Audiobus: Use your music apps together.
What is Audiobus? — Audiobus is an award-winning music app for iPhone and iPad which lets you use your other music apps together. Chain effects on your favourite synth, run the output of apps or Audio Units into an app like GarageBand or Loopy, or select a different audio interface output for each app. Route MIDI between apps — drive a synth from a MIDI sequencer, or add an arpeggiator to your MIDI keyboard — or sync with your external MIDI gear. And control your entire setup from a MIDI controller.
Download on the App StoreAudiobus is the app that makes the rest of your setup better.
Comments
I have yet to even try VR which is shameful and embarrassing given how much I raved about it in the 80s to my friends who had no bloody idea what the hell I was talking about.
And maybe going back to the topic of actual Korg Gadget VR - It will definitely not be as good as the real thing in terms of interaction… oh wait… Gadget is a piece of software on a screen Then maybe interacting with it in VR will be more interactive than just swiping your finger on glass?
You are talking about tactility right?
Swiping your finger on glass is still more interactive than interacting with a completely virtual model in space.
I feel like you’re splitting hairs in order not to back down from a fairly glib statement to be honest. You’ve clearly not had the experiences being shared and you’re unwilling to simply enjoy being enlightened by us sharing them. Sorry about that.
You might be mistaking interactivity with tactility as mentioned here. As for swiping a finger on glass You could also say that gripping and pressing the buttons on a Touch controller is as interactive as that.
Aww come on homie, don't cramp their style.
Yeah I know, I’m just being crabby cause I like conversations to develop rather then go round in circles 😁
It seems 50/50 at best in internetland.
Tactility is also interactivity. Direct physical interaction provides the greatest ability to determine resistance, weight, scale, etc.
Indeed, and sorry @NeuM , you’re just incredibly good at winding me up 😅
Which doesn’t mean that interactivity has to be tactile.
I recognize the advances made in VR over the last… (checks notes)… 62 years*, but a headset and gloves (even a full body suit) will never be a substitute for direct physical interaction with a real object. It just won’t.
(* 1960 – The first VR Head Mounted Display
…the Telesphere Mask (patented 1960) was the first example of a head-mounted display (HMD), albeit for the non-interactive film medium without any motion tracking. The headset provided stereoscopic 3D and wide vision with stereo sound.”)
This is the point; the interactivity takes place, as with all sensation, in the mind… for instance, one day when we were working together, I’d drawn a wall sized piece of stuff. I picked it up and turned to petition it among some other stuff, but saw my mate was behind me as I did. I had a palpable moment of shock that I was about to whack him with an enormous object, before reality came back and told me it was fine. I still waited for him to get out of the way before putting it in place…
“A physical object cannot be beat by VR in terms of pure interaction. Prove me wrong.”
This was my challenge and I don’t think I’ve been proven wrong by any statements or examples yet.
Even though we are living in an time in which it might eventually be possible to transfer the recorded experiences of another person and experience them for yourself, it will still not be an experience of pure interaction, which requires physical feedback.
Hehe, years of meatspace conditioning. I wonder if kids growing up with VR may be more accident prone?
It depends how one defines ‘pure interaction’; if it’s defined as how you can affect something then it’s actually debatable, and strictly dependent on context, and in that sense I’ve definitely had better interaction with the concepts and imagery in the digital realm during this project than I ever could have with real objects. If however you wish to limit it to physical affecting things, then it’s nonsensical to even try to compare the two…
Quite possibly, it’s definitely got after effects that last for hours, so prolonged use would certainly train the body some questionable habits 😅 I’ve had to be careful crossing roads and that sort of thing after heavy weeks for instance. I have really enjoyed it and it’s honestly been a mind blowing experience, but there are caveats. I think I’ll much prefer a hybrid option, see though glasses that have a solid graphics layer to work with - I don’t like being entirely shut away from natural light for hours…
Those comments are exactly why I see more of a future for AR compared to VR.
Indeed, VR gaming is possibly still gonna have an edge in places, maybe some of the better film/experience stuff, but AR ftw in industrial and creative applications, also group games, but then again I’d rather play real tennis or settlers of catan if someone is actually with me…
It is alot cheaper and much less ressource intensive.
Has anyone tried Virtuoso on the Quest? It’s a really fun music jamming/creation app in VR.
https://www.oculus.com/experiences/quest/4705981139481778/
Virtuoso looks cool, it even has MIDI out (though lacks MIDI export).
How do the quest controls feel to you? Particularly scenarios where you’re switching from entering notes to making adjustments on virtual encoders etc..?
Virtuoso is pretty fun from the pre-release version I played around with. I haven't really put time into making anything other than on the fly loops in it but you can import custom samples and record tracks.
The korg gadget VR seemed really dumb to me from their trailer. As a VR app, it didn't make sense from what they showed. Seems like a waste of resources on their part that could've been used to improve the actual app instead of just selling more soundpacks.
Is it dead then? I was definitely in the camp of it being potentially cool/exciting. The closest thing to it I’ve tried is Synthlab VR, which is a modular synth environment. It’s kinda limited in what you can do but as a proof of concept I think it’s great. You can definitely perform with it in a more immersive and full body way than you can in a 2D/touch space. I also had a quick go on Pioneer’s virtual CDJ (bought it to help my partner practice for her first big DJ gig as she doesn’t own big decks). Fiddly, but again, a proof of concept for me. Would be a shame if Gadget VR never materialised. Although while I’ve been waiting for it, I just acquired a bunch of real synths instead so…I’ll live haha.