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Source: Arrowhead Game Studios/Sony Interactive Entertainment / Helldivers 2
Sony might have put on a masterclass regarding self-sabotage with its latest decision, which has Helldivers 2 players on PC BIG MAD.
Arrowhead Game Studios’ Helldivers 2 quickly became one of the biggest releases of the year, but now, thanks to a move by Sony, it quickly hit a sour patch with its loyal players.
Players who spread democracy by playing Helldivers 2 via Windows PC via Steam learned today that they will now need a PlayStation Network account to maintain access to the game.
Sony Interactive Entertainment, the game’s publisher, relayed the head-scratching news to players on the game’s Steam page.
“Due to technical issues at the launch of Helldivers 2, we allowed the linking requirements for Steam accounts to a PlayStation Network account to be temporarily optional,” Sony wrote. “That grace period will now expire. See details below in this post.”
Sony claims account-linking with the PlayStation Network is “critical” to the “safety and security” of Helldivers 2.
“This is our main way to protect players from griefing and abuse by enabling the banning of players that engage in that type of behaviour,” Sony said. “It also allows those players that have been banned the right to appeal.”
New players will be required to connect their Steam and PlayStation Network accounts beginning May 6 before they can begin playing the game.
Current players will see a mandatory log-in beginning May 30. They will have until June 4 to link their accounts, allowing them to sign up for a free PlayStation Network account if they don’t already have one.
Gamers Are BIG MAD
The reactions to Sony’s move with Helldivers 2 were instant, with the game’s rating on Steam taking a hit.
One user on X, formerly Twitter pointed out why the decision could be potentially bad saying in a post, “To folks wondering why mandating linking your Sony account to Helldivers 2 on PC is such a big deal, players in many countries, such as Belarus, Phillipines and nearly the entirety of Africa don’t have PSN support, so those Helldivers will be defacto banned in a few weeks.”
Another user pointed to the former Xbox exclusive Sea of Thieves requiring the something similar, and players not overeacting.
“Helldivers 2 backlash seems fake. Steam players need a Microsoft account to play Sea Of Thieves and no one bat an eye,” another X user wrote.
In response to the outrage, Arrowhead Game Studios CEO Johan Pilestedt told gamers to direct their anger at Sony and directed them to PlayStation Support.
Lol, bruh.
There is a good chance that Windows PC players will bully Sony into changing their minds. Until then, you can see more reactions in the gallery below.
2. Damn shame
3. Tsk Tsk Tsk
5. The accuracy
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Source: Bennett Raglin / Getty / Wu-Tang Clan
Word on the video game streets is that the upcoming Wu-Tang Clan video game is coming along and will feature an animation style from Sony’s animated Spider-Man films.
Spotted on Insider Gaming, two separate reports from WindowsCentral’s Jez Corden and VentureBeat’s Jeff Grubb (via Game Mess), more details about “Project Shaolin” are emerging.
“Project Shaolin” first appeared on radars thanks to a 2021 NVIDIA leak that revealed a plethora of codenamed project titles in development.
Both Corden and Grubbs reports share details about the game and what gamers can expect from it.
Per Insider Gaming:
According to both reports, the game is a third-person melee-oriented RPG complete with four-player co-op. The game was also said to heavily involve the Wu-Tang Clan members themselves with the game’s soundtrack and would feature the likes of loot, weapons, and gear from defeated enemies. According to the reports, the game is in development at Brass Lion Entertainment, a new studio formed in 2019 by Manveer Heir.
Insider Gaming can corroborate these original reports and understands that the game is currently in its Alpha stage.
The gameplay evolves around fast-paced melee combat in third-person, with a strong focus on having both music and combat intertwined. Players can choose from four different weapons that all have different and unique playstyles (single swords, dual swords, etc.). It’s understood that the game features a massive catalog of the Wu-Tang Clan’s music, most of which has been re-imagined by producer and DJ Just Blaze for the game.
“Project Shaolin” Will Feature Playable Wu-Tang Clan Members
Insider Gaming also reports that all nine Wu-Tang Clan members will be playable characters and that each character will serve as “the player’s limited-time buff that will give you ultimate moves, increased health, and more.”
The website also says it did see gameplay footage of “Project Shaolin” under the condition that they don’t share it and that the animation is similar to Sony’s animated Spider-Verse films.
As for the Wu-Tang Clan, this is not the first time the iconic rap stable’s involvement in the video game space. The group’s love for martial arts and kung-fu flicks led to the development of PlayStation’s game Wu-Tang Shaolin Style in 1999.
The game didn’t feature the actual Staten Island-based rap group members, but they did lend their voices to characters based on their rap monikers.
The members of the Wu-Tang Clan also appear in other games, such as Def Jam: Vendetta and Def Jam: Fight For New York.
We can’t wait to finally see what Project Shaolin looks like when the first trailer arrives. Maybe Xbox might unveil it at its upcoming Xbox Showcase next month.
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Drake’s track with an AI 2Pac verse didn’t last long. A day after the Tupac Shakur estate threatened to sue Drake for using an AI imitation of the later rapper’s voice on “Taylor Made Freestyle,” he took down the recording. In using 2Pac’s voice, though, Drake opened yet another important debate about generative AI that reveals just how risky the business is — and how rightsholders may have more power to shape it than they realize.
So let’s get legal! In the cease-and-desist letter he sent on behalf of the Shakur estate, lawyer Howard King referenced both Shakur’s personality rights, which encompasses publicity rights, or what some states refer to as likeness rights, plus the copyrights to the rapper’s recordings and songs. Most coverage of this focused on the former issue, since personality rights are relatively straightforward — Shakur’s estate controls the rights to the rapper’s distinctive style. The second gets complicated, since the recording copyrights — and potentially the song copyrights — have less to do with Drake’s use of 2Pac-style vocals than how he was able to create them in the first place.
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To create such a convincing imitation of 2Pac, an AI model would almost certainly have to ingest — and, in the course of doing so, copy — a significant number of Shakur’s recordings. So King, in his letter, demanded from Drake “a detailed explanation for how the sound-alike was created and the persons or company that created it, including all recordings and other data ‘scraped’ or used.” Any answer Drake gave would have taken the issue into legal terra incognita — an AI’s ingestion of recordings and songs would implicate copyright, although it’s not clear if this could be done without a license under fair use. The stakes would be high, though. As opposed to a California right of publicity violation, which would be relatively easy to prove and incur limited damages, copyright infringement is federal and comes with statutory damages of up to $150,000 per work infringed. That means a company that ingests 20 works to create one would be liable a maximum of $3 million.
For the last year, music creators and rightsholders have been talking about generative AI as something that’s coming — the deals they’ll negotiate, the terms they’ll set, the business they’ll do — once they negotiate the right deals. But technology companies tend to beg forgiveness rather than ask permission, and it seems some of them have already ingested a considerable amount of music for AI without a license. Think about it: None of the major labels have announced deals for AI companies to ingest their catalogs of recordings, but enough recordings have been ingested to make AI vocal imitations of Drake, 2Pac, Snoop — even Frank Sinatra doing Lil Jon’s “Skeet skeet.” That means that a company or companies could be in big trouble. Or that they have a first-mover advantage over their rivals. Or both.
Part of the reason technology companies forge ahead is that deals that involve new technology get complicated. In this case, how do you value a license you’re not sure you need? If you think that companies need a license to ingest music for the purposes of allowing users to make AI vocal imitations — as seems likely — the price for that license is going to be relatively high, with complicated terms, because rightsholders would presumably want to be compensated on an ongoing basis. (It’s insanely difficult to create a fair one-time license to ingest a catalog of music: first, since copyright law controls copying, the licensor would forfeit any control not specified in the contract; second, it would be hard for a potential buyer to raise the kind of money a seller might want, so the economics of ongoing payments make more sense.) If you think that ingestion would fall under fair use — which is very possible in some edge cases but much less so generally — why would you pay a high fee, much less constrain yourself with complicated terms?
The legal cases that will tip the scales in one direction or the other will proceed at the speed of litigation, which moves slower than culture, much less technology. The first big case will be against Anthropic, which Universal Music, Concord, ABKCO and other music publishers sued in October for training an AI on lyrics to compositions they control. (Universal’s agreement with YouTube on AI principles might make a ruling that this is fair use somewhat less likely, since it shows that major labels are willing to license their music.) There are already other cases in other parts of the media business — The New York Times sued OpenAI and Microsoft in December, for example — and one of them could set an important precedent.
Until that happens — and maybe after, too — there will be settlements. Very few rightsholders have much of an interest in stopping AI — some could in some cases, but it’s a losing battle. What they really want to do is leverage the power they have to destroy, or at least delay, a nascent business in order to shape it. (“The power to destroy a thing is the absolute control over it,” in the words of Paul Atreides, Padishah Emperor of the Known Universe, who might be exaggerating but certainly has a point.) That will give them real power — not only to monetize music with AI but to shape the terms of engagement in a way that, let’s face it, is likely to favor big companies with big catalogs. It will be interesting to see what they do with it.
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Source: VALERIE MACON / Getty / TikTiok / Universal Music Group
TikTok is currently on the government’s clock following the passing of a bill threatening the platform’s banning if its parent Chinese-owned company, ByteDance, doesn’t divest from it. Still, at least the platform no longer has to worry about not having music to provide to users for their dance videos.
Spotted on The Verge, TikTok and Universal Media Group agreed on a “multi-dimensional” deal that will see the return of music from artists like Drake, Taylor Swift, JAY-Z, Olivia Rodrigo, and others on the popular social media platform.
This new deal between the two giant entities comes after UMG began pulling music off TikTok, with its 1 billion users, including celebrities like Dwayne “The Rock” Johnson, noticed TikTok took down video posts featuring music.
The agreement will address a primary concern for artists and UMG regarding the use of generative AI. “TikTok and UMG will work together to ensure AI development across the music industry will protect human artistry and the economics that flow to those artists and songwriters,” a press release announcing the deal reads.
Speaking on the new agreement, Ole Obermann, TikTok’s Global Head of Music Business Development, said, “We are delighted to welcome UMG and UMPG back to TikTok. In particular, we will work together to make sure that AI tools are developed responsibly to enable a new era of musical creativity and fan engagement while protecting human creativity.”
As part of the new agreement, there will also be “new monetization opportunities,” and TikTok is working quickly to get the music back on its platform.
We’re happy TikTok users will have a great selection of music to add to their conspiracy videos again.
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Source: LinkedIn / LinkedIn Games
You can now play some games on LinkedIn before you embark on your daily job hunt.
LinkedIn is the latest company to enter the video gaming market. Spotted on The Verge, the social media platform mainly used by people to find employment and share their accomplishments, will now allow its users to play games.
The company isn’t selling games or making users pay a subscription fee to play its offering of three games, Pinpoint, Queens, and Crossclimb, yet.
Users can play each of them once per day, as well as other metrics like high scores and daily streaks on the platform. You can head here to gain access to LinkedIn’s game offerings.
Per The Verge, Here Is A Description of Each Game:
Pinpoint is a word association game. The game will unveil five different words, and your job is to guess the category the words fit into. The words will reveal themselves on a timer with the objective being to guess the category in as few words as possible.
Crossclimb combines trivia with clever wordplay. You’ll be given a clue for a word, and with that word as a starting point, you’ll create a ladder of words with each subsequent entry being just one letter off from the one before. Arranging the words in the correct order will reveal the clue to guess the locked entries on the ladder to win the game. It’s probably better to see it in action.
Finally, Queens is the most interesting game as it’s merely sudoku without numbers. Place queens on a grid such that no queens touch each other and there is a single queen in each row and column.
While many might be puzzled by LinkedIn’s decision to add games to its platform, this shouldn’t be shocking. The platform could be trying to keep old users on the site while attracting new ones.
LinkedIn Is Joining Other Companies
LinkedIn isn’t the first company to do this. The New York Times made the jump into the game space, with Axios reporting that its games were played over 8 billion times, with Wordle, which it acquired in 2022, accounting for more than half of those plays.
Users can pay a subscription fee to play the games or opt for the more expensive subscription, which gives them access to other New York Times content besides the games.
Netflix is also slowly building its video game library, allowing subscribers to play games like Grand Theft Auto: The Trilogy – The Definitive Edition or Hades.
LinkedIn will regularly offer games on its platform, with Lakshman Somasundaram, its product director, saying in a press release, “It’s time we turn over a new leaf in how we deepen and reignite relationships at work and put fun at the heart of it.”
We are intrigued to see how long this lasts.
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Source: Apple / Beats / Beats Solo 4 & Solo Buds
It’s a new year, meaning new Apple/Beats products. To help roll them out, the company enlisted the help of top female athletes Angel Reese, Naomi Osaka, and Sha’Carri Richardson.
The Apple-owned company unveiled the latest model in its long line of over-ear wireless headphones, the Solo 4. At launch, the Solo 4 headphones will cost $199 and promise up to 50 hours of battery life.
The Solo 4’s exceptional battery life can be attributed to the lack of active noise cancellation, a must-have feature now more than ever. It’s a bummer the Solo 4 headphones do have it, but Beats promises the other features make up for the lack of noise cancellation.
Those features include wired audio and passive tuning, allowing the Solo 4s to continue to work when the battery is dead and plugged in without sacrificing sound quality.
The Solo 4 also features custom acoustic architecture and supports native software on both Android and iOS devices.
Beats Also Announces The New Solo Buds
Source: Apple / Beats / Beats Solo 4 & Solo Buds
Beats also announced a new entry-level wireless earbuds model, the Solo Buds, which cost $79.99. While they might not be a premium offering, Beats still promises the Solo Buds will offer users “big Beats sound in the smallest case we’ve ever made.”
Also, for a $79.99 price point, you’re not getting ANC (active noise cancellation) or a charging case, but Beats boasts the Solo Buds will offer 18 hours of use on a single charge; after that, you have to plug up via USB-C.
The Solo 4 headphones are now available for pre-order and launch on May 2 in Matte Black, Slate Blue, and Cloud Pink.
The Solo Buds will arrive sometime in June, along with Matte Black, Storm Gray, Arctic Purple, and Transparent Red color options.
You can see more photos of both accessories in the gallery below.
1. Beats Solo 4 & Solo Buds
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At the end of 2023, the gaming platform Roblox announced that it had more than 71.5 million average daily active users. While it still remains best known to teens and their parents, evangelists see gaming hubs like Roblox and Fortnite as the new frontier of social media — another space where musicians will need to establish a presence if they hope to remain commercially relevant with younger listeners.
“Just the way every artist has an Instagram account and a TikTok, eventually everyone’s going to have a Roblox presence,” predicts Nic Hill, co-founder of the company Sawhorse Production. Hill has worked on Roblox projects for Olivia Rodrigo and Elton John, while Spotify, iHeartMedia and Warner Music Group have all launched Roblox experiences, and Sony Music has an in-house team developing music-focused games or experiences for both Roblox and Fortnite. (The latter boasts of having more than half a billion player accounts.)
In Roblox, players create an avatar and access an ecosystem of millions of games, many of which are developed by creative teenagers rather than massive gaming companies. Roblox lovers, nearly half of whom are female, pay to acquire Robux, a currency which allows them to buy an assortment of items for their avatars, and devote an average of 2.5 hours a day to roaming Roblox’s colorful, blocky virtual byways.
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“There are different ways that they spend that time,” says Karibi Dagogo-Jack, head of music partnerships at Roblox. “Sometimes it’s playing a hardcore first-person shooter game. Sometimes it’s just hanging out with people that have an affinity for a thing they have an affinity for” — like music.
Fornite, in contrast, came to prominence as a fight-to-the-death survival game — its audience skews older than Roblox’s, and it’s male-dominated — but has been trying to diversify its appeal. Most notably, in March of 2023, Epic Games launched Unreal Engine for Fortnite (UEFN), which means creators can now develop their own worlds and experiences and make them available for the Fortnite audience, giving it some of the user-generated flair of Roblox.
Initially the music industry’s main way of engaging with Roblox and Fortnite audiences was through virtual concerts from the Lil Nas Xs and Travis Scotts of the world. But concerts, even virtual ones, are massive undertakings, often taking six months or more to develop and fine-tune, according to sources who have worked on them. That means concerts make sense primarily for a small number of big-name artists. In contrast, sources say putting together a Roblox shop may take closer to four to six weeks.
Even beyond budgetary constraints, concerts are one-time experiences in environments that prioritize constant interaction, an old-school approach to a new-school platform. “Artist events can have a lot more longevity,” says Ricardo Briceno, chief business officer of Gamefam, which built Harmony Hills, the virtual space that also serves as the home of Warner Music Group’s Roblox concerts.
Tony Barnes, founder of Karta, which worked on a popular Roblox experience for TWICE — a “fan hub” where supporters of the K-Pop group can play games, hang out virtually, and buy digital goods for their avatars — advises clients to think of the platform as “a new community channel that needs to be nurtured.” “You need to maintain your engagement,” he says. “It’s an always-on strategy.”
The music industry is now in a period that Hill describes as “a constant test and learn” with Roblox and Fortnite; some projects have generated serious revenue, while others are lucky to break even. “We’re still scratching the surface,” Briceno says.
Yet competition is already fierce. “Roblox is becoming a crowded space,” Hill notes. “Even if you’re a popular name and you show up, you can’t just expect everyone to be so excited and somehow find you. A lot of brands are marketing their experiences on the platform.”
Both Roblox and Fortnite incentivize artists and labels to treat the platforms as revenue generators. Artists can sell items on Roblox which players use to customize their avatars; the creator of the item takes home 30%, the creator of the experience — which could also be the artist — where the item is sold gets 40%, and the platform takes 30%.
Briceno sold ice antlers for Cher, for example, while TWICE has sold more than 3 million emotes, and an Elton John emote was purchased over 1.5 million times, according to a Roblox representative. Gavin Johnson, director of syncs and partnerships at the electronic music label Monstercat, oversaw the sale of a limited edition Ruby pendant necklace for 1,000,001 Robux (around $10,000) — “the highest primary sale ever on the platform.”
Over on Fortnite, if a label creates its own customized game-play environment, known as an “island,” they receive an “engagement payout.” (Roblox offers these too.) “40% of the net revenue from Fortnite’s Item Shop and related real-money purchases” is set aside for this purpose, according to Epic Games’ website, and then disbursed among island creators according to a complex calculation that takes into account the island’s ability to attract new players, re-engage dormant players, and keep both types coming back. (One gaming executive says that while the top UEFN experiences “drive a lot of gameplay and repeat visitors,” there’s a huge gap between the top few and most of the rest; a rep for Epic Games did not respond to a request for comment.)
For now, artists and labels often find it easier to jump into Roblox, in part because the barrier to entry is low — “basically anyone can create anything and sell it,” as Briceno puts it. In contrast, “Fortnite doesn’t allow studios or creators to sell items in-game,” says Michael Herriger, co-founder of Atlas Creative, which built iHeartMedia’s Roblox environment. “Everything that is a Fortnite skin [an outfit to customize a player’s look in the game], for example, comes directly from the Epic Games store.”
Selling items, designing artist-themed experiences — these can help raise awareness of an act and drive what Barnes calls “fan culture,” but may not involve actual music. Artists and labels are still trying to figure out what effective music integrations might look like. “The idea of using Roblox to drive discovery of your song is really cool, and maybe untapped,” Dagogo-Jack says.
When Metallica released 72 Seasons in 2023, the band partnered with five popular Roblox games to pipe its music into their creations. (“It’s a fantastic way to promote these brands, be it Metallica or any other musical artist,” says Kohl Couture, who goes by MiniToon, and created the game Piggy, which was part of the Metallica rollout.) Earlier this year, Sony Music unveiled a Fortnite game called Nitewave, where winners of a capture-the-flag-like experience get to control the soundtrack of Sony artists, including songs by Flo Milli and Calvin Harris.
While Briceno “very much believe[s] in a future where there will be music discovery in these platforms,” he’s not sure “the right tools are available in these platforms just yet.” One potential tool is being developed by the company STYNGR: An ad-supported boombox full of pre-cleared songs — at the moment, just tracks from Universal Music Group — that players can equip their avatar with.
In early experiments, when players need to turn on the boombox themselves, 15% do so; if the boombox starts automatically, 90% choose to leave it on. Session lengths increase by as much as 10% while players have the radio blasting musical accompaniment, according to Alex Tarrand, STYNGR’s COO and co-founder, and for a small group of “power users,” session lengths are tripling.
“The reason the engagement goes up is people stay longer in games if they like what they’re listening to,” Tarrand says. “Our thesis is that recorded music makes stuff better.”
Over the past week, the feud between Kendrick Lamar and Drake has entered into a new, more modern realm than any rap beef before it: AI.
As the back and forth has escalated, and fans wait to see what each of the hip-hop heavyweights will say next, a number of fan-fabricated diss tracks began circulating on social media using AI voices to mimic the emcees. And while some were obviously not real — and, thankfully, were voluntarily labeled AI by their authors — others were more convincing, leading to widespread confusion.
People questioned if Drake’s “Push Ups” was real (it was), and if Lamar’s supposed reply, “1 Shot 1 Kill” was real, too (it wasn’t). YouTube is rife with more AI replications, and some are amassing big audiences, including one called “To Kill A Butterfly,” which has amassed 508,000 views to date. To make matters even more convoluted, Drake himself took part in the trend, employing AI to replicate the voices of West Coast legends Tupac Shakur and Snoop Dogg on his diss “Taylor Made,” released on X and Instagram on Friday without their permission, prompting Shakur’s estate to send Drake a cease-and-desist letter.
The phenomenon has illustrated the sizable impact that AI has already had on modern fandom, as impatient fans use generative AI tools to fill in gaps in the conversation and imagine further storylines with a type of uncanny accuracy that was never before possible. And for better or for worse, it has become the most prominent use-case of generative AI in the music industry to date.
Trending on Billboard
This trend in AI use has its origins with Ghostwriter, the controversial TikTok user who deepfaked Drake and The Weeknd’s voices on his song “Heart On My Sleeve” one year ago, in April 2023. In a cover story for Billboard, Ghostwriter and his manager first compared AI voice filters to a form of “fan fiction — a fan-generated genre of music,” as the manager put it.
Traditional, written fan fiction has been a way for fans to engage with their favorite media for decades — whether that’s franchises like Star Wars, Marvel or Twilight, or the music of stars like Drake and Lamar. In it, fans can expand on details that were never fully fleshed out in the original work and write their own storylines and endings. AI fan creations inspired by Drake and Lamar’s beef are doing something similar, letting music fans imagine the artist’s next move and picture collaborations that haven’t happened yet.
Historically, fan fiction is great for the original artist from a marketing point of view. It is one of many forms of user-generated content (UGC) on the internet today that can engage superfans further with the original project without its author having to lift a finger.
But with traditional fan fiction, fans could easily tell where the official canon started and ended, and the writing was often relegated to superfan hot spots like Watt Pad, Discord, Reddit or fan zines. This new form of ‘AI fan fiction’ makes this distinction a lot less obvious and spreads it much wider. For now, trained ears can still tell when AI voices are used like this today, given the slight glitchiness still found in the audio quality, but soon these models will be so good that discerning AI from reality will be virtually impossible.
There is still not a good way to confidently figure out which songs use AI and which do not, and to make matters worse, these fan-made songs are more commonly posted to general social media platforms than written fan-fiction. In a search about this rap beef on X or YouTube, listeners are likely to run into a few AI fan tracks along the way, and many lack the expertise of a superfan to sniff out and differentiate what’s real and what’s fake.
In a time when fans demand nonstop connection to and content from their favorite talents, it is especially common for fans of elusive artists to take matters into their own hands with AI tools — including voices as well as other generative works like images, videos and text. In the absence of a Kendrick response to Drake last week, for example, “1 Shot 1 Kill” was produced by a 23-year-old fan who goes by Sy The Rapper. In an interview with Complex, Sy said he used the tool Voicify to imagine Lamar on the track. (Notably, the RIAA recently reported Voicify to the U.S. government’s piracy watch list).
Followers of famously elusive artist Frank Ocean also had fun with generative AI in the last year, with one fan, @tannerchauct, showing others on X how to create their own alternative forms of Ocean’s album artwork using DALLE-2, an image generator. A Cardi B fan, @iYagamiLight, even dreamed up the creative direction for an entirely fictional Cardi B project with AI, earning them thousands of retweets in October. The user’s cover art rendered Cardi B in a bedazzled corset and posing in a clawfoot bathtub, peacock feathers fanning out around her. They also created a fake tracklist and release date.
The downside of fan-made works has always been the same: they have the tendency to infringe on the artist’s copyrights, to use an artist’s name, image, voice or likeness without permission, or to generally profit from the artist’s work without sharing the spoils. This new age of AI fan fiction and UGC makes all of these pre-existing problems exponentially harder to police.
The Cardi B fan, for example, did not disclose that their work was AI-generated or fictional, and instead paired their creative direction with the misleading caption “Cardi B just announced her long awaited sophomore album “Mayura” coming out Friday 12th January 2024!”
In a recent music law conference at Vanderbilt University, Colin Rushing, general counsel of the Digital Media Association (DiMA) downplayed the commercial impact of AI in music so far, saying that, since Ghostwriter, “one of the things we really haven’t seen in the [last] year is an epidemic of ‘fake-Drakes’ climbing the charts. We’re not seeing popular examples of this in the commercial marketplace.”
Rushing is right — that hasn’t happened yet. Even Drake’s own AI-assisted song is not on streaming services, and thus is not eligible for the charts. (and if the lawyer for Tupac’s estate has his way, it will soon be removed from the internet entirely.) But this rap feud has revealed that while it hasn’t impacted the charts or the “commercial marketplace” all that much, it has impacted something possibly even more important to an artist today: fandoms.
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Source: Reloop / Reloop
Change is inevitable. For DJ’s, the switch from analog (think: heavy…very heavy vinyl) to digital mixing has been a godsend to everyone in their orbit—except their chiropractors.
However, high-end DJ equipment has always been known for lasting for years, which presents a problem when you have a cherished mixer you ain’t trying to give up. (My Technics mixer used to be top of the line, damn it). Enter the Reloop Flux which basically allows any OG mixer the ability to use Serato to your heart’s content. In tech speak, it’s the “next-generation USB-C interface for using Serato DJ Pro with turntables, CDJs or other media players.”
Source: aqua / Hip-Hop Wired
For background, this mission started when I was tasked with DJ’ing at my college reunion weekend (shout out to UVA’s Black Alumni Weekend, Wahoowa!) and figured it would behoove me to get really acquainted with Serato in advance. Since my essential retirement from DJ’ing (more years than I’ll admit) years ago, I was always curious about that little device you would see connected to the back of mixers that connected to a laptop and pretty much deaded the necessity to lug around crates filled with records. Any skepticism of this new DJ paradigm was eventually and essentially dismissed when the great DJ Jazzy Jeff embraced the tech that made telling the difference between a DJ rocking a party with vinyl versus digital music files an impossibility.
But doing my Googles to see what was available to get back in the DJ saddle quickly turned into information overload. There are what seems like hundreds of products on the market that include mixers, turntables, CDJs and all types of hardware that make the old “two turntables and a mic” (and a mixer) look like a history museum installation.
Source: aqua / Hip-Hop Wired
So with no desire to drop hundreds of dollars on one of those pricey, Serato-ready mixers—for now—I figured that mixer thing-a-ma-jig (called an interface) that connected to a laptop would be easy, right? Not really. It turns out all the previous models (the RANE SL range, the Denon DS1, etc.) have gone the way of the Dodo bird and were discontinued. But, what is still on the market—and is actually relatively new since it was only released in 2023—is the Reloop Flux, and it makes for a clutch hub for a Digital Vinyl System (DVS) interface.
The good folks at Reloop were kind enough to provide a review model to Hip-Hop Wired, and the Flux checks all the boxes needed to get an old DJ back in the mix. Installation was relatively simple, and if you know your way around phono, line jacks and RCA chords, getting connected is a breeze. And even if you don’t, the instructions are right there on YouTube.
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Once you’re set up and Serato DJ Pro is running, the intuitiveness of the hardware and software combo is evident. The hardware is bus-powered, so once you plug it into your laptop, it lights up—there are signal flow LEDs for all inputs and outputs as well as a thru status indicator. It also has an AUX outlet to let you record your mixes, and there are three stereo inputs and outlets, which let you run a third turntable or media player if you’re nice like that. And if you want to get extra technical, it features 24-bit/96 kHz, high-quality digital/analog converters and ultra-low latency, which makes for club-quality sound.
Source: aqua / Hip-Hop Wired
The true beauty of the product is that after it’s plugged in, you can forget about it since it’s doing everything it needs to do. If your music collection is legit, you now have access to all your tunes via Serato DJ Pro, without having to rifle through your crates to get to that piece of wax; a simple search will suffice. And even if you don’t have that deep cut on MP3, you can click a passthrough button on the Flux that will let you play your conventional vinyl as well. Or, if you have a Tidal account, Serato lets you access the app’s entire music library—that’s just cheating.
With that in mind, the Reloop Flux is buttery smooth gateway for anyone trying to dip back into the DJ waters without breaking the bank. It retails for $449 and is a worthy investment that bridges the gap between the past and the future for you to get busy right now.
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Source: NurPhoto / Getty / Apple Vision Pro
Not even Apple could make a big splash in the VR/AR space. According to reports, the company Steve Jobs built is slashing shipments of its latest product, the Apple Vision Pro.
Reliable Apple analyst Ming-Chi Kuo claims that the tech giant is cutting Vision Pro shipments to 400,000-450,000 units while the market predicts 700,000–800,000 units or more.
Apple’s headset allegedly flopping signals that the demand for the $3,500 headset was not as high despite viral photos showing people using it while walking the streets and celebrities boasting about it.
The decision to cut sales comes as Apple preps to release the headset overseas.
If you are one of the Apple fanatics hoping that a cheaper model will come, according to Kuo, Apple is considering ditching a more affordable version of the Vision Pro in 2025 as the company reviews the roadmap for the device.
In more Apple Vision Pro news, Frank Casanova, Apple Inc.’s senior director, who was leading the product-marketing efforts for Vision Pro, has retired.
Per Bloomberg:
Frank Casanova, who worked at Apple for 36 years in various roles, including helping to lead the expansion of the iPhone to new carriers, departed last week, according to his LinkedIn page. In 2019, he was named Apple’s first head of marketing for augmented reality before being tapped to lead the headset effort.
X Users React To The Vision Pro Reportedly Flopping
The news of the Apple Vision Pro reportedly flopping isn’t shocking to many people, especially because of the headset’s price and lack of comfort.
One user on X, formerly Twitter, wrote, “why are they surprised people don’t wanna spend 3.5k on VR ski goggles to avoid human interactions.”
Another person added, “Apple when they find out niggas don’t wanna spend 3 and a half K on some i robot goggles, when they can buy different ones for a quarter the price.”
Welp.
There’s always the Meta Quest 3; it’s affordable and does many of the same things the Apple Vision Pro does. I’m just saying.
More reactions to the Vision Pro flopping are in the gallery below.
2. Everyone’s reaction basically
3. According to the report they were very serious
4. That plan is reportedly in danger as well.