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GarageBand and Logic Pro Update

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Comments

  • @Cib said:

    @Samu said:
    Garageband for iOS is just fine as long as no deeper editing or advanced automation is needed.
    The included sounds are to my ears at the same level as the instruments included in LogicPro X. And it doesn't surprise me since the same engines are used in both apps, just a bit (ok a lot) more restrictions regarding instrument editing.

    Yes. Also (even if you don't need or use them) the quality and amount of Apple Loops is great too.
    Also you can get a lot free ones from third party too.
    The smart instruments are great for touch-screens and there is a lot other good stuff.....free!
    Sure it lacks the deep editing of some other DAW but they lack in other areas.

    Considering Garageband already does realtime tempo/pitch adjustments Link would be a welcome addition.
    But I think it's a question of 'Pride' on Apples part not to implement Link just as it is to not enable AudioBus and IAA-Generator output to enable Garageband to play nicely with other apps.

  • Apple doesn't like to add "third party" tech in general (more to buy them).
    But like i said, i also miss a few things for sure but can't complain really about a mainly bug free working free app with tons of included high quality sounds.
    And again, for me the only DAW yet on iOS which is really made for touch screens.
    Other DAW really should have such smart instruments, keys like Animoog or Roli Noise app (the old one) to play midi notes.
    Mostly they look more like desktop ports.
    But it could be just me :#

  • @Cib said:
    Maybe Apple should start to sell GB for €30 too to stop people complaining about free software :p
    We already live in times where work (even for free) doesn't get appreciated.
    Welcome to 2017! ;)
    At least i didn't saw any real good GUI for multi-touch in other iOS DAW's compared to GB.

    Well...not 30€ but in my case I paid 4'99€ for Garageband (not really free for me)

  • @Ivan_Dj said:

    @Cib said:
    Maybe Apple should start to sell GB for €30 too to stop people complaining about free software :p
    We already live in times where work (even for free) doesn't get appreciated.
    Welcome to 2017! ;)
    At least i didn't saw any real good GUI for multi-touch in other iOS DAW's compared to GB.

    Well...not 30€ but in my case I paid 4'99€ for Garageband (not really free for me)

    O.k. but isn't that still a good price for GB?
    Of course everyone to his/her flavour.
    I hope it doesn't came to harsh. It wasn't meant this way.
    Just in general it looks like iOS apps have to be free or damn cheap but at the same time have to offer pro features like desktop tools :#

  • @Cib said:
    Apple doesn't like to add "third party" tech in general (more to buy them).
    But like i said, i also miss a few things for sure but can't complain really about a mainly bug free working free app with tons of included high quality sounds.
    And again, for me the only DAW yet on iOS which is really made for touch screens.
    Other DAW really should have such smart instruments, keys like Animoog or Roli Noise app (the old one) to play midi notes.
    Mostly they look more like desktop ports.
    But it could be just me :#

    Not just you. I'm right there with you :) I also have Cubasis and Auria Pro...but preferring GB-iOS right now.

  • edited January 2017

    @realdavidai said:

    @Cib said:
    Apple doesn't like to add "third party" tech in general (more to buy them).
    But like i said, i also miss a few things for sure but can't complain really about a mainly bug free working free app with tons of included high quality sounds.
    And again, for me the only DAW yet on iOS which is really made for touch screens.
    Other DAW really should have such smart instruments, keys like Animoog or Roli Noise app (the old one) to play midi notes.
    Mostly they look more like desktop ports.
    But it could be just me :#

    Not just you. I'm right there with you :) I also have Cubasis and Auria Pro...but preferring GB-iOS right now.

    Good to know i´m not alone :D
    It´s just that i think that major DAWs are just not the right thing for a mobile device and fits much better on desktops or at least bigger notebooks.
    A mobile multi-touch DAW should support those more "innovative" input GUI´s and doesn´t come with bloated things mobile devices are not made for.
    I hope that BeatMaker 3 or NanoStudio 2 will offer more of these inputs.
    Sometimes i ask me where the magic goes with multi-touch if there is no real support for it.
    Some apps like Animoog, Finger Fiddle, GeoShred etc.....shows how a keyboard(s) for a multi-touch app should look.
    I tryed to use Auria for a while but even if it just have a fraction of options from major desktop DAWs it already feels sometimes to much for me on a mobile device and it feels still more like a desktop port.
    Again.....maybe just me....and you?...... :)

  • A lot of people comparing GarageBand iOS with Logic Pro but nobody compares it to GarageBand for macOS (which it's the actual product Apple ported to mobile), comparing those products the mobile version it's actually almost on par with the PC version. And I prefer the mobile version to be honest...

    The Pro level app (Logic pro for iOS) might come later, whenever the hardware can comfortably host the software (more storage and maybe more RAM) it might be a few years. also it might have to wait till wireless technology/ cloud storage improves a lot (if the IO of mobile devices it's going to remain limited better have some killer wireless technology that makes cables obsolete)

  • @Lacm1993 said:
    A lot of people comparing GarageBand iOS with Logic Pro but nobody compares it to GarageBand for macOS (which it's the actual product Apple ported to mobile), comparing those products the mobile version it's actually almost on par with the PC version. And I prefer the mobile version to be honest...

    The Pro level app (Logic pro for iOS) might come later, whenever the hardware can comfortably host the software (more storage and maybe more RAM) it might be a few years. also it might have to wait till wireless technology/ cloud storage improves a lot (if the IO of mobile devices it's going to remain limited better have some killer wireless technology that makes cables obsolete)

    And i don´t know if that would make sense to bring a huge DAW like Logic on small screens. Before that happens there have to be real pro iPads with 15" screen or so and/or a complete different GUI and Apple know that.
    I think Apple knows why they still separate their multi-touch and desktop OS.
    The mixture of windows 10 is terrible (for me).
    In some years everything might be different again.
    One OS for everything which could transform automatic for any device and can run any software is of course the best, if that ever happens. Windows is on such a way but not there yet. Apple might do the same while letting macOS slowly die and transforming iOS into their only OS (but beeing tied to the app store as only place for software is not what i would see as good future).
    For now every platform and device makes sense and has it´s pro and contra.

  • Updated logic and finding a lot of great improvements but I don't like the graphical update, looks a bit rough, font wise on my old, non-retina mbp. Love that it has proper stereo panning now, saves my using the direction mixer plug. Also finding the dual mono/ms option for plugins handy, although I haven't figured out how to link both channels in dual mono mode, have to put the settings in manually for now.

    Mine is defaulting to the 64bit summing option, doesn't seem to be taking much more juice than before, but and I don't know if this is just me, things seem to sound smoother. Was a bit worried when I loaded something I was currently working on, as vca suddenly appeared on all my faders, when I clicked on it, it was switched to off though, phew.

  • @Cib said:
    Just in general it looks like iOS apps have to be free or damn cheap but at the same time have to offer pro features like desktop tools :#

    That is a very accurate observation. The iOS music scene and its expectations is growing up, but the economy does not follow at the same pace and is still stuck in the "Flappy Bird" model.

    That's not sustainable, so a number of things could happen. Professional devs get disappointed at the ROI on the app store and move on to greener pastures. The iOS scene is then left to passionate single-developer hobby operations. That works to a certain point, but you will not see the likes of Ableton Live or the desktop grade sampler platforms move onto the platform.

    Where games for €1,99 are viable on iOS because of their huge market size, music software simply can not generate those kinds of numbers, no matter how cheap you price them. I estimate the potential market size for any genre of games is at least 10000 times bigger than the market for a serious audio/music app. And that's a conservative estimate.

  • @brambos said:

    @Cib said:
    Just in general it looks like iOS apps have to be free or damn cheap but at the same time have to offer pro features like desktop tools :#

    That is a very accurate observation. The iOS music scene and its expectations is growing up, but the economy does not follow at the same pace and is still stuck in the "Flappy Bird" model.

    That's not sustainable, so a number of things could happen. Professional devs get disappointed at the ROI on the app store and move on to greener pastures. The iOS scene is then left to passionate single-developer hobby operations. That works to a certain point, but you will not see the likes of Ableton Live or the desktop grade sampler platforms move onto the platform.

    Where games for €1,99 are viable on iOS because of their huge market size, music software simply can not generate those kinds of numbers, no matter how cheap you price them. I estimate the potential market size for any genre of games is at least 10000 times bigger than the market for a serious audio/music app. And that's a conservative estimate.

    Very true!
    But even as a "just sometimes"
    gamer i didn't see any "console like gaming" since it's told since years and can't get that fremium crab people pay even more for sometimes compared to triple A games on PC/console.
    Indeed are music apps already much more pro here for me on iOS.
    But then pro apps for music are a niche. The app store is a bad economy for big pro apps yet and will be for long time (or ever).
    Then even when a developer can sell 10000 music apps for a dollar, it's not the tool i'm searching for as semi-pro hobbyist. So if it's just about masses....music apps will lose quality too.
    We doesn't have to talk about the 30% cut from Apple, missing demos, upgrade offers to fellow customers etc.
    Some tools took years to get there where they are.
    Maybe a reason Korg and a few others started also to make desktop apps?!?
    But like i said before, mobile devices (beside better notebooks) are not there already yet.
    I don't really care where i get my tools. I just follow where the developers are.
    If windows 10 would attract more developers to create those apps i would be there maybe.
    We will see how it goes but i talked with a few developers of desktop apps and some which make apps for both and in general iOS is far away as a good market and even could get worse if the app store stays the same but just grows and grows and grows.
    But then there must be a reason why you stay on iOS and don't offer your apps as mac version f.e. or?

  • One of the 'problems' with iOS Music-Apps is the almost non existing marketing and media exposure.
    It's very hard to 'know what you get' prior to making a purchase.

    Doug and the people behind The Sound Test Room did an amazing job on lifting iOS as a viable platform for creating noises and promoting apps at least from the user perspective.

    There are also some developers that have gained the 'trust' of the community by delivering quality software and a few new that have taken us buy surprise.

    As iOS grows so do the expectations of what an app should deliver.

    This also means that developers should no longer treat the iOS platform as a 'toy' but start to deliver pro-grade apps and yes at a higher prices levels.

    I think we'll see that (higher prices) starting to happen when 'Synthmaster One' hits the AppStore.

    I'm no 'stranger' to higher priced apps but if the general price level rises too much the will to 'explore what is on offer' will go down drastically.(No more 'spontaneous' app-shopping if the all prices rise from $4.99 to > $12.99 levels).

    For the higher priced apps there is usually enough info from the developer to aid in making the decision to buy or not to buy.

  • @brambos said:

    @Cib said:
    Just in general it looks like iOS apps have to be free or damn cheap but at the same time have to offer pro features like desktop tools :#

    That is a very accurate observation. The iOS music scene and its expectations is growing up, but the economy does not follow at the same pace and is still stuck in the "Flappy Bird" model.

    That's not sustainable, so a number of things could happen. Professional devs get disappointed at the ROI on the app store and move on to greener pastures. The iOS scene is then left to passionate single-developer hobby operations. That works to a certain point, but you will not see the likes of Ableton Live or the desktop grade sampler platforms move onto the platform.

    Where games for €1,99 are viable on iOS because of their huge market size, music software simply can not generate those kinds of numbers, no matter how cheap you price them. I estimate the potential market size for any genre of games is at least 10000 times bigger than the market for a serious audio/music app. And that's a conservative estimate.

    That sounds about right to me. When you're part of a smaller market you can't rely upon huge sales numbers to keep prices low. I also think many gamers are willing to spend more money on games. The more complex an app is, I suspect it becomes more expense to change and update in terms of the time and effort it takes. Not too surprisingly, music apps with fewer features that are easier to use and appeal to the general public are more viable in the App Store economy and require fewer updates, upgrades, or documentation to satisfy their users than apps created for musicians.

    I think we're fortunate that there are so many developers whose interest in creating music apps for musicians is a passion for them as if we had to rely upon economic motivations, we'd have significantly less options to choose from.

  • Synthmaster One will be even on desktop cheap (compared to similar tools) so i doubt the app will be expensive.
    Then there is also the thing that you could resell most licences you bought on desktop while you are stuck with what you buy in the app store forever.
    Totally different markets here with totally different customers as well maybe.
    I try to pick up the best of both worlds.
    But i still hope the common app store (and the really bad searching) is not the future.

  • @Cib said:
    But then there must be a reason why you stay on iOS and don't offer your apps as mac version f.e. or?

    I just decided (due to a combination of opportunities and circumstances) to give this business a try. I have 2 decades worth of career as creative director in the field of user experience and UI design strategy in my pocket, but my passion has always been music and sound technology. Now that the company I used to work for has decided UX is not very important (chuckle) I want to put my time into things I enjoy doing, for people who are more appreciative of my efforts.

    iOS was for me a platform I sort of stumbled into accidentally working on my Ruismaker kickstarter drum machine. I enjoy the pioneering spirit (which reminds me of the mid-90s PC music scene) and the fact that there is still uncharted territory to explore. Also, piracy is not as big a problem as it is on desktop and I happily part with Apple's 30% cut of the revenue for all the services they offer. But I'm not married to iOS at all. I can take my code and my ideas to any other platform or company in a matter of hours if needed.

    So, I'm just exploring if iOS can be a viable source of income for me or if there are other models where I can keep doing this sort of work and make a living. I haven't had this much fun in my work in 10 years ;-) But yeah, if it turns out I can't support a family being in this business it's obviously not meant to be.

  • @brambos said:

    @Cib said:
    But then there must be a reason why you stay on iOS and don't offer your apps as mac version f.e. or?

    I just decided (due to a combination of opportunities and circumstances) to give this business a try. I have 2 decades worth of career as creative director in the field of user experience and UI design strategy in my pocket, but my passion has always been music and sound technology. Now that the company I used to work for has decided UX is not very important (chuckle) I want to put my time into things I enjoy doing, for people who are more appreciative of my efforts.

    iOS was for me a platform I sort of stumbled into accidentally working on my Ruismaker kickstarter drum machine. I enjoy the pioneering spirit (which reminds me of the mid-90s PC music scene) and the fact that there is still uncharted territory to explore. Also, piracy is not as big a problem as it is on desktop and I happily part with Apple's 30% cut of the revenue for all the services they offer. But I'm not married to iOS at all. I can take my code and my ideas to any other platform or company in a matter of hours if needed.

    So, I'm just exploring if iOS can be a viable source of income for me or if there are other models where I can keep doing this sort of work and make a living. I haven't had this much fun in my work in 10 years ;-) But yeah, if it turns out I can't support a family being in this business it's obviously not meant to be.

    Thank you very much for these insights.
    Fun at work is a great thing i lost long time ago and feel like a machine (at least creating music is a form from escaping this world for a while). Hold that feeling as long as you can.
    For sure it helps to be more creative.
    I hope it will pay out better too in the future for you.
    Good luck!

  • @Samu said:
    One of the 'problems' with iOS Music-Apps is the almost non existing marketing and media exposure.
    It's very hard to 'know what you get' prior to making a purchase.

    Doug and the people behind The Sound Test Room did an amazing job on lifting iOS as a viable platform for creating noises and promoting apps at least from the user perspective.

    There are also some developers that have gained the 'trust' of the community by delivering quality software and a few new that have taken us buy surprise.

    As iOS grows so do the expectations of what an app should deliver.

    This also means that developers should no longer treat the iOS platform as a 'toy' but start to deliver pro-grade apps and yes at a higher prices levels.

    I think we'll see that (higher prices) starting to happen when 'Synthmaster One' hits the AppStore.

    I'm no 'stranger' to higher priced apps but if the general price level rises too much the will to 'explore what is on offer' will go down drastically.(No more 'spontaneous' app-shopping if the all prices rise from $4.99 to > $12.99 levels).

    For the higher priced apps there is usually enough info from the developer to aid in making the decision to buy or not to buy.

    Absolutely agree with every point @Samu . To me there's also something more a GenX than Millennial will remember: I got my first "modern PC" in summer 1995 (I had a Commodore 64 as a kid but come on...) It had a 75mHZ processor, 8MB of RAM, 1GB hard drive (which was top shelf then) and a 16bit soundcard with wavetable synthesis.

    Of course it's laughable by todays standards but the tech slowly progressed with every year doubling, sometimes quadrupling from the previous one. As each tech came out, it took awhile to gain footing and expand out into the ubiquity we have today. Google, the social media sites, DSL/cable internet, CDR to DVDR etc. They all took awhile, some a month or two, some a year or two, to take hold and take a permanent position in the digital ecosystem.

    I like to think that's the position where iOS music production still finds itself today. Gaining steam, nice following, but not yet in the general consciousness as something viable and professional. With GarageBand I feel Apple knows the iOS format & mobile music making has potential and they've put effort into making it perform better and see the audience expand.

    For me though I feel they still cater to a very "amateur" , "just learning" "game players" crowd which is fine, but if this sideline of seeing iOS become a player in professional production is to become a reality they have to move past the "paint by numbers" feel of smart instruments and fiddly interfaces.

    Why not have GarageBand for the beginner or user who wants a streamlined experience, etc. and then a full on (or if necessary partially gimped) version of Logic for iOS? @Lacm1993 is right- why is the comparison GB on iOS with Logic rather than GB on iOS & GB on Mac? They're two different animals.

    I think it's headed there but as I said, technology moves slower than we think and adoption of technology that may at first appear to have limited appeal takes awhile. I hope iOS eventually gets the same software hierchy that Mac has, Logic for professional users and GarageBand for beginners & intermediates.

  • edited January 2017

    @Samu said:

    I think we'll see that (higher prices) starting to happen when 'Synthmaster One' hits the AppStore.

    What's Synthmaster One?, a full version of synthmaster for iOS? It's a rumor or a fact?

    I'm willing to pay whatever for that one.

  • But why should "pro" users wait for a Logic on iOS while it's all still there?
    I think iOS is just for another kind of tools like performence oriented GUI's, remote controls, midi controllers, stand alone synth apps and light DAWs etc.
    Why should anyone wait for things ported from a desktop workflow to a mobile multi-touch device to get all the things which exist since decades?
    If that happens one day it will cost the same.
    The more complex the DAW gets the more difficult it will be to create a GUI for a mobile multi-touch device without tons of scrolling trough pages and menus.
    You will need drop and drag, external devices etc.
    Then you are at a desktop workflow again where multi-touch is not the best choice maybe.
    I don't want that, only if Apple create the right hardware for it with a "pro store".
    I wanted all that on my mobile device but after some years i experienced that the old simpler apps are still the best like NanoStudio, ThumbJam, GarageBand, Animoog etc.

  • @brambos said:

    @Cib said:
    But then there must be a reason why you stay on iOS and don't offer your apps as mac version f.e. or?

    I just decided (due to a combination of opportunities and circumstances) to give this business a try. I have 2 decades worth of career as creative director in the field of user experience and UI design strategy in my pocket, but my passion has always been music and sound technology. Now that the company I used to work for has decided UX is not very important (chuckle) I want to put my time into things I enjoy doing, for people who are more appreciative of my efforts.

    iOS was for me a platform I sort of stumbled into accidentally working on my Ruismaker kickstarter drum machine. I enjoy the pioneering spirit (which reminds me of the mid-90s PC music scene) and the fact that there is still uncharted territory to explore. Also, piracy is not as big a problem as it is on desktop and I happily part with Apple's 30% cut of the revenue for all the services they offer. But I'm not married to iOS at all. I can take my code and my ideas to any other platform or company in a matter of hours if needed.

    So, I'm just exploring if iOS can be a viable source of income for me or if there are other models where I can keep doing this sort of work and make a living. I haven't had this much fun in my work in 10 years ;-) But yeah, if it turns out I can't support a family being in this business it's obviously not meant to be.

    All you say I absolutely agree with, but in it still is a problem, if you do leave the iOS scene, those excellent Apps you have created would surely fall apart, given the near constant changing nature of iOS, as such the amount, people will spend on Apps, will be governed by the trust they place in the developer to maintain them, over time.

  • @Lacm1993 said:

    @Samu said:

    I think we'll see that (higher prices) starting to happen when 'Synthmaster One' hits the AppStore.

    What's Synthmaster One?, a full version of synthmaster for iOS? It's a rumor or a fact?

    I'm willing to pay whatever for that one.

  • edited January 2017

    I agree but mobile needs new tools, things that are conceived "mobile native" (software that only works on mobile ditching PCs completely) new solutions to the same problems rather than the same solutions of the old platform ported to the new ones.
    Right now almost all music software on mobile can work on PC as well with minor differences (prefer one over the other it's an individual thing), a full DAW on mobile it's completely possible but needs to be conceived in a different way rather than just copy the PC way of doing things. (Which as you say won't work as well)

    It's like music apps on iPhone, I hate most of them because rather than think apps from a different perspective most developers only shrink the interface of an iPad app and fit everything on a 4.7 screen, instead of creating great apps for iPhone most apps are "good enough" "workable" "not as bad as it could be". Adjusting to the smaller screen needs a different way of thinking.

    Mobile multitouch interfaces are not done, we are past the point of major leaps but there are things to come that will make touch UIs way better , imagine 3D Touch inside apps for sub menus for example, imagine flawless voice control, imagine drag and drop, etc.

    @Cib said:
    But why should "pro" users wait for a Logic on iOS while it's all still there?
    I think iOS is just for another kind of tools like performence oriented GUI's, remote controls, midi controllers, stand alone synth apps and light DAWs etc.
    Why should anyone wait for things ported from a desktop workflow to a mobile multi-touch device to get all the things which exist since decades?
    If that happens one day it will cost the same.
    The more complex the DAW gets the more difficult it will be to create a GUI for a mobile multi-touch device without tons of scrolling trough pages and menus.
    You will need drop and drag, external devices etc.
    Then you are at a desktop workflow again where multi-touch is not the best choice maybe.
    I don't want that, only if Apple create the right hardware for it with a "pro store".
    I wanted all that on my mobile device but after some years i experienced that the old simpler apps are still the best like NanoStudio, ThumbJam, GarageBand, Animoog etc.

  • @knewspeak @brambos @Cib and all - really interesting discussion. I wonder if there is any possibility of a developer 'open sourcing' app code once they decide to no longer maintain it in the iOS dev world? (which I know very little about).

  • I have Logic Pro for Mac but I only use a certain set of core features. GB-iOS is rapidly gaining them. I do like busses though, and perhaps GB will never get these.

  • @Samu said:

    @Cib said:

    @Samu said:
    Garageband for iOS is just fine as long as no deeper editing or advanced automation is needed.
    The included sounds are to my ears at the same level as the instruments included in LogicPro X. And it doesn't surprise me since the same engines are used in both apps, just a bit (ok a lot) more restrictions regarding instrument editing.

    Yes. Also (even if you don't need or use them) the quality and amount of Apple Loops is great too.
    Also you can get a lot free ones from third party too.
    The smart instruments are great for touch-screens and there is a lot other good stuff.....free!
    Sure it lacks the deep editing of some other DAW but they lack in other areas.

    Considering Garageband already does realtime tempo/pitch adjustments Link would be a welcome addition.
    But I think it's a question of 'Pride' on Apples part not to implement Link just as it is to not enable AudioBus and IAA-Generator output to enable Garageband to play nicely with other apps.

  • I've only just noticed today, but how long has GarageBand iOS had in the Settings / GarageBand entry this thing about 'Support MPE Controllers'?

  • Sorry to be the dolt at the table (again), but if I have, say, a piano track, synth track, whatever, recorded in the shiny new GB and want to add IAA effects, how do I go about the same? Or did I misunderstand its new capabilities.

  • IAA instruments were added in 2.0. I didn't use it much before, but taking a look now I see there is a slot for one IAA effect also. Seems like this is only for applying to a live recording

    AU Effects are the new hotness in 2.2, find it in the FX menu for each channel. These can be applied to any track. But not the master.

  • @Hmtx said:
    IAA instruments were added in 2.0. I didn't use it much before, but taking a look now I see there is a slot for one IAA effect also. Seems like this is only for applying to a live recording

    AU Effects are the new hotness in 2.2, find it in the FX menu for each channel. These can be applied to any track. But not the master.

    Ah, thank you. Live only. Those pesky real musicians get all the good tunes. Erm. I guess that's only fair....

  • I've been quite enjoying Alchemy inside GarageBand.

    This is how I think I'm going to use it:

    • on my new iPhone6sPlus
    • It's easy enough to lay down 64 bars or more (maybe even a whole song length) of chord or arp midi
    • pick a nice Alchemy patch that has some decent scope for automating over 64+ bars
    • get the notes how you want them (using the loop function on the clip if necessary)
    • then make sure 'merge recordings' is on
    • then play the whole track through and modulate various parameters of the synth patch
    • You can have few passes doing this e.g. Once with cutoff, another pass tweaking something else etc

    So you now have a good long evolving pad or arp single track just how you want it. And you can easily come back and change the notes if needed.

    Export this audio (including the tail) to audioshare and then (come feb), hopefully on into Gadget to use in a full track.

    Nice. And all in my pocket.

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