how to stream your music into Second Life — six software source clients compared

You can stream your music into Second Life using the same technology as internet radio. This requires a Shoutcast source client, which sends your music to a streaming server, which subsequently rebroadcasts your music to all the listeners in Second Life.

This post lists the leading choices in Shoutcast/Icecast source clients. This source client is the piece of software that runs on your computer, connecting the music you play with the streaming server.

The leading tools are contrasted and compared. After reading this post, you should be prepared to choose a streaming source client that meets your needs.

In this previous post, I explained how your music can be streamed into Second Life using the same technology as internet radio. I also explained that it required a Shoutcast source client, which sends your music to a streaming server, which subsequently rebroadcasts your music to all the listeners in Second Life.

This post lists the leading choices in Shoutcast/Icecast source clients. This source client is the piece of software that runs on your computer, connecting the music you play with the streaming server.

What it does

The Shoutcast/Icecast streaming source client takes audio input from a program or hardware device, encodes it into a media stream, and sends the media stream on to a streaming server. Each step of this process requires configuration, and each program differs in the specifics of where you may find these settings. However, the settings themselves are fairly universal.

Music source

The input to the source client may come from a media player such as iTunes, Winamp, or Windows Media Player, or it may also come from a hardware device connected to your computer — such as a mixer connected to a sound card or even an integrated laptop microphone. Your chosen source client will present a list of possible inputs from which you can choose to broadcast.

Encoding

Some source clients may be able to encode into multiple media formats. However, for compatibility with Second Life, you will need to use mp3. The Second Life viewer on your listeners’ end does not support WMA, AAC, Ogg, or other formats. Further, you will find that if you try to use the most pristine mp3 encoding settings, your listeners will experience skips in the stream. It is best not to use anything higher than 44.1 kHz, 64 kbps, stereo. You should be able to find these settings grouped together.

Specifying the stream server

Lastly, you will need to specify the Shoutcast/Icecast streaming server to which the source client will connect. This will be in the form of a URL or an IP Address, a Port number, and a Password. Some streaming clients allow you to build a ‘library’ of servers, each with their own URL, port, and password. This is handy if you regularly perform at a number of venues. Each venue will have its own server. This allows you to, once configured, merely select a given venue’s server from a list, and have all the values set at once. If your source client does not have this feature, you will need to manually enter this data every time for each venue.

Criteria

For each listed software streaming client, I list the price, where you can obtain it, what platform it runs upon, and other attributes. After reading this post, you should be ready to choose a streaming source client that meets your needs.

Before I list the choices, I will first define what the various attributes mean.

Operating System (OS) – This tells you what operating system the streaming source client is compatible with. There are choices for Windows, Mac OS, Linux, and other UNIX-like OSs.

Plugin vs. Standalone – Some Shoutcast/Icecast source clients are ‘plugins’ , which operate inside of other programs. An example is the Shoutcast DSP Plugin, which installs ‘into’ Winamp as a host. Other source clients run in their own window, providing all needed functionality themselves.

Record functionality – Some source clients will also record (or ‘archive’) your stream. The stream is not only sent on to the streaming server, but it also is written to disk as an mp3 file. This allows you to play back your stream at a later date.

Presenting the candidates

butt (broadcast using this tool)

This relative newcomer provides all the functionality that you would need or want. The fact that it is free, and runs on almost any computer, makes it a great choice.

Winamp with Shoutcast DSP Plugin

This solution has been the mainstay in the Windows arena, mostly due to its price.

Nicecast

For years, this has been the standard in the Mac arena. Full featured.

Simplecast

This selection comes from a company with a full line of professional internet radio tools.

Reaper with Shoutcast plugin

Reaper is a full-functioned DAW, from a company founded by the guy who first invented Shoutcast technology. Extremely powerful, with complexity to match.

Edcast

Both EdCast and its precursor Oddcast are from the same developer, along with a number of other useful music tools (including a stream recorder).

The envelope, please

If you are just getting started in streaming your music into Second Life, I recommend that you start with butt. Silly name, I know. However, it is free, does everything you want it to do, and runs the same way on any computer you’re likely to have. Plus, it is an open source program, meaning that its future is pretty much assured.

Any of the other choices would be fine as well. They all work pretty much hiccup-free. If your needs are unique, there may be some reason to prefer another over butt.

Myself, I use Reaper with the Shoutcast plugin. Reaper is a full-featured music production DAW like Pro Tools, Logic, Sonar, etc. In fact, it was my DAW before I started streaming into Second Life. The fact that Reaper is from the guy the guy that invented internet radio (as well as Winamp, Gnutella, and other modern necessities) holds strong sway with me.

Get going!

You really can’t go wrong with any of the above. Just grab one, grab the free Second Life viewer, create a free Second Life account, log on, and start performing for the eager Second Life audiences!

Questions? Comments? Let me know if there is any specific aspect of being a Second Life musician that you’d like me to cover!

This is but one article in a series on opportunities for musicians in Second Life. Further articles will cover resources, technical issues, groups and organizations, revenue streams, publicity outlets, and more. Next up, however, will be a step-by-step guide to installing and configuring butt, and testing your stream inworld. I hope you join us in this journey to a strange and wonderful new world. In the meantime, you may wish to do some early exploring on your own — it is free to get started! Just click the link below:

Secondlife.com

How do I send my music to listeners in Second Life? Shoutcast, Icecast, and streaming explained

Music in Second Life operates on a technology known as Shoutcast. Shoutcast, along with its open source compatible follow-on Icecast, is the same technology that underpins all of internet radio. When you stream your music into Second Life, you are essentially operating your own internet radio station!
This article explains the links in the chain between the musician and the listeners. Technologies and software components are described for each link in the chain.

DJs, karaoke track artists, singer/songwriters, and bands can all find a ready-made, world-wide, paying audience in Second Life. What all is involved in getting your music streamed into Second Life?

Music in Second Life operates on a technology known as Shoutcast. Shoutcast, along with its open source compatible follow-on Icecast, is the same technology that underpins all of internet radio. When you stream your music into Second Life, you are essentially operating your own internet radio station!

Overview

There are several links in the chain between you creating your music and the listener hearing your music.

  1. – you create your music on a computer
  2. – a program known as a source client encodes your music for the server
  3. – a Shoutcast/Icecast streaming server broadcasts the music to multiple Second Life viewers
  4. – the listeners’ Second Life viewer plays your music for their enjoyment

Let’s look a little deeper at each stage of this process.

Music Creation

Again the first step in the chain is that your music must be input to a computer. If you are DJing from WinAmp, iTunes or other music player, this is already taken care of by the music player program. If you are performing in real-time — such as playing a guitar and singing — you will need to input your performance into the computer’s sound card through the use of a microphone and/or a mixer. Many computers have microphones built right into them that would be suitable, though you may notice an increase in sound quality with a more sophisticated microphone.

Source Client

The Source Client is the link between your computer and the internet. This is a program or utility that runs on your computer. It has essentially two responsibilities. It creates and maintains a connection to the Shoutcast/Icecast server, and it encodes your music into the datastream that the server needs. Source Clients are available both as standalone programs, and as plugins that operate with your Music Creation program.

Shoutcast/Icecast streaming server

The Shoutcast or Icecast streaming server is a ‘virtual machine’ that runs on a computer. While you can technically install the server on your own computer — even the one you are using as the Music Creation computer — it is generally inadvisable to do so. The reason for this is that the primary function of the Shoutcast/Icecast server is to take as an input the single stream from your Source Client, and redistribute it as any number of of streams — one for each listener. Each additional listener consumes more bandwidth. A typical home internet connection can accommodate only a few such listeners before all the available or upload/download capacity is exhausted.

As such, a Shoutcast/Icecast server is most typically rented — as one would rent space on a web host. There are numerous companies that rent streaming servers for a few dollars per month. Further, most Second Life venues have already rented such servers. If you are slated to perform at a given venue, they will most often have you employ their existing streaming server.

Second Life viewer

The last link in the chain is up to the Second Life viewer. Each parcel of land in Second Life is associated with a Music URL. When an avatar steps onto a given parcel, the Second Life sim sends the Second Life viewer this Music URL. This URL should be the location of your Shoutcast/Icecast streaming server. The Second Life viewer then sets up a connection to the streaming server. It accepts the stream of your music from the server, decodes it, and outputs it through the audio system of the computer upon which the Second Life viewer is running. In this manner, each listener is able to hear the music you are making. Your listeners may even be on the opposite side of the Earth!

What do I need to get started?

While all the pieces described above are needed to stream your music into Second Life, only a minimum set is required to get up and running. The absolute minimum is that you will need a Music Creation program and a Source Client. There are many options available in these categories, both free and commercial. They are available for Windows, Mac, Linux, and other platforms.

As mentioned above, there are many venues that supply Shoutcast/Icecast streaming servers for your use. I spent about a year as a Second Life musician before I decided to rent a stream of my own.

The last item is the Second Life viewer. While you do not technically need this to stream into Second Life, you will want it anyhow. Otherwise, you will find it difficult to connect with venues and fans. There really isn’t any downside, as it is free. Plus, Second Life is just a lot of fun!

Is it for you?

After reading the above, you may be eager to delve into Second Life as another marketplace for your musical endeavors. As you can see, the opportunities are nearly endless. Further, it costs nothing to try your hand at it — plus, it’s just a whole lot of fun. No matter what sort of musician you may be, there is another market waiting for you in Second Life.

Questions? Comments? Let me know if there is any specific aspect of being a Second Life musician that you’d like me to cover!

This is but one article in a series on opportunities for musicians in Second Life. Further articles will cover resources, technical issues, groups and organizations, revenue streams, publicity outlets, and more. Next up, however, will be a survey of the software choices for Music Creation and Source Clients required to pipe your music inworld. I hope you join us in this journey to a strange and wonderful new world. In the meantime, you may wish to do some early exploring on your own — it is free to get started! Just click the link below:


Second Life provides musicians with new moneymaking opportunities

There is a burgeoning new online market for musicians of all types. Recording artists, performers, singer/songwriters, turntablists, playlist DJs, karaoke aficionados, and more can find paying audiences in Second Life. This article provides a top level view of Second Life from a musician’s perspective. It quantifies the market opportunity, and touches on some of the considerations in reaching this worldwide music market.

There is a burgeoning new online market for musicians of all types. Recording artists, performers, singer/songwriters, turntablists, playlist DJs, karaoke aficionados, and more can find paying audiences in Second Life.

Second Life

So what is Second Life? It is an online 3D virtual world, or Metaverse, where people meet and interact with each other through digital ‘avatars’ in a virtual landscape. Visually, this Metaverse bears a passing resemblance to Massively Multiplayer Online Role Playing Games (MMORPGs) such as World of Warcraft. However, this resemblance carries no further than the ‘look’ of such MMORPGs. Second Life is an alternative universe where avatars (people) are free to carry out whatever activities they wish. In my mind, the three qualities of such a metaverse that distinguish it from an MMORPG are:

  1. There is no previously defined goal or objective by which one may ‘win’. Instead, avatars live the life of their choosing.
  2. Everything inworld is created by the residents. With enough talent and time, you can recreate every thing you would encounter in the metaverse — be it a house, a landform, an article of clothing, a manner of moving, or any other ‘thing’, tangible or intangible, that can be discerned.
  3. Second Life has a freely functioning real economy, with a unit of currency that is freely exchanged to and from US dollars.

Size of the economy

So how big is this potential marketplace? Linden Lab, the creator of Second Life, reports that over $1 Billion in resident-to-resident transactions have been made since the inception of the metaverse. In 2010, the projected figure is in excess of $500 Million per year, and growing quickly. As quoted from San Fransisco Business Times:

In 2008, Second Life users spent more than $360 million on virtual goods ranging from land to designer shoes to lavish homes. The Second Life economy almost doubled in size – 94 percent up – between the second quarter of 2009 and the same period in 2008. User-to-user transactions now amount to nearly $50 million per month.

To put this figure in perspective, in 2009, all sales of digital downloads of music combined totaled about $1.9 Billion — barely a little over three times the size of Second Life’s economy. Indeed, Second Life’s economy is larger than the GDP of some real countries.

Music and other economic activity

Of course, not all this money reflects musical purchases. There are many other activities and goods vying for the avatar consumer’s dollar. Again from the aforementioned source:

In total, users around the world have spent roughly 115,000 years in Second Life socializing, attending live concerts, creating, selling and shopping for virtual goods, learning languages, attending business meetings etc. User hours grew 33 percent year-over-year to an all-time high of 126 million in the second quarter of this year….

However, music does represent a significant part of the overall inworld economy. At any moment of the night or day, there are multiple performances occurring across the grid. Rock, country, Hip Hop, or Americana … solos, duos, bands … some completely live, some with backing tracks, some doing mimed ‘role play’ … about any form of music you can imagine can find a worldwide audience on Second Life.

At any given moment, there are dozens of thousands of people logged in as their avatars to the Second Life virtual world, or ‘grid’. And for many of these people, attending musical events is their primary reason for being inworld. They visit virtual venues, hosting musicians on their stages, at virtual concerts. There they can sit and listen, or dance and interact with the other avatars onsite. While partying there, they may converse with the others in text chat about any given topic. As a musician, you are also able to see the local chat, thereby providing you with a direct communication channel between you and your fans. This provides a higher level of interactivity than typically possible in real life.

Dancing to live music
Dancing to live music

Employment in Second Life music

There are several broad categories of musicians performing within Second Life. Linden Labs makes an official distinction between Live performance and other forms of music:

A live performance in Second Life is presented by a person who is represented in-world by an avatar, and is creating the performance in real-time, streaming the audio (or audio and video) portions into Second Life as they are being created.

Playing back a previously recorded performance, whether audio, video or Second Life machinima, is generally not considered to be a live performance if there are no live elements performed while the audience is watching the show.

We do not intend to imply here that either Live or non-live music is superior to another. This is just being pointed out in order to understand how to present your performance consistent with inworld norms. If you are presenting a playlist DJ type performance, it would be a breach of protocol to list this as a Live Music event — however, it would indeed be appropriate to list it under the Nightlife/Entertainment event category.

And the variety of opportunities is quite staggering. I have seen the following types of acts, all paid for their performances:

  • Playlist DJs performing various styles of music for the dancing enjoyment of the venue’s patrons
  • Scratch or BeatMatch DJs creating unique layered performances using prerecorded tracks and synthesizers for real-time creation
  • Singer/songwriter types with a guitar or keyboard and vocals
  • People singing over Karaoke backing tracks of hit songs
  • Solo musicians performing with backing tracks of their own creation
  • Duos, trios, and full groups completely live
  • ‘Tribute’ acts, where the ‘musicians’ construct and animate elaborate imitations of chart-topping groups — to the original recordings by those groups
  • ‘Role Play’ or ‘listening’ sessions where original artists mime performances to their own recordings

Much as in real life, some performances are the main focus of the venue, and others are an adjunct to some other commercial or social venture — such as a mall opening, or a mingler. There are also inworld opportunities to sell digital downloads of your music — either limited to playing inworld or as universal mp3s.

Is it for you?

After reading the above, you may be eager to delve into Second Life as another marketplace for your musical endeavors. As you can see, the opportunities are nearly endless. Further, it costs nothing to try your hand at it — plus, it’s just a whole lot of fun. No matter what sort of musician you may be, there is another market waiting for you in Second Life.

This is but one article in a series on opportunities for musicians in Second Life. Further articles will cover resources, technical issues, groups and organizations, revenue streams, publicity outlets, and more. Next up, however, will be a brief overview of the software required to pipe your music inworld. I hope you join us in this journey to a strange and wonderful new world. In the meantime, you may wish to do some early exploring on your own — it is free to get started! Just click the link below:

Secondlife.com

Second Life for musicians — the series

Hi All!

I am starting a series on Second Life. Second Life is an interactive 3D world where one interacts with others through a digital representation of their selves. This platform has numerous musicmaking opportunities. Plus, it’s just a whole lot of immersive fun!

In this series, I will cover what Second Life is, and how one gets started in it. I will speak to the market for music inworld, and the potential for making real dollars from such. I will cover the technologies involved in piping your music into the virtual world, and how to acquire and configure software for doing so. I will cover the nature of paying gigs available, and speak of various venues that cater to new musicians. I will also cover the various promotional avenues available to garner an attentive audience.

Join me as we discuss all these issues and more. Together, we’ll embark upon a grand adventure in bringing your music to a new and very sizable audience. Best of all, basic participation is completely free — including all you’ll need to be an SL musician.

If you can’t wait for the next installment in this series, you can dive in right now with a free account — just click below!


Travel-Virtual Worlds

so what’s all this Second Life stuff, anyways….

Second Life is an immersive 3-dimensional digital world, where one acts out a character (“avatar”), in an online environment with other people. This environment provides numerous opportunities for musicians to present their music to new audiences, and make some money in the process.

…or ‘why does he keep talking’ about performances, when all the photos are of just a bunch of cartoons?’

OK, back up the bus. Looks like I need to step out of character to frame the discussion again.

First, in real life, I work with computers. All day, every day. In fact, I can confidently say that, if it were not for my work, several small internal details of your computer would operate differently than they currently do. Yes, the computer you are using to view this blog – be it a PC, Mac, Sunfire, IBM mainframe, or whatever. Not that it wouldn’t work, just that it would work differently.

Why do I tell you this? Merely to frame the point that, after working with computers, I have no desire to play with computers. Computers are the bane of my existence. Accordingly, I have always stayed far away from computer games. Sure, I had an intense but short lived addiction to the original 8-bit Zelda and Link Nintendo games, but that’s it. I have tried things like Lesire Suit Larry, Doom, Myst, WoW,  etc. Bored to tears in five minutes flat.

SL-hand-strat-logoWith that out of the way, Second Life is an immersive 3-dimensional digital world, where one acts out a character (“avatar”), in an online environment with other people. In this, it bears a superficial resemblance to MMORPGs (Massive Multiplayer Online Role Playing Games – I think I got that right). However, there are several key differences that make it so much more –

1) There is no universally defined goal to SL. Once inworld, what does one do? What do you want to do? I am inworld in order to perform my music for others. Others are inworld to build things, to program things, to go clubbing, meet others, have cyber sex, whatever. There are even those in SL that are inworld to engage in standard MMORPG activities (kill or be killed – though this is limited to certain identified areas). Like real life (RL), the goals are as individual as the people who have them.

2) Almost everything inworld is created by the residents themselves. Ordinary people like you and me. Landforms, critters, dances, cars, buildings, wings, clothes, lighting sources, sounds, games, etc. There is almost nothing you will run across inworld that you could not create yourself from scratch (given enough time and study).

3) SL has a real functioning economy. There is an inworld currency (the Linden Dollar, or L$) that is freely convertible from and to US Dollars. True, the L$ is a fiat currency, created out of nothing by Linden Labs (the RL originator of SL). However, this currency creation follows strict rules on how much currency can be created, and at what time it will be created. In this regard, the L$ is actually a more stable currency than the US$, which is created out of nothing by the FED according only to their whim. This currency system enables many real people to support themselves in RL strictly from providing goods and services in SL for L$, and converting these L$ for US$.

So after gigging in RL for longer than I care to mention, to people in my geographic vicinity, for little money, I now bring my music to SL. Hopefully, I can entertain a handful of people, and make enough RL money at it to cover guitar strings and a microphone or two.

Oh – one other aspect. A couple of blog posts back, I spoke of Kazzabee Runningbear  helping me with my first stream inworld. Just so happens that the human who is the alter ego of Kazzabee was in Australia at the time. So picture this – in RL, I am sitting in my house somewhere in the USA, performing my music for someone who is literally half a world away. In real-time. If not for SL, I would not have had an opportunity for Kazz to hear me. First performance. Half a world away. How cool is that?