Audacity 2.2.0 Released
audacityteam.org
audacityteam.org
I could probably make fun of Audacity for not keeping up with the times, but if you look at other DAWs you'll see none are exactly bastions of good interface design. I got a little more serious about my music last year and decided I wanted to invest in a nice DAW, but after demoing I few I felt completely unimpressed. They're nearly identical to how they were 15 years ago, other than my PC being much more powerful. I ended up just sticking with Reaper, and hoping something comes along someday to mix the industry up. Proprietary dongles and tiered versions of the exact same software with gimped features doesn't cut it for me.
What? Modern "good interface design" (at least by HN standards) has almost nothing to say about complicated 1000+ feature apps. (In fact every time I rant that modern design sucks and that apps need more features the first response I usually get back is, "but that's so much more testing! Do you know how many execution paths we'd have to manage???" Well, that is kind of the point)
Have you ever produced music with any of these tools? For one, their goals are different -- FLStudio, for example, tries to be "the fastest path from your brain to your speakers", and the interface seems as such and is loved for it. Ableton intentionally crams everything into one screen because it is used as a performance tool -- if you've seen any recent photos of Daft Punk et al performing, you'll see it running right there on a laptop, usually above the mixer or the CDJs. Cubase has kept an interface very similar to its original Atari 2600 (I think?) version, because people have been using that app for 30+ years now.
Any time I see new-school UI designers' take on audio apps I cannot help but cringe. They are completely misunderstanding and underestimating their audience -- audio is complicated and we need complex tools to do what we do.
Cubase on a 2600 would be something to see. Cubase was introduced for the Atari ST in the late 80s. The UI has changed quite a bit, but the basic UI principles of early MIDI sequencers have carried over into modern DAWs.
Edit: A screenshot: https://i.ytimg.com/vi/OlspnqVcJho/maxresdefault.jpg
I found Deluxe Music cartoonish and not capable of doing what I wanted. I dismissed it almost immediately. It felt like wearing gloves to compose after coming from trackers, where you had tick-precision (this was sort of a weird combination of interrupts and the BPM of your song, I don't remember the details now) control over everything like volume, pitch, arpeggiation, the Paula filter, etc.
I think it's worth noting that Deluxe Music is distinctly not what modern DAWs look like, while Cubase kinda sorta is. Deluxe Music brought traditional music notation into the computer, which was great for folks who were comfortable with it, but you lose a lot of control and information visibility when you do that. And, of course, it requires your user to have some sort of formal music education.
There are still tools that'll work with traditional music notation, but very few people use them for composition. There's millions of copies of DAWs using a Cubase-ish sequencer-style interface in use every day.
I originally picked it because its demo version doesn't have any of the more extreme limitations that make it very hard to actually create something. Only WAV export is disabled, which is fairly easy to work around if you must. Buying the license is totally worth it though, because it's cheap and you get the ability to easily records part of a track to another sample/instrument, which is a great workflow. Being somewhat familiar with trackers was also a nice bonus, of course.
> Any time I see new-school UI designers' take on audio apps I cannot help but cringe. They are completely misunderstanding and underestimating their audience -- audio is complicated and we need complex tools to do what we do.
Absolutely. Also worth mentioning is that many of these tools borrow elements from physical recording studios. If you haven’t worked in a professionally wired studio, some of the abstractions seem dated and unnecessary. Replacing / reimagining them is not practical, as DAWs still need to run in these environments. But try explaining that to someone who is just starting out chopping loops in their bedroom.
Do you have some examples of that?
Can you elaborate on that? That UI still bothers me although I love Logic’s plugins.
How did you learn the UI? Just through trial and error? By reading the manual? Something else?
The thing people don't like here, which is absolutely true, is that if you want to use FLStudio, or Ableton, or even Cubase, and think you're going to succeed just by opening up the app and clicking around, you're wrong. You actually do need to use the tutorials and read the manual. (It's exactly the same if you buy any kind of complex pro audio hardware as well, from synths to guitar modelling tools like the Kemper Profiler.)
In my experience the documentation for FLStudio and Live is great. Full on, stellar fantastic. And there are a million quick tutorials from all kinds of people on YouTube to help. You just have to be willing to learn and invest the time to get the results you want. These things are not intended to be the audio equivalent of Instagram: for that you should look elsewhere (I'm not sure where actually).
GarageBand is certainly powerful, especially given it's deliberate limitation, and both myself and friends have used it to great effect, but Ableton Live it is not. If you look at Logic - which GarageBand is really a cut down version of - you see a similar degree of complexity to that in other professional level DAWs.
Not everyone needs a professional level DAW, and even those who do wouldn't necessarily use one all the time: as I've said, I still use Audacity, and GarageBand on the iPad or iPhone is a super-handy tool.
The parent was commenting on people who ridiculously bleat on about the the UX of complex professional level audio tools, not suggesting there isn't a place for tools that are simpler.
While my digital recorder came with a copy of Cubase LE, I took one look at the EULA and the bullshit DRM, promptly installed Audacity, and never looked back.
As a music app developer myself, I can say that UI design for music software is a completely different beast than "general" UI design.
And they have changed a lot in 15 years. Not that long ago you pretty much had to use hardware synths and samplers to create electronic music and DAWs were just used for recording or mixing tracks. Today you can create full tracks with just the included synths and samples, then you can play a live show straight from the same session, and there are tons of built in effects to get a great sounding mix. Plus details in the UI, routing tracks, editing audio and midi, beat detection of samples, etc are always improving with each release. I will grant you, a lot of the top companies (pro tools, logic, Cubase, ableton) were around in a similar form 15 years ago and some 25+ years ago, but that’s not totally crazy given how complex the software is.
As for something new coming along to mix it up, I’m curious what type of changes would meet that criteria? I’d say Ableton and more recently Bitwig (and I’m sure the argument could be made for many others that I’m less familiar with) have both done that.
That's not even remotely true. Except if you mean "they superficially look similar to what they did 15 years ago".
That's because their fundamental functions are of course still the same as 15 or 20 years ago: sequencing MIDI and audio. Same with NLE, what did you expect, some thought-to-song interface?
I spent time volunteering for Gnome many years ago (2.x days), and it was extremely hard there, even though it had a reputation for being one of the most designer friendly open source projects. It was a struggle to push for design considerations with obvious benefits such as accessibility - let alone anything remotely resembling aesthetics.
The issue with open source is that ultimately, the project maintainers tend to be programmers with programmers’ priorities and views on design.
Good design requires consistent, thoughtful sacrifice and compromise, and someone at the top to enforce it. If the open source UI squad makes recommendations that the Gimp maintainers choose to ignore, then what?
For example, you could decide to move some functionality from a sidebar to a context menu. this implies reprogramming the interface very differently; a skin can't do that. This also implies prototyping a lot. So basically the designer and the coder have to sit together quite a lot, that's not easy when you communicate via internet.
Having some side projects or helping OSS is somewhat expected from a programmer. From other professions not so much.
- High visibility: The game was featured in the website sidebar. So I thought it'd be neat to contribute.
- Easy as HTML: Extract game zip file, edit Python files in a text editor, plug in my own filenames instead of the default ones. Start game, see my graphics.
- Developer was very open and friendly. Just an IT guy with a hobby.
- I knew about the Pygame website already because I followed FOSS stuff.
I don't know how many UI designers are browsing sites like that, but my guess is not many. But imagine if they did: what are the chances their workflow would be as easy as it was for me? In a compiled language, forget it.
I remember a few years back when suddenly it seemed like everything was on GitHub. My UI designer peers _hated_ this and many still do. So it's far from inviting in many ways for a UI person, though I don't mean to suggest they couldn't hack it if they wanted to.
What about it do they hate? I ask as a non-designer, to whom their perspective may be foreign.
Imagine code diffs, but for visual designs instead. Showing you which palette colors have changed, which margins have been tweaked etc. - Github doesn’t do any of that.
In any case, is it that insane to imagine a visual diff tool? Illustrator files are basically just SVG, it’s all very parseable.
https://github.com/makezonefablab/MakersBook01_MusicBox/comm...
In general one should not use PSD in an open source project, because it requires costly proprietary software. Also does not run on Linux
But that's different from helping an (OSS) application look good. For that, you have to make tons of mockups, iterate again and again, until you have something that looks good and consistent across the entire application. Ideally, you'd also want at least one other person to bounce ideas back and forth, and have an opinion about what you're doing.
This is real work, which requires a lot of commitment upfront. The equivalent of requiring a programmer to lay out the entire architecture before they write a single line of code. That's also something that mainly happens in a corporate environment, whereas for hobby projects it tends to lead to frustration.
In the case of Audacity, I remember that I have to google how to silence a selection every time I get back to it after a break of several months. I guess this means that the primary goal is somewhat missed.
There's always a cost to contributing. The cost gets bigger as the project gets bigger. This is totally unsurprising.
This is why people contribute more to software they use. You don't generally jump ships and help random projects for the sake of it.
You don't need experienced UI designers to fix these low hanging issues, yet.
I've used Audacity for simple stuff but for a long time. IMHO it's very convienent. I don't dispute it could be prettier, but usability is good.
I love audacity and want to say thanks to the team!
Ardour is also available as binary packages on every Linux distribution.
I have a score for a choir in musescore and want to create practicing files. For example in the soprano file the soprano voice should be louder than the others. Do you know of an automated way to achieve this? Maybe via midi then ardour? I looked at some other tools like timidity but none seem to have the required api.
Thanks :-)
Workflow is: drop from beginning, play+tweak til roughly beatmatched, rewind to beginning and needle drop on first beat again, then begin fading into the mix
I think you can do that in Mixxx using the "cue" button. While playing, tapping "cue" will rewind to the beginning of the track and pause; pressing "cue" and holding it down will preview from the beginning. While previewing, you can press "play" before releasing "cue" in order to continue playing; otherwise, releasing "cue" will rewind to the beginning and pause.
So, you'd use a similar workflow: play from the beginning of the track and tweak until beatmatched, then press and hold "cue" to rewind to the beginning and start playing from the first beat. If it works, press "play", release "cue", and bring up the fader; if it didn't work, just release "cue" to rewind, then try again.
Thanks though! I still like Mixx, no hate here. I just need to spend some more time with it
Pros are probably still mostly using Serato or Traktor, but I don't think it's necessary. I used Traktor for a while but like Mixxx better. It's very good software. It had a lot of shortcomings in the 1.x releases, including stability issues, but I would definitely trust it for pro work today.
But i always loved, and still do, finding good tunes and then curating a vibe and a night. That's a great feeling. Free drinks help as well ;)
I have a lot of love for them for making audio editing accessible to the masses, but I wish a team would clean the app up like the LibreOffice folks did to OpenOffice.
Also, I don't know who decided to put a "Find out about LibreOffice Vanilla..." banner in that damn app, which appears Every. Time. I. Open. The. App. now. They need to be taken out back and code-reviewed harshly. It's not like LibreOffice is without many horrendous flaws either.
If it were just me, I'd agree with you. But it's so common that I don't consider it a viable way to edit audio.
Edit: in thinking about it, one of the friends I record with often actually records with both Audacity and another app, just because Audacity fails so often.
Does anyone know what I mean, and has a link, since I can't seem to find it...?
https://hackaday.com/2014/10/30/reverse-engineering-a-blu-ra...
i.e. Aphex Twin's Equation
More here: http://twistedsifter.com/2013/01/hidden-images-embedded-into...
It'd be nice to decouple the UI from all the major open source sequencer and audio software, just leave some sort of pure data + Core Audio style innards and reconnect the UIs on top. I've taken a few cracks at this in private, but embarrassingly have a hard time getting much done on this particular project without anyone watching.
My other favorite features are how editing doesn't rely on "modes' like Audacity (I hate having to hit a button before I make a selection then another to do something else), and Sound Forge's selection logic itself:
- the playback cursor will intelligently snap and loop on your selections (or not, depending on how you set the toggle), -
- the editing scrolls to follow your cursor as you are zoomed in, but not if you're currently editing something. A lot of programs do this but I find their logic is terrible and I have to control automatic scrolling myself. This is very helpful for working on seamlessly looping material, as you can leave playback on loop and continue working at the very end of your selection without the UI losing your place
- load and save in native formats without having to use some proprietary intermediary format (AUP)
When I master tracks in Ableton I also still use Audacity to export an MP3 version (that's probably just force of habit though - I imagine there's a better way of doing that these days).
I realise I could automate the MP3 export from the command line but it's infrequent enough that using Audacity to do it, edit the tags, and suchlike is probably the easiest option.
Live is a great DAW, and I really enjoyed FLStudio back when I used to run Windows at home, but for quickly hacking around with raw audio it's pretty hard to beat Audacity. Great software, and good to see it still under active development.
Download Audacity Windows Installer - 19.34 MB | version: 2.2.0 | SHA256 signature
Download Audacity Windows Zip - 11.31 MB | version: 2.2.0 | SHA256 signature
Download Audacity macOs DMG - 28.14 MB | version: 2.2.0 | SHA256 signature
Download Audacity Linux source - 9.72 MB | version: 2.2.0 | SHA256 signature
Download Audacity LADSPA plugins for Mac - zip - 2.74 MB | version: 0.4.15 | SHA256 signature
Download Audacity LADSPA plugins for Windows - installer - 1.44 MB | version: 0.4.15 | SHA256 signature
Download Audacity Mac OS X 2.1.1 - DMG (screen reader accessible) - 38.61 MB | version: 2.1.1 | SHA256 signature
Download Audacity Mac OS X 2.1.1 - ZIP (screen reader accessible) - 16.50 MB | version: 2.1.1 | SHA256 signature "
How can I trust the website to tell me the correct SHA256 signature?
Shouldn't this be linked to a repository, or ideally something my client can verify the commits are correct?
If you're on macOS, before mounting a disk image the system will verify its checksum. Additionally, the default security settings only allows applications from the app store and identified developers. You can use the codesign tool (codesign -dv --verbose /Applications/Audacity.app) to verify the code signature as well as display the signing identity. In this case, it's signed by Paul Licameli, which is the author of this blog post. With that said, it's not foolproof, as the TeamIdentifier is not publicly posted anywhere, someone could possibly create a Developer ID with his name.
[1] https://repology.org/metapackage/audacity/versions
[2] https://bintray.com/probono/AppImages/Audacity
[3] https://launchpad.net/~audacity-team/+archive/ubuntu/daily
Sound Forge was my preferred editor for years before Audacity matured. Cool Edit was ok, but I seem to recall it had a bizarrely over-designed UI that made the thing feel more like a toy than a serious tool. Particularly when compared to the much older and more feature rich (at that time) Sound Forge. It took a while before Cool Edit really became competitive and by that point I was already using Audacity.
I do still miss some features of Sound Forge even now. Though I don't tend to do too much with audio editors these days compared to the stuff I was doing in the 90s and 00s.
It was somewhat related to the memory the computer had. I think it tried to store audio all uncompressed in memory. At the very least it varied a lot between different machines. I remember trying it in a super low spec machine and it could record up to about 5s max.
I often end up using Audacity when I'm working on only one or very few tracks (e.g., a video voice over). It works quite nicely for basic edits, trimming, normalizing, etc. without as much clutter (tempo, time signatures, measures, etc.) as some of the more music-oriented packages. With the addition of MIDI tracks, it sounds like Audacity is moving more in that direction but we'll see.
Having said that a tool is a tool and in capable hands Audacity is as good a tool as anything.
(Actually, let's hope that bt can afford something better than Audacity, but the point remains that MIDI is still a hugely popular protocol.)
Midi looks like (imagine someone playing two notes: a C then a D):
C4 127 On C4 127 Off D4 127 On D4 127 Off
(not literally, but that is the essence of MIDI)
MIDI support means synthesizer support, which means VST support, which means now you need some sort of MIDI data editor, which means now you've got to work out all the weird timing shit with MIDI, and by this point you are better off with LMMS or FLStudio or Pro Tools or what-have-you. Use the tool most fit for purpose
Totally agree, but you know how it is. I really have always seen Audacity as a swiss army knife for PCM audio files, but I am always surprised to see what people do with swiss army knives.