Insights into a modern Indie Music label

Written by David Craddock on July 16th, 2010

I read this remarkable post on a public mailing list I subscribe to. I thought it was such a great insight into running a music label, that I just had to post it here. It discusses issues facing modern music, such as DRM, DMCA, and other ways of making (or losing) money. Fascinating.

Here it is:

I work for a (fairly small) indie label – from witnessing this model in action I feel I have to stick up for the label given that I see the model working (or sometimes not so well) on a daily basis! Where we’ve done deals with artists in the past, they’ve almost always been a 50/50 arrangement – the artist receives 50% of net royalties. Where a label fronts recording costs, these can easily become £6-10,000 for an album session. Even an EP session can be upwards of £1,500 although these figures are a little pessimistic (though not unrealistic). (We actually designed, built and owned studios for ten years until 2001 but the project haemorrhaged money.)

With regards to CD pressing, a 1,000 run will cost around £800 including full colour print in a basic jewel case. The AP1/AP2a MCPS licence costs another amount on top. When getting your CDs pressed, add in other things (Super Jewel cases, slip / O-cards, digipaks or gatefolds with high quality card / fancy posters) and you can easily top the 1k mark, not even counting the artwork design costs. Of course, discount comes with with bulk, but almost nobody except the Big Four do >1k discs in a pressing. (To put things in perspective: when SyCo have done the X Factor Finalists CDs, they press up >10,000 of EACH finalist’s recording of the song – and shred the losers’ copies when the winner is announced!)

To put stuff into distro with someone like Universal, you have your line costs simply to have the title listed on their system – monthly recurring, per title – then handling costs, despatch costs, “salesforce” costs (even though really the only people they sell into are HMV now, and from last year they’ve stopped guaranteeing racking in all but the top 6 or so stores in the UK, it’s a joke). You can’t sell your discs through at full retail, you have your wholesale (Dealer) price. We’ve sold albums through at £6.65 and I’ve later seen them in a London HMV for £12.99. Oh, and did I mention that supermarkets and stores like HMV *DEMAND* what they call a “file discount” of up to 40% just to take stock? (which is on a non-negotiable sale or return basis with up to a six month returns period.)

If you end up in a position where you don’t sell stock through into shops, it usually costs less for your distro to SHRED your discs than it does to send it back to you! Ridiculous. The costs are stacked against the labels at all points – incredibly frustrating. And that’s even before you begin to contemplate any plugging, promo, advertising, miscellaneous online, merch, booking agent / gig costs… Or even an advance for the artist! But it gets better…

So, this figure of 63% which the old techdirt article might quote as truth where valid for major labels (who might also own distribution, management, publishing and studios under the same roof), the model quickly falls apart as soon as focus on a smaller label. I used to think the whole model was bullshit and the artists got shafted, but if anything it’s level pegging – smaller labels have just as tough a time as artists as the risk to them to fund any new release is proportionally WAY larger. Also, the techdirt article works on the basis of the artist receiving a 20% royalty – this is dismal, and the artist should be smacked for agreeing to such a pitiful rate like the chumps they probably (hypothetically) are.

Take one of our real world iTunes scenarios – from a 79p purchase, iTunes immediately keeps about 32p. For UK and most worldwide sales, this also includes the royalties which the label’s obliged to pay (in the UK, to the MCPS-PRS Alliance). However, the USA requires the selling party to pay the mechanical on each sale (an arse-about-tit form which has arisen from the disconnected Collection Agencies – Harry Fox Agency being the incumbent on Mechanicals and ASCAP, BMI and SESAC on the Performance royalties – which adds yet another level of complication.

From what’s left (47p), you halve the resulting amount on a 50/50 deal. Neither the label nor the artist gets much for their work. On some artists whom we’ve purely done digital distribution for (on a rolling licence agreement), we give the artist 80% of net. As you can imagine, we get virtually nothing – and our income’s directly tied to their success, so we have an interest in seeing them do well. It’s a tough environment to be in.

For receiving US/Canadian/Mexico/European/Australasian payments, we first have to receive the currency and have the bank convert it to GBP. Of course, we can’t get the Interbank rates, nobody but the banks get those – so more money’s immediately lost in conversion. The larger labels will have sweetheart deals with their banks (or almost certainly have accounts in each relevant territory) so this isn’t so much of a big deal, but the amount of administration just scales inordinately. If you deal with managing your artists’ Publishing rights, you can quickly become LITERALLY swamped in paperwork. The amount of time sucked up by adminning the release of music is extraordinary.

So please nobody think all music labels have it easy… I have no doubt that the Big Four have royally shafted artists in the past but they can largely lumber along based on a few artists doing exceptionally well for the rest of their current roster (with their back catalogue from very famous artists helping too). The problem they’re going to have is that almost none of the artists whose catalogue’s been released in the past two decades *really* has the staying power of the classic artists – Dire Straits, Genesis, Pink Floyd, The Who or Fleetwood Mac, just to name five off the top of my head. Don’t even get me started on the epic fail that is streaming revenues from Spotify, mFlow, We7 etc.

Now even with all of this, I still regard sites like YouTube as a promotional tool. Some of our most famous catalogue I’ve held off on issuing DMCA takedowns for, because it’s a genuinely beneficial promotional tool – it’s the pragmatic response. Where do people go first if they want to quickly listen to a track? YouTube! What happens if they only ever wanted to hear it once and never again? You’ve not lost that sale because it almost certainly would never have happened. What happens if they still want to have a copy of that track? They’ll go buy it from one of the easily accessible venues, it’s not expensive to do. The label’s job is to make the catalogue ubiquitous on all of the major (and some of the trendier niche stores) where at all possible. The digital distribution costs are another thing the label has to absorb – monthly, per track, per store usually, if not on an aggregation deal where it’s a percentage on each sale but the label usually ends up worse off. It’s a tough position because the label almost always feels the need to protect their ‘content’ (shudder – hate that word) but issuing takedowns for every instance of a track is more often than not a kneejerk reaction which harms longterm sales. I’m personally torn between leaving them, taking them down or even putting up better mashup/promo mix versions on the label’s official account!

Treat your customers like adults and I think you earn their respect a bit more. This applies to all forms of digital media, including tellybox shows. (thesis: DRM = genuinely unhelpful towards nurturing that unique supportive viewer-provider relationship. Trust your customers, they’ll not disrespect you.) In music, nobody wants to buy a track if they can never audition it, and 30sec samples aren’t really a good enough.

 

Restoring Ubuntu 10.4′s Bootloader, after a Windows 7 Install

Written by David Craddock on July 13th, 2010

I installed Windows 7 after I had installed Ubuntu 10.4. Windows 7 overwrote the Linux bootloader “grub” on my master boot record. Therefore I had to restore it.

I used the Ubuntu 10.4 LiveCD to start up a live version of Ubuntu. While under the LiveCD, I then restored the Grub bootloader by chrooting into my old install, using the linux command line. This is a fairly complex thing to do, and so I recommend you use this approach only if you’re are confident with the linux command line:

(as root under Ubuntu's LiveCD)

# prepare chroot directory

mkdir /chroot
d=/chroot

# mount my linux partition

mount /dev/sda1 $d   # my linux partition was installed on my first SATA hard disk, on the first parition (hence sdA1).

# mount system systems inside the new chroot directory

mount -o bind /dev $d/dev
mount -o bind /sys $d/sys
mount -o bind /dev/shm $d/dev/shm
mount -o bind /proc $d/proc

# accomplish the chroot

chroot $d

# proceed to update the grub config file to include the option to boot into my new windows 7 install

update-grub

# install grub with the new configuration options from the config file, to the master boot record on my first hard disk

grub-install /dev/sda

# close down the liveCD instance of linux, and boot from the newly restored grub bootloader

reboot
 

Windows 7 Gaming on my Macbook

Written by David Craddock on July 1st, 2010

I have a 2006/2007 Core 2 Duo 2.6ghz white macbook, that I use regularly for internet, music, watching films, itunes and integration with my iPhone.

I wanted to turn my desktop PC into a ‘work only’ Ubuntu Linux machine, so that I don’t get distracted when I’m supposed to be doing something else.

But I still have a lot of PC games that I wanted to play on the Macbook, so I decided to try and setup a windows environment to play games on using Bootcamp 2.0 to create a dual-boot OSX/Windows 7 configuration.

It turns out it works really well. The Macbook runs Windows 7 64-bit edition fine, and although the integrated graphics card isn’t designed to run modern games very well, you can get a good gaming experience from small indie games and the older type of PC RPGs that I tend to play. My macbook got a 3.5 rating on the windows experience index for graphics, which is sufficient for many PC games.

First you need to partition your macbook’s HD using the Bootcamp assistant, in the OSX utilities section. Make sure you have your first OSX installation DVD to hand, the one that came with your Macbook. I chose to split the hard drive into two equally sized partitions. Then just place your W7 DVD in the drive, and Bootcamp takes care of the rest.

Once W7 is installed, you can access the Bootcamp menu on startup by holding down the option key. This brings up a menu where you can select to boot into OSX or Windows.

When you start W7 for the first time, you can install the windows driver set for your Macbook that Bootcamp provides you. Insert your OSX installation DVD 1, and run the setup.exe that is located in the Bootcamp folder. This will install native windows drivers for your Macbook hardware.

The only change I needed to make for my macbook, was to install the latest 64bit Realtek drivers for Vista/Windows 7, which are located on the Realtek website. This will fix any sound problems you might have while playing games.

Now don’t expect to run the latest 3D games, but if you’re happy enough with slightly older, classic, indie or retro games, you can get a good gaming experience on Windows 7 from your macbook. It does well with plenty of the indie games available on Value’s Steam distribution network.

 

Ripping Movies onto the iPhone

Written by David Craddock on May 17th, 2010

I’m currently watching Persepolis, the 2008 animated film about a tomboy anarchist growing up in Iran. I’m watching this on my new iPhone 3GS, and the picture and audio quality is very good.

Here’s what I used to convert my newly bought Persepolis DVD, for watching on the iPhone.

1x Macbook (but you can use any intel mac)
1x iTunes
1x RipIt – Commercial Mac DVD Ripper (rips up to 10 DVDs on the free trial, $20 after)
1x Handbrake 32 – Freely available transcoder
1x VLC 32 – Freely available media player
1x DVD

* Ripit – rips the video and audio from the DVD, onto your computer
* Handbrake 32 – ‘transcodes’ the ripped video and audio, meaning – it converts it into an iPhone compatible video file.
* VLC 32 – is used by Handbrake 32 to get past any problems with converting the media.

Go to the following sites to fetch the software:

1. Ripit – http://thelittleappfactory.com/ripit/
2. Handbrake 32 – http://handbrake.fr/downloads.php (get the 32 bit version)
3. VLC 32 – http://www.videolan.org/vlc/download-macosx.html (be sure to get the 32 bit version)

There’s currently a difficulty in getting the VLC 64 bit software for the Mac, and so although the 64 bit version is faster to use, you’re probably better off with 32 bit versions of both for now.

The Process

1) Rip the DVD.

Start RipIt. It will ask for a DVD, insert the DVD.. and point the resultant save location to the desktop. The ripping process takes about 40 minutes on my Macbook, you can check the progress by looking at the icon in the dock – it will be updated with the percentage of progress until completion. You can do other things on your mac while it’s ripping, even though the DVD drive will be occupied. Wait until it’s completed before continuing.

2) Transcode (convert) the ripped video file for use on the iPhone.

Start Handbrake. There are a bunch of transcoding settings called presets – those tell Handbrake what type of media player you want the converted video to work on. In handbrake on the right section of the window, select the iPhone preset. Then go to the file menu, select ‘Open’, and then select the video file that RipIt saved onto your desktop. Then select the destination for the converted video file. Then select the Start (green) button on Handbrake window, and it will start. You can now minimise handbrake and do other things. The transcoding process depends on the film, but takes about an hour on my Macbook. You can check on progress by maximizing the Handbrake window, and checking on the progress bar.

3) Move the converted video file onto your iPhone.

Once that’s done, you will have another media file on your desktop – this is the end result, a video file that will play on your iPhone. Simply connect your iPhone to your Mac, start up iTunes, and drag that file from your desktop into the iPhone icon on your iTunes window. It will take a couple of minutes to transfer, then eject the iPhone as normal

Now you can watch this new movie on your iPhone by going to the ‘Videos’ tab of your iPod app.

 

Decent Graphics for Flash Games

Written by David Craddock on May 17th, 2010

Lately I’ve been thinking about making a Flash game or application. Although I haven’t made one yet, my current understanding is that most projects of this type require a lot of artwork.

I found this article, and was impressed at the quality and the resources mentioned: http://freelanceflashgames.com/news/2009/03/25/the-big-guide-to-hiring-an-artist/