----- Original Message -----
Sent: Wednesday, January 02, 2008 12:43
Subject: Logelloop audio example
Since we were discussing the new OS X looping software Logelloop I
recorded a quick improvisation this morning, as an example:
This music is the sounding result of the following actions:
1) Stepping "Record".
2) Playing the first waltz type melody fragment for one bar.
3) Stepping "Overdub" on the downbeat where the second bar
4) Keeping on playing, changing my phrasing a little for every bar (as
the Overdub moves on to the next track of the loop with each new bar).
5) During bar four I stepped "Multiply" (I had filled up four tracks up
to this point).
6) I made some drooling noise while multiplying for several bars (this
track, 5, was set to play back in Reverse, one octave SPEED down and PRE
EFFECTS - that's what makes it "dreamy").
7. Recorded one bar of live playing into the Granulaterre effect.
The music was generated in one go. No shoe gazing or tap dancing, just a
few pedal kicks during some ten seconds or so. I'm finding this a very
powerful aspect of Logelloop; you can create a groove almost instantly, and on
many tracks (of loop layers) that work against each other in a poly
rhythmically interesting way (if set to different SPEED values). Finally I
must tell that I had set up the track mixer in advance to handle the recorded
loop layers differently. Here's the scheme I used:
Track 1: Just a little FX1 send.
Track 2: FX1 send. Speed +12.
Track 3: FX1 send. FX2 send. Speed -12.
Track 4: FX1 send. FX2 send. Speed -5.
Track 5: FX1 send PRE fader. FX2 send PRE fader. Speed -12. Reverse.
This study was only scratching the surface of Logelloop, but I hope it
gives an idea of the concept. It's indeed different from both the typical
Repeater and the EDP concept. I think that is very exciting!
What Logelloop calls SPEED is the simple Rate Shifting (as it's called in
Mobius) and the classic HalpSpeed of the EDP. Logelloop also does
Repeater-like Pitch-Shift/Time-Stretch, but I don't like using that because of
the calculation time needed that makes the music go out of sync when applied
to real-time processing (as when you play live).