PHOTO: Alexander Gronsky/agency.photographer.ru
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Musigy's Stan Vonog [right] and Nick Surin
play well with others—even if their friends are
in different time zones.
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You live in San Francisco and play the guitar, your
bassist lives in Reno, and your drummer lives in
Vancouver. To rehearse or even just get together and jam
from so far away you need a way to meet in the same
virtual performance room. The main problem is lag, the
delay between the sounding of a note at one end of a
circuit and its reception at the other end. Lag “should
be much less than during a telephone conversation,” says
Stan Vonog, a Ph.D. candidate in physics at the Moscow
Institute of Physics and Technology. You can manage to
talk around a lag as high as 200 to 300 milliseconds, he
says, but for multiplayer jam sessions, anything above
50ms renders a piece of music practically unplayable.
Vonog founded Musigy (pronounced MUSE-a-gee), based in
San Francisco, to cut lag down to a manageable size.
Just what's manageable depends, however, on how far
apart the band members are. If the speed of light were
the only constraint, you could keep lag under 50 ms
across 8000 kilometers. Of course, electricity doesn't
move quite that fast, and there are additional delays
during signal processing and network rerouting. Together
they bring the actual range down to 3200 km.
Musigy (http://musigy.com)
fights lag in four ways. First, it shunts the audio
signal directly from a PC's network card to its audio
card, to keep the signal from waiting in the
microprocessor's queue. Second, it encodes and decodes
the audio signal with a speedy algorithm that adds just
a 10-ms delay, a tenth of what a standard MP3 algorithm
might add. Third, when a packet containing a bit of the
audio signal doesn't arrive within a set period, say 40
ms, Musigy just leaves it out and extrapolates the
missing data from earlier packets. Fourth, Musigy
conducts a kind of “weather forecast” when it sets up a
jam session: the program tests standard lag times
between the performers' stations and optimizes the
settings accordingly.
In 2005 these ideas won Vonog and Musigy's other
developers the Imagine Cup, a programming competition
for students, sponsored by Microsoft.
To show off the product, Vonog sets up jam sessions.
In September, for instance, he sponsored “Jazz @ the
Speed of Light,” which connected jazz, blues, and
world-music players across some 2600 km, performing in
real time in Russia, Ukraine, and the United Kingdom.
Right now, Musigy just comes in an invitation-only
beta version. Vonog says that the commercial version
will probably offer a two-tier pricing structure. “Basic
functionality like jamming or recording will be free,”
he says. “But if you want to upload all your rehearsals
or hold live concerts, there will be a premium charge.”
Another tack, implemented by a company called eJamming
(http://ejamming.com),
is to cut lag by compressing data. That way, instead of
swapping megabyte-size sound files, you could use mere
kilobytes to describe when and what kind of notes each
instrument plays. “The analogy is a player piano with
the small holes in the piano roll, which trigger the
player piano to make sound,” says eJamming founder Alan
Jay Glueckman. His compression standard is the familiar
MIDI (Musical Instrument Digital Interface).
The company, based in Valley Village, Calif., and
Orlando, Fla., now offers eJamming on a monthly
subscription basis. Subscribers can sign on to the
eJamming Web site and play with any other member who is
connected. Glueckman cautions, however, that lag times
begin to become noticeable at distances between about
320 km and 800 km.
“Some people feel it, some people don't,” he says.
“Some people will never be able to do more than 15 or 20 [ms].”
In March, eJamming announced its new AUDiiO package,
which opens eJamming sessions up to as many as 16
low-bandwidth MIDI tracks and eight regular
(high-bandwidth) audio tracks, such as guitar or vocals.
Glueckman has also expressed interest in bringing
eJamming AUDiiO to Second Life, the massive multi player
environment where people meet via gamelike avatars.
Another approach to lag is to embrace it. Ninjam, a
free, open-source program, does so by intentionally
lagging each participant exactly one bar, much as choirs
do when they sing rounds of “Row, Row, Row Your Boat.”
Ninjam (http://ninjam.com)
was conceived in large part by Justin Frankel, one of
the creators of the peer-to-peer file- sharing program
Gnutella and the audio player Winamp. “Sometimes when
you're playing in person, you don't always pay really
close attention to what other people are doing,” he
says. “So how would you know if you're playing with
their current measure or their previous measure?”
PHOTO: Alexander Gronsky/agency.photographer.ru
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Look Ma, No Lag: Musigy nips delays in the bud
in four ways.
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The Ninjam session leader programs in the number of
beats-per-minute and beats-per-measure in advance, the
way you might plug a starting balance into a new Quicken
account. Each participant then hears a metronome-click
track to ensure everyone's on beat and an audio stream
that Ninjam says will sound different to every user.
“This is obviously more suited to free-form
experimentation than to rehearsing songs, because when
you actually have changes it's very difficult to
synchronize," says Frankel.
Ninjam is already available on Second Life. Dan
Sullivan (avatar name, Jazz Glineux) holds Ninjam
sessions in Second Life at his private performance space
and recognizes the earmarks of a classic rivalry between
Ninjam and eJamming users. “Ninjam users tend to be
skeptical about eJamming,” Sullivan says. “It's a bit of
the Microsoft pay model versus the free Linux thing.”
He says that just 10 ms of lag time is enough to
notice and even trip over. He therefore remains
skeptical about using Musigy, eJamming, and eJamming
AUDiiO beyond a limited geographical range.
“Ten milliseconds,” he said, “is about 900 miles,
assuming an ideal point-to-point optical link between
two players, from what I figure. And the Internet ain't
no perfect connection.”