• What is PlanMixPlay?

    • A multi-touch audio and video live performance instrument

    • Designed for 32 inch+ touch surfaces

    • Live audience social integration

    • Used in over 93 live shows

    • Filled with love

  • HangTheDJ using an early prototype build of PlanMixPlay
    PlanMixPlay at the first ever 'Prototype Party' in Roppongi, Tokyo, Japan.
  • Captivated crowd at the 'Prototype Party'.
    Captivated crowd at the 'Prototype Party'. The projection display in the background.

PlanMixPlay first test show complete
Tuesday June 19, 2018

Hello you wonderful human,

A few days ago I finally got the point of completing the first of hopefully not too many test shows with the majorly re-written PlanMixPlay application. As expected, there was no shortage of issues found during the short, short (, short) show. You might wonder why the shows aren't announced in advance - well, two reasons really: First and foremost, they're primarily aimed at being horrible train-wrecks, rather than entertaining. You may think to yourself that you could see the fun in that (you horrible person), but really we're talking wrecks that just crash and cease to broadcast. Believe you me, there's nothing funny about dead air. Second, and perhaps more practically important, I rarely know when I'm ready to actually do a test show more than moments before they'll occur. Once I'm ready, I'll rarely want to wait more given my eagerness to push through and see things break as quickly and as terribly as they can.

Nevertheless, you can bask in a little bit of the after glow here with my run-down of the most glaring issues have/will be tackling before I try setting it all up again:

  • Low mic volume - This was perhaps the biggest offender during the entire broadcast, mostly because it could have been completely avoided had I been even more diligent leading up the first show. In short - my bad. I'm honestly not exactly sure what's causing this without further investigation. The hardware read-outs would seem to indicate that it is a software-side problem - i.e. I am to blame.
  • Dysfunctional mic ducking - Normally, the music is supposed to go a bit quiet when the microphones are activated. This feature seemed to behave completely on its own accord and sometimes increase the volume, other times turn it down. If you did tune in you'd notice that I quickly gave up on speaking over any of the songs. This is definitely also a software based issue.
  • Improper audio track length visualization - Luckily this issue can be filed under 'Only visible to the host' (as a few others). Basically, there's something wrong with how the software currently estimates the length of a track for some small set of tracks. Most of them work perfectly fine - Peter W's - 'I love my 64' however, does not.
  • Recorded audio only audible upon mixmap playback - This is perhaps the most difficult to detect bug prior to doing a show. It's a little tricky to explain properly without a longer spiel about how PlanMixPlay is put together, but sufficed to say, trying to fix it uncovered a much larger issue that needed addressing first. This is what's caused the second test show to slip several weeks, rather than just a day or two.
  • Chat bots present during online show - Bots are fine during the testing phase but will be summarily shown the virtual door once the first 'proper' show kicks off.
  • Audible beeps during show - This is most likely due to the G933 headset I use during the shows and while I'm fairly certain I'll figure out a way to solve it, I've not yet looked into how to approach the issue yet. It'll either involve turning the beeps off in the headset software, or working with Xsplit to not record that particular output.
  • Website oddities - The PlanMixPlay website unfortunately also did not exactly behave as intended. Luckily, this can be handled while only streaming directly to YouTube, so it's possible that an upcoming test show will go exclusively to YouTube so as to not pollute SlayRadio with a bunch of dead air. Finally, a few minor bugs also cropped up that I'll get to before the next show.

That's all for now - I imagine it will likely take at least another month or so before I get around to fixing all these issues and doing another test, but I think we should then be fairly close to having a new stable build I can continuously build on and perform with. Excitement!


PlanMixPlay season one coming soon
Sunday April 22, 2018

As the first online show (in nearly a years time) starts closing in, I've spent a bit more time pondering what sort of format I'd like things to be in. I'm fairly content with having the show itself starting much like it used to, except with a few significantly new bells and whistles. However, it's important to me that it also evolves. The whole purpose of building PlanMixPlay is allow for some significant evolution of the show to occur.

As some point in the past I noticed that YouTube started supporting its content creators splitting videos into seasons and episodes, not unlike classic television. I like that this allows a show to more explicitly portion its content. In my case, I would aim to have each new season to feature new functionality insuring that I continue developing PlanMixPlay once the show resumes.

One of the benefits of this site having a fairly small, possibly even non-existent readership, is that I don't mind being a bit open about future ideas and plans. As previously stated, I expect season one of the new PMP-based show to be quite faithful to my previous show. Season two on the other hand, I think I'll try to introduce some more video-based content. Nothing as casual and common as "Let's plays" (god knows YouTube has no shortage of that bilge), but more like a short expose on a single or couple of games per show. I.e. I'd dig up a couple of c-64 games I've played back when I was but a wee young lad, create some pre-recorded footage and then use that as partial content during the show. Furthermore, it makes sense to have the music selection also focus a bit on the featured game(s) in question.

I've not quite hammered down the exact format for season two as you can probably guess, but the rough idea will definitely be utilizing some amount of video media to flesh out that aspect of PlanMixPlay.

Another question that's left to answer is how long approximately each season will be. Given that I initially still intend to do a single show per week, I think an 8 to 10 episodes per season should give me sufficient time (8-10 weeks) to develop at least one or two new features per season. This may well get adjusted after I've completed a season or two and get a feel for how much I can take on in terms of development.

Last but not least, as a reward for reading this far and... Well... Bothering to even read any of this at all, here's a brief look at an approximate prototype of the live show visuals for season one!


New LasseLaursen.com, new PlanMixPlay.com and new shows
Saturday March 17, 2018

As the title aptly suggests, both my sites have been re-launched, and a series of new shows are planned to commence in the coming months. Let's talk about it.

I was not expecting to go this long without an update. Fortunately, significant development delays of any of my personal projects cause approximately zero problems. Apart from impeding the progress of my passions of course. Anyway, this lack of consequences is one of the many advantages of still being near the very bottom of the Internet totem pole. There are no freak-outs on forums, there's no DDoS'ing of web servers, and no idiotic death threats via Twitter. While nobodies like me occasionally yearn for - at most - one out of those, I also know that if you ever go big, it'll be a slow trip back to obscurity, so it can definitely be a case of be careful what you wish for. I definitely prefer the slow, steady, and periodic lurch forward, rather than sudden high acceleration growth.

Another massive benefit of attempting to cobble together a small community is that updating and changing things can be done in a somewhat sloppy manner without incident. I'm not advocating doing things in a sloppy manner, but when the consequences are minor, it's far more acceptable to cut corners now for the sake of making progress. If things proceed the way I hope they will, it (unfortunately) won't always be like that. The more established a system, the less appropriate this corner cutting becomes, as it quickly turns into a bigger headache to fix a system running and serving hundreds, rather than one serving just a few individuals a day. Anyway - that's enough philosophizing for one post, let's get on with the changes and updates.

First and foremost, for both LasseLaursen.com and PlanMixPlay.com, changes include:

  • Laravel 5.5 - While largly unnoticable on the front-end side, it streamlines a significant number of elements on the back end. Given that this is their long-terms support release it only makes sense to focus work on it.
  • Foundation 6 - It makes sense to switch to a more modern version of Foundation when updating the entire site. Foundation 6 is quite discerning in terms of supported browsers. For example, I believe IE 10+ is required. Given most of my visitors will likely be using Chrome and/or Firefox, it shouldn't matter in the grand scheme of things.
  • Font Awesome 5 Pro - Knowing that I'd eventually rebuild this site again, I ponied up some cash for the pro license during the kickstarter. If you've ever wanted to see how to properly do a Kickstarter video, check theirs out. It really is in a league of its own.
  • Video stream integration - Starting now, PlanMixPlay.com will serve up the show video stream directly on-site. As if that wasn't enough, there's even...
  • Chat - Yes - the early beta versions have now matured into something, hopefully, stable enough to run concurrently with the show. I bet a few of your are wrinkling your noses wondering what good a second or perhaps even third chat is on top of the existing options? Trust me, there is a reason, and I'll demonstrate its usage during the first (of hopefully many) live shows!

That more or less covers the general website improvements.

Let's talk PlanMixPlay itself:

  • Visualisation - Likely the biggest new performance element. PlanMixPlay now supports both live rendered visuals (via OpenGL) as well as video visuals (in H.264 codec).
  • Beat detection - Preliminary beat detection is now supported and ties into visuals where appropriate.
  • Lyrics support - Preliminary lyrics are supported in the .lrc format. The lyrics also tie into visuals where appropriate.
  • Visual Studio 2017 - The code base has been updated to now compile with the latest version of visual studio. I was a little reluctant to make this leap, given the occasional teething problems the latest version of any software tends to exhibit these days. At the same time, I prefer to make significant leaps whenever I do update my tools. I'm happy to report that there were no major issues this time.
  • Encapsulation - Significant work has been done to isolate planmixplay's various components from another, as well as isolate most of the design from external libraries. It's important to do this early, so nothing becomes too entangled in the design, making it a nightmare to replace in the future.
  • Redundancy - Significant cleanups have occurred where code has become generic enough to be simplified.
  • A lot of further improvements have happened which are too tedious to list here.

The only real unknown that's left up in the air at this stage is when the shows will commence again, and for a one or two interested individuals, when PlanMixPlay will see another release. Now that the sites have launched, I'll be planning to conduct a few test shows once I'm satisfied everything isn't completely on fire. Then some proper official shows will run, and once I've been convinced of the stability of the latest PlanMixPlay version, I'll look to creating a new release.

I look forward to broadcast to you soon! Stay tuned!