not holding my breath. ryanm |
#24
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Live Jamming
"ryanm" wrote in message
... "Michael" wrote in message om... well, I'm planning on developing a live jamming software.. as for lag, online gaming lives quite well with around 100ms.. but would 100ms be too much for live jamming? Any suggestions would be greatly appreciated. .... I'm afraid that it's simply not feasible at this time. It's a great idea, and it's been tried before, but right now the high-speed bandwidth that it would require just isn't widely available enough. Also, it would *have* to be a pay service, because the cost of maintaining the server would be considerable. We're still a decade away from that sort of bandwidth being widespread enough, and even further from realistically being able to do a peer-to-peer version. It could kind of work if the clients looped over the same eight or twelve bars and added contributions as they became available. You might be playing with a riff that somebody added 20 seconds ago and they'd respond with an entirely different lick when you release your contribution and it reaches their client. The server would tally up the resulting variations as fixed loops that could later be remixed into a final release. I think a midi version would be better if it included a softsynth engine, so every heard the same midi implementation in the client. Midi would also update a lot faster and make it feel more like a live jam, but you wouldn't get many guitar players involved. dtk |
#25
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Live Jamming
"dt king" wrote in message
news:LG36c.31052$KO3.81431@attbi_s02... It could kind of work if the clients looped over the same eight or twelve bars and added contributions as they became available. You might be playing with a riff that somebody added 20 seconds ago and they'd respond with an entirely different lick when you release your contribution and it reaches their client. The server would tally up the resulting variations as fixed loops that could later be remixed into a final release. That would be more of a "collaborating sequencer" or something like that then, rather than a "live jamming" app. That would be *more* feasable, but still not even approaching real-time collaboration over the internet. I think a midi version would be better if it included a softsynth engine, so every heard the same midi implementation in the client. Midi would also update a lot faster and make it feel more like a live jam, but you wouldn't get many guitar players involved. See, you go to midi and you've lost my attention. The synths and libraries vary so much that it would have to be included in the engine, and then we're just talking about an *almost* real-time collaboration sequencer, which doesn't interest me. Something that *is* feasible now, however, is a long-distance collaboration app for recording. The basic workflow would be something like one guy records a rhythm guitar track, as a reference, which is synchronized (uploaded) to all of the collaborators. The collaborators each play back the initial track while recording their additional tracks. When they click "Synchronize", those tracks are uploaded to all of the other collaborators. Then when they click "record", it plays back the sum of all of the added tracks. It would have to essentially work like any multi-track recording app, only with a synchronize button or something that would cause you to download all of the available tracks from each of the collaborators. Collaborators could have roles, such as "musician", "engineer", etc, so that the musicians would be capable of only listening to the total mix and recording one or more tracks at a time, while the engineer can't record any tracks, but can see all of the tracks and modify volume, pan, or effects envelopes, and make other adjustments to the music on a track-by-track or whole song basis. It could be done either as a client/server app or as a peer-to-peer app with the "engineer" role being the central location for the track source. Obviously, I didn't spend any time thinking about the implications of this, I was just throwing ideas out, so there may be massive pitfalls for an app like that as well, but the thing that I believe makes is feasible is that it's not dependant on everyone being "there" at the same time. ryanm |
#26
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Live Jamming
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#27
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Live Jamming
"Mike Rivers" wrote in message
news:znr1079567016k@trad... If the delay was predictable and consistent, you could probalby line up all the incoming sources at your end (by delaying each one so they all got in sync) but I can see them wandering all over the place as conditions on the net change. Yeah, it would be all over the place as network traffic varied. And then the question is, without real-time feedback from the other musicians, is it really "jamming"? To me, that's the underlying connotation of "jamming". A handful of musicians hanging out, improvising, and feeding off of one another for the groove. ryanm |
#28
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Live Jamming
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#29
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Live Jamming
ryanm wrote:
"Mike Rivers" wrote in message news:znr1079567016k@trad... If the delay was predictable and consistent, you could probalby line up all the incoming sources at your end (by delaying each one so they all got in sync) but I can see them wandering all over the place as conditions on the net change. Yeah, it would be all over the place as network traffic varied. And then the question is, without real-time feedback from the other musicians, is it really "jamming"? To me, that's the underlying connotation of "jamming". A handful of musicians hanging out, improvising, and feeding off of one another for the groove. Well, you know, after the person made the comment about jamming in Carnegie Hall, I got to think about how big bands jam. And they don't really jam together, in part because of the latency and because the musicians can't always hear one another. In a big band arrangement you'll sometimes see a section blocked off that just says "bass solo" and then another one a little bit that says "first horn solo." Everyone is playing a prewritten arrangement, but everyone also gets a chance to solo now and then. And if they could hear the last guy solo, they can improvise on it. And if they couldn't hear the last guy solo because he's on the other side of the band and the drummer is in the way, they can play something different. --scott -- "C'est un Nagra. C'est suisse, et tres, tres precis." |
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