Get started making music
learningmusic.ableton.com
learningmusic.ableton.com
Over 100s of hours, this will train you ears, and you will appreciate the production quality of today's pop music.
This just covers the production and mixing, not the writing. Catchy pop songs sound deceivingly simple, which is the point and why they are so difficult to write.
He said nobody teaches how to do this. You can study composition and arrangement, but they won't teach you how to create a melody. I don't know if he was implying that it can't be taught. But it's certainly valuable.
I know someone who wrote tunes on speculation, and one of his melodies was chosen as the year's jingle for a major brand. It made him enough money to pay cash for a house. Of course this was many years ago.
Some of those folks are also great teachers, but a lot of them just say the most completely useless advice because they can't even remember not being able to instantly play whatever they hear.
He reminds me of Eric Whitacre in a sense. Whitacre reached "genius" "prodigy" "best composer" status among amateurs and beginner musicians because he published his music with all kinds of markings on it (e.g. explicitly writing crescendi and diminuendi for every basic phrase, and notating all kinds of subtle tempo changes) that a well trained singer would already understand implicitly without need for the markings (which in my opinion as a well trained singer with his own sense of style, are annoying). The effect is to allow bad high school choirs to get to decent-sounding choral music.
Anders Ericsson, known for his book Peak on deliberate practice, would probably disagree. He tells the stories of prodigies like Mozart, Shakespeare, and Tiger Woods. Common to all is an immersion with their practice from the early ages.
Of course, this is not a proof against some people’s wiring differently, but if one could become Mozart without special wiring maybe we shouldn’t count on the idea too much.
Outliers is a complete piece of shit. No professionals take anything in that book seriously, it's cherry picked extrapolated nonsense by someone who wanted a good story and has no idea what he was talking about.
Peak is nothing like Gladwell books. I recommend it to everyone interested in practice and improvement.
I took a lot longer than 10 years to do my 10k+ hours, but by now at age 47 I've done them. So have most of my musician friends. We gig around town. lol. 10k is table stakes.
And there are also has many cases of people who did not have any of that perfect-practice upbringing and and have aural awareness that is on a completely different plane from regular people. I know some of them (I'm doing a Master's in Music Tech right now). I know folks who, without the proper years of deliberate practice, are able to do things I and 99.99% of musicians will never be able to do. That does not mean they will necessarily become famous or have great careers, but they can do shit that is out of this world. One of Canada's best jazz musician's recounted to me chatting after a masterclass about music cognition how he had a college student who came to him for her lesson and could remember EVERY SINGLE NOTE of Keith Jarrett's concert the night before and play it for him. That shit is not normal, it's crazy savant stuff. From what I have read, Metheny was in that category.
Music is a funny thing, deliberate perfect practice is obviously the most important thing, but there absolutely are geniuses who do not have the same brains as us, and the top 0.001% or whatever has a lot of them. Savantism occurs (relatively speaking) often in music. If you want a counter balance to Ericsson's "practice is everything" stance (and there is lots of excellent material to take from Ericsson's work), I suggest reading Oliver Sacks, "Musicophelia", about the music related clinical stories from his career as a neuroscientist.
> deliberate perfect practice is obviously the most important thing
I said that we shouldn't count too much on the idea of brain wiring. As far as I understood, the second quote above agrees with me. I didn't mean to disregard the presence of savants or other phenomena not explained by practice, deliberate or not. If my previous reply suggested so, I would like to correct it here.
My own anecdotal example. I stopped playing music years ago because I thought I wasn't good, despite liking it. I started playing again because I had no games and I noticed that I should have gotten back to it sooner, despite not being music material. Not only I was able to play stuff that I liked, I learned stuff that I thoroughly enjoyed. Some music were really hard at first, but as I progressed (very) slowly through weeks, I could see my skills improving and I was very satisfied to watch it (slow as it was).
If you like it, I think you should do it, despite of others. Because it won't matter, in the end. It may take time and a lot of effort, can be painful, but it's worth it.
I think this advice by Terrence Tao translates well to other areas: https://terrytao.wordpress.com/career-advice/does-one-have-t...
Most adults overestimate how fast they should improve in the short term and really underestimate how far they can get by just practicing regularly and consistently over many years.
For the rest of us creativity is achieved by adapting between different symbolic contexts, and this helps us explain our results when we get them, and highlights using structural abstractions. So for example music with a heavy lyrical component usually isn't in the domain of the synthestetic prodigy, because it needs crossover between poetic/storytelling skills and musical ones. They can do it, but not with the same fluidity with which they can just "sit at the keys" and get swept away.
All that said, I think Metheny's right about melody. There are tricks to improve what a melody communicates, but no particular formula can benchmark whether or not it works in the way that you can benchmark playing inside a rhythm, scale or harmony.
Note, I don't mean to imply I'm part of that small elite you mention. I'm no prodigy, it's just that I've had many musicians (in far less competitive circles) express a similar sentiment about my skills.
Because for me, they were never "just there". I learnt improvisation by listening, playing, memorizing, and analyzing over many years. It never came easy. So yeah, I know tons of the obstacles regular people will face, and lots of things that might get them unstuck.
A really fascinating interview is the film of Bill Evans talking about this. Surprising, he says it was never easy for him either. So damn, he must have worked hard.
You also allude to it, but there is a staggering amount of unseen effort that also goes into the writing and arranging of the song. Listeners only experience the end product and the final arrangement. For simple melodies it seems very obvious that that's how they should have been all along, but hidden behind that apparent simplicity can be hours and hours of false starts, dead-end paths, and a constant paring-down of complexity in some cases.
It's not uncommon for me and a collaborator to write a full sketch for a song (verses, choruses, lyrics, etc) before hitting on a groove or turn of phrase in the bridge that absolutely KILLS. Quite often what happens is that we discard the entire rest of the song and build something new around this new inspiring nugget of musical gold. This will quite often turn into an entirely new song with a very different feel, message etc. It's a musical moment or hook that we would not have arrived at had we not gone through the whole process leading up to it.
I've never regretted having had to go through the preceding steps to arrive there. It's always welcomed by the collaborators in the room and it's easy for us not to get stuck in a sunk-cost fallacy because it brought us to the place we're at now.
Would love to associate this comment’s context to the songs we hear
As if someone tried to justify that "it's hard to make a milshake" by saying "yeah but you couldn't make one exactly the same, at the molecule level, as this one I made earlier".
Furthermore, I presume, not even the original creator could make another track with the same sound as one of its own, if it were to start again from scratch. Akin to how it'd be almost impossible for someone to draw the exact same sketch twice.
For anyone else who would like to try this, I will share how to do it:
1. Use one of the popular models for Source Separation. Facebook's is called "Demucs" and one of the best. Deezer's is called "Spleeter", also very good, and then there's "OpenUnmix".
There's a webservice to separate a song using Demucs here:And a great Dockerized webapp that lets you choose from several models and parameters here:
https://github.com/JeffreyCA/spleeter-web
Otherwise you can just install them locally and run them through the CLI, it's pretty easy (one command)
https://github.com/facebookresearch/demucs#for-musicians
https://github.com/deezer/spleeter#quick-start
2. Now you can take the isolated vocals, and build the rest of the song yourself
I've also found that it really helps to be able to listen to each of the parts of the song in isolation when trying to recreate them.The drums, the bassline, the lead/synth, etc. It can be hard to distinguish notes when they all run together. You can use an EQ to try to single out instruments but it's harder.
Hope this is helpful to someone.
- run by real musicians who play shows, it came out of a scratched personal itch
- so far, good new owners of Cycling 74, the bug squash numbers in the last couple of releases were stellar
- totally hacker friendly, they know people release disassembled Python code for control surfaces, and basically said "we can't support individual users doing this, but we know it's out there and won't do anything to stop it" (this was what actually got me on the bus!)
- really good educational outreach initiatives, and they give away a very capable light version for peanuts (or free with many controllers)
I find their prices high, all things considered, but am happy to be a long time customer, and as a serious musician musician (university educated, etc.), I think it's great that it has become such a gateway to appreciation of instrumental music by making music creation a more accessible hobby.
And the fact that I can script the heck out of such a full featured commercial product in Scheme by writing a Max/MSP external is fantastic (plug, I wrote Scheme For Max, which allows you to run lisp in your Ableton...)
But you're not wrong, they are pricy. If people are on a tight budget (and I spent many years being that musician 20 years ago) I would tell them to buy Reaper and either standalone Max ($8/mnth, cheaper for students) or use Pure Data (open source).
Ableton Live 9: March 5, 2013
Ableton Live 10: February 6, 2018
Ableton Live 11: February 23, 2021Much less impressive, but I spent a bit of time building a simple M4L device a while back using Typescript, and put some effort into figuring out how to make TS play nice(r) with the M4L API (the JS support in Max is pretty basic).
I never got around to splitting it out into its own reusable module but it might be of interest to anyone interested in playing with scripting Ableton from Max, but not interested in learning Max’s visual programming paradigm: https://github.com/tomduncalf/livefader
Would be interested to know how Ableton’s scriptability compares to some other DAWs… I know Tracktion and Bitwig have some degree of JS support, and Reaper has its own scripting language. Personally I’d love it Ableton made the Python API etc. a bit more official but I can of course understand why they don’t.
Of course, some people don't see things that way:
https://discourse.ardour.org/t/is-open-source-a-diversion-fr...
> "Would be interested to know how Ableton’s scriptability compares to some other DAWs… I know Tracktion and Bitwig have some degree of JS support, and Reaper has its own scripting language. Personally I’d love it Ableton made the Python API etc. a bit more official but I can of course understand why they don’t."
There's nothing that really holds a candle to REAPER's scripting API.For interpreted scripts, it supports Lua/Python/Eel (simple C-like language):
https://mespotin.uber.space/Ultraschall/Reaper_Api_Documenta...
It also has a C/C++ native extension API, and a community Rust API. I have translated the API into C# and D.
https://github.com/justinfrankel/reaper-sdk/blob/main/sdk/re...
https://github.com/helgoboss/reaper-rs
The total number of (stock) API functions is ~1,000. Some core parts of REAPER itself like it's piano roll and media browser are written using it's own plugin API.
It supports making audio plugins with GUI's that hot-reload and have a realtime variable + debugger panel using the Eel language (called "JSFX"). Many of the user-created JSFX are better than paid plugins I've used.
https://www.reaper.fm/sdk/js/js.php
The scripting community is very large and active.
https://forum.cockos.com/forumdisplay.php?f=3
It has an in-DAW IDE with intellisense. There are multiple community GUI frameworks, including bindings to ImGui, etc.
https://forum.cockos.com/showthread.php?p=2416501
https://github.com/cfillion/reaimgui
Really blows your mind.
(I am familiar with the docs for Tracktion's JS API, know about Studio One's hush-hush JS scripting, Renoise's Lua scripting, Ardour's scripting, etc.)
I installed FL Studio and tried my hand on making some beats (https://youtube.com/channel/UClKt2vzomuegCDA45SU6FbA/videos). Before I spent too much time on it I released it's actually less about making catchy beats and more about the marketing, connections in music industry etc. Now, I'm writing code again.
If you make good music you can throw a couple tracks towards a small, local label and stand pretty decent odds of getting signed.
Getting on a tiny little label with some people you like isn't going to be enough for it to be a career, but it's definitely a lot of fun and can be creatively enabling.
Coding can still pay the bills, though!
On principle I agree with this. Tracks made following a tick list of successful tropes with an eye on getting released are liable to be highly forgettable.
Having said that, as someone who tinkered a bit with production some twenty many years ago before lapsing, and tinkering and lapsing once again a couple of years ago, I would argue that some form of shared community outlet is essential in persisting and making something of greater merit.
I tend to think that the best music is emergent from real-life communities: people, time, place, culture, politics. That is, communities that have an aesthetic and reason for being that goes far beyond, say, craving new synths after watching youtube reviews.
Music that is not performed and shared, ever, is somehow stillborn. Fun and enjoyment come from the attribution of meaning, and to me, meaning ultimately comes from real human context. I feel that the lack of this killed my desire to keep making it and improving. It was just an expensive way of shouting into the void.
That being said it can also put pressure on you to the point where you also lose your joy due to stress.
I guess some middle ground can be found but as with everything that is easier said than done.
Still most of your time with music will be solitary. If you accept that, anything social is just a bonus.
> Music that is not performed and shared, ever, is somehow stillborn. Fun and enjoyment come from the attribution of meaning, and to me, meaning ultimately comes from real human context. I feel that the lack of this killed my desire to keep making it and improving. It was just an expensive way of shouting into the void.
Well you basically just proved my whole point here. You stopped making music because you weren't happy doing it alone. Learn to be totally content doing it alone, and you won't have this issue. It is possible, because I was stuck in your situation for a long time, and thought myself that music was pointless if not socially shared. I realise now that it just isn't true, and in fact that mindset puts huge pressure on yourself and indeed on the community around you. It is possible to enjoy making music without the need for social reinforcement.
It's much like brain surgery. People assume you should start out treating people's illnesses and curing them, but the successful brain surgeons know that you should spend your early years just having fun and enjoy playing around inside people's skulls. It's such a rush the first time you probe someone's central gyrus and see their arms twich. Don't waste your time planning for "in network" glory and how to calculate billable hours, just power up that bonesaw and start shredding.
Possibilities include: Playing in church (a huge portion of both amateur and commercial music is religious), entertaining oneself at home, jamming with friends, exploring and even performing esoteric music that can't be commercially viable. Even many otherwise successful professional musicians have noncommercial side projects that need volunteers. For instance if someone is willing to compose something new, or dig up something interesting and weird, I'm willing to chip in and help them try it out, just for the spirit of adventure. I'm satisfied to perform for just a small handful of people who share similar interests from the audience side.
It's not all that different than people who are into extreme sports, cooking, etc., without any expectations of ever being competitive at it.
However, I often think it's intended to mean "producing X so that other people can consume X, regardless of what results."
And I have frequently heard that it means "producing X so that other people can critique your work and tell you how to improve."
These interpretations seem to be at odds. I've had instructors in creative bootcamps tell me that the difference between the strugglers and the greats was that the greats released their work to the public, got critique on what to improve, and integrated that advice into their next work. In their minds, remaining solitary means you won't get that critique and will always lag behind someone who communicates with others to find better ideas and improve on their own.
So it really isn't as cut-and-dry as "screaming into the void is better", in terms of how I personally frame the distinction.
At an overarching level, my primary wish in life is to leave something in the world that serves as an artifact of what kind of person I was. Maybe this wish is at fault and I ought to get a better wish instead, or I'll be destroying my drive for creation at every turn. But in the present, this is how I honestly feel.
Put another way, if I were to write a thousand pages worth of novels over the course of my life, never releasing any of it, and just before I was about to kick the bucket I were to pour a bucket of gasoline on the entire pile of paper and burn it to ashes, I would probably feel the worst I'd ever felt about myself up to that point. I would have destroyed a significant product of my existence, and in a sense, destroyed a part of myself.
So maybe this way of thinking is flawed, and this clearly indicates that I am overly attached to my work, and perhaps to the idea of social acceptance as well. But this is why I cannot force myself to create if I know nobody is ever going to share a space with my work. Why would I be doing this if I was only going to keep all of it to myself?
And this doesn't even have much to do with the solitude that creating something necessitates - I am capable of weathering the darkest, loneliest storms alone, but only if I believe that there is someone at the end of the tunnel who would be able to see what came out of it all. Otherwise, the entire effort is nothing but toil with no sense of reward.
Yes, I'm saying you would be better off dropping that, and instead just engaging in pure creation without any dependencies.
> Why would I be doing this if I was only going to keep all of it to myself?
That's my whole point. You shouldn't need a reason beyond "fun" or "just because" or even "keeping the hands/ears busy".
People are unreliable, having reasons that depend on other people are unreliable. Letting go of that and having only reasons that depend on yourself is reliable.
> Otherwise, the entire effort is nothing but toil with no sense of reward.
Once again, it is entirely possible to just do it without any sense of reward. I know because I've developed this mindset, while I used to crave reward.
From 1990 to 2007, I owned a (vinyl) record store (B&M then ecomm) that catered to DJs. I got to listen to quite a bit of "dance music". The early, mid, and even late 90s was jammed packed with creativity and innovative sounds.
Eventually things changed (as Ableton and similar became popular). More and more tracks were "half baked". As you noted, workable / good enough, but the extra time to create magic was not being invested. As digitl came along, it got worse because non-vinyl releases lowered the bar further. In a addition that noise, that glut made the good stuff hard to find.
I'm not a snob. Taking anything more accessible is generally a positive. That said, for "dance music" too easy cause problems. The higher bar of the 90s was a form of quality control. If you invested in gear, you generally did your best to get the most out of it. The culture was quality. Then ease and a lower investment bar put the emphasis on quantity.
If you're just on your computer in your room, making beats and perhaps not even moving to them because to you it seems trivial and all about the marketing, you might be glossing over a fundamental part of the music. Seeing what moves an actual dance floor full of real people is important feedback.
Dancing or not, the music is still music and it has to stand on its own, at least in the context of its peers.
When something is cheap and easy to produce and release, there is an overabundance. That glut clogs up the environment (read: the haystack buries the golden needles). Plastic seemed like a great idea at first but then we've (kinda) come to realize cheap and easy ain't such a good thing ;)
But to take your insight to the next logic step...where is all this innovation and creativity? If the means raised raised the tide, where is the result? The trend, again following your observation, should be a continuous spiral up? Now should be The Pinacle of the craft. The most golden of all golden ages. It should be the late 80s to mid 90s endless stream of "WTF was that?" on steroids.
I still know DJs and working high profile producers and to the best of my knowledge none of them is seeing that.
What are we all missing? Where should we be looking? (That's not sarcasm, like the opening line. It's a serious inquiry. Tia)
If you’re aware of the evolution and still connected to the music scene, I am not sure how you could look at the state of electronic music today and not find a slew of artists and albums released in the past twenty years that at the very least pique your interest. Just in the Detroit milieu (since you mentioned Robert Hood in another comment), artists continue to innovate on the Detroit minimal sound (Omar S, Theo Parrish, Kyle Hall, among others), electro (DJ Stingray, The Other People Place). Admittedly some of these were also releasing music in the 90s…but they didn’t stop then.
Since 2000, we’ve seen the creation of dubstep and footwork (RIP DJ Rashad), and then seen the sounds created in those genres incorporated into the jungle/drum and bass sound among others to create a very fun and interesting array of artists (check out the Astrophonica or Hyperdub labels if you haven’t)
To give you an overview of the entirety of innovative and interesting music that has come out recently would be near impossible because there is _so_ much of it, I don’t know all of it, and I’m nowhere near a musicologist. But even not having sold music for any years of my life, the idea that there is not interesting electronic dance music being released today is laughable. Where should you be looking? Everywhere. Any sound you have ever been interested in probably has people releasing new and interesting music in it all the time. Popularity waxes and wanes but people don’t stop creating.
Maybe go back and reread my comment? Keep in mind it's based on 17 yrs as a shoppe owner, in addition to the years prior and since as a dedicated music aficionado. It's not a perspective you'll get often, as it's not a life many have lived ;)
You just need pen and paper to unify gravity and quantum mechanics.
You just need a laptop to write the next TikTok.
> less about making catchy beats and more about the marketing
That's a common complaint from unsuccessful artists. Michael Jackson spent a ton of money on marketing his last album and it was a total flop.
Also FWIW, it's without doubt in my mind the best DAW by a long stretch. For me there are many reasons for this but the killer one is that the time and effort from idea to laid track is miniscule.
When you're dealing with initial ideas, they're extremely fragile. I've had so many of these slip into the abyss in the face of crap software. Ableton - once you've learnt the basics - has you getting stuff down within seconds of booting. That's immensely valuable IMO.
Bitwig doesn't have it at all and they broke the paint scale->nudge to -1 workaround (which still works in Live) the last time I tried the demo.
The contempt shown for people who can't remember scales on DAW forums suggests most developers don't support this either out of fear of their vocal users or because they agree. Even highlighting brings the knives out.
You did try to add some caveats to this, but I think it's really, really important to stress that there is no "best DAW". Workflows for audio production vary dramatically, and while Live is a very, very cool program, there are plenty of workflows for which it be inappropriate at worst, and not the best choice at best.
Fortunately, these days there's a DAW for everyone, and it sounds as if you've found yours.
It's an open source visual programming language for music (with some plug ins for visualizations, too). Years ago, I had fun with it, taking Rock Band guitars and turning them into synths, or "scratching" wav files with a DJ Hero controller.
So you will have to reimplement functions that are built-in into modern DAWs. And it is not an easy task, for example, to implement filters you'll have to deal with equations with complex numbers.
Start with very very basic equipment/samples etc. and very rarely add to your setup.
It's crazy how much you can achieve with just a drum tracker, EQ, compressor and a dozen samples.
https://web.archive.org/web/20150831081620/http://actuallygr...
Edit: Apparently broken up by now.
yesterday i’ve had some fun replicating Nightcall by Ravinsky, really recommend that if you’re looking for something (easy) to reproduce next, it also helps, that originals stems are made available by author
i’d also suggest using side-chain compression, which basically gives the synths the ducking effect (https://m.youtube.com/watch?v=fOlOAqgBNM0)
But that's just what the genre requires.
Music has almost become like successful No-code, where you can just click everything in without even touching the keyboard. However you need a good understanding of what you want and how its done based on music knowledge to get something complex done. Also you might find transitions a little challenging.
Tastes have changed and the bar seems to be set lower, but still the sound has to be interesting or the appeal will be limited.
I believe that whatever enables you to make music that YOU like to hear is the important part. Forget the audience and make something that makes you feel, evokes your emotions, or just helps you relax. This is your advantage to be able to create something that is tailored to you.
With that said, sometimes its better to put a project aside or listen to it in your car and see how you feel about it then, your opinion may change.
Hope this made sense.
One, because it's usually quite boring. Two, usually because we've heard the samples a hundred times before and know roughly where they came from, or at least where they've been used before.
That being said, most large artists do percussion and whatnot from scratch, perhaps re-using individual sounds but almost always coming up with their own arrangements.
A notable artist (group) that used sampling almost exclusively is Prodigy. They're famous for coming up with unique ways to arrange old breakbeat samples and whatnot. I would be surprised if anyone had any issue with it.
It's unfortunate the guy who made the drum pattern so much modern music is built on apparently died broke and unhomed.
If those classes ever even mildly resembled even how well this little interactive tutorial presents and explain thing I probably would've joined the school chorus or learned to play instrument in an extra-curricular fashion. Which I regret never doing.
Eventually when I got my hands on a copy of Reason at age 11 or 12 (can't remember) and started messing around with it, I got to a point where I kind of understood the concepts -- the whole process was kind of similar to how this tutorial is put together, it just took way longer to figure out. :)
Brings up the point that if the education system can't properly teach a subject, maybe we're all better better off with it just not teaching the subject.
https://www.youtube.com/watch?v=ygn7ORgPbEE
(some snippets of composer/conductor/pianist Leonard Berstein explaining some musical concepts to young people using examples from pop/rock music).
This is the basics of a certain very narrow subset of music making.
For clarity: the company/vendor is Ableton, their flagship product is Live. Ableton Live is its full name. Ableton Live. Compare Apple Logic Pro, Steinberg Cubase, Image Line FL Studio, and so on.
Respectfully, please try not to refer to the product as Ableton, e.g. "I made […] in Ableton". It was done in Ableton Live, or just Live in a pinch.
(This used to really wind me up back in the old days, but I've calmed down about it. I can't begin to imagine how the Ableton marketing/branding teams feel about the mismatch. Maybe it's just me, this isn't a hill to die on.)
I did say it was a nitpick. Besides, before it was a DAW it was aimed squarely at live performance, hence the name.
now, imagine what could have happened if more operating systems came with a DAW pre-installed
i’d like to believe it would spawn generations of new artists
The lessons seems very well done. Personally I use Renoise Tracker to create music, but it's a little hard to explain to new-comers. So whenever a new comers asks me for a proper introduction, I'll have 'm look a these lessons.
On iOS this is an affordable app - Korg Gadget[0] and you can get a controller[1] for it.
[0] https://www.korg.com/us/products/software/korg_gadget/
[1] https://www.korg.com/us/products/computergear/nanokey_studio...
They must have really talented people working with them, it's Ableton afterall.
I have no idea how they make so many loops that all sounds great together.
But I suspect creating music, like reading, writing have to be good for the aging brain.
Tl;dr: Experiment with Ableton, you can have a lot of fun just f**ing around.
Bitwig == Ableton++, after Ableton management vetoed engineering's desire to do a major and much needed architectural rewrite. As I understand it, they didn't see how tearing down all the legacy code and building something more stable and modular would help them sell more licenses the next year. Hence, we have Bitwig.
I like it as one of the rare examples of engineers wanting to fix problems and create something great winning out over the desire for predictable annual returns.
I guess it was founded in 2009? (who am I to argue with wikipedia!), but wasn't "real" until 2013 or 2014. I know this because I was there, working our booth at NAMM, and chatting with the Bitwig devs about the architecture. :)
And yeah, it's worked out fine for Bitwig and Ableton. Though I'm still not that impressed with any Ableton release after 7.