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Google just launched their music store in the US, and sent a message to Google Music beta users (excerpted below):

Dear Music Beta user,

We’re excited to announce that Music Beta by Google is officially graduating from beta today! Google Music will remain a free service, and you can continue to store up to 20,000 songs in your personal music library.

All of your purchases are automatically stored on Google Music for free (and don’t count toward your 20,000 song limit). You can even share a free full play of any purchase with your friends on Google+.

For Google Music users with Android phones and tablets running version 2.2+, you will automatically receive an updated version of Android Market with the music store over the next few days. You should also receive a system notification with the Music app update sometime today, but you can always download it immediately.

— The Google Music Team

The big news here is that Google’s digital music locker stays free for up to 20,000 songs.  Apple includes a locker for 25,000 songs with their iTunes Match service for $25 a year.  Amazon gives you 5 GB of storage free, and is now offering unlimited music storage with any Cloud Storage plan, starting at $20 per year for 20 GB.  None of the services count music purchased from their stores against your limits.

If you haven’t tried Google Music, you should.  They have lots of free music to check out, and you can easily upload your iTunes library and keep it in sync (for free!). Since all your music (well, 20,000 songs at least) is really in the cloud, you don’t have to worry about keeping things in sync. Or about music taking up space on your devices and computers.  Or about backups.  Yay Google!

The new store fills a big hole for Android users, and iOS users can purchase the gMusic for easy access to the Google locker on their iPhone, iPod, or iPad.  Overall, there’s a lot to like, especially for a product that just launched.

What’s to like:

  • It’s free!
  • Music downloads are 320 kbps (highest quality MP3 files)
  • Lots of free music to sample
  • Easy upload of iTunes library
  • Automatically syncs with iTunes
  • Available on all devices and computers, even your friend’s
  • Great for Android users

What’s not to like:

  • Catalog missing Warner Bros. and some independent labels
  • Needs good internet connection for smooth playback
  • Requires paid app for best operation on iOS devices
  • Available only in the United States

Google Music for Artists

Google also introduced Artist Pages (or Artist Hub, or Google Music for Artists — choose one.)  For a one-time $25 setup fee, independent artists get a page in the Android Market to tell their story and sell their music with the following features:

  • Set your own price, including limited-time specials and album-only purchases
  • Artist gets 70% paid monthly, Google keeps 30%
  • Unlimited track/album uploads
  • No annual fee
  • Sell on YouTube with a buy link in your music videos

Note: Links to iTunes and Amazon are affiliate links.  

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Free Friday: Honor By August – NoiseTrade Sampler

by David D. on October 14, 2011

We first wrote about Honor By August when they were selected to headline the inaugural DC MusicFest.  This Northern Virginia band crafts nicely layered and instantly accessible pop/rock with a perfect blend of melody and rhythm.

Your Free Friday tracks are “Only In Photographs” from their debut album Drowning Out the Television (2007); “Found” (2009), the title track off their sophomore release; “Sleepwalking” from their EP, On Our Own (2010); plus new single “Little Black Dress”.

Honor By August won the Grand Prize in the Billboard World Song Contest, as well as an XM Radio contest to open for Bon Jovi at DC’s largest venue, the Verizon Center.  Sign up below to get your free tracks from NoiseTrade, which provides a platform for artists to share their music in exchange for a 20% share of the tips.  Tip often, and tip well!

More Things

Honor by August

Note: iTunes and Amazon Store are affiliate links

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A closer look at online earnings (and losses) per platform

(originally published September 27, 2011)

If there’s a lesson to be gleaned from the recent kerfuffle over Spotify and artist payments, it is this: fans of indie music should buy directly from the artist whenever possible.

The dust-up started when Uniform Motion posted earnings from various platforms on their blog.  In a follow-up, they wrote:

First of all, the blogpost was not an attack on Spotify. We don’t have a problem with the concept of streaming music services at all. What we dislike about Spotify, is the lack of transparency in their business model. With Apple, it’s simple. They take 30%. With Spotify, we don’t know if we’re getting a fair deal or not.

~ Uniform Motion: Clarifications

This chart shows what Uniform Motion calculates they earn from each platform when an album is streamed, downloaded or purchased on CD or vinyl.

The data is from their original post: Release Day Economics. It has been standardized by displaying each transaction as a one-album unit, and converting all amounts into US dollars.

Of course, it’s not really fair to compare the earnings from streaming with those from digital sales. Sales are a one-time event, while streaming can result in cumulative earnings over time. As you can imagine (and as we shall see), it takes a LOT of streams to generate meaningful earnings.

So it won’t be easy for most independent artists to make a lot of money on Spotify. But hey, it’s not easy for Spotify to make money on Spotify (see Spotify Bleeding from Licensing Costs).

With the exception of a dip due to the name-your-price deal on Bandcamp, it looks like there is a steady increase in earnings as you move away from Spotify and towards direct sales. But there are two big pieces of data missing: volume and allocated costs.

Volume is where iTunes shines. Or as Fugazi drummer Brendan Canty said at last year’s Future of Music Conference: “God bless Apple.” Although Fugazi earns most of their money from CD sales, Brendan figured that they make 10 times more from iTunes than from all other digital sellers combined.

On to allocated costs. Without going all general ledger on you, allocated costs are expenses that can’t be attributed to a specific platform or transaction; they need to be spread over multiple platforms. Like recording, mixing, and mastering costs, which Uniform Motion detail here. Another example is the cost for digital distribution:

It costs us 35 EUR/year to keep an album on iTunes, Spotify, and Amazon (105 EUR per year for all 3 of our albums!) so we don’t make any money until 24 people have bought a digital copy of the album on iTunes, or 150 single songs, or if we get tens of thousands of listens on Spotify! In most cases, it’s actually more economically viable not to sell the music at all.

But…if you buy directly from their Bandcamp Page:

We allow people to pay what they want for the digital version. If you choose to pay 5 EUR, Paypal takes 0.37 EUR, Bandcamp takes 0.75 EUR. Uniform Motion keeps 3.88 EUR — it doesn’t cost us anything to have a page on bandcamp….However, the average price people pay is actually 2.82 euro ($3.95) which leaves us with 2.21 euros ($3.09) after Paypal and Bandcamp fees.

The highest price anyone has ever chosen to pay is 20 euros ($28). The lowest is 0.50 euros ($0.70)…If you decide to pay nothing, well, we get nothing, but at least you didn’t give money indirectly to major record labels, which seems to be the case with Spotify!!

Knowing that digital distribution costs put a dent in their iTunes earnings, it would appear from the chart that selling CDs and vinyl LPs is where the money is. It’s not. Due to minimum order requirements and other production costs, Uniform Motion has never earned a profit on these sales.

So the only transactions they can count on to be profitable are digital downloads from their Bandcamp site. As a bonus, you can get higher quality music, including 320 kbps MP3 and lossless FLAC files through Bandcamp.

Remember, this is a chart of Uniform Motion earnings: the results wlll vary for other artists with different volume and cost structures. But in general, an independent artist will end up with the biggest cut from sales made through their web site or services such as Bandcamp or CD Baby. This is easy to see from the below chart, which is based on the popular infographic from Information is Beautiful: How much do music artists earn online?

[Disclaimer: The original chart was based on data published in January 2010 by The Cynical Musician. Things change quickly, so some of the information is out-of-date. In particular, Spotify has changed their payouts, and the amounts listed on the chart seem be lower than the Uniform Motion earnings by an order of magnitude. Still, it captures the general shape of the subject and gives some context to the numbers. For an alternate take, read the commentary by Bob Lefsetz.]

For a solo artist to to earn the monthly minimum wage of $1,160.00, they:

adapted from the presentation of this data by Ryan Flynn: Selling Out

Where do we go from here?

Musicians and composers: take the online survey on artist revenue streams from the Future of Music Coalition.

Everyone: take a quick 3-question survey on how you feel about Spotify as musician or music fan.

You: go buy some music from your favorite artists on Bandcamp.

Update 10/4/2011: I asked Uniform Motion to check my work, here is their response:

Thanks, your conclusion is correct. When someone buys directly from our Bandcamp page, there’s no cost involved. However, since we have already manufactured CD’s and Vinyls, it’s best to sell as much stock as possible. Thanks for spending so much time on your article and digging up the facts.

~ Uniform Motion

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11 tips for getting the most from MOG and Spotify

by David D. on September 19, 2011

If you sign up for MOG or Spotify and leave everything at the default settings, you could be missing 50% or more of your music.  That’s because Spotify defaults to ~96 kbps on mobile devices, and 160 kbps on the desktop. The settings outlined below will bring your Spotify mobile streams up to 160 kbps, and desktop streams up to 320 (for tracks available at the higher bit rate).

MOG on mobile starts out much worse (but gets much better).  MOG defaults to an anemic 64 kbps for mobile streams, but can be kicked up to 320 kbps when using Wi-Fi.

NOTE: Information in this article is based on Mac desktops and iOS devices; your device may vary.  You will need a premium account to get the 320 kbps streams from Spotify, and paid accounts to stream to mobile devices on either service.  If you’re wondering why you should care about the kbps, check out part 3 of Hi-Fi 2.0: Let’s do the math!

Getting the most from Spotify

  1. Spotify offers 320 kbps streams to premium subscribers, but will default to 160 kbps.  From the desktop menu, select Spotify > Preferences.  Under playback, check High quality streaming.
  2. While you’re there, make sure Set the same volume level for all tracks is unchecked.  This will let you hear the music’s full dynamic range.
  3. Over on your iOS device, start up Spotify and press the Settings icon on the lower right.  Next to Stream, select High Quality.
  4. Next, go down to Sync, and select High Quality again.
  5. Premium subscribers need to use the desktop app to get the higher-quality 320 kbps streams.  If you want to send that audio to your home stereo and you’re not close enough to plug in, check out Airfoil from Rogue Amoeba.  Airfoil will send audio from any desktop app to AirPort Express or AppleTV.
  6. Oh, and now you’ll want a remote control for Spotify — try Remoteless. Remoteless (for Spotify) - anders o
  7. Getting AirPlay going on the Spotify iOS app is much easier.  Tap the info button while a song is playing. Then tap the AirPlay icon to the right of the volume slider and select an output.

Getting the most from MOG

  1. Start up MOG on your iOS device, swipe to the second page, and select Settings. Next to High Quality Streaming, select ON.
  2. Next, set High Quality Downloads to ON.
  3. AirPlay is built-in the to the MOG desktop app for Mac, and the icon is always at the bottom right of the window, so that’s easy.  Getting AirPlay blowing on the iOS app is a bit trickier.  From any screen, press the volume + or – button on the side of your iThing.  The AirPlay icon will reveal itself to the right of the volume slider — tap it and select an output.
  4. For the very best sound (well, as good as you’re going to get from an MP3) use a dock that bypasses the low-quality DAC in your iPod, iPad, or iPhone.  The MMT Editor’s choice is the iD100 from Cambridge Audio. [affiliate link]  For more info, see Part 1 of Hi-Fi 2.0: Getting good audio in the iPod age.

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Hi-Fi 2.0: Let’s do the math!

by David D. on September 15, 2011

Part 3 in a series: After decades of continual improvements in audio recording and playback technologies, the average 21st Century listener will hear most music at lower fidelity than before the millennium. How did this happen, and can anything be done about it?

In Part 1, we reviewed some of the reasons for the general decline in audio quality.  Part 2 explored the differences between analog and digital audio.  Now it’s time to take a closer look at the various digital formats, do some math, and find out what high fidelity means in the 21st century.

The resolution of a digital audio file is based on three factors: the sample rate, bit depth, and bit-rate.

Sampling Rate (sample rate, or sampling frequency) – the number of times audio is measured (or sampled) per second.  The standard sampling rate for a CD is 44.1 kHz, which means that the audio is sampled 44,100 times per second.

An analog signal (light bue) measured over time at a fixed sampling rate (red).

The sampling rate determines the frequency response — the range of sounds from low to high that a file is capable of reproducing.

Imagine a felt hammer striking a piano string.  A string that is thinner, shorter, or under more tension will vibrate more rapidly, producing a higher frequency or pitch.

The lowest note on a piano (A0) has a frequency of 27.5 Hz, and the A above middle-C (A4) has a frequency of 440 Hz, or 440 cycles per second.  The highest note on a piano is C8,  at 4186.01 Hz, and the normal range for human hearing is from 20 Hz to 20,000 Hz.

According to the Nyquist-Shannon sampling theorem, a sampling rate needs to be twice the frequency of the signal being sampled in order to accurately capture the sound.  So the 44.1 kHz sampling rate used for CDs should be sufficient to capture audio frequencies up to 22,050 Hz, beyond the range of human hearing.

However, some maintain that inaudible frequencies above 22,000 Hz can “color” the sound and affect the lower-range frequencies we do hear.  And the digital recording process can produce distortion through the aliasing of these higher frequencies that requires filtering to correct.

There is no theoretical frequency limit for an analog signal, but the physics of audio reproduction place a practical limit on what can be achieved.  Testing on some analog systems has shown evidence of frequencies up to about 50,000 Hz.

Most professional digital recordings are made at a sampling rate of 96 kHz, so they can capture the high-end audio frequencies that might be found in an analog recording but would be missing from a CD.  And if you absolutely must go higher, you can use a sampling rate of 192 kHz.  At this rate, you are slicing each second of audio into 192,000 pieces, and capturing frequencies up to 96,000 Hz (ouch!).

Bit-Depth -the number of bits used to record each slice of audio.  Think of this as the number of levels available to capture each slice.  Every bit doubles the number of levels: the resolution for 16-bit audio is calculated as 216, giving you 65,536 possible levels.  24-bit audio is calculated as 224, providing over 16 million levels.

Most professionally-recorded digital audio is 24-bit.  Recording at a higher resolution allows for a greater dynamic range (the difference between the softest and the loudest sounds in a recording) and a better signal-to-noise (S/N) ratio (i.e., more signal, less noise).

Sound levels are commonly measured in decibels (dB), and the normal range of human hearing is from 0 dB (threshhold) to 120 dB (hearing damage).  The dynamic range for 16-bit digital audio is 96 dB, and the range for 24-bit audio is around 144 dB. The best most analog formats can offer is a dynamic range of around 60 dB, and there will almost always be more noise present.

By the time all of these calculations end up as air moving from your speakers, compression may have obliterated some of the differences in dynamic range between the formats.  A lot depends on the type of music you listen to — look for an update on the “Loudness War” in an upcoming article.

Bit rate – the number of bits processed per unit of playback time.  For an uncompressed digital audio file, this can be calculated as:

Sample Rate x Bit-Depth x Number of Channels = Bit Rate

Let’s do the math for a CD: 44,100 x 16 x 2 = 1,411,200 bits per second (or 1411 kbps, or 1.4 Mbps).  Compressed audio, such as an MP3 file, is a different story.  The sampling rate for an MP3 file can vary, and there is no equivalent bit-depth, so the bit rate is an indicator of how much compression was applied to the original signal.  A higher bit rate results in a larger file size and greater fidelity to the original sound.  Since a CD has about 11 times the bit rate of an MP3 file, does that mean it sounds eleven times better?

How high is up?

Let’s think about this for a minute.  Higher sample rates and greater bit-depth will result in more information being captured for each sound.  Higher resolution means better sound, but there are limits.  Our ears impose limits: the highest frequencies we can hear drop with age, and some ears are better-trained and more discerning than others.

The recording method and storage media impose another set of limits.  And the playback system comprises a long chain of limiting factors: the playback unit, audio circuitry, DAC, amplifier, wiring, speakers, and more.  The rooms we listen in, and where we sit in those rooms can have a dramatic impact 0n the quality and accuracy of the music we hear.

T Bone Burnett prefers analog, but maintains that if we have to listen to digital audio, we should do so at a minimum resolution of 96 kHz/24-bit. There is a fair amount of controversy over sampling at higher rates, with some engineers and audiophiles claiming that 192 kHz audio is a gimmick, overkill, or “just stupid”.  From one detractor:

Sampling audio signals at 192KHz is about 3 times faster than the optimal rate.  It compromises the accuracy which ends up as audio distortions.  There is an inescapable tradeoff between faster sampling on one hand and a loss of accuracy, increased data size and much additional processing requirement on the other hand.

The optimal sample rate should be largely based on the required signal bandwidth. Audio industry salesman have been promoting faster than optimal rates. The promotion of such ideas is based on the fallacy that faster rates yield more accuracy and/or more detail. Whether motivated by profit or ignorance, the promoters, leading the industry in the wrong direction, are stating the opposite of what is true.

~ Dan Lavry, “Sampling Theory for Digital Audio”

While looking at the above chart, remember that we are comparing apples (uncompressed audio files such as those on a CD) and oranges (compressed files).  While a CD track may contain 11 times the information in a 128 kbps MP3 file, it’s not really a fair comparison.  The compression algorithm is designed to throw away the unimportant and mostly inaudible parts of the music, it doesn’t just randomly remove 90% of the data.

What is HD Audio, and how do I get it?

So the CD might not sound 11 times better, but it definitely sounds better — MP3 files are a step backwards from CD-quality audio.  There are a few competing definitions and formats, but for our purposes, High-Definition (HD) audio will be defined as audio formats that exceed the sampling rate and bit-depth (44.1/16) of the Red Book CD Standard.

There is a high-definition audio specification from Intel for PC audio up to 192 kHz/32-bit for two channels, and 96 kHz/32-bit for as many as eight channels.   But this spec supports sample rates as low as 6 kHz, as well as 8 and 16-bit audio, so it falls outside of our definition.  Oh, and then there’s HD Radio, which has nothing to do with high-definition audio.  HD originally stood for “Hybrid Digital”, and now is just part of the HD Radio trademark and stands for nothing.

We will take a deeper dive into the competing formats for HD Audio in our next installment, and look at the various ways and means to get high-fidelity in the 21st century.  Onward!

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They Might Be Giants: FLAC for the People

by David D. on July 18, 2011

Brooklyn’s Ambassadors of Love serve up 18 new songs – No waiting!

TMBG’s new release Join Us is available from their site in either MP3 or FLAC (lossless) format for one low price of $9.99.  (Vinyl available for one low price of $15.)

MMT is pleased to see bands such as TMBG and OK Go offering high-quality digital files without charging a premium.  Why should we pay more just to get 100% of the music?  You hear that HD Tracks?

But wait, there’s more — here is the winning entry in the fan video contest for “Can’t Keep Johnny Down” at no extra charge.

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Free Bleu! (from Four)

July 16, 2011

To my friends, I leave my power chords ~ Bleu – “Dead in the Mornin” Four If you’re a fan of power pop, you should also be a fan of Bleu.  And if you didn’t get introduced through last year’s Free Friday feature, here’s a second chance.  Take it!

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OK Go – 180/365: hopes, dreams, and FREE Confetti

June 24, 2011

Confetti Cannons. Furry Guitars. Electric Jackets. Confetti Cannons. Hand Bells. Tubular Bells. Confetti Cannons. Streaming Video. 3D Movies. Confetti Cannons. Bleeping Thingamagoops. Scrolling Bass. Confetti Cannons. Unlike, say…Charlie Sheen, it’s obvious that OK Go puts a lot of thought, effort and energy into their shows. And confetti cannons. LOTS of confetti cannons. After an endearing [...]

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Apple’s vision of iTunes in the Cloud: Is it cloudy enough?

June 8, 2011

[View the story "Apple's vision of iTunes in the Cloud: Is it cloudy enough?" on Storify]

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Free Friday: SXSW Edition

March 10, 2011

It was about a year ago that we launched the Free Friday series with the Austin Edition. We head back to Austin next week for the 25th Anniversary SXSW Music and Media Conference. Founded in 1987, SXSW started as a regional event with 172 bands playing at 13 venues.  This year will see around 2,000 [...]

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