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Chapter 1: The Hype About Internet Audio
What Is Internet Audio and Why Do People Use It?
When people say "Internet audio," they're
generally not speaking about websites that sell CDs online. Instead,
they're talking about the recent phenomenon of downloading files from
the Internet that contain information about music in a similar fashion
to the way that a CD stores music. This means that you can play music
on your computer without a CD, or a tape, or a vinyl record! The song
is stored in a file. These files tend to be very large, as it takes a
lot of information to store high-quality audio. As a result, most
people use programs that compress their music - this way their music
files take up much less space on their hard drives, but the music
maintains the quality of a CD. The most popular of these compressed
music formats is known as MP3. (We'll get into more of exactly how it
works in Chapter 2!)
Once you have individual songs in files stored
on your computer, you can have much more control over your music than
if you had been listening only with a CD player. For instance: you
could make a list of your favorite 100 jazz tunes, or send a song that
you particularly loved to a friend who lives across the country. If
you have a CD burner, you can even burn custom audio mixes onto CDs
for your friends! Since files are copied perfectly, they do not
degrade as you make more copies like a tape would. Programs are now
cheaply and widely available to allow users to quickly make music
files of their entire CD collection. For these reasons and more, in
the last three years, it has become very popular among college
students to store music on their computers.
Many people have
complained that putting music on your computer limits you, because you
can only listen to music while you're sitting in front of your
computer! Fortunately, several major manufacturers have solved this
problem by introducing small devices that can store and play your
music away from the computer: they are shaped like very small Walkmen,
and tend not to weigh almost anything at all. Unfortunately, such
devices are not yet compelling at the time of this writing, playing
only an hour of music, after which you must run back to your computer
to "refill" the device with new music - hardly suitable for a ski
trip! There are, however, even newer devices that will likely be
widely available by the time you're reading this that will allow you
to store many tens of hours of music.
Unlike most other technological
revolutions before it (such as the introduction of CDs), MP3 and other
Internet audio formats were not introduced by the record
labels. Instead, they were introduced by consumers who, finding the
technology exciting, passed the knowledge on by word of mouth. In
fact, most record companies have been quite unhappy by the existence
of MP3s, chiefly because it is now possible to quite easily obtain
copyrighted music for free: the latest Beck tune is just a click away,
regardless of what the label or the band thinks about it. Most labels
are scared that free copying on the Internet will erase their ability
to make a profit; or more importantly, to pay artists. In Chapter 10,
we'll see why they're scared.
Some Thoughts on the New Economy
The Internet is changing our notion
of a market. We used to think that an economy would be centered upon
the sale of physical goods, with a small market for services. The
rapid and nearly free redistribution that the Web permits morphs what
were once products into services. News, once a physical commodity, to
be delivered on pressed sheets of paper, has since become a service on
the Internet. Obviously, the Internet cannot so dramatically change
industries less centered on the circulation of ideas: the steel
industry, for instance, has likely been undergoing far less rapid
upheaval than the news industry.
The music economy has been
particularly interesting: originally, music was a service. One paid to
attend a concert - you did not receive any physical object that
embodied the music; that would be unthinkable! But when Edison first
recorded his voice on a wax cylinder at the beginning of the 20th
century, that all was changed. Music could now be "bottled up,"
contained within a physical object, and sold, just like bread and
beef, as a commodity. New advances in production technology, such as
Ford's ingenious assembly lines, placed phonographs and radios in
millions of homes, which in turned allowed for the rapid commercial
distribution of music that exists to this day. Large record companies
would solicit radio stations to play their music, which in turn would
allow for rapid and widespread exposure and in its turn leading to
increased sales of records. Pop stars could be made or broke in a
twinkling; music as a commodity was thriving and labels (and a few
lucky artists) were raking it in.
But now the Internet is entering
into the picture and erasing the concept of music as a product,
returning music to the service market. Since music can be (and is!)
freely copied, an individual song carries little value: instead, it is
the arrangement and/or the branding of the song that is coming to be
of value.
A Brief History of Internet Audio
So where did this notion of having
computers play music come from? Truth be told, it wasn't a sudden
quantum leap; computer music has been evolving for over 30 years. If
any one place or any one man can be said to be the source of this
whole hullabaloo, though, it would have to be Max Matthew's group at
Bell Labs in New Jersey.
Bell Labs, 1957 - Computer Music Is Born
Max Matthews was working as a researcher for AT&T, whose Bell Laboratories
have produced some of the most amazing technological discoveries of
the century, such as the transistor, the laser, the digital computer,
and most relevantly electronic audio recording and the
phonograph. While there had been a few individuals who had made
machines capable of electronically generating music, Max was the first
to generate music on a general-purpose computer. In 1957, Max released
"Music I", a program for a very early IBM computer that allowed music
to be synthesized in the computer and output to a speaker. In the
mid-60's, famous movie director Stanley Kubrick heard a later and more
advanced version of Max's program actually sing the classic song
"Daisy, Daisy, Bicycle Built for Two..." and was so impressed with the
technology that he incorporated it into his movie 2001: A Space
Odyssey. (Near the end of the movie, we discover that this song was
the first thing that HAL, the film's intelligent and self-aware
computer, had learned.) The original version is included on the CD in
the back if you'd like to have a listen.
Compression in Movies and Radio - MP3 is Invented!
If you did bother to listen to the sample,
you too would conclude that music synthesis has come a long way since
then, with "Techno" (primarily computer-generated music) emerging as a
musical category in its own right, and most modern pop songs making
heavy use of computer synthesis. But using a computer to synthesize
music is only one part of the picture: since computers can perfectly
copy music, it would seem to be most prudent to use a digital device
to transmit and store music.
The film industry has been very
interested in digital audio formats from the beginning, but there was
a very interesting initial problem to adding digital audio to
movies. Audio was stored in a very small band to the right and left of
each frame of the movie: it would be impossible to store the full
digital signal, so the music needed to be compressed in order to fit
on the reel. Dolby Laboratories, along with several other companies,
rose to the challenge and invented several compression schemes that
survive to this day.
Radio stations also were keenly interested in
digital audio, albeit for different reasons. Radio producers desired
the ability to simultaneously broadcast a live show to many stations
without a loss in quality. The solution would have to be for a
broadcasting facility to "call up" a radio station and digitally
transmit the audio. The problem with this is that the speed at which
the telephone networks in the late 1980's sent information was far too
slow for uncompressed audio. As a result, several companies undertook
extensive research to discover an effective way to compress audio
enough to be sent over the telephone lines.
Karlheinz Brandenburg at
Fraunhofer IIS, a German commercial research institute, designed one
of the most effective algorithms for audio compression: as the third
and most advanced method for compressing audio as standardized by the
Motion Pictures Expert Group (MPEG), it was dubbed MPEG Layer 3 audio,
or MP3 for short. MP3 was invented in 1989 and standardized by
1991. The algorithm was so complicated that only a very expensive and
dedicated piece of hardware could run it, and the notion that a
personal computer would be able to run such software some day was
likely not in the heads of many.
The Net Circa 1996: RealAudio, MIDI, and .AU
Around 1991, the world's largest inter-network (a network of
computer networks) connecting U.S. government, educational, and
research facilities, started to garner the public attention. It became
known as the Internet, or even just, "The Net" for short. University
students gradually started using electronic mail, or "email," to send
letters and messages to their friends on campus or at other colleges.
At the same time, Tim Berners-Lee was in Switzerland,
developing the World Wide Web for CERN, The European Center for
Nuclear Research (the acronym is from the French title). The
University of Illinois at Urbana-Champaign soon decided to implement a
high-quality graphical cross-platform web browser called Mosaic. Both
Microsoft's Internet Explorer and Netscape's Navigator were built on
Mosaic's core.
The first versions of these browsers did very little
with audio: they had enough on their plate as was and most people
involved with developing the browsers were focused on the creation of
a new publication medium: since journals don't make music, why should
a web browser? Nevertheless, one could still download sound files and
play them back. Initially, there was one dominant format: Sun's .AU
files. .AUs sound awful, but they're about as good as you could hear
off of the tiny built-in speakers in a Sun workstation. I'll cover
them in more detail in Chapter 3.
RealAudio v1.0 came out of beta on
July 26, 1995, allowing users for the first time to listen to music as
it downloaded: people could begin hearing a tune as soon as they
clicked on it, as opposed to having to wait until the download
completed. That fall, NPR began posting 5 minute news segments on
their website in RealAudio format. Streaming audio had come to the
web. Unfortunately, even with their subsequent 2.0 and 3.0 releases,
the audio quality was awful; unlistenable for everything except
speech. People were amused by audio on the Internet, but few took it
seriously.
Arguably the most annoying of all Internet audio formats
is MIDI. MIDI files are stored in a very different fashion from most
others. Instead of storing the recording of, for instance, a piano
concerto, it stores the notes. That is to say, all the file contains
is that at so-and-so time, a C# is to be played on a grand piano with
such-and-such force. It is up to the computer that plays the actual
file to figure out what that C# should sound like. Naturally, if you
have very expensive gear hooked up to your computer, it will sound
great. However, synthesis on most people's computers sounds absolutely
wretched. The two major pluses of MIDI files is that they take up
almost no space at all (you're just storing the notes!) and that they
are editable (if you want to, say, bring the bass line up by an two
notes, you can). For the latter reason, this format has been very
popular with musicians. It is the former reason that enabled it to
take off in the early days of the Internet: only MIDI would allow you
to hear a 2 minute song after a 15 second download on a 14.4 modem!
(In contrast, this amount of time would be sufficient to download only
2 seconds of MP3 audio.)
As computers grew faster and people started
getting faster and faster connections to the Internet, an opportunity
began to emerge for a high-quality audio compression algorithm.
The MP3 Explosion
As mentioned earlier, the MP3 algorithm was conceived in
1989 and standardized in 1991. It had not been anticipated to be
widely run on personal computers due to its computational
complexity. However, as Intel continued pushing out faster and faster
chips, it became clear that once out-of-reach algorithms might be able
to run in realtime. It was important that MP3 decoding be able to run
in realtime. If it didn't, users would have to wait several minutes as
the computer created a decompressed copy of the song before it
played. By being able to decode the upcoming audio as the song played,
users could click on a song and immediately hear it play, making for a
considerably more compelling experience. It was in 1996 that Intel
finally released a processor fast enough to do this: the Pentium 120.
1996 - The Release
It was late in 1996 that Fraunhofer decided to
release their MP3 encoder and decoder, simply dubbed L3ENC (for Layer
3 Encoder) and WinPlay3 (their Windows MP3 player), as shareware on
the Internet. A few people heard about it, made a few MP3s, and spread
the word. The MP3 buzz began.
One of the most impressive early
websites was put up by a handful of students at Texas A&M University
with handles like "bongo" and "frixion." Their site, called TEK,
archived large quantities of high-quality streaming music: with a
click you could be listening to a personalized country music,
alternative, or R&B station. TEK's user interface was smooth and
elegant, far beyond what any commercial entity would manage to pull
off for the next few years. Sites like TEK exposed people to the MP3
revolution and greatly increased awareness around MP3. Unfortunately,
early the next year TEK was shut down due to pressure from the
University's administration. It never went online again.
1997 - The Early Adopters
It was in 1997 that MP3s gained a strong "early
adopter" following, including a good portion of the computer science
types at colleges nationwide. As mentioned in the introduction, this
was around the time that I had begun setting up my personal website to
explain the intricacies of MP3s to the Internet public and give links
to the latest players. Many great sites similar to mine were
established; there was a real sense of community between those who
were using MP3s and maintaining MP3 websites. It was not long,
however, before the record labels began to act to stop MP3s from
becoming popular.
My personal music website was shut down, along with
several dozen other websites. None of us had made any attempt to avoid
detection; we had instead made our sites as visible as possible,
posting their location to all of the popular search engines. We had
also made links to each of each other's pages. It was, as a result, a
simple task to discover and contact all of us rapidly: indeed, in one
week early in 1997, just about every popular MP3 site on the Net
disappeared.
Later MP3 websites focused less on the specific
distribution of MP3s and more on MP3 resources: how to make them,
where to get the latest players, what sort of places to get them,
etc. Michael Robertson acquired MP3.COM in late 1997 and developed an
effective MP3 portal of this type (popular initially because of the
domain) and also began signing bands up to non-exclusively distribute
their music on the site.
The media caught on starting in the middle
of the year, and articles began appearing in all sorts of business and
technology magazines, discussing the future of the record
industry. Microsoft near the end of the year quietly added MP3
playback and encoding to their Netshow (later renamed Windows Media)
tools.
Many programmers began to look at the Fraunhofer's programs
and improve upon them, writing their own audio players from
scratch. Tomislav Uzelac, then a Croatian student, decided to
make a low-level engine to play back MP3 files that would let other
people put a nice user interface on it or integrate it into other
software players. A number of people noticed that this would make it
very easy to create new players and began doing so. Justin Frankel,
also a student at the time, constructed his MP3 player "WinAMP" based
on the engine. WinAMP had a very straightforward and attractive
interface. WinAMP quickly gained a massive following, which it
maintains to this day. Nullsoft, Justin's holding company for WinAMP,
was bought by America Online in June of 1999.
1998 - The Explosion
The underground MP3 phenomenon continued through the
next year, with the introduction of high-quality software and
extremely rapid word-of-mouth growth. By the end of 1998, most college
students had heard about MP3s and most major news outlets had written
at least one story about the new music explosion.
| The Annual MP3 Summits
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Around February of 1998, I was talking on the phone with
Michael Robertson. I mentioned to him that I had had plans to host the
first MP3-oriented conference in the fall of 1997. Unfortunately,
plans had fallen through, due to my not being able to personally pay
the down payment on the hotel and funding coming through too
late. Michael sympathized and told me that MP3.com would sponsor such
a conference if I decided to try again. I told him I was too busy,
being a full-time student at Stanford. The next week he called me and
told me that MP3.com was going to put on the conference, just as I had
envisioned it: an annual event with discussion panels from the legal,
music, and tech industries, mingling time, and music at the end. I was
greatly pleased. The Annual MP3 Summits were formed, the first one
taking place in June of 1998. My report on that first Summit is
still on their site.
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Sonique was
perhaps the most exciting software release of the year, offering a
slick and dynamic interface that felt right out of a sci-fi
movie. WinAMP continued to develop advanced features, like a
customizable user interface and an advanced "plugin" architecture that
allowed third-party developers to integrate new functionality into
WinAMP. Hardware manufacturers began to show interest in the growing
MP3 market and Saehan, a Korean hardware manufacturer, announced that
they would be selling a portable MP3 player called the MPMan. The
RIAA (the Recording Industry Association of America) launched their
SoundByting campaign and website in an attempt to steer college-age
students away from music piracy and convince people that sharing music
wasn't "cool." Unfortunately for them, the notion of sharing music has
shown itself to be compelling to wide numbers of people; most people
who knew about SoundByting were already heavily involved with MP3s. In
early 1999, the RIAA dumped the PR agency that had been managing the
campaign, but the site remains to this day.
1999 - Commercial Acceptance
1999 signified the complete acceptance of MP3 by hardware,
software, and Internet companies. MP3.com went public as MPPP, eMusic
began signing popular bands to exclusively sell their albums online
(including Bush, James Brown, Phish, and They Might Be
Giants). WinAMP's parent company, Nullsoft, got bought out by America
Online along with Spinner.com, a set of online radio stations. Yahoo!
acquired online audio/video giant broadcast.com while Lycos purchased
Sonique. Nullsoft introduced new software and services allowing
individuals to listen to, create, and broadcast their own online radio
shows called Shoutcast; an OpenSource variant by the name of Icecast
soon showed up to compete. Startups live365 and myplay jumped onto the
scene to allow people to manage their own MP3 collections and freely
outsource their broadcasting.
Dozens of hardware companies began to
pump out portable players with no moving parts, including such
heavy-hitters as RCA, Diamond Multimedia and Creative Labs, with
players expected in 2000 from Sony, Panasonic, Toshiba, and Casio.
The RIAA conceded that digital audio is likely to be the future of
music distribution and instead focusing exclusively on trying to stop
the MP3 revolution, they redirected their efforts towards creating a
new, secure music format. Their Secure Digital Music Initiative (SDMI)
tried to formalize a standard in time to allow hardware manufacturers
to incorporate protection into their devices before the Christmas
rush, but negotiations dragged on longer than expected and not a
single SDMI-compliant player was sold in the holiday season.
Napster was also released in 1999, allowing users to connect with music on
each other's computers, achieving particular infamy for its sheer
effectiveness at letting users exchange music. We'll go into more
detail on Napster in Chapter 9.
The MP3 revolution was well on its
way, with artists signing to online sites left and right, hardware and
software companies making it ever easier to use and manipulate MP3s,
and increasing number of listeners flocking to the format. That's the
"how" of the MP3 revolution, but there's another important question to
ask...
Why Did It Happen?
Hardware
The MP3 revolution happened
as soon as it was capable of happening - as soon as computers came
onto the market that were fast enough to cope with playing back MP3
files, the technology took off. Coincidentally, storage space in 1997
was entering into the multi-gigabyte range, allowing regular users to
store many hours of music on their computer without necessarily buying
new storage. As hard drives continued to increase in size and lessen
in price, it became possible to cheaply build absolutely massive (200+
CD) audio collections on a regular PC; understandably, this has made
MP3 usage all the more compelling. As broadband (high-speed) Internet
access is extended to the U.S. population, it's quite likely that
rich-media activities such as MP3 sharing will continue to explode.
Open Source -> Free, Convenient Software
When Fraunhofer released
L3ENC, they also released the source code to play back the resulting
MP3 files. This enabled a whole generation of free MP3 playback
engines that in turn became today's popular MP3 players. Without this
source, there might not have been such a diversity of compelling
software players, and MP3 might never have gained the popularity that
it did. Many other formats exist today that are more technically
advanced than MP3 but that do not allow people to freely create
players and, consequently, do not have much of a following.
Fraunhofer was also quite generous in licensing its encoding
technology and as a result there are a fair number of high-quality MP3
encoders available, some of which are entirely free, others of which
can be purchased for a very modest fee. Some other companies won't
license their algorithms for any price; Apple has restricted Sorenson,
the makers of QuickTime video technology, from using it anywhere
else. Such closed policies have made it nearly impossible for other
formats to encroach upon the much more open turf of the MP3 world.
Standards
It is also equally important to MP3's success that it is a
very well-defined standard. As a result, there is complete software
and hardware interoperability: any program that makes an MP3 can
create a file that is playable on any hardware or software MP3
player. New uses of the format, such as with Icecast and Shoutcast,
can be rapidly deployed and integrated into the existing
architecture. Without a standard, such interoperability would be
impossible.
Memes: Idea Viruses
It's also important to note that
the MP3 revolution could never have happened (or it would have taken
much longer) if the Internet had not been widely popularized; the
Internet allowed participants to post information about the format,
exchange messages, inform, and share. It let people quickly learn
about what MP3s are and obtain software to make and listen to
MP3s. Once people found out, they would often rush to tell their
friends about it, spreading the word rapidly. The Internet especially
enables this kind of rapid propagation of ideas; in some ways the
ideas spread like viruses through a population: you catch an idea from
a friend and once you're infected, you pass the idea on to other
friends of yours. Richard Dawkins called such ideas "memes." Since
it's easy to share ideas with people over the Internet, memes can be
rapidly propagated. The Internet enabled the MP3 meme.
Conclusion
MP3 has been a long time coming; we've seen how the development of the
Internet and of audio technology led up to the MP3 explosion and the
way that MP3 has grown from an underground movement into a popular and
widely-accepted activity. Hundreds of companies are now engaged in
MP3-related activity, working on making music easier to make, share,
find, and hear. MP3 is everywhere. I hope you have a better
understanding of how and why MP3 has grown to the level of hype now
pervading the media.
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