Visualizzazione post con etichetta INTERVIEWS. Mostra tutti i post
Visualizzazione post con etichetta INTERVIEWS. Mostra tutti i post

sabato 18 maggio 2019

Interview: Audio Assault


From left to right:
Alex: CEO & Senior Programer
Freddie: Technical Assistant & Staff
Enrique: COO & Senior Designer
Adrián: Junior Designer
Rodrigo: Junior Programer


Hello everyone and welcome to this week's article!
Today we are interviewing Audio Assault, a company that is producing Guitar and Bass amp simulators, drum samplers and many other Vst plugins for music production from Mexico!
Here's our interview:


GuitarNerdingBlog: Hello and welcome to Guitar Nerding Blog! Can you give us some detail on how Audio Assault was born?

AudioAssault: AA was born in the late 2013 in the city of Oaxaca, México. 
Alex Damián, The master mind of the proyect, in that time was the owner of the local recording studio HT Studio which almost always recorded rock and metal bands. He started to study about the plugins creation and amp simulators modeling and coding, at the same time Alex asked Enrique Díaz to help him with the graphics and design work.
Enrique at the same time was studying Graphic design and was starting his work as Music Producer too.
In the Middle of 2014 these two friend launch the first plugin created by Audio Assault called Grind Machine, with which all was started. Now AA is a team of 5 people and it's located in the city of Puebla, México as a real company.


GNB: What do you think about the music production business nowadays? And how is it going to be in the future?

AA: I think that the technology it's a very important part of the music business, not only in the production area. With the possibilities that internet can give us now we can share our music with everyone around the world. At the same time we have access to a lot of information about production techniques, software, hardware, etc. 
In this time a lot of musicians has started to be their own music producers and engineers, as I do. We can find a lot of tutorials and tips in youtube of how to get a great sound recording without spending too much money. The music production business is transforming and expanding to new horizons, where a lot of people can access to it. I think in the future that industry will have a lot of competition, because new technology-based producers will rise, while the classic producers will struggle more to stay in the business.


GNB: What is the design process of your plugins like? What inspires you?

AA: We are big fans of rock and metal music, every band and song we listen always give us reasons to create some new weapons for "bedroom producers". 
We think that all musician must have the opportunity of creating music with the same quality of the biggest bands, that is the principal reason of why AA exist, the process starts with an idea of what we need to get a better sound in our own recordings. Maybe a guitar amplifier, an EQ or a drumkit, then we make samples of the analog component and Alex start to code those sounds while I create the GUI and all the graphic stuff.


GNB: What is the philosophy behind your software: analog modeling, black box approach or else?

AA: We work more in the analog modeling style, because almost all the time we know what result we want and how to get it, but sometimes, in few occasions, at the moment of programming and testing we found results that we didn't expect. 
So, it's a mix of both methods.


GNB: What have been your career highlights?

AA: It is a hard question, because at the beginning we never thought about the future success. 
So, for us right now it's our best moment, we have support of people around the world, we had made many friends too, and finally after almost 6 years we have a place where we can do this as our main job. We are very grateful for all the support and good vibes we received.

GNB: What do you think the future of analog and digital amps will look like?

AA: I'm a big fan of analog gear, I love almost all the tube amps, but we know that it is not too easy for a lot of people to get one. Specially here in Mexico where you can find more expensive that in US or Europe. So, digital amps makes easier to get almost the real tone of a commercial brand. 
Now, if you want to record with a tube amp you don't need just the amp, you have to buy a cab, mics, cables, pedals and fx. 
Amp simulators are great option to get good recordings at low costs.
We are working very hard to bring the people high quality digital amplifiers that can compete with the real ones.
I think in the near future the plugins will emulate at 99.9% the real gear.


GNB: Tell us something about your drum samplers!

AA: Well, that samples were recorded a couple years ago at Westwood studio in Hawaii.


GNB: What plugin do you have in store for the future?

AA: We are preparing some relaunchings, a new bass suit and a killer guitar amp based on a Krank classic tone. Want to creat a new line of digital amplifiers with 99.9% realistic sound. We have some surprise you will know very soon.


GNB: The interview is over, feel free to add anything you'd like!

AA: I'm talking in the name of all who work in AA want to thank you Atoragon and GNB for the interest you put in our products. We will still working to bring you all killer tools for production projects.
Thanks too all people who support this little company!
Cheers,
Enrique.


sabato 7 ottobre 2017

Band Pro: WHAT DIRECTION IS MUSIC BUSINESS GOING FOR SMALL UNDERGROUND BANDS?




Here is an article from a personal friend of mine, Edoardo Del Principe, which has started a serie of lessons about how to promote your own band, you can find the link in the end of the page.


I’ve been on each side of the barricade. I’ve been a reviewer, a promoter, a musician and I booked some gigs here and there with other people in the last years, so, I know how these worlds work together and how much bands are struggling to reach a good visibility in the underground. The music business is really evolving fast in this decade and the old pillars are going to be destroyed very soon. The full length album is now part of a large and complex chain of distribution. Is the final piece of a long road but it’s not necessary the only part. Today the market says that small releases are better than a large one but no one is saying that to young new bands. Today the market wants more way to listen your music and probably doesn’t care about any physic copy of your piece of art. Today the market is focused on singles and jingles and doesn’t care anymore about eleven tracks on one artists but eleven tracks of eleven artists, just because there are so many good artists out there that the market can’t stay focused on just one single act.




From Billboard.com

The Market is people and if you don’t know people, you don’t know your target, if you are not part of the market your music will be forever out of any context. No one is saying to bands to stop forever doing full album alone. No one is saying to young bands to stop paying facebook for self-promotion. No one is saying to young bands that the 80’s are gone and the world changed so much and so deeply that everything in music has different meanings or values of ten or five years ago.
You can’t emulate the big sharks when you are the smallest fish on the ocean, you’ll be eaten so fast that your death will be painful but definitive.




From Billboard.com


This is why I started Band-Pro. Band-Pro is an environment for bands to grow and learn about music business, how to promote yourself, how to relate with labels and clubs. Band-Pro is all my experience and all my knowledge for band who are struggling to reach an audience that already exists but seems so ethereal. My service is very pragmatic I don’t offer you any sort of number of sales of views, this is a path that We can walk together and the final point depends all by Us.

Edoardo Del Principe

https://www.facebook.com/BandProIT/


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sabato 27 febbraio 2016

Interview: Joey Sturgis



Joey Sturgis is one of today's most recognized modern rock-metal-metalcore producers in the United States: his huge sounding drums and hyper polished productions made him earn an impressive credit both among producers an bands,  
He represents also a new generation of mix engineers (that will probably grow with the time), one that does not have the old hardware mixing board and hardware racks as reference for quality, but that prefer the flexibility of using only (or mainly) plugins AS A CHOICE, instead of an economic need.
Joey is not only a good mix engineer, he also produces a serie of plugins for mixing, speaker impulsesdrum samples, and he even has an online mixing course (along with other collaborators) called Nail the mix, on which he explains his techniques.
Here's our interview:


GuitarNerdingBlog: Hello Joey and welcome to Guitar Nerding Blog! Tell us your story: How did you become a mix engineer?

JoeySturgis: Hey guys! Thanks for having me here. I started producing, recording, and mixing out of necessity. I come from a musical family and around the age of 18, I was playing drums in a metal band. We needed a demo to post on MySpace, and so after finding out one of my friends had a cool make shift recording situation in his garage, I decided to learn how to do it on my own. He gave me a key and let me come in late at night to play around. I just started messing with stuff and experimenting. After a while, I got good enough to record my own band's demo and put it up on MySpace. We got a lot of interest from that demo, and before too long, I was recording other bands on the weekends because they were dying to work with me. That grew into a web of contacts and soon enough I was very busy. A record label owner (Craig Ericson) took interest of my abilities after I had done a few key projects that he was signing and soon after became my manager. The rest is history!

GNB: Which are your career highlights? Which are the artists that influenced you the most? Is there still some collaboration that you would like to do?

JST: I have a lot of career highlights, but I think a big moment that stands out is getting an RIAA certified gold record for the single "The Final Episode" from Stand Up and Scream with band Asking Alexandria. Unrelated to that achievement, I am mostly influenced by guys like Chris Lord Alge and Randy Staubb. I think the most interesting collaboration would be me and the band "Between The Buried And Me".

GNB: What do you think about today's music business? What are your thoughts about underground and mainstream music scene of nowadays?

JST: Today's music business is a very diverse landscape of informal and formal backgrounds ranging from experienced to "I have no clue what I'm doing". Because of this, the expectation for professionalism is a little low in the music industry in general, and I've found a lot of clients rarely understand how the business works at all. This makes it hard to navigate projects and negotiate working terms for producers. I think underground music is very interesting because I believe very firmly in a generation of creators who are growing up with YouTube in their life, and social media as a strong self-promotion platform. I think we'll see more and more DIYers in the Mainstream music scene soon.

GNB: What do you think about the digital music distribution? What about the file sharing? How do you think the music business will evolve in the future?

JST: Digital Music Distribution is an amazing concept that the music industry failed to capitalize on when it first came into play. If the Music Industry would have come up with something sorta like a cross between Spotify, YouTube Red, and Apple Music services combined, with a cap on listen count, we wouldn't be in the mess we're in now. Unfortunately, we're in an unfixable mess unless streaming services cap listen counts. Until then, no one will agree on what a listen is worth. I think the future of selling music is to just make it free and make everything else cost more, or making all music ONLY stream-able and cap the number of listens per month and then tier the pricing.




GNB: Since many readers of our blog are mainly interested in the technical side of the music world, can you tell us something about your studio equipment? Can you tell us something about the last recordings you've done?

JST: I am mostly ITB meaning "in the box". I never have been a OTB "out the box" engineer. I just capture as raw as possible into the computer and then use plugins to modify the sound. I mix as I go because I also produce 99% of the projects I work on, so I know everything that's going on from inception to final product. That means I can get away with recording things a certain way knowing how I'll mix it later. A lot of people don't have that luxury. In fact, there's been a few times in the past where I've had to send stuff off to other people and they call back scratching their heads because I can't assume they'll understand my crazy mess hah. That said, here's the gear:
RME FireFace 800 Interface
Presonus Central Station
ADAM A7Xs
AT4040 Microphone
CountryMan DI
Tons of plugins

Sorry it's not more glamorous, but this is all you need to make albums like I do. Oh and you'll need a local studio to go record drums in.

GNB: Tell us something about you recording studio (The Foundation Recording Studio): which Daw do you use? What are your favorite vst plugins? Do you use hardware outboards or you prefer to mix in the box?

JST: The Foundation Recording Estate has been in Michigan for a number of years now, we are exclusively Cubase 6.5. All of my engineers use this, and all of my records have been created on a version of Cubase throughout the years. My favorite plugins are actually the ones I design myself (Joey Sturgis Tones) and the Waves stuff. I don't have any outboard hardware, it's too limiting for my work flow. I prefer to be able to change stuff on the fly.

GNB: What is your opinion about the world of amp/cabinet simulators nowadays? Do you think eventually they will replace entirely the classic hardware or will there be always an "uncanny valley" between the simulation and the real thing? Does this apply to hardware processors like compressors etc?

JST: Amp and Cab simulators have come a long way, and I would know because I design my own with my company Joey Sturgis Tones. You can check out our simulator line known as Toneforge. There's no way to completely replace hardware, because in the computer, everything is either a recreation or a virtual simulation. The virtual simulation will always get better with time, but never meet up with the exact replica of the hardware. This is because simulating infinite variability in a circuit design is never going to be 100% possible. However, it might be possible to reach a point where human hearing can't distinguish the difference. It is entirely possible to recreate anything that is linear, but as you mention compressors and other non-linear processors, it will never be completely possible to replace them. However, we can get close enough now to fool almost anyone, including audiophiles.

GNB: Let's talk about guitar tone: what is your favourite way to get a good guitar tone? Do you use vst amp simulators or you still prefer to mic a cabinet? Have you got any tip to share?

JST: I typically use my own amp simulators or work on my own designs for amp simulators to get the virtual guitar tones I'm after. It takes weeks and sometimes months of tweaking to get all of the adjustments right. It's a series of saturators and filters to get the amp sound up to snuff, and then more filtering and EQing after that. I haven't really mic'd up a cab in AGES. It's probably been 8 years now. Impulses and virtual amp / cab simulators can get you really far. I have many accomplishments to show for it! The biggest tip I can give anyone is that EQ matters the most, next to a GREAT performance.




GNB: Do you have any advice for the guys that wish to open a recording studio on their own, or to become mixing or mastering engineers?

JST: You gotta be willing to sacrifice a lot to go far. The playing field is no longer level, there are people who are enrolled in services like Nail The Mix who are getting a leg up on everyone else and taking over the workload. If you want to succeed today, you gotta be enrolled in something that's actively dishing out new knowledge like that, or you're going to fall behind to all the most updated trends and techniques.

GNB: Tell us something about your JST line of plugins: how is the creation project behind them?

JST: Joey Sturgis Tones is my plugin company, we strive to create audio products that unlock the creativity and full potential of musically gifted people. Our mission is to just make it easier for people to make great music. Essentially I have around 300+ plugin ideas written down, so we just try to tackle them all, one at a time. Each plugin takes about 6 months to a year to fully realize, but we're working hard to speed up the time it takes from idea to completed product. It's hard because sometimes ideas are great, but when you get them as prototypes in your hands, you realize they could be better. And that's where the feature creep begins to happen and the longer it takes to reach a final concept.

GNB: Do you have any tip or suggestion on how to use your plugins? Or some setting you prefer?

JST: My plugins are created to be tools, so settings aren't necessary. You don't need settings for a phillips head screwdriver, right? Or a hammer. So yeah, it's just a tool that you use to get great sounds. It's meant to accelerate your ability to create great music, and designed to spark your creativity.

GNB: Thank you for the interview, tell us something about your future projects!

JST: In the future, I will be working hard to improve everyone's understanding of audio and production. There's a lot of bad information out there, so my goal is to educate everyone better on the topic of audio!


sabato 6 febbraio 2016

Interview: Mercuriall Audio

Mercuriall Audio is an interesting audio company from Russia, founded by the programmer Vladimir Titov and mix engineer Vjacheslav Tikhonov in 2015.
The company has started releasing some free plugin (that still today can be downloaded via their website), before making the leap into the realm of paid Vst Plugins, with their first paid creations, Amp One, a virtual amplifier for Ipad, and Tube Amp Ultra 530, a vst that simulates an Engl E530 Preamp (Click Here for our Review)
Here is our interview:




GuitarNerdingBlog: Hello and welcome to Guitar Nerding Blog! Can you give us some details on how Mercuriall audio was born?

Mercuriall
: Hello Atoragon and everybody who reads Guitar Nerding Blog! About 5 years ago I first tried to make a convolution reverb algorithm, starting from a simple (and very slow) method. 
And for my first program - guitar cabinet emulator Cab 1.0. I was looking for a simple name little in common with the cosmic theme. But that was not a real "birth" of the projectm it was a project that I was doing as a hobby in my spare time. 
At that moment, I experimented on modeling guitar cabinets for Free amp-sims. The real birth of Mercuriall can be considered the moment in which I created the preamp-sim JCM800. It happened when I was not working, therefore I was completely focused on modeling guitar cabinets and preamps. It was a very difficult time for me as I was working on free software and did not have sources of funding within six months. Then I started working on Amp ONE for the iPad, which took me about a year. After the release of Amp ONE, it only slightly eased my financial situation. Tube Amp Ultra 530 came about a year after the release of Amp ONE. U530 became my first commercial software for desktop computers. A more logical to assume that the release of U530 and the launch of the website Mercuriall.com is the official birth of Mercuriall Audio Software. In the beginning, I did not imagine that it would have been so difficult, because since the beginning of the work on the Amp ONE and before the U530 it took about two and a half years during which I had no funding and I worked completely alone at my own risk. It was a difficult time, which I would not like to repeat. Perhaps the birth of something wonderful always happens in terrible agony. In this case, it happened to delight fans of high-quality tube amplifiers modeling.
If to be completely honest, I haven't worked on the U530 alone. I entrusted the work on the circuits of E530 and GUI for new plugin to one of the Amp ONE beta testers. He as well as I plays guitar but also understands the circuitry better than I do. I needed someone who is willing to experiment with the circuits of the analog prototype, someone who can rewire or make measurements in the right places of circuits, to find places where there is a differences between an analog device and simulation. Together we succeeded to finalize the U530. Therefore Mercuriall Audio Software - more than one person, it's a small team.

GNB: What do you think about the amplification business nowadays?

M
: Honestly, I cannot say something very specific about today’s amplification business, as it is hard to make comparisons with the past. I think it is a very exciting time now, as the processing capabilities of modern computers allow us to do much more than it was possible before, and it is not only because of the hardware engineers’ achievements, but also because of programmers, who have learned to use hardware at its full potential.
At the same time, many large companies who create software for guitar players had too much focus on the number of simulated amplifiers and pedals, sacrificing the quality. Now they cannot move away from this path to create new products with just a few devices, but of the highest quality of simulation. They are forced to use marketing and redesign tactics to stay in the business.
This gives room to startups who focus on the most accurate modeling of amps and pedals. At the moment, all the necessary theoretical materials are available through the internet. Learn and create!

GNB: What is the design of a Mercuriall audio plugin usually like?

M: Previous free plugins were mostly experimental. I tried different approaches to achieve specific goals.
For example, working on U530 consisted of several stages.
Since we were modeling a tube preamp, the first thing we did was to compile the scheme of the device in LTSpice IV simulator and test its operation in comparison to the actual device.
At the next stage I moved the LTSpice-model directly to the code in C ++, so that the program could perform the simulation – but not in real-time, as the simulation algorithm requires complex calculations for solving systems of nonlinear differential equations. At this point, I ran the simulation and generated a response to a given stimulus to get the teaching sample set to train the neural network, which will replace the individual algorithm for solving nonlinear differential equations and will significantly accelerate the simulation of the circuit.
In parallel, we worked on the user interface of the program in the Blender 3D.
Afterwards, everything is put together, tested, adjusted and finalized.
The longest and hardest part is working on the visual appearance of the program.



GNB
: What is your opinion about the world of amp/cabinet simulators nowadays? Do you think eventually they will replace entirely the classic hardware?

M: Entirely – they will never be replaced, of course. We can draw an analogy between real and electronic books. Traditional books are still popular despite the fact that we have an opportunity to read them electronically. I think the main point here is that it is important for people to have something that is less dependent on “time” and that can be considered as a reference that is the base for the progress. Nevertheless, most will use the amp/cab-sims because it is more convenient.

GNB: What is the philosophy behind your software: analog modeling, black box approach or else?

M: I think all amp-sim developers use the principle of the black box. If you put a device with full analogue modeling (e.g. LTSpice IV) one the left side and on the right a device based fully on the black box principle (Kemper), then the majority of those will be somewhere closer to the black box. Our approach is very close to the version with full analogue modeling (LTSpice IV), because it uses the same methods for the simulation of the analog circuit as it happens in the simulation in LTSpice. The difference is that to speed up the calculations, some of them are «simulated" by the neural network, which essentially can be considered a black box algorithm integrated into the analog circuit simulation.

GNB: What are your career highlights as a software house?

M: (This is probably a long story) I first started to get acquainted with programming in 1994, when I was a schoolboy studying in the 8th grade, and studied at the courses Programming in Microsoft FoxPro for DOS. Then I did not have a computer and it was interesting and mysterious. 
I got a PC one year later, and three months after its appearance I had a software package Symantec Zortech C ++ 3.0. At that time it was the best compiler C/C ++ for DOS / Windows 3.11, and I started to learn C/C ++. Then I was in the 9th grade of high school. 
The problem was that I was not understanding what I do, and what I wanted to get from it. 
Back in '94 on the computer courses they showed us how to work with spreadsheets. I was amazed that you can enter a mathematical expression into a table cell, and instantly receive the calculation result, without compiling any of the code. 
I became interested in it and look how that information can be programmed. As a result, I found the book describes the basic operation of BASIC interpreter in C. And I had the idea to create a shell of their language, similar to Pascal to take part in the competition program in the 11th grade. At the competition, I won a thick book Internet Explorer 3.0 and a box of floppy and mouse pad. This is how my passion for programming started. My project has not received further development, but this was the first experience of creating programs with more than two thousand lines of code. While studying at the University I got interested in the modeling of neural networks, but since in the curriculum we did not have anything connected with the study of neural networks, it was mostly searching and reading on the subject material from the Internet. 
After the graduation, I have worked as a teacher of computer science, but the lack of prospect forced me to look for something else.  
I have worked for 6 months as a programmer in the Kamchatka center of communication and monitoring: there I was programming in Perl and Delphi (Pascal). From there I went to the company that provides access to the Internet (the company - provider of the Internet) where in addition to Perl, I had to write programs in PHP, PL / SQL (Oracle). There I was again faced with a C when it was necessary to modify the source code for Sendmail and Cyrrus. So once again I began to write code in C. Next came Mercuriall Cab 1.0 for the first time I took off impulses from my own cab and tried to apply machine learning to get orthogonal series Volterra instead of the usual IRs. And when the need for a programmer disappeared and I got fired, I became more focused to lead the development. The first amp which appeared after my dismissal was JCM800 that was absolutely free. Then came JCM800 Hot (JCM800 modified scheme), Harlequin. Then came the same plug-ins but with improved performance and accuracy of the modeling. Donations received was very small, but I was able to save enough money to buy iPad Air, and start developing a program Amp ONE for the iPad. It's the main stages at the moment.





GNB: How do you think the future of digital amp simulation will be? Will it be still for years a continuous modeling of old hardware or do you think someday the concept itself of amplification will change, along with the tastes of musicians?

M: Hard to predict. I think that the success of the accurate modeling of guitar amps will first lead to users wanting to get back to the origins of the guitar sound. Perhaps there will be experiments to obtain new sounds with the desired characteristics, but models of transistors/pentodes/transformers - these will remain as close to the originals as possible. Thus, the sound search will be carried out by changing the scheme of "virtual" amplifiers, and if desired, it will be possible to re-create the same amplifier in the analog world. In principle, this is how modern amplifiers are created - starting with the device’s circuit in the emulator of electric circuitries. At the same time, trying to match the sound to the “industry standards” of Clean, Crunch and Lead.

GNB: Do you have any tip or suggestion on how to use your plugins? Or some setting you prefer?

M: At the moment, I use default controls of the Free-version of U530. The reason is that I do not deal with professional mastering and mixing, and for playing in headphones, such settings are just enough.

GNB: Thank you for the interview, you can conclude by saying to our readers anything you want!

M: I want to thank all those who believe in us. We will continue creating wonderful things for you all. We have big plans for 2016. We will continue to work on the precise modeling of amplifiers. And right now we are working on our new project - Spark!




sabato 23 gennaio 2016

Interview: Accusonus



Accusonus is one of the  most interesting realities in music production software: they try to differentiate themselves from the other software houses by creating new tools to craft a sound, instead of proposing their version of something that was already there by decades.
Here's a chat about their vision of the music productin software:


GuitarNerdingBlog: Hello and welcome to Guitar Nerding Blog! Can you give us some details on how Accusonus was born?

Accusonus: Thanks for having us and congrats for your blog! Accusonus was founded back in 2012, from Elias Kokkinis and myself. Previously we were both working in the academia, doing research in audio signal processing. However, our dream was always to use our research background in order to build innovative products that will revolutionarize the pro-audio workflow. At the time, we were amateur musicians/sound engineers ourselves and I remember us having long discussions on how much we felt that the pro-audio industry was stagnated compared to other industries. We have more processing power in our pockets than the computers of the best professional recording studio in the 90s had: shouldn't we use this power to build something new? I guess that accusonus is our answer to this observation.

GNB: Do you think the Midi/samples world has reached a level of realism good enough or are we still going to have to rely on acoustic drums for long? Or is there a third way?

A: I think that drum samples are already very realistic. Some people might argue that they can be compared to a good drummer. My guess is that even if these people are right, the producer will have to spend countless hours on programming in order to give them a human touch. And even if she/he achieves the perfect result, there's still the problem that everyone uses the same libraries making every production sound the same. So my tip is use drum samples for your quick demos, but get a real drummer if you want to create great music or have fun with your band! Don't underestimate the human element in music. Music is all about emotions and despite the progress of AI, the computers don't have emotions now or in the foreseeable future. At the end of the rehearsal, you cannot grab a beer with your computer, can you?

GNB: What is the concept behind an Accusonus plugin usually like? And what about its design?

A: Our internal rule is that every accusonus product should do something that no existing product does. We are not interested in doing me-too products, simply because we find them boring. As for the design of our plugins: it's an iterative process, where we try to improve the user experience of our customers giving them the means to do their job easier and faster.

GNB: What is your opinion about the world of home recording and professional recording of today?

A: In the last decade, the home recording studio has been seriously upgraded since there's access to cheaper and better hardware and software. However, I think that there will be always a need for professional studios (at least for some people) for (i) the acoustics of the recording space and (ii) the need for the professional process. Think it this way: I can definitely do my job from home but I go everyday to the office to meet my colleagues and co-operate with them in a professional environment. Sometimes the professional studio is needed, because it's the office of musicians/engineers.




GNB: What is the philosophy behind your software?

A: In accusonus, we build Artificial Intelligence tools (drumatom is one of them)! But we want our AI to improve the workflow of musicians/engineers and not to replace them. Let's face it: the best element in music is fun and we want to keep it this way. So we want to use novel technology to revolutionarize the pro-audio industry without taking the fun element out of the music making process!

GNB: What are your career highlights as a software house?

A: We are only 3.5 years old, so my answer is that hopefully our career highlights are not here yet! That being said, whenever a professional around the world send us an email/tweet/facebook post that our software has saved her/his mix, we feel we have a new career highlight.

GNB: How do you think the future of mix engineering will be? Will it be still for years a continuous modeling of old hardware or do you think someday the concept itself of recording and amplifying will change, along with the tastes of musicians?

A: We have a very strong and clear vision for the future of the pro-audio industry and we are working to make it true. I cannot say much at this time, but right now 50% of our team is working in crazy research projects and you should expect to see the results in the next months/years!

GNB: Do you have any tip or suggestion on how to use your plugins? Or some setting you prefer?

A: My only general guidelines are: (1) experiment with our tools as much as you can and (2) trust your ears. For specific tips/sugested workflows, I would encourage everyone to subscribe to our newsletter: http://accusonus.com/company/newsletter and youtube channel



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sabato 3 ottobre 2015

Interview: Adrienne Zolondick



Hello everyone and welcome to this week's article!
Today our good friend Tammy of Moonstruck Promotions is interviewing Adrienne Z, an american pop-rock singer and songwriter, here is the result of out chat with her!



Florida USA musician Adrienne Zolondick (Adrienne Z) was raised in Boston, Ma., in a house filled with music. Her immediate and extended family sang and even her childhood babysitters played guitar and shared songs with Adrienne and her sisters. Adrienne followed her musical heart and attended Walnut Hill School of the Performing Arts in Natick, Massachusetts. “My voice was very young and small back then and I didn't quite understand all that I learned in those four years singing classical music as well as show tunes,” says Adrienne. “I liked to sing along with record and I discovered the expert vocal training I received helped me sing what I was hearing correctly. “I didn't choose to wail and scream like Janis Joplin because I didn't like how it felt in my voice. I preferred a nuanced, emotive type vocal style. It seemed to suit my songwriting,” she says.
Compared to singers like Joni Mitchell, Ricki Lee Jones, Dido and Stevie Nicks, Adrienne's voice is pure emotion, stylistically elegant, soulful, and ethereal.Chameleons is a captivating listen. Songs run the gamut from ballads like “Blue Day”, to all out rockers like “You Push My Love Away” to sweet reflections like “When The Day is Through” complete with a heavenly violin solo.
Adrienne tours steadily in the Florida Keys and is planning a US tour in 2017.


Hi Adrienne! Welcome to Guitar Nerding Blog. We're pretty excited because you are our first female artist feature!

GuitarNerdingBlog: Can you tell us what brand of guitar you play? All guitarists have a wish list of the "perfect" guitar. Can you tell us what sort of guitars are on your wishlist?

AdrienneZ: A couple of years ago I heard about a man named Dean Nickless who lives here in the Keys, Big Pine Key to be exact. I first heard about him when I accidentally put a small whole in my 1944 Martin 000-18 when my guitar strap broke and the bottom of the guitar landed on a rock. I was devastated. Fortunately, I was at the right place at the right time to hear about Dean and his amazing ability with not only fixing guitars,but actually making them. After he fixed the whole in my old Martin, impeccably well I must say, I was thrilled at the job he did, I played one of his guitars that he made himself and learned about many other musicians in the Keys he personally made guitars for to the exact specs that they wanted. I really needed to retire my old Martin, having played it for many years in not always ideal conditions. It doesn't look nearly as bad as Willie Nelsons guitar, but as it was my road guitar for so many years, it certainly looks like it's been played a lot I can tell you that! Lol! I asked Dean if he would make me a guitar to the exact specs of my Martin 000-18 and he did just that. This is my dream guitar and number 12 in the Nickless catalog. He was so meticulous with his measurements, he measured down to the thickness of the varnish on the old girl! He used local Wild Tamarind wood for the back and sides, a Sitka Spruce Bear Claw top, stripped ebony fingerboard and bridge and Cuban Mahogany neck which he describes as, "the only true Mahogany." (He knows a lot about wood and guitars I can tell you that!) This guitar is for my solo, duo or trio shows. I also have a Line 6 variax acoustic guitar which I use when I perform with a band. It is a guitar with a computer inside with 16 different recorded guitar sounds. Everything from a sitar sound to various sized acoustic guitars have been recorded to create the sounds in the line 6. I use this to keep from having issues with feedback in band situations when many monitors are on stage.

On my wishlist? I have to say I'm pretty satisfied right now with my stay at home Martin, and my new Nickless guitar for my live shows. The bass response I am getting with it is unlike anything I have ever heard for a live guitar sound. It's truly a one of a kind and I feel blessed to have it! In fact, every time I see Dean at a show I always ask him, "I can really take this guitar with me? It's really mine?" I kid with him. And he just laughs. He is very humble and I'm happy to share his name with you all.
I am still in awe mode with my Nickless guitar and for recording purposes I like having other stringed instruments like, a ukulele. My wish list right now includes more acoustic instruments: a mandolin, a baritone guitar.



GNB: You mention being a fan of James Taylor's guitar style. Can you tell us a little about your technique (fingerpicking, strumming, do you use a pick)? and guitarists you admire? When did you first start playing guitar. Do you play other instruments?
AZ: I started playing guitar when I was 8 years old, inspired by the babysitters I had actually. :-) Four sisters came to the house to babysit us and they were just in high school. Having both sides of my family into music and a love for singing, I opted to learn guitar in grammar school when other kids were choosing wind instruments or percussion. I like to fingerpick, and strictly fingerpicked for years before getting a pick. As a matter of fact, to this day I am more comfortable with my fingers on the strings than a pick in my hand. I prefer to feel the strings. My technique developed from listening to music and trying to play exactly what I was hearing. I did this a lot with James Taylor, Dan Fogelberg, Nancy Wilson of Heart, Crosby Stills Nash & Young, I also play the piano and use it mainly as a tool to write songs and arrange tunes I'm recording in my studio. I have a bass guitar as well and love to write bass parts to my songs or a song I'm producing.


GNB: Adrienne, do you use outboard gear? Guitar effects? Pedals? Amps?

AZ: I did buy a Fishman Aura after reading about James Taylor using it for his live shows, but I wasn't happy with the sound of it with my Martin. I prefer guitars that sound as close to what you hear un-amplified as possible so as far as my acoustic guitar sound. I prefer it realistic and un-effected.


GNB: Can you tell us about your guitar set up?

AZ: Dean installs KK pickups on all his acoustic guitars, I have been really happy with the sound of my guitar with these pick ups. The volume control clings to the underside of the sound hole via a magnet. I plug straight into my PA. I just purchased a Fishman SA 220 and it's clear as day. I can tell you I was on stage performing in the round with 6 singer songwriters. for a songwriters night playing my brand new Nickless guitar and Steve Spellman, who owned The guitar Shop in Washington DC from 1968- 2011, came up to me after the show and said I had the best sounding guitar on stage. That's a huge compliment coming from a guy who would lend Crosby Stills & Nash his exquisite Martin guitars. Steve Spellman himself had to sit in for Neil Young when he missed his flight at Bill Clinton's birthday party! I just learned Steve has a house here in the Keys. Dean told me he spoke with Steve about making a 000-18 size guitar and he wondered about the bass response Steve reassured him it would be fine, and fine it certainly is.


GNB: You perform a lot in tropical climates. HOW DO YOU KEEP YOUR GUITAR in tune with obvious heat and humidity?

AZ: I have never had an issue with my Martin or my Nickless going out of tune. I keep my guitars in the ac at home with me which keeps them out of the elements most of the time. Even when I take it out to shows where I may be in the sun for an extended period of time, they require very little tuning once I tune it up at the show. I do know a guitarist that keeps 3 guitars outside in his van all the time. I believe his van isn't kept in direct sunlight. He says they're not his high end guitars but he uses them all at his shows and I perform with him and don't recall having to wait too long for him to tune though I am sure he tunes more than I do. :- The guitars are fine... me on the other hand.... I'm sweating way more than my guitar!


GNB: We understand you have a new record out! Tell us about it!

AZ: This record has many different styles and themes. From Nu folk, pop to more of a rockin sound to Americana and even Trop Rock. I was concerned about how all the various styles would pull together actually, It wasn't until I figured out the song order that it occurred to me how well they actually flow into each other from song to song, like a concept record, which I really like. Not even sure there are a whole lot of concept records being made these days.The words and music for Chameleons is an outpouring of emotional songs filled with desperation, feelings of loss and deep sadness that came about from the break up of a long term relationship I had. The great thing about the record is the sadness comes and goes from song to song and transitions to a happier place through the course of the record. Blue Day, When the Wolves Cry and For Your Soul are pure emotional tunes born out of deep sadness. There's the angry love song, "You Push My Love Away", which flows into "Back on the Road", a song that embodies the awareness of how much better it feels to move on, let go and fly. Other songs like Little Bit of You in Me and Twinkletoe Land are love songs. Bringing Some Where There is None, Chameleons and When the Day is Thru all express the desire to make a change and grow, revealing that we have the power to change our situations in the moment. "Dancing in the rain, there is sun again, rainbows in the Moonlight." Feelings of loss are evident for sure on Chameleons but the awareness of change and rebirth, getting back on track and on the right road to enjoying life is where the album takes you. I never would have imagined that all these tunes from different emotional places would work so well, not in my wildest dreams, but they do and I love this record!

sabato 19 settembre 2015

Interview: Onqel of TSE AUDIO




Hello and welcome to this week's interview! 
This time we had a chat with John A. Johansen, a.k.a. Onqel, Ceo/Lead developer of Tse Audio, one of the most interesting guitar and bass amp simulation developer around, which offers top quality free and paid products. He is also one of the most respected users of the Ultimate Metal / Andy Sneap forum, due to his proficiency in the vst developing field.


GuitarNerdingBlog: Hi! Can you give us some detail on how Tse audio was born?

J.A.J.: TSE Audio was born back in 2009 when I decided to take a dive into amp simulations myself.
I wanted a simulation of the Engl E530 since there was no software at that time simulating that kind of amps, and eventually the X30 was born.
It started out as a hobby, and it still is exactly that :)


GNG: What do you think about the digital amp modeling business nowadays?
J.A.J.: I think the digital amp modeling business has come a far way the last 5 years or so, but there's still parts of amp simulations that are considered more or less "impossible" to do in real-time with todays techniques without simplifying the circuit in one way or another.
at the same time I also feel the market has become more or less flooded with "hype" marketing schemes/slogans that I feel doesn't really represent what they actually delivers to their customers in terms of the progress of new technology. It's a shame but it's reality, it's a tough market out there so I guess some people doesn't really care wether or not to put some extra icing on the cake just to make more people taste it.
We have a freeware software background and is a lot more humble in that area I believe. 
We are not afraid to let the customer make their own decisions without us throwing in a pitch how good we think it is, we have a demo version of the X50 and that's it. What you see/hear is what you get! :)





GNG: What does the design and production process of a Tse Plugin is like?

J.A.J.:The X50v2 started out as a IPlug plugin (Cockos Inc.) but as the project got bigger it just got messy and hard to work on, we recently switched to the JUCE framework to make GUI implementations etc easier and more flexible without making it too complex.
We have a fantastic small group of very dedicated beta testers that has sticked with us from the idea is created up to the product is released, even after the product has been released they are hanging around to make sure we don't miss anything when the updates are made :)
The actual modeling process depends on the complexity of the circuit we're looking at, it is mainly analysis of the target circuits and turning them into a set of equations that represents the electrical and
(discrete) dynamic response of the system. in the end the model ends up looking like a SPICE simulator optimized to process oversampled audio signal at fixed time steps.

When we feel the response of the resulting model is meeting our expectations the work is then handed over to our graphics designer.
From that point we are mainly looking for bugs to make sure there are no negative surprises when our customers takes it for a spin at home or in a live/jamming session.


GNG: What is the philosophy behind your software: analog modeling, black box approach or else?

J.A.J.: We do analog modeling wherever it is possible.
So far we haven't needed any black box approach, but if it's absolutely needed to make the job done we are open for it.
Lately I have been interested in checking out the use of Artificial Neural Networks as a MIMO (multi input multi output) approach to replace large lookup tables that can eat up the memory for even smaller circuits. The biggest downside of this approach is that ANNs needs to be "trained" beforehand to know what they should do and that is a very time-consuming process with a lot of trials and errors.


GNG: What have been your career highlights so far?

J.A.J.: My biggest highlight so far has been the release of X50 v2.4 where I finally got the chance to bring back to life the X30 model inside a environment that I had been working on what felt like forever. 
The choice of not exclusively working on freeware projects anymore was also a big decision to make that I had been postponing for a couple of years. 
I'm not excluding the possibility of maybe releasing something free in the future though :)


GNG: What do you think the future of analog and digital amps and stompboxes will look like?

J.A.J.: I think we will see a lot of new software in the next new years as new simulation strategies/technology are developed.
There are many new and original analog amps and stompboxes being made every day by small one-man companies etc and I hope people will continue to support these guys. 
Personally I think it is still cooler to see a man crank up the volume knob on his analog amp rather than seing someone sweeping his fingers over a iPad screen ;)


GNG: The interview is over! Thank you for your time and give us one last message for our readers!

J.A.J.: Thanks for the opportunity to answer your questions! 
I have a message to the readers too :)
When it comes to purchasing new digital software I would highly recommend to get hold of a couple of demo versions of interest and actually compare them against eachother before making a final decision. 
Software is rarely a cheap investment, do what you would do when going to a store to buy a new TV or deciding between a couple of guitars to buy, take a moment to compare them yourself instead of
blindly trusting the salesman, you might have a different opinion than him after a while :) YouTube reviews are also a big business where the smaller companies usually aren't represented simply because of the ridiculous high fees set by the guys doing the reviews that only a big corporation can afford to pay. I think that is unfair to both customers and small businesses and it gives a one-sided view of the (big) market which has a lot more to offer than 2-3 programs.


sabato 29 agosto 2015

Interview: Jason Hausman on COOBS GUITARS

Hello! Today we are introducing an article made from our collaborator Tammy of Moonstruck Promotions: an interview with the Emmy award winning composer Jason Hausman, about the guitar producer Coobs Guitars!



EMMY award winning composer Jason Hausman is a renaissance man of sorts. His design company, Hot Sake, scores films and trailers, creates sounds for video games, music for commercials, children's toys, art installations and more. Hausman is known for his inventive take on the creation of sound; he plays pine-cones, records the sounds of falling water and coaxes creative noise from metal mixing bowls as he composes music in his Charlotte NC studio.

Hausman is also a wicked guitarist, singer and songwriter, and is always at the forefront of innovative music projects. In keeping with his penchant for all things cool, he is also a Master falconer. We mentioned the renaissance man thing, right?

Hausman is an astute collector of guitars. As a craftsman himself, he has a keen eye for workmanship and attention to detail in the work of others. Recently, Hausman enlisted the expertise of luthier Jack Coobs to create a custom six string work of art especially tailored for him.

“I had been admiring Coobs guitars for several years,” admits Hausman.

“I had strummed a couple briefly and could feel the resonance throughout the instrument, and they were, of course, stunning! After meeting Jack a few times and talking music, he handed me one of his acoustics to take it for a spin. It was a fantastic instrument. The tone, resonance, and attention to detail was some of best I had come across.”

A few months later, Hot Sake hosted an Aly Tadros concert and Hausman invited Jack.

“We really started discussing the possibilities of building me a guitar. A few days after the show, Jack asked me if I would be interested in collaborating on a signature model. He did not have to ask twice. I knew I liked him, liked his family, liked his work and felt that he could help me get what I was looking for in a new acoustic,” says Hausman.



Hausman showed Jack his first guitar. “It was my mother’s and the story goes that it was purchased at a yard sale in the early 70’s for $20. It is a Yamaha Red Label 110 (I think it’s a late 60’s model). I love this old Yamaha. Years later I bought three of the Red Label 180’s and picked my favorite and sold the other two. But the 110 remained the one. It stayed, while I went through several rounds of boutique and high end acoustics,” says Hausman.

“I asked Jack if he could make something light and open sounding like my 110. When he saw it, I think he might have thought I was crazy, or Hell, maybe it was just an insult!” laughs Hausman. “But he took it on. It is a small-bodied guitar, so being a falconer, I decided to dub it The Tiercel, which is the term for the male Peregrine Falcon. My friend, Ben Gibson, a fellow falconer and incredible artist created the artwork for the peregrine feather that adorns the headstock in abalone.”

Jack decided he wanted to make a mahogany one to adhere to the tone woods of Hausman's old favorite, and also a Koa version. Hausman says, “Jack was great about staying true to what I wanted. The only major deviation was on my request. I wanted a slotted headstock. I also asked for L.R. Baggs pickup, Waverly open tuners and the old style pyramid bridge.”

When Jack finished the guitars, he and Hausman decided to meet at Ben Premeaux’s studio smARTlab so the guitars could be photographed. “When Jack brought them in, he sat the cases down and we talked for awhile. He finally looked at me and said, 'Well, are you going to get one out or not, dude?! What the Hell?'” remembers Hausman.



“Laughing out loud, I admitted that I was terrified to play one. I was so locked into the sound of my old favorite that I was afraid that after all this collaboration and work that I would end up hating them! I knew they would be beautiful, and I knew they would sound great! But what I did not now is if they would have that special mojo from the get go.” says Hausman.

“Once I began to play them, I could not stop grinning,” recalls Hausman. “They were similar in a way, in that they both had that thing! While the mahogany one was certainly more true to the original, the koa model had a certain sharpness in the detail, a punch that would lend itself to finger picking. They were both, so open, so resonant. They just seemed to come alive instantly. Like they were waiting to be played. Everyone that has played them has said the same thing. They just evoke that subtle shake of the head and a quiet “wow…” from everyone that sits down with them.”

Hausman's mom's inspirational 110 still hangs on the wall of his studio. “I think she might be jealous,” he admits. “Since I got my Coobs Guitars, I just haven't been able to put them down and pick up anything else!”


Tammy

Moonstruck Promotions




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sabato 21 febbraio 2015

Interview: Giuseppe Orlando, of OuterSound Studios





Giuseppe Orlando is a famous producer which has his studio (the OuterSound Studios) located in Rome.
The guy has played with many projects, from Novembre to Rosae Crucis to The Foreshadowing, and is considered to be an institution about rock and metal production.
Here's our interview:


GuitarNerdingBlog: Hello Giuseppe and welcome to Guitar Nerding Blog! Introduce yourself to our readers, tell us your story!

GiuseppeOrlando: Hi and thanks for the interview. I'm Giuseppe Orlando, producer at The Outersound studios and drummer of Novembre, The Foreshadowing and Airlines Of Terror. I started to play drums at 11 playing metal and studying all styles. I also played in several different projects like Abstracta , Ghouls , Rosae Crucis, Valkiria and others. I've always been an open minded guy so I tried to play the most kind of music in my life. The studio experience started in 96 in another studio called Random music house and after two years I've moved to Outersound.

GNB: Tell us about your career. We know you've been playing in many projects during the last few years, and the most important one is obviously Novembre, which according to the Wikipedia page are currently on hold, and The Foreshadowing.
Which are your career highlights? Which are the artists that influenced you the most? Is it there still some collaboration that you wish you would do?

GO: I have played with many bands and I did lots of concerts in every kind of club, but of course the highlights are the tours and the festivals. As Novembre we toured europe with band like Opeth, Katatonia, Moonspell and Kreator and played in several european important festivals like Summer breeze and Wave gothic Threffen. With The Foreshadowing instead, we recently toured USA and Canada with Marduk, Moonspell, Inquisition and Deathwolf and Europe with Swallow the Sun and Antimatter. With Airlines Of Terror we shared the stage with Decapitated, Rotten Sound and Dark Tranquillity.

All great experiences!! I've been influenced by many different kinds of artists, from 80's Pop/Dark music to Terrorizer, Yes, Slayer, King Crimson, Paradise Lost, Voivod, Dream Theatre and many others but as a drummer I would say Sean Reinert not only for technique but also for his "fusion" (not the musical genre) state of mind. His work on Human by Death was absolutely innovative. I don't have a real wish of collaboration with other bands except for Slayer Ahahaha.

GNB: What do you think about the actual music business? What are your thoughts about underground and mainstream music scene nowadays?

GO: The music business nowadays is in a deep crisis. Everything is online and the only bands that are continuing to sell are the bigger ones, even if much less than before. You can see it in the festivals, headliners are always the same. The scene does not grow in terms of "Making money", and many labels ask you money to "cooproduce" your albums because they don't want to risk too much. Of course there are exceptions but the way is much harder than 20 years ago. Underground scene is cool, there are lots of good bands and maybe this is the category that benefit the most from the digital world. It's the new tape trading and you can spread your music all over the world. The problem is Inflation and the falling demand due to internet.

GNB:  What do you think about the digital music distribution? What about the file sharing? How do you think the music business will evolve in the future?

GO: Digital distribution is a thing that brings few money only to few people and file sharing is already dead because of the streaming. I think streaming is the present and the future by now, I just hope that someone will find the way to bring the music sellable again because this is the point. New computers doesn't have cd players, so why should I buy cds? Everything is in the mobile right now, so what should I buy?

GNB: Tell us some funny story: which one has been your best/funniest experience as a musician? And your worst one?

GO: There are lot of funny moments in the life of a band but maybe the funniest are in the backstage with other bands. I remember an italian small tour with Labyrinth, Domine, Centurion and White skull where we passed 2 hours telling jokes, I was dying with laughter!!! Or in Amsterdam where we were smoking a not lightened cigaret but soaked with popper. All our faces were red and we couldn't watch to each other faces ahahaha. Worst moments have to be forgotten!!


GNB: Since many readers of our blog are mainly interested in the technical side of the guitar world, can you tell us something about your studio and live equipment? Can you tell us something about the last recordings you've done?

GO: In the studio I usually use my Premier Signa, I lover her!!! It's very versatile!! Live set up depends…. Ufip Cymbals for both studio and live. Sm 57, Audix i5, Akg D112 , Akg 414. Neumann U87. Pre Api 512c. Inward connection and Tla. Last recording are on the way. The new Airlines Of Terror is done and the new The Foreshadowing is in work in progress. Very different styles, for Airlines I used a piccolo snare and the goal was to have a fast attack drums. Even Cymbals mikes were closer than usual and the bass drum was triggered. Different from the new Foreshadowing where I used bigger sizes for toms, real bassdrum and a deep snare.

GNB: Tell us something about you recording studio (Outer Sound Studios): which Daw do you use? What are your favourite vst plugins? Do you use hardware outboards or you prefer to mix in the box?

GO: I use Protools Hd 2 in a MacPro but I also have a Protools Hd3 in a Powermac G5. I mainly use Waves but I also like Fabfilter and the ChannelStrip from Metric Halo, also Pt plugs are very good. It also depends on what you have to do. Sometimes you put your "everwinning" plug on a track and it doesn't work. I prefer to mix in the box because is total recall. Even if I use outboards I would record the processed signal in the box. I recently used a couple of Distressor for the Airlines mix.

GNB: Let's talk about guitar tone: what is your favourite way to get a good guitar tone? Do you use vst amp simulators or you prefer to mic a cabinet? Have you got any tip to share?

GO: I like to use amps but the guitar player have to be good first. Also the guitar as to be good! I remember when I did Mare Nostrum from Stormlord, the guy had 6 guitars but only one was very defined on top to do the thrashy parts. For that session we used a Mesa Dual Rectifier with a double stack. 2 sm 57 in one cab , different cones, and a third 57 in the second cab. I mainly use sm57 on guitars and I've tried many settings in my life. I'm recently using one 57 straight to the cone and one off axis in the same cone. i5 from Audix is also cool but all depends. I also did good guitars with one 57. Of course I use simulators, O really like some of them for some specific stuff. I still use Line6 Ampfarm sometimes to give more definition. Unfortunately they lack of dynamic sometimes.

GNB: Do you have any advice for the guys that wish to open a recording studio on their own, or to become mixing or mastering engineers?

GO: Use your ears but keep in mind that there are some technical rules to respect.

Try not to use drums libraries only!

Mike your drums, put new drum heads and beware the phase problems. then you can mix the real layer with the fake one to bring more power.

Lead the band to play well because cohesion is half of the job to have a powerful record.

GNB: The interview is over! Tell us about your latest works, projects and tours! Thank you very much and we hope to see you soon live!

GO: Yes, as I was saying before the new Airlines Of Terror is done and I hope that it will be out in spring. You can hear the song UFO=TESLA in the Brutal Beatings Compilation by Sickdrummer at
http://www.sickdrummermagazine.com/index.php/features/brutal-beatings-e-comp/brutal-beatings-xvi. The new The Foreshadowing is being recording and I think it will be out in late spring, but I'm not sure. There are some tour arrangements and festivals in sight but anything is confirmed yet. Thanx for the interview!!!!


sabato 17 gennaio 2015

Interview: Ignite Amps



Ignite Amps is one of the most interesting artisan amp manufacturing realities in Italy, which not only builds Guitar and Bass Amps and stompboxes, but also releases the free Vst version of their products, with a very smart marketing strategy, to get the people to have an idea of how their products sound like before going to Rome to try them in person.
Here's our chat with Carlo Costabile and Federico Berti.

GuitarNerdingBlog: Can you give us some detail on how Ignite Amps was born?

IgniteAmps: It all started back in 2006. Right after finishing the university studies we kept in touch, eventually talking about guitar and bass amplifiers and home recording.
Being really passionate about engineering in general, one day we came out with the idea of building a clone of a famous tube pedal.
Our knowledge of electronics was quite limited at the time, especially regarding tubes and musical devices, which were absolutely not mentioned during our university courses, so the idea itself was
pretty ambitious already, but it turned completely insane when we decided to ditch the tube pedal project in order to build a dual channel tube preamplifier clone, which was obvoiusly even more risky due to the lethal tensions for which the circuit was designed...
Long story short, after a few months of work in an I-have-no-idea-what-I-m-doing fashion, we got the lead channel working. Considering the wiring and the board material used [we're not going through details about these, as it would be REALLY embarassing], getting the circuit to output sound could be seen as a miracle already, but the cool thing was that it sounded AWESOME and it wasn't noisy AT ALL especially if considering the insane amount of gain that thing had. We never got to finish its clean channel and that's where we got one of our most famous taglines: "clean channels are for pussies"!
After that experience, we continued with other projects, improving our knowledge, design skills and raising the bar of our builds every time.
That was incidentally the time when Stefano of 16th Cellar Studio put us in touch with Cristiano of Fleshgod Apocalypse.
He wanted a badass yet light amp for touring. That's when we came out with a 3 channel tube preamp kit we assembled with some mods [that was the ORIGINAL NRR-1!], mated to a class D 180W poweramp. The whole amp weighed like 9.5kg. Looking back we should have done a thousand things differently, but we were technically young and we still owe Cristiano for giving us his trust. That was something that really changed what was more of a hobby at the time into what it is now.

In December 2009 we decided to start working on some DSP algorithms to simulate tubes and circuits. As usual, we didn't realize the amount of work and knowledge required for such a task, but we eventually got a first tube stage prototype algorithm working after a few months, which was then extended to a complete preamp, the NRR-1 simulator. We didn't realize the potential of such algorithms until we did some A/B comparison with the hardware NRR-1 and after having an hard time discerning the two, we decided to use these modeling algorithms for circuit design and prototyping. This changed our workflow completely: being able to play through a real time simulation of the circuits before even switching on the soldering iron is a HUGE advantage, allowing us to drastically reduce the cost and time of hardware prototyping. We released the NRR-1 plug-in to the public for free in November 2010, receiving overwhelming feedback and bringing the Ignite Amps brand to the public, opening our official site and Facebook page.
I guess you know the rest...

GNB: What do you think about the amplification business nowadays?

IA: This is a complex question calling for an articulated answer. We'll try to make it short but it'll be a hard one!
Many customers are smart nowadays, this mostly applies to professionals, but there's also the average player who wants EVERYTHING from an amp: low cost, great quality/reliability and good tone. Realizing you just can't have these three together is the basic difference between being an amp expert and the average enthusiast.
Want low cost and good tone? You can get a 40 years old circuit with some mods, built by slaves in the far east, but don't come crying to me if it's noisy or when it breaks. And it will. Soon.
We're conscious we've almost been stating the obvious here, but when you get tons of emails from people asking the equivalent of a custom, 800hp sports car full of extras, built in Italy with top quality components and you give an absolutely honest quote FOR WHAT IS BEING ASKED and, if and when you get a reply, many a time you're told the price is too steep, you come to realize it ain't that clear to everybody out there.
Fortunately, the professional musicians and the people who have owned lots of amps know the real thing and honestly, that's the people we like to work with: conscious players who know what they want and know what it's worth.
On the other end of the spectrum, where the big money is, we see A LOT of marketing paired with small substance even in the pro field. There's big companies out there that, guess what, look for profit. Sure as hell we do like to make money out of our products too, but we also want our customers to be proud of their choice.
We see lots of cool videos on the net, huge endorsements, trendy signature series by many notorious brands, be them big or small. They all look uber cool on the internet. Then, many a time, if you get to play that particular piece of gear, you see it's the typical mass production amp/pedal, no more, no less. Build quality might be good, but components and design aren't always on par, or the tone isn't just THAT good as it seemed on the web. Great artists endorsing said gear are paid to say it's great stuff so I'd take those enthusiastic statements with a pinch of salt before buying. Mass production obviously has also its advantages: hopefully great customer service and good resale value retention, but a mass produced amp just won't be that beast of a head made in few numbers, customized around your needs, built with the best components and using the utmost care during design and assembly. And when one of your friends lets you in for a test drive with his custom amp, you'll definitely feel the difference! ;)



GNB: What is the design and build process of an Ignite Amps amplifier usually like?

AI: It always starts from the input of the musician. Once we know his taste and what he's really looking for, we turn this information into a prototype schematic.
Once we have the schematic drawn, we turn it into C++ code and build a circuit simulation in plug-in format, which we then send to the musician. In this way, he is able to play through it and provide us additional feedback which we then use to modify the circuit and tailor it to his exact needs. The loop goes on until the musician is 100% satisfied by the sound of the simulation. In this way, he can also try the sim with his own guitars and cabs.
We're pretty positive we are the only company in the world at the moment that can offer this type service, most of all with this level of real-time simulation precision.
Once the circuit design is finalized, the circuit layout is designed and a 3D model of the complete amp is created, containing almost every single component.
This prevents problems related to wrong measurements and erroneously calcutated clearances which may arise during the building phase. You can't really have that type of error in a one-off build.
The circuit is then assembled using turret boards built by us or industrial grade PCBs designed to our specs. The external look of the device is decided together with the musician, according to his taste.

GNB: Which components do you normally use for your products?

AI: Depending on the price range, we can use kits we assemble with some of our addons and mods, down to full custom amps built from scratch, and that's where the fun is, honestly.
In the latter case, we get almost all of the parts made on our spec: the chassis, the shell, the transformers. We got our transformer supplier which is an italian custom shop and we get all of our trannies wound on spec, this gives us the advantage of having the trannies with all of the features we need, with the right dimensions for the specific project.
Capacitors and resistors are usually finest quality altho we try to stay away from the hifi-like craze where people end up paying 50 bucks for a cap because some forum guru told'em to.
Lately, we've been also using laser engraving for the panels labeling. We think this is by far the most durable way to label the controls on an amp. It might be more expensive than silk screening but we've seen a good number of amps with the labels worn out after some years. This is another small aspect that underlines the difference between commercial stuff built for mere profit and gear that's built to last.
In the end, we try to get all of the custom parts made in Italy and then we use the usual web suppliers for the caps/resistors/pots.



GNB: What is the philosophy behind your software: analog modeling, black box approach or else?

IA: Analog modeling. Black box/Profiling has been used with pretty good results lately, but for our workflow it would turn completely useless. In order to create a "profile" one would need to have the hardware at his disposal, implicitly killing all the advantages of having a simulation algorithm before the actual build.
With all due respect to the developers who follow the black-box route, we consider analog modeling also vastly superior. Apart from the obvious advantages to create circuit prototypes at no cost, being analog modeling based on electric and math laws at single component level, the modeled circuit maintains its consistency for every parameters variation. With a black box approach you take a snapshot of the sound at defined settings, but once you start turning the knobs, the black-box algorithm may only guess what happens, eventually deviating from the real hardware behaviour by a significant amount. One may be thinking to circumvent this issue by simply taking multiple snapshots at various settings and then perform some sort of interpolation... well, good luck with that for devices with something like 10 controls, in which the position of each one of them influences the behavior of the others, like in all the amplifier tonestacks! 10 dimensional interpolation, right? Because fuck you, CPU usage and RAM allocation size, that's why!
When developing software for musicians/audio engineers, sound quality is indeed the most important aspect, but it's not the only one: usability, stability, responsiveness and resource usage are also key factors. Some developers like to hide behind their "100% accurate, no compromise tone" claims to justify the huge resource usage of their software, when it all comes down to their lack of coding/optimization skills.
We always pay a lot of attention to all of these aspects. In real-time audio processing, expecially in circuit simulation, the "no compromise" approach just doesn't exist yet. CPUs are not powerful enough, there is always a compromise to be made between accuracy and performance, if you want your software to be usable. The choice of the right balance is what discerns a professional developer from an amateur.

GNB: What have been your carreer highlights?

FedericoIA: I guess the Emissary plug-in release. The response has been really overwhelming, after 2 days we were litterally flooded by audio clips and videos by enthusiast users from all around the world, we scored the 3rd position over 37 entries during the KVR Developer Challange 2014 and the Emissary was the most clicked plug-in during the whole competition, reaching the 1st position in the absolute KVR rank 2 months later. Add to this that KVR is not a community of guitarists and bassists, but of all kind of musicians, most of which have no interest in amp-sims!
Plus, having the pleasure to work together with Voger Design for the Emissary GUI was such an inspiring experience! They really took it to the next level!
I also loved designing the circuit of this amp from scratch, as I've been able to put a lot of ideas I had in mind since quite some time into it and to see them gradually turn into a great product, thanks to my Ignite Amps mate!
We recently recorded some A/B comparison tests between the real amp and the plug-in... the only thing I can say is that they left me completely speachless! Keep an eye on our official Facebook page and you'll soon hear whan I mean.

CarloIA: as we're raising the bar build by build, I can only say that the Emissary is the showcase of what Ignite Amps can really do at this stage of its life.
We've built 1300W bass amps weighing less than 5kg in the past, we've had cleverly designed mods to well known circuits in the past, but this latest amp is the special one to me and I'm sure the next one will be too and so on.
The lead tone is very balanced, very mean and very precise at the same time, Fede really outdid himself with this. The tone shaping is quite complex here: the main circuit board alone is almost 50cm, can you imagine that for a 50 watter? That is a huge number of components! Then there's that cool, channel specific input loop thing so you can have a different set of pedals in front of each channel with a single switch press. There's the bias for each tube and the global bias control too. There's one really clever fx loop on the back which can go from full serial to full dry and everythng in between and then there's the switchable solo volume boost... that is a cool set of clever features over an already kick-ass circuit. The build itself took a lot of time as we're pretty obsessive-compulsive with the wiring haha!
The amp weighs just 12kg as it's all aluminum, including the shell. I think it also has a clean channel somewhere! :D
Yes, we had this feeling there's people who actually find a use to clean channels, so we spent some time designing what we thought a real clean needs to be. Turns out we pretty much nailed it with a super cristalline circuit that can also get pretty warm up to slightly overdriven if you push the gain up. The 14 people who tried it say it's got a great clean tone! :D There should also be a coupla clean clips out there on youtube I guess.
The whole project was unbelievably cool: first having a musician who knows what he wants as Ryan Huthnance ringing in to ask for an amp, trusting this small company from the other side of the world, then the Voger Design guys taking care of the sim GUI, to end up with the web spending flattering words about the tone of the sim. I swear I still have to read a negative review about it.
The whole project was a complete win on all fronts. It'll be a hard one to beat but rest assured we'll do our best to top it off.



GNB: What do you think the future of analog and digital amps will look like?

IA: Digital processors and plug-ins are taking over the guitarists/bassists needs for sure, but we think tube amps will hardly ever disappear. The convenience of digital processors (cost, weigth, dimensions, versatility, etc.) cannot be denied, but tube amps will keep being used for a long time, especially in recording studios for all the analog-enthusiasts.
We love digital technology, but we also love analog elecronics and handcrafted products, so we'll surely keep on focusing on both areas doing our best on each front.
Digital simulations have become better and better with the increase of processing power and this will continue in the near future, although with a lower rate than one may think, since microprocessors manufacturers are focusing on parallelism by increasing the number of cores, rather than the raw processing power on the single core. Unfortunately, audio processing doesn't take much advantage of parallelism due to feedback loops and systems stateful-ness in general, so developing increasingly complex algorithms to push this technology forward will keep being a highly challenging (but fun!) task.

GNB: Thank you guys and keep up with the good work!
You can find all the info about Ignite Amps and the free VST version of their products on their webpage.


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