RGD wrote: ↑Sun Jul 14, 2024 11:18 amPatches don't spontaneously generate. It can take days of research into artists, guitars, pedals, amps, and post production. And then trying to make the device emulate that sound is a dance around assets and limitations. It's like when painters enjoyed or struggled with the availability or lack of certain colors. It's work, and it deserves compensation.
Sure, and this is why you are allowed to sell the patches you made commercially (or distribute them as you wish). Same as with other digital content you create, art, literature, music, whatever.
RGD wrote: ↑Sun Jul 14, 2024 11:18 amTechnologically, this isn't difficult to begin to address.
It's not really about technological difficulty - the financial incentives for the manufacturers to implement such as system which ultimately they don't benefit from.
RGD wrote: ↑Sun Jul 14, 2024 11:18 amWhen the user registers the device, the device software is stamped with the user's email. Any new patches made in the device carry this forward as a permanent, non-overwritable part of the code of each patch.
Here you're going into copy protection, permanent unique hardware identifiers and other such things. Can you remember what happened when Intel tried to put a unique ID fingerprint into their CPU's for exactly these kinds of copy-protection and digital rights management purposes? Spoiler - it didn't go well.
As for permanent and non-overwritable patches - if patches can be transported as digital data, they can be altered, no matter how much you wrap them in layers of copy-protection. (Of course, whether someone thinks it's worth the effort to bother is another matter.) And the stronger layers of copy protection you wrap them in, the more inconvenient the content gets to use - as a result, you'll have customers who will not buy your protected patches because they don't want the headaches associated with dealing with it.
RGD wrote: ↑Sun Jul 14, 2024 11:18 amAny patches imported bear the email of the first person to create a patch from scratch or modify a factory patch. If someone modifies their own patch, it still has their email. A simple bit of "if else then" code could sort and direct the actions related to the different scenarios. With this, it would be much easier to see who was stealing and selling other's work, even if they modified them slightly.
While this simple example is straightforward enough, the real world is much more messy, and things go south pretty quick. Here's some simple examples - maybe I buy some patches from someone else. Over time, I tweak them, maybe one of them I use as a starting point for my own edits (which is very common), and once I've done my sound design, there is nothing of the starting point patch left, I went in a completely different direction, and the resulting patch is all mine - and yet, that patch would be indelibly marked as created by someone else, when it wasn't - they had nothing to do with it. In fact, now I can't even own my own intellectual property unless I start a patch from scratch. Oh wait, you're saying it's OK to modify a factory patch and stamp your own email ownership on it, although the factory patch was created by the hardware developer, but not on a patch created by someone else?
BTW If you think it's not technologically difficult to reliably assess at which point edits of someone else's patch are no longer theirs but are now yours, have at it..!

Or I sell this hardware unit, but my email is stamped in the software in a way that can't be removed? Ok, maybe the manufacturer has a tool to reset that - but then if that can be done, so can people get around it too.
The bottom line is there are always methods to attempt to copy protect digital assets, from various simple/easy/weak methods, to involved/complicated/painful/strong methods, but all of them are not perfect, and all of them cause continual headaches for everybody. Where there is a financial incentive to to do (eg, paying licensing costs, and dealing with encryption and activation for Pace on a commercial piece of expensive software), many people deem this as acceptable (and other customers won't accept it and will go elsewhere). To "protect" people making some patch tweaks who want to sell their work in case they get ripped off is of zero financial incentive to the developers of these hardware units.
Copy protection of digital assets is not solved problem, which is partly why legal recourse is still available when people abuse this on a damaging scale.
RGD wrote: ↑Sun Jul 14, 2024 11:18 amYes, there are work-arounds, but the intent that patches should be considered property is implied, and that's a start.
It's been clearly stated above that patches *are* considered property of the person who made them, and they can exploit them commercially if they want to. What was said above is that there is no explicit law to protect them under law, like there is for, say, audio recordings. My recipe, or poem, or whatever, is mine, and people can copy that recipe or poem whether I want them to or not. If my recipe book is published, and someone else copies those recipes and publishes another book, I can use legal recourse to claim damages and prevent further publication of the rip off, providing I can make a convincing legal cases for the ownership of that content.
If you have a thriving third-party patch business, and say someone comes and rips off your stuff and starts selling them on ebay and this is significantly damaging to your business, you have legal recourse to go after this person and claim damages.
RGD wrote: ↑Sun Jul 14, 2024 11:18 amThe point is that it is not that technologically difficult to move in the direction of better conditions for patch authors. Knowing that your work is going to be stolen is not such a great motivator for talented people. If we want really great patches, this, and more, is going to have to happen.
It's not really about the technological difficulty of implementing some copy protection system. All copy protection systems have wider implications that need to be weighed accordingly. It's not a simple matter.
And the bottom line is the commercial value of the third-party audio hardware patch industry, such that it is, is negligible, so there is zero incentive to change much around this - which is why nothing has changed over the past 40 years of the third-party patch industry (which really started with the DX7).