Indie Musicians Record Entire Album With GarageBand for iPad
Max "Bunny" Sparber (left) and Coco Mault (right) are the Ultramods, who just recorded an album entirely on an iPad 2 using GarageBand. Photo courtesy of Max Sparber
Apple’s GarageBand app for iPad makes music creation so simple that a band produced an entire album with it in just two weeks.
The Ultramods, an independent punk duo, recently released its album Underwear Party. The band composed and recorded everything in the GarageBand iPad app including vocals, virtual lead guitar, bass guitar and drums.
For the drum beats, The Ultramods used GarageBand’s SmartDrum instrument, which enables you to compose a simple drum loop in a few seconds, without any knowledge of using a professional drum machine.
“I see [the GarageBand app] as an everything-combined-into-one package,” said Max “Bunny” Sparber, The Ultramods’ lead singer. “Both new musicians and professional musicians are going to be very surprised with what they can do with it.”
First released in 2004, Apple’s GarageBand is a simplified audio tool designed to make music production accessible to everyday customers, without the need for expensive professional hardware.
Last month, Apple’s Steve Jobs introduced the iPad 2 with a new version of GarageBand remade for the iPad’s touchscreen interface. It’s one of several apps aimed at making the iPad 2 into a tool for creativity, not just for media consumption.
Some might say that GarageBand for iPad furthers Apple’s vision of making music creation accessible for the masses. Starting at $500, the iPad is more affordable than a Mac, and the $5 GarageBand app doesn’t require additional external instruments or hardware for recording music. All the necessary tools are available inside the app.
The GarageBand app packs a virtual keyboard, lead guitar, bass guitar and drum, and up to eight tracks of layered instruments can be recorded to create a song. GarageBand also includes “Smart” instruments that automatically generate drum loops and guitar or piano chords so that even people without musical training can pick up an iPad and create a song.
Sparber said he was excited about the dramatically lowered cost of music production thanks to the iPad and GarageBand. Furthermore, there are no additional costs to upload and sell an album on the internet, Sparber said.
“Making an album even a year ago costs thousands of dollars,” Sparber said. “This is a huge transformation. It’s part of the ongoing democratization where the tools have become inexpensive, and that’s a very exciting prospect.”
The Ultramods are selling their album for $10, and the band provided a free MP3 track for Wired.com readers to sample.
See Also:
- Garage Band: Apogee’s Jam Connects Your Guitar to Your iPad …
- GarageBand Kicks Out the Jams
- GarageBand.com Leaves Door Open
From TheLoop
Posted: April 4th, 2011
at 8:47pm by Brian X. Chen
Topics: Apple, GarageBand, Tablets and E-Readers, Ultramods, Underwear Party, creation, iPad 2, ipad, music
Gadget Lab Podcast: Motorola Xoom, iPad 2, Intel’s Thunderbolt
This week’s Gadget Lab podcast zooms in on the Motorola Xoom tablet, the upcoming iPad 2 and Intel’s new Thunderbolt connectivity standard.
The Motorola Xoom is a neat piece of hardware. It’s got a 10.1-inch screen (slightly bigger than the 9.7-inch iPad), front- and rear-facing cameras, 32 GB of storage and a 3G wireless connection. Oddly, the audio speakers are on the back, which makes the sound rather poor.
That’s a solid feature set, but the cheapest Xoom costs $800 — which is a pretty disappointing starting price compared to the iPad’s $500 sweet spot that nobody can seem to match. To be fair, the most-comparable iPad is the 32-GB model with 3G, which costs $720. But I argue the starting price will be the most important factor for new adopters who are still figuring out why they need a tablet in the first place, and $800 is way too high.
Nonetheless, the Xoom’s feature set puts Motorola’s tablet ahead of the iPad, so we’re interested to see what Apple has in store for us at next Wednesday’s iPad 2 event. We’re expecting an iPad with two cameras, more memory and a faster processor.
Speaking of Apple, the company introduced a major upgrade for its MacBook Pro family this week, adding the newest Intel processors and a brand-new connectivity port dubbed Thunderbolt. What’s Thunderbolt? Dylan explains it’s a versatile connectivity port that will eventually enable you to plug in just about any type of peripheral, potentially eliminating the need for desktop towers in the future. When was the last time you heard of a connectivity port this cool?
We close the podcast with a quick look at the iPhone game Tiny Wings (sorry, I called it Little Wings thanks to an on-camera brain fart), which soared to the No. 1 spot in the App Store’s bestsellers this week. It’s a cute game that perfectly executes the Angry Birds formula, so no wonder it’s a hit.
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Like the show? You can also get the Gadget Lab video podcast via iTunes, or if you don’t want to be distracted by our unholy on-camera talent, check out the Gadget Lab audio podcast. Prefer RSS? You can subscribe to the Gadget Lab video or audio podcast feeds
Or listen to the audio here:
Gadget Lab audio podcast #105
http://downloads.wired.com/podcasts/assets/gadgetlabaudio/GadgetLabAudio0105.mp3
Posted: February 25th, 2011
at 9:46pm by Brian X. Chen
Topics: Apple, Gadget Lab Podcasts, Motorola, Tablets and E-Readers, Tiny Wings, iPad 2, intel, rumors, xoom
Android In-App Payments Begin With Angry Birds
Angry Birds, the insanely popular multi-platform game, is introducing a new payment system to some Android customers for purchasing in-game content.
Angry Birds game players will be able to use their real cash money to pay for virtual goods existing only within the game’s ecosystem. It’s like buying a shovel for your plot on Farmville with your Mastercard.
The title? “Bad Piggy Bank.”
Yes, it has a stupid name. And yes, it’s only for Android/Angry Birds customers on the Elisa mobile carrier network in Finland. But it’s more significant than you might think.
Now, users won’t have to whip out the plastic every time they want to buy that shovel. Instead of typing in your 16-digit number when you want to purchase an item, you select content you want to purchase in the game, and select the Bad Piggy Bank icon (above), according to Rovio’s blog post. The charges are made via your phone’s SMS text messaging system, and the cost will appear in your phone bill.
The introduction of in-app payments are a step towards solving a big problem in dealing with virtual economies — how to get players to pay real dollars for non-real items. With in-app payments, developers reduce what is called the “friction” within app ecosystem purchases. That is, it’s much easier to fork over your cash when all it takes is a single click. And developer studios like Rovio want to make it as easy as possible on its customer base.
Until as recently as last Wednesday, Android users were bound to certain payment methods like Google Checkout, a service with a history plagued by user complaints. Direct carrier billing — which bills your mobile service provider for the app purchases you make — has been available since 2009, but only to T-Mobile customers using Android devices. A second carrier, AT&T, was added as recently as December.
Needless to say, payment options for Android OS devices have moved sluggishly forward over the past two years.
“This is one of the bigger issues that all the developers have with Android,” said Rovio CEO Mikael Hed in a previous interview with Wired.com. “It doesn’t have iTunes.”
Like Hed says, Apple hasn’t faced the payment issues in the same way. Each and every customer accessing the iOS App store is required to have an iTunes account, which is linked to an existing credit card account. With the Android Market, not all users even have Google Checkout.
That type of non-straightforward payment system seems to have led to a culture of freeloading on Google’s ecosystem.
“Nobody pays on Android,” says Rovio’s Mighty Eagle Peter Vesterbacka.
Google wants to change that. Last week’s rollout of the Android Market web store brought users the chance to download apps from their desktop browser and “push” the apps to their Android mobile devices, easing the browse-ability of Android’s app catalog while hopefully increasing app sales.
Trying to lure in more Android app developers as well, app vendors are now able to specify the cost of each app in multiple currency amounts, saving users the time they spent doing the math on currency conversion themselves.
As mentioned before, Angry Birds is only allowing in-app payments for those on the Elisa mobile carrier network in Finland, but Google expects in-app payments to be available to all Android users before the end of spring. With that sort of time frame and the biggest app across all platforms already featuring the method of payment, we’ll have to wait and see if Android users start to pony up more dough.
Brian X. Chen contributed to this report.
Photo: Bad Piggy Bank/Rovio
See Also:
- How Angry Birds Is Becoming the Next Super Mario
- Angry Birds
- IPhone
- The Physics of Angry Birds
- iPhone Review: Angry Birds Make Great Projectiles
- Real-Life Angry Birds Adds Human Interaction to Your Addiction …
- Google Launches Android Market Web Store, Improves Payment System …
- Independent App Stores Take On Google’s Android Market
- Google Removes Flash App From Android Market
Posted: February 8th, 2011
at 12:51am by Mike Isaac
Topics: Android, Android Market, Apple, Rovio, Software and Operating Systems, angry birds, direct-carrier billing, google, iOS, iTunes, in-app payments
Gadget Lab Podcast: Verizon iPhone, Hot Spots and The Daily
In this week’s podcast, Brian X. Chen and Dylan Tweney discuss the Verizon iPhone, AT&T’s new tethering and hot-spot features, and News Corp.’s new iPad newspaper.
First up is our review of the Verizon iPhone, which really does have better coverage based on our tests. Suddenly, the iPhone is a phone, Brian says — although when you can get a signal, the AT&T iPhone has much faster data download and upload speeds.
We talk about the Verizon iPhone’s hot-spot feature: For an extra $20 per month, you can share your wireless connection with up to five devices via Wi-Fi. That compares to AT&T’s tethering option, which costs the same amount but only lets you connect one other device.
AT&T now offers a hot-spot feature too, but on an HTC 4G smartphone coming later this month. It has also improved its tethering plan by adding an extra 2GB of data.
We talk about News Corp.’s new iPad-only newspaper, The Daily. It will cost $1 per week or $40 per year. While the content is promising, the app is a little sluggish, and we have some doubts about the business model.
Finally, we talk about how the internet is running out of space. The last IPv4 addresses were handed out this week, and over the next few years, we may see slowdowns and glitches as companies start transitioning to a different version of the internet’s basic protocol.
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You can listen to the audio-only version of the show here:
Gadget Lab audio podcast #102
http://downloads.wired.com/podcasts/assets/gadgetlabaudio/GadgetLabAudio0102.mp3
Or download the OGG version of Gadget Lab podcast #102.
Like the show? You can also get the Gadget Lab video podcast via iTunes, or if you don’t want to be distracted by our unholy on-camera talent, subscribe to the Gadget Lab audio podcast. Prefer RSS? You can subscribe to the Gadget Lab video or audio podcast feeds
How Angry Birds Is Becoming the Next Super Mario
Rovio CEO Mikael Hed (left) and Rovio "Mighty Eagle" Peter Vesterbacka (right) have cracked the App Store code. Photo: Jon Snyder/Wired.com
You can’t go a day without hearing someone mention Angry Birds.
Fans on Twitter share pictures of cakes they decorated with the Angry Birds characters. On YouTube, parents post videos of their kids playing Angry Birds in real life. Even talk show hosts like Conan O’Brien can’t resist cracking a joke about the game every night.
The game’s creator Rovio on Friday announced a new game, Angry Birds Rio, based on a movie made by Fox. (See teaser images below.)
The game is so ubiquitous it’s almost obnoxious. Some tech observers previously dubbed Angry Birds the new Pac-Man, but that wasn’t enough for the game’s makers.
“What we’re doing is we’re building out the Angry Birds world,” said Peter Vesterbacka, whose business card title reads “Mighty Eagle” of Rovio. “Pac-Man is only one game. Mario is a better benchmark.”
Rovio announced a new Angry Birds game based on a movie made by Fox. The game is due out March on multiple game platforms. Image courtesy of Rovio
Angry Birds first appeared in Apple’s iPhone App Store in December 2009. Since then, the game has expanded to multiple devices, including the iPad, Android phones and the Sony PlayStation Portable, amassing over 75 million downloads to date, according to Rovio. The majority of sales comes from the App Store, where Angry Birds has consistently ranked a best seller.
Angry Birds accentuates the business opportunity unlocked by the iTunes App Store, Apple’s digital-distribution platform for selling third-party apps for the iPhone, iPad and iPod Touch. Launched in summer of 2008, the App Store’s friction-free business model proved to be a new digital frontier where software programmers big and small had an opportunity to make serious money, whereas before, hobbyist coders were no match to major game studios and their colossal marketing budgets.
In the App Store, some programmers have netted hundreds of thousands of dollars in sales with clever games, software utilities and DIY social marketing. Apple recently announced that iOS customers surpassed 10 billion app downloads.
But Angry Birds was not a small-team effort, nor was its success a lucky strike. Based in Finland, the Rovio game studio that makes Angry Birds has 40 employees and expects to expand to 100 by the end of this year.
Angry Birds was actually the studio’s 52nd published game, and its 16th originally created game, according to Mikael Hed, Rovio’s CEO. He said the game’s success was carefully engineered with physics-based gameplay that made it easy to learn, while creating depth for advanced players in later stages. Add to that very cute characters and sounds, and a polished design, and you have a big hit.
Posted: January 28th, 2011
at 11:00pm by Brian X. Chen
Topics: App Stars, Apple, Games, Media Players, Phones, Rovio, angry birds, app store, iPhone



