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Discogs has acquired Wantlister from software developer Stoat Labs in a move towards enhancing its wantlist experience, the online physical music database and marketplace announced Wednesday (June 5). Wantlister is a Discogs-specific web app, with users connecting their two accounts in order to organize and manage their oft-unwieldy Discogs wantlists. Wantlister, which soft-launched last year, […]
Indie digital rights group Merlin is launching a new initiative today (June 5) called Merlin Connect, aimed at helping up-and-coming social and tech platforms license independent music. The new program, which will work on an application basis, is aimed at helping promising startups utilize music while also helping Merlin’s labels and distributors, and thus indie artists, get paid for their use.
For years, new digital startups have often adopted a policy of “asking for forgiveness not permission” — dating back to the old Facebook motto of “move fast and break things” — which often meant that music and other media would be used without licenses, and recompense, while an app or platform found its footing and users, due to the high expense of licensing media catalogs. That tended to result in contentious licensing negotiations when such apps or platforms became too big to ignore — and, on occasion, lawsuits if such companies continued to utilize music and media without agreeing to deals with rightsholders.
Merlin Connect is trying to smooth that process for both new startups and its members, offering flexible terms and licenses that also get rightsholders paid as a startup develops.
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“Our overarching goal is to discover new opportunities for music monetization,” Merlin CEO Jeremy Sirota told Billboard in an exclusive statement. “Many emerging technology platforms lack access to, or do not even realize, how quality music can help them build and retain new audiences, resonate with cultural movements and drive their growth. Our members are handpicking a curated catalog of music that is perfect for any platform’s evolution… By bringing independent music to new spaces, we’re delivering exclusive opportunities for our members, ensuring they are at the forefront of innovation.”
Merlin says the program will be aimed at creating fair value for music, as well as marketing opportunities and the development of relationships with the next generation of platforms early on in their existence. On the other side of that equation, it will allow the platforms to have access to a simplified process within which they can utilize fully-licensed independent music and explore collaborations with Merlin members, and find ways “to maximize the impact of music on their platform,” according to a press release.
“The industry has been in need of an easier way for new platforms to access high-quality music and, in turn, foster growth for quite some time,” Ninja Turn managing director North America Marie Clausen said in a statement. “I am excited to see the Merlin team taking such a visionary approach to exploring new business opportunities. It’s a crucial step to ensure that new commercial opportunities have the best chance to succeed and diversify and secure new income streams for Merlin’s members. From an independent point of view, this initiative is excellent news — especially given the current market challenges.”
Emerging platforms will be able to apply, after which their application will be reviewed and Merlin will “selectively engage with the most promising platforms,” the organization said. Merlin will prioritize a platform’s potential for innovation and evolution; its leadership and the resilience of its team; with the goal of a more sustainable and ethic industry.
“As one of the founders of Merlin, I’ve had the opportunity to support the incredible growth of our organization from its inception to now,” !K7 founder Horst Weidenmüller said in a statement. “Merlin has always been dedicated to empowering independence, ensuring that its members receive the access and opportunities they deserve. With the launch of Merlin Connect, we are taking a significant step forward in this mission.”
Added Hopeless Records founder Louis Posen, “Hopeless is a passionate and longtime supporter of Merlin and its mission to ensure the fair value of music for the independent music community. With Connect, Merlin can now expand the reach of members’ music into new areas where music fans interact with the music they love. We are excited to see Merlin Connect open new doors for our artists and bring their music to innovative platforms around the world.”
Writing and playing a song once required some level of musical training, and recording was a technically complex process involving expensive equipment. Today, thanks to advances in artificial intelligence, a growing number of companies allow anyone in the world to skip this process and create a new song with a click of a button.
This is an exciting prospect in Silicon Valley. “It’s really easy to get investment in that sort of thing right now,” Lifescore co-founder and CTO Tom Gruber says dryly, “because everyone thinks that genAI is going to change the whole world and there will be no human creators left.” (Lifescore offers “AI-powered music generation in service of artists and rights holders.”)
Recently, however, some executives in the AI music space have been asking: How much do average users actually want to generate their own songs?
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“For whatever reason, you’re just not seeing an extreme level of adoption of these products yet among the everyday consumer,” notes one founder of an AI music company who spoke on the condition of anonymity. “Where’s the 80 to 100 million users on this stuff?”
“My hunch is no text-to-music platform will have decent retention figures yet,” says Ed Newton-Rex, who founded the AI music generation company Jukedeck and then worked at Stability AI. “It’s a moment of magic when you first try a generative music platform that works well. Then most people don’t really have a use for it.” So far, the most popular use for song generation tools appears to be making meme songs.
While there are hundreds of companies working on genAI music technology, the two that have generated the most headlines this year are Suno and Udio. The former recently announced that 10 million users have tested it in eight months, while the latter told Bloomberg that 600,000 people tried its song generation product in the first two weeks. Neither company said how many of those testers became regular users. Compare this with ChatGPT, which was estimated to gain 100 million weekly users within two months. (Though there’s chatter that growth is leveling off there, too.)
It’s early for many of these AI song generation companies, of course. That said, executives who work at the intersection of music and artificial intelligence keep wondering: How can tools that spit out new tracks on command help users?
“You can end up with a really cool tech that doesn’t really solve a real problem,” Gruber notes. “If I want something that sounds like a folk song and has a clever lyric, I’ve already got all I can eat on Spotify, right? There’s no scarcity there.”
Part of the reason for ChatGPT’s explosion, according to Antony Demekhin, co-founder of Tuney, is that it “clearly solves a bunch of problems — it can edit text for you, help you code.” (Tuney develops “ethical music AI for creative media.”) Even so, a recent multi-country survey from the Reuters Institute noted that for ChatGPT, “frequent use is rare… Many of those who say they have used generative AI have only used it once or twice.”
Within the subset of survey respondents who said they have used generative AI for “creating media,” “making audio” was the ninth most popular task, with 3% of people engaging in it. The Reuters Institute’s survey indicates that generative AI tools are more commonly used for email writing, creative writing, and coding.
“How many ‘non-musicians’ actually wanted to create music before?” asks Michael “MJ” Jacob, founder of Lemonaide, a company developing “creative AI for musicians” (around 10,000 users). “I don’t think it’s true to say ‘everyone,’ as tempting as it may be.”
Another factor that could be holding back AI audio creation, according to Diaa El All, founder and CEO of Soundful, is the number of competing companies and the difficulty of judging the quality of their output. (Soundful, which bills itself as “the leading AI Music Studio for creators,” has a user-count “in the seven figures,” El All says.) Mike Caren, founder of the label and publishing company Artist Partner Group, believes that many people will try an AI song generator “that’s not that good, have a bad experience, and not come back for six months or a year.”
The uncertain regulatory climate almost certainly inhibits the spread of AI song-making tools as well. For now, in the U.S., there are open questions about the copyrightability of AI generated tracks, potentially limiting their commercial value.
In addition, these programs need to be trained on large musical data-sets to generate credible tracks. While many prominent tech companies believe they should be allowed to undertake this process at will, labels and publishers argue that they need licensing agreements.
In other sectors, AI companies have already been sued for training on news articles and images without permission. Until the rules around training are clarified, through court cases or regulation, “corporate brands don’t want any of the risk” that comes with opening themselves up to potential litigation, explains Chris Walch, CEO and co-founder of Lifescore.
AI music leaders also believe their song generation technologies still suffer from a bad reputation. “I think the tech-lash and the stigma is really unexpected and very powerful,” the company founder says.
OpenAI CEO Sam Altman recently discussed this on the The All-in Podcast: “Let’s say we paid 10,000 musicians to create a bunch of music just to make a great training set where the music model could learn everything about song structure and what makes a good catchy beat,” he said. “I was kind of posing that as a thought experiment to musicians, and they’re like, ‘Well, I can’t object to that on any principled basis at that point. And yet, there’s still something I don’t like about it.’” (So far, OpenAI has steered clear of the music industry.)
While the average civilian’s interest in AI song generation remains unproven, plenty of producers and aspiring artists, who are already making music on a daily basis, would like to test products that spark ideas or streamline their workflow. That’s still a large user-base — “the global total addressable market for digital music producers alone is about 66 million,” according to Splice CEO Kakul Srivastava, “and that continues to grow at a pretty rapid pace” — though it’s not the entire world’s population.
“We were all talking about how artists are screwed, because that’s a dramatic story,” Demekin says. “To me, what’s more likely is these tools just get integrated into the existing ecosystem, and people start using it as a source for material like a Splice,” which provides artists and producers sample packs full of musical building blocks.
Caren believes the AI music tools will be taken up first by musicians, next by creators looking for sound in their videos, then by fans and “music aficionados” who want to express their appreciation for their favorite artists by making something.
“The question of how far it penetrates to people who are not significant music fans?” he asks. “I don’t know.”
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Source: Carlo Paloni / Getty / Abubakar Salim / Tales of Kenzera: ZAU
Surgent Studios founder and creative director of Tales of Kenzera: ZAU Abubakar Salim addressed the constant harassment he and the studio have faced since releasing the game.
The video game industry still has a long way to go regarding diversity and inclusion.
People like Abubakar Salim are working hard to show that Black and Brown people have a place in the game’s business with the release of his game, Tales of Kenzera: Zau. However, there are still issues that must be dealt with, and Salim decided to speak about those challenges he and his studios have had to deal with.
Friday, Salim posted a five-minute video on his personal X/Twitter account to speak on the constant harassment that he admits he didn’t want to address initially.
Salim says he has dealt with claims that he didn’t “deserve the opportunit[ies]” he got at the beginning of his career, adding, “No, it was simply because I’m Black, and I’ve turned my other cheek and just kept doing my thing.”
Before dropping his game, Salim was best known for his acting roles in Assassin’s Creed Origins and roles in MAX’s original series Raised By Wolves and season two of Game of Thrones prequel series House of the Dragon.
Salim states in the video that he could brush off some of the comments, but “when there’s a constant barrage of them, it’s exhausting.”
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The actor/video game developer says the harassment reached a “fever pitch” once his game, Tales of Kenzera: Zau, came to the forefront and became a focal point of the diversity, equity, and inclusion (DEI) harassment campaigns.
Per IGN:
“Don’t get me wrong, there’s been so much amazing and beautiful support for this game. The fact that it’s inspired so many people and touched, you know, so many lives, it was one of our goals from the outset — to have this positive impact, right?” Salim says. “But at the same time, we are being faced with constant targeted harassment from people who see diversity as a threat. From people who look across the vast landscape of modern media and decide that anything that doesn’t speak to them or centers around them is unnecessary and inauthentic.”
“And look,” he continues, “there’s always a reason why diverse stories can’t exist. You know, it’s always either we’re doing it the wrong way or it’s just there to tick boxes and it’s just beginning to feel like there is no right way. You know, these exclusionary rules continue to stack up and the goalposts continue to shift until, you know, me, my studio, people who look like us, just sit down, be quiet and just accept the fact that you’re outsiders. But I won’t do that.”
“If there are people who aren’t like you in a game, I want you to know that game is still for you,” Salim continues. “You know, if the characters are a different race or a different gender or you know, a different ideology or different perspective, that doesn’t mean the game isn’t for you. It can still be for you.”
Salim Counters The Harassment By Lowering The Price Tales of Kenzera: ZAU Game On Nintendo Switch
The game dev was determined to make his game accessible to as many people as possible, setting it at an affordable $20 price point across Nintendo Switch, PlayStation 5, Xbox Series X/S, and PC.
To combat the harassment, Salim announced that he lowered the cost of the game to less than $15 on the Nintendo Switch, thanking Nintendo for “acting fast on this.”
“I’m working with the team in bringing this discount to all platforms, and it’s gonna start from now to until the end of June because, you know, it just means so much to me, man,” he says.
Salim continues, “I believe this is just one way that I can show you how serious I am about this,” he says. “Games are for everyone. Diverse games, they’re not about taking something away from you. They’re about adding something new because there’s room for all of us.”
X Rallies Behind Abukar Salim
Following the release of his video, the gaming communities rallied behind Salim, offering him plenty of support and applauding his courage and commitment to pushing diversity in the gaming space.
“This is the message we all need to hear,” Kinda Funny and Gamertag Radio cohost Parris Lilly wrote.
Senior editor Alyssa Mercante added, “So grateful for your work, your vision, and your voice, and to consider you a friend.”
“Black gamers have been playing as non-Black characters in games for so long and enjoy those games, us included. But there is nothing wrong with us also wanting us to be represented fairly and authentically in the medium. What we’re finding here is these detractors don’t want the exact same experience that Black gamers have had to endure for a majority of the history of gaming,” Black Girl Gamers wrote.
We hear at HHW Gaming stand with Abubakar Salim and will continue to ensure we shine a spotlight on Black and Brown game developers like Salim, Xalavier Nelson Jr., and others.
You can see more messages of support sent to Salim in the gallery below.
3. In the face of racism and harassment we continue to have go higher. His decision was admirable.
Artificial Intelligence is one of the buzziest — and most rapidly changing — areas of the music business today. A year after the fake-Drake song signaled the technology’s potential applications (and dangers), industry lobbyists on Capitol Hill, like RIAA’s Tom Clees, are working to create guard rails to protect musicians — and maybe even get them paid.
Meanwhile, entrepreneurs like Soundful’s Diaa El All and BandLab’s Meng Ru Kuok (who oversees the platform as founder and CEO of its parent company, Caldecott Music Group) are showing naysayers that AI can enhance human creativity rather than just replacing it. Technology and policy experts alike have promoted the use of ethical training data and partnered with groups like Fairly Trained and the Human Artistry Coalition to set a positive example for other entrants into the AI realm.
What is your biggest career moment with AI?
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Diaa El All: I’m proud of starting our product Soundful Collabs. We found a way to do it with the artists’ participation in an ethical way and that we’re not infringing on any of their actual copyrighted music. With Collabs, we make custom AI models that understand someone’s production techniques and allow fans to create beats inspired by those techniques.
Meng Ru Kuok: Being the first creation platform to support the Human Artistry Coalition was a meaningful one. We put our necks out there as a tech company where people would expect us to actually be against regulation of AI. We don’t think of ourselves as a tech company. We’re a music company that represents and helps creators. Protecting them in the future is so important to us.
Tom Clees: I’ve been extremely proud to see that our ideas are coming through in legislation like the No AI Fraud Act in the House [and] the No Fakes Act in the Senate.
The term “AI” represents all kinds of products and companies. What do you consider the biggest misconception around the technology?
Clees: There are so many people who work on these issues on Capitol Hill who have only ever been told that it’s impossible to train these AI platforms and do it while respecting copyright and doing it fairly, or that it couldn’t ever work at scale. (To El All and Kuok.) A lot of them don’t know enough about what you guys are doing in AI. We need to get [you both] to Washington now.
Kuok: One of the misconceptions that I educate [others about] the most, which is counterintuitive to the AI conversation, is that AI is the only way to empower people. AI is going to have a fundamental impact, but we’re taking for granted that people have access to laptops, to studio equipment, to afford guitars — but most places in the world, that isn’t the case. There are billions of people who still don’t have access to making music.
El All: A lot of companies say, “It can’t be done that way.” But there is a way to make technological advancement while protecting the artists’ rights. Meng has done it, we’ve done it, there’s a bunch of other platforms who have, too. AI is a solution, but not for everything. It’s supposed to be the human plus the technology that equals the outcome. We’re here to augment human creativity and give you another tool for your toolbox.
What predictions do you have for the future of AI and music?
Clees: I see a world where so many more people are becoming creators. They are empowered by the technologies that you guys have created. I see the relationship between the artist and fan becoming so much more collaborative.
Kuok: I’m very optimistic that everything’s going to be OK, despite obviously the need for daily pessimism to [inspire the] push for the right regulation and policy around AI. I do believe that there’s going to be even better music made in the future because you’re empowering people who didn’t necessarily have some functionality or tools. In a world where there’s so much distribution and so much content, it enhances the need for differentiation more, so that people will actually stand up and rise to the top or get even better at what they do. It’s a more competitive environment, which is scary … but I think you’re going to see successful musicians from every corner of the world.
El All: I predict that AI tools will help bring fans closer to the artists and producers they look up to. It will give accessibility to more people to be creative. If we give them access to more tools like Soundful and BandLab and protect them also, we could create a completely new creative generation.
This story will appear in the June 1, 2024, issue of Billboard.
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Source: Apple / Beats / Beats Pill
You may have forgotten about the Beats Pill, but Apple has not, and it’s getting a much-needed refresh.
Spotted on The Verge via 9To5Mac’s details from unnamed sources, the Beats Pill is being modernized and will feature a bevy of upgrades. The peripheral has been on ice since 2022’s discontinued model, the Pill+.
Per The Verge:
Reported upgrades include up to 24 hours of battery life, IP67 water resistance, faster and more reliable device pairing / switching with Bluetooth 5.3, and integrated Find My tracking on both Apple and Google’s networks. 9to5Mac also says Apple plans to update the Pill’s charge-out and input ports to USB-C, from USB-A out and Lightning in.
According to reports, the new Beats Pill will also have a detachable strap that folks like LeBron James have already shown off, confirming its existence.
Sound quality will also improve, offering users a richer experience, a product of the new Beats Pills redesigned and repositioned drivers and tweeters.
According to 9To5Mac, all that’s left is pricing and the launch date, and we could use the latest device from the company that Dr. Dre built sometime this Summer, which would be the perfect window for a release.
The Pill+ had a $230 price tag, so we can expect the new Beats Pill to be in the same ballpark. It will also come in three color options: black, gold, and red.
We will keep you updated when Beats formerly announces the new Beats Pill; until then, you can see more photos in the gallery below.
1. Beats Pill
Source:Beats Pill
Beats Pill apple,beats,beats by dre,beats pill
2. Beats Pill
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3. Beats Pill
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4. Beats Pill
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Source: PlayStation / State of Play
Everyone owes Giant Bomb’s Jeff Grub an apology. He was absolutely correct — no surprise — that Sony is holding an event this month ahead of Summer Game Fest and the Xbox Games Showcase, but it will be the smaller State of Play.
On Wednesday, Sony confirmed it will have a State of Play presentation on Thursday, May 30.
Immediately, the company tempered expectations, announcing it would be a 30+ minute presentation that would provide “live updates on PS5 and PS VR2 titles, plus a look at PlayStation Studios games arriving later this year.”
Let The Speculation Begin
No one knows precisely what games PlayStation will show or what the company’s announcements will be, but that doesn’t mean we can’t speculate.
The announcement of this upcoming State of Play follows news that a new Astro Bot game is on the way, with sites like IGN speculating that the game could be part of the presentation.
We could also get our first peek at the PS5 Pro console and announcements about God of War: Ragnarok coming to PC, continuing Sony’s campaign to strengthen its presence outside the PS5/PS4 ecosystem.
There is also a tiny chance (we hope) to see more of Insomniac Games’ highly-anticipated Wolverine game, a possible look at the leaked Venom game, or Marvel’s Spider-Man 2 DLC.
Oh, the possibilities.
We will still head into this State of Play with the lowest expectations: Sony usually holds onto the more significant announcements for its PlayStation Showcase events.
Still, gamers and PlayStation fans are hoping we will get some significant announcements, even though Sony already told us not to expect any significant releases for the remainder of 2024.
Again, we have to wait and see; until then, you can see reactions to tomorrow’s State of Play in the gallery below.
1. Jeff Grubb was right
2. Immediately
3. Consider us all hyped
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Source: Activision / Treyarch / Raven Software / Call of Duty: Black Ops 6
The Call of Duty: Black Ops 6 rollout did not start smoothly, but Xbox hopes to keep the landing when the game releases later this year.Microsoft is having one hell of a year, and this latest booboo is just another moment that Phil Spencer is probably sitting in his gaming chair with his hand on his forehead.
Spotted by The Verge’s Tom Warren, the company that now owns Activision and the COD franchise accidentally revealed the worst-kept secret: the next installment, Black Ops 6, will be on Xbox Game Pass, with a link to a dead Xbox News Wire post.
Whoever accidentally hit send on that push notification is in big trouble because the accidental reveal came before today’s teaser trailer reveal and the official announcement from Xbox, confirming what we all knew was going to happen with Call of Duty games.
There Are Some Famous Faces In The Black Ops 6 Teaser Trailer
The teaser trailer doesn’t show any gameplay—Xbox is definitely saving that for the big June 6 showing at the upcoming Xbox Showcase in Los Angeles— but it didn’t have plenty of famous faces in it.
In typical Black Ops fashion, the trailer features past world leaders like former US President Bill Clinton and the late Iraqi dictator Saddam Hussein, allegedly the main antagonist of Black Ops 6.
This isn’t the first time a Black Ops game has featured a prominent political figure; John F. Kennedy was in the first game, and notorious Presidental Op Ronald Reagan was in Black Ops Cold War.
Per Sports Keeda, Black Ops 6 will allegedly center around the Gulf War and will continue to revolve around the franchise’s main protagonists, Frank Woods, Alex Mason, Jason Hudson, and Russell Adler.
We will find out soon enough.
The trailer below shows more reactions to Black Ops 6 coming to Xbox Game Pass.
1. Gamers are happy
2. Xbox fans finally got something to celebrate about
3. Will this really shift the COD player base?
6. Salute to this guy
All products and services featured are independently chosen by editors. However, Billboard may receive a commission on orders placed through its retail links, and the retailer may receive certain auditable data for accounting purposes. Listening to your favorite artists on Apple Music, Spotify or whatever streaming service you prefer doesn’t just have to be done […]
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Source: Albert L. Ortega / Getty / Atari
It took a while, but Atari finally came out on top in its competition with longtime rival Intellivision.
For those who are only familiar with Sega and Nintendo, or Xbox and PlayStation going at each other, there were two video game companies vying to be in people’s homes, Atari and Intellivision.
Atari and Intellivision launched dueling consoles, the Atari 2600, and Intellivision.
Intellivision was developed by Mattel Electronics and introduced to the world in 1979. Its console sold about 5 million units by 1990.
Thursday, May 23, one of the most storied rivalries in the video game industry ended when Atari announced it had acquired Intellivision.
Atari announced that it would acquire its longtime rival and the 200 games in its library.
Atari wrote in a press release, “Atari will seek to expand digital and physical distribution of legacy Intellivision games, potentially create new games, and explore brand and licensing opportunities.”
The Intellivision Amico Is Not Part of The Acquisition
The Verge reports that the acquisition does not include the Intellivision Amico, the new console Intellivision announced in 2020 that it was working on and that led by infamous “liar” and legendary video game composer Tommy Tallarico.
The website notes that Intellivision will rebrand itself and grant licensing rights to the new company, allowing Intellivision games to be on the console.
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“We look forward to our expanded collaboration and the prospect of bringing a broad array of new titles to the Amico family gaming platform,” Intellivision CEO Phil Adam said in the press release.
Atari now specializes in retrogaming, launching mini retro versions of its classic consoles and releasing its classic games on modern consoles. It also owns Digital Eclipse, a studio that specializes in retro gaming.
We are curious to see the fruits of this acquisition.