| Bands
Without Borders
By
Gary S. Hall
|
From the moment that modems and MIDI sequencers came into being,
musicians have tried to collaborate remotely by exchanging files
from computer to computer. Early results were mixed. Incompatible
files and differences in equipment and presets often wreaked havoc.
Many times the receiving party heard something that was radically
different from what the originator had intended.
Today,
high-speed connections, advances in digital-audio-compression
technology, enhancements to the MIDI spec, and new Internet-based
services have brought remote collaboration into the mainstream.
It is now quite feasible for two guitar players living across
the country or across the globe from each other to work on a song
together; musicians can even conduct open auditions for bass players,
drummers, and singers to round out a far-flung “band.”
Audio and MIDI workstation users can conduct massive multitrack
sessions with contributors around the world while maintaining
the highest possible standard of audio fidelity and professional
production.
So
is everything in the world of remote collaboration glorious? Is
the process so simple that your mother could do it? Not yet. For
all the progress in the area, there are still many ways that an
online collaborative project can go wrong, and there are still
a variety of constraints to deal with. If you're interested in
working with remote partners, it pays to carefully investigate
the issues and possible pitfalls and to learn about the dedicated
tools and services that are available.
BEST
OF INTENTIONS
Your
intentions make a tremendous difference when creating music with
others on the Internet. If you're simply writing music together,
you can often tolerate a certain amount of lost fidelity and some
differences in instrument sounds. That flexibility lets you use
lower-density data, including Standard MIDI Files (SMFs) and audio
with lossy compression (such as MP3) to greatly speed the data
transfer.
On
the other hand, if you're trying to create a finished audio production
such as a CD release, you'll need to make sure that the audio
fidelity is preserved and that all members hear the piece as intended.
There may be exceptions if the music is to be delivered with lower
fidelity; but in general, if it's a finished piece, you'll likely
be concerned with making it sound as good as possible.
That
can be tough, because the best guarantee for ensuring audio fidelity
and retaining original instrument sounds is to use full-resolution
uncompressed audio throughout, and that imposes the highest burden
on bandwidth and upload and download time. The goal determines
the methodology, and that, in turn, governs the selection of tools.
TAKING
AIM
Exchanging
different kinds of audio and music data files over the Internet
is easier than ever. E-mail and FTP services are readily available,
and with a little effort, it's even possible to set up a dedicated
Web site with provisions for posting and downloading large files.
There
are a number of things to take into account when planning a musical
collaboration. Understanding the issues can help smooth the path
and clarify whether it makes sense to use a dedicated service
provider to help in storage and project management.
The
major challenges in exchanging music and audio files are deciding
what kinds of data will be exchanged, keeping the transfer times
acceptable, and ensuring that the files remain compatible between
parties. You must also make sure that the playback is the same
(or close enough) at both ends and that the projects stay in sync
so that everyone involved is looking at the same thing. All of
those issues are solvable, but not trivial. The last point, in
particular, requires ongoing management.
FILE
TYPES
There
are three kinds of data that you are likely to exchange in a musical
project over the Internet: audio files (compressed or uncompressed),
MIDI files, and digital-audio-workstation (DAW) and MIDI-sequencer
session files. Each option has advantages and disadvantages for
particular applications, and each carries its own set of compatibility
issues.
Audio
data files are generally the most compatible, with most audio
applications accepting a range for Mac and Windows native file
types. Some holes still exist, though, and file conversion may
be necessary. Be sure to test with small files before you commit
to a full-scale project using different audio-file types.
In
some cases, file headers can be corrupted during transfer between
servers. The classic case involves Macintosh files that lose their
resource fork when posted to a non-Mac server. To avoid that problem,
transfer audio files as StuffIt or WinZip archives. The design
of those archive file formats ensures that audio data, resource
forks, and any other critical metadata are received correctly.
Using
audio data also ensures that the receiving party hears “exactly”
(taking into account the monitoring system) what the sender intended.
Audio data can be of extremely high fidelity (24 bits at 96 kHz
is now common) as long as you're willing to deal with significant
transfer times.
The
biggest drawback to collaborating with uncompressed audio files
is, of course, their bulk. Full-length files, especially multichannel
files, can require an hour or more to download. With common asymmetrical
home connections, the upload time may be considerably worse. Raw
audio files also convey little of the production information often
needed for collaboration.
Audio-data
compression can greatly reduce the issues of bulk. However, common
lossy compression schemes such as MP3 reduce fidelity substantially.
For songwriting and composition, that may not be an issue. MP3's
universality, even for musicians not versed in recording or electronic-music
techniques, is attractive.
Lossless
or near-lossless audio-compression schemes, such as MLP or DTS,
can reduce file size and transfer times, but not nearly to the
same extent as lossy compression. Moreover, the encoders are expensive.
Net-based audio-collaboration services sometimes include lossless
compression to speed project updating.
Working
with SMFs has its own set of challenges. The data size can be
compact, but you must often contend with a wide range of variability
in what the originating and the receiving parties hear on playback.
The use of MIDI files with Downloadable Samples (DLS) can reduce
that variability, but the only way to absolutely ensure matching
playback is for each party to use the same gear and make sure
that presets and samples are synchronized. For collaborative writing
(as opposed to music production), the variability may not be a
problem, and the data-transfer speed can make MIDI files an attractive
option.
The
most complete form of data exchange comes from using session data
files from compatible audio DAWs. All parties can have the full
multitrack composition, complete with mix information, at the
same time. Of course, that comes at the cost of accepting the
rather large sizes of the associated audio files. But for serious
production, it really is the way to go.
Best
results are obtained by using identical workstation applications
at all sites. File interchange between different brands of workstations
remains an inexact science. If you are going to try to work with
different workstations at different sites, be sure to test to
assess the real compatibility of files exported from one system
to another. If your sequences include MIDI information, you'll
face the same issues as for pure MIDI data, and you'll need to
make sure that the hardware and software synths that play the
data back are identical or close to it. DLS can be helpful in
that area.
More
sophisticated online collaboration tools work exclusively with
DAW session data. That requires that the DAW itself be tailored
to the use of the service. Rocket Network is gaining support for
its service with the leading workstation manufacturers, but the
support is still far from universal.
STAYING
TOGETHER
For
collaborative projects of any substantial complexity, the biggest
problem is in making sure that everyone is on the same page. Some
collaborations consist of a project initiator who posts an original
track and accepts parts from other individuals in a single round
of contributions. In that case, version control is fairly easy
because the contributors see only the original.
Once
you move past that scenario to real back-and-forth collaboration
with multiple parties, you face the problem of ensuring that everyone
has the same version. For self-administered projects, that has
to be an active process.
In
general, audio-production applications are not equipped to update
by accepting only the changes in a project, so it's usually necessary
to load a complete session file. For audio-based projects, especially
multichannel, that can mean inordinate amounts of uploading and
downloading. In some cases, an individual track can be exported
and imported into the receiver's project, but that approach is
rife with opportunities for miscommunication. If a mismatch between
the versions in use at different sites isn't caught right away,
the problems can snowball. Collaborative facilitation services,
such as Rocket Network, are helpful in that area, and it's probably
their greatest benefit.
CONNECTION
TYPES
Connection
speeds vary widely, and that affects what you can do. Dial-up
connections of 56 or even 28 kbps can load substantial amounts
of data, but if you're working with uncompressed audio, the time
factors can quickly get out of hand. For reference, a single 3-minute
track at CD resolution takes at least 38 minutes to download at
56 kbps. Multiply that for stereo or multiple channels, and you
can see that a dial-up connection may require a rather leisurely
production schedule.
MP3s
are more manageable but still take several minutes at best to
download a full-length track or song. Pure MIDI transmits much
more quickly, and MIDI with DLS offers an in-between option.
With
cable-modem and DSL connections, MP3s download quickly, and even
uncompressed audio is practical if not speedy. The biggest issue
with these consumer-type high-speed connections is that they are
asymmetrical, with substantially slower speed for uploading than
for downloading. You might get your audio file in 2 minutes, but
posting your new version would more likely take 20 minutes.
Although
home connections may provide downloading rates of several megabits
per second and uploading rates of about 1 Mbps, many businesses,
including professional recording studios, use T3 lines offering
around 44 Mbps in both directions. They make high-resolution audio
production on a collaborative basis quite straightforward, especially
when coupled with a service such as Rocket Network. On university
campuses, speeds of 100 Mbps to the dorm rooms are now common.
REAL-TIME
JAMMING
As
constituted, the Internet has little control over timing, and
timing is critical for music and digital audio. Streaming works
because chunks of data, arriving at uneven intervals, are buffered
and then played out as a steady stream. That entails substantial
latency that kills interaction at the rates needed for musical
jamming. For the time being, Internet-based musical collaboration
is a post-and-respond affair, though the interval between the
two events can get down to seconds depending on the work.
Other
types of connections, including ISDN and Virtual Private Networks,
achieve more predictable results, but latency remains an issue.
EdNet (www.ednet.com), for example, is an ISDN-based professional
service that has been in business for a number of years. The costs
of these high-speed connections are generally out of reach for
personal music production but are justified in some professional
situations.
Because
of the technical hurdles, real-time jamming is simply not in the
cards at the moment. However, Internet2 is an active initiative
that promises increased bandwidth, mechanisms to reduce latency,
and guaranteed timing. There are many technical and infrastructure
problems to be solved, but some authorities predict that within
five years, audio jamming on the Internet will be a practical
option. Visit www.internet2.edu for more information on these
developments.
MP3-BASED
COLLABORATION
Two Web sites, nowRecording (www.nowrecording.com) and Tonos (www.tonos.com),
offer services to facilitate collaborative composition and songwriting
through the use of MP3 files. NowRecording is a free site that
focuses exclusively on musical collaboration. Tonos is subscription
based but also offers music-business services. Of the two sites,
nowRecording offers the better interface for identifying and auditioning
projects.
NowRecording
uses a community model in which projects are posted openly to
solicit parts from other members. You can also search the membership
list and invite specific players into a project. When you first
visit the nowRecording home page, you can simply browse the site
or search for current projects according to the genre and the
requested instrumentation.
Once
you have joined as a member (it's free and easy), you can download
any project's MP3 file for audition, create projects of your own,
and audition for any project that you've downloaded by posting
your proposed part as an MP3 file at 128 kbps or higher. The owner
of the project can listen to your part and decide whether to add
it to the project, posting a new “mix” as parts are
included.
It's
a simple concept, equally suitable for electronically oriented
musicians, traditional players, songwriters, and vocalists. The
members are enthusiastic and active, and the musical quality of
the projects, while variable, is fairly high.
According
to site cofounder Henry Hutton, nowRecording came into being when
his Raleigh, North Carolina, band broke up, and he and his partners
found themselves holding a 40-song book with no one to record
them. They decided to post their tunes on the Web and solicit
contributions. A strong response convinced them that this was
an idea whose time had come. “We may eventually offer advanced
services for pay,” Hutton says, “but for now we are
just having a blast being in the front lines of the revolution
in online musical collaboration.”
Based
as it is on MP3 lossy compression and a highly public user model,
nowRecording is better suited to demos and songwriting than to
serious production. Of course, nothing prevents users from taking
their projects to other venues and continuing the effort with
other tools. The site has identified and addressed a need, and
the community spirit is infectious. (NowRecording has recently
added several new features, including private projects, uncompressed
file uploading and downloading, and track-for-hire services.)
One
suggestion for the members, though, is to post their projects
at higher MP3 bit rates. In my view, 128 kbps is just adequate,
and some postings are hard to listen to. The improved sound is
well worth the increased download time at 192 kbps or higher.
I'd also like to see the site add provisions for including chord
and lyric charts with a project.
The
Tonos Studio section of the Tonos Web site offers services similar
to those of nowRecording. However, it's more difficult to sort
through projects on the site to determine which are active and
worth considering. You have to jump through all the hoops of actually
joining a project before you can even find out if it is still
active. The site charges a subscription fee of $11.98 per month,
but that includes other music-business services.
ROCKET
NETWORK
The big dog in audio and music collaboration services is Rocket
Network (www.rocketnetwork.com), and it is truly one of a kind.
Started as ResRocket in the early 1990s, Rocket Network began
life as a free service focused on MIDI-based collaboration. Over
the years, its founders and engineers have developed a keen appreciation
for the real issues of serious production-based collaboration
on the Internet. The company has evolved into a decidedly commercial
venture with funding from the likes of Avid Technologies and Vulcan
Ventures.
Rocket
Network focuses on meeting the needs of professional productions
in which time is money and savings in production and travel add
up quickly. At the same time, the company makes a strong effort
to satisfy the needs of individual producers of more limited means.
Rather
than sell its services directly to the end-user, Rocket relies
on partners referred to as Studio Centers. A number of these are
in operation, including one managed by EM's parent company, Primedia.
It's accessible from the EM Web site as netStudio. (See the sidebar
“Rocket Launchpads” for a list of other Studio Centers.)
To
use Rocket Network, you must have a workstation or sequencer program
tailored to work with the company's technologies. So far Digidesign
Pro Tools 5.2 (Mac version), Emagic Logic Platinum, and Steinberg
Cubase VST and Cubasis offer direct support for RocketPower, the
name for the end-user component of the service. Partnerships with
Euphonix, Mark of the Unicorn, SADiE, Tascam, and WaveFrame have
also been announced, but the products have not yet been released.
Rocket
Network maintains several large data centers to hold projects
and media data for its customers. In a Rocket Network project,
the master version of the project is maintained on the company's
server while local copies are maintained on the computer of each
project team member. Changes made by any member of the project
are mirrored to the other users.
Audio
data can be uploaded to the server automatically and loaded to
other collaborators at full source quality or using lossless or
lossy data compression to minimize transfer time. Thus, team members
have a complete copy of the project with all the media data locally
on their system at all times, yet with the assurance that their
version precisely reflects the master project.
If
you're the end-user, the biggest limitation you face with Rocket
Network is that you must use an audio-workstation application
that supports the network. Emagic and Steinberg have free versions
of their software (Logic Rocket on Mac or Windows and Cubasis
InWired for Windows, respectively) that support RocketPower. Within
the family of Rocket-enabled products, exchange of session files
is supported, but to what extent is up to the development partner.
Logic, Cubase, and Cubasis users are reported to be able to exchange
data fairly freely.
The
process of using Rocket Network starts with establishing an account
at the Web site of a Rocket Studio Center. If you are already
using a Rocket-enabled workstation connected to the Internet,
you can sign up by selecting Rocket Network from the application's
File menu. That launches the RocketPower log-in screen, where
you can open a new account or log in under an existing screen
name. Rocket has three levels of user accounts: a Private account
is required to initiate and maintain a project; Pro-User accounts
allow you to audition and contribute to projects maintained by
others; and Free User accounts let users experiment with Public
Sessions.
Once
logged in at the Private level, you can create a new project.
When creating a project, you also define who the other collaborators
are and what their level of access is — from listen-only
to full read, write, create, and delete.
Having
established the project, you then define Sessions within the project.
In general, a Rocket Session corresponds to one document on your
workstation. Once you establish the Session, you can start the
work by posting the Session document from your workstation using
a drop-down menu in the workstation application. When you do that,
the complete document, including all audio media files, is uploaded
to the Rocket Network server. The Session document and all its
source files are then transferred directly to any other Session
members who are logged on. Members who log on later will load
the current version of the Session at that time.
With
the current Session document open on each of their workstations,
members of a project can make changes locally and then use the
Rocket Network drop-down menu to post the changes. When an updated
version is posted, the Rocket Network server compares the new
version of the document to the master version and uploads only
those media elements that are new or changed, using a lossless,
near-lossless, or audition (lossy) compression level as defined
by the project's owner or administrator. The server's master copy
of the project is updated to reflect the changes, and all project
members are automatically sent updates, again downloading just
the media elements that are needed.
The
Rocket Network menu also provides for posting of MP3, WAV, or
AIFF audio files, called Mixdowns. These files can be used in
the early stages of a project to develop ideas or as actual proposed
mixes as the project progresses. The system includes real-time
messaging, mail, and bulletin-board services that can keep all
members in contact for the duration of a project.
In
use, Rocket does seem a bit magical, with new parts evidently
appearing by themselves and all collaborators in constant and
easy contact with each other. When using MIDI data rather than
digital audio, the effect is especially striking, because new
parts can show up almost instantly.
Part
of the Rocket interface is maintained as a Web site, with screens
to list, create, and delete projects, Sessions, and Mixdowns.
Account holders can access the site while logged on to a Session
or at any time from a Web browser.
Rocket
Network has done a good job of identifying and addressing the
difficult issues of version control and transfer time. The system
is pretty robust and scales well to any level of fidelity and
project size needed. Compatibility issues are resolved primarily
through the restriction of requiring Rocket-enabled applications,
which is a reasonable trade for the benefit.
It
is true that there is no free lunch, but you can sometimes get
a few snacks. That's the case with Rocket Network. Each Rocket
Studio Center offers a free account level that allows access to
“public” projects posted on that center's site. At
the free-account level, you cannot create projects or join the
projects of other Rocket members; public projects are created
only by the Studio Center and offer an opportunity to check out
the system.
As
mentioned before, Rocket offers three membership categories. Prices
vary from one Studio Center to another, so the following rates
are approximate. Pro User accounts cost a one-time fee of $29.95
and allow for unlimited participation in existing projects (at
the behest and permission of project owners).
At
the level of Private user, you can create and administer projects
of your own. Pricing for Private-level accounts covers a wide
range, from a pay-as-you-go plan to $10 to $1,200 a month, depending
on the amount of storage space and data transfer provided. As
with cell-phone plans, there are provisions for additional charges
if you exceed the storage or transfer limits of your plan.
A
matrix of plans and pricing is provided at the Studio Center,
and it's not hard to see how much data storage and transfer come
with each option. The difficult part is understanding what you
can actually do with any amount of either. For example, at the
DigiStudio Studio Center maintained by Digidesign, $10 per month
gives you 50 MB of storage and 300 MB of data transfer per month,
whereas the top-of-the-range plan offers 10 GB of storage and
60 GB of transfer for $1,200 per month.
At
CD-standard resolution and sampling rate, 50 MB corresponds to
about five track minutes. Depending on the audio-compression level,
that might extend to around 30 minutes before fidelity suffers
appreciably. At that level, you may be able to do some real work,
but practical production will be limited to short-form material,
repeating sample loops, MP3 files, or pure MIDI. With 10 GB, on
the other hand, you can probably cover a couple of albums' worth
of multitrack material.
Between
the two extremes, each Studio Center offers slightly different
options, with tiers aimed at various budgets. Rocket Network and
the Studio Center partners do allow for account purchases or upgrades
of an existing account on a month-by-month basis. If you have
a big project, you can sign up for enough access to meet your
needs and then cancel or revert to a lower level when the need
diminishes.
Rocket's
pricing, though a little complicated to figure out in the beginning,
seems to be fair and addresses the needs of personal production
and professional users who can justify costs. Rocket points out
that getting the most from whatever account level you use requires
some active management. If you typically leave lots of outtakes
and unused tracks in your projects, you'll want to learn to curb
that habit.
WHAT'S
AHEAD?
Making music collaboratively on the Internet offers much potential
for artistic satisfaction and professional benefits, although
it's necessary to consider the pitfalls and options available.
For tomorrow, expect to see facilitators such as Rocket Network
in more and more DAWs and hardware-based workstations. The same
ideas will be increasingly applied to video production as well.
In all likelihood, community-based services such as nowRecording
will also expand, with more options for active collaboration.
Ongoing
developments on the Internet will eventually bring another big
bump in bandwidth. If the Internet2 initiative gathers momentum,
you may see greatly reduced latency. Real-time jamming on the
Net could become a reality.
If
you're new to the idea of collaborating online or have worked
only with individual partners on a roll-your-own basis, take a
look at nowRecording and Rocket Network. Some exciting territory
awaits you, and the time is ripe for exploration.