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Puzzle_2_SoundSampler.md

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Interactive Installation

  • DM-GY 4913-B Special Topics: Interactive Installation

Puzzle 2: Create a Max patch that is a sound player and mixer/sampler. It needs to output a 90 second audio piece that is random in it's composition.

In order to do this, we need to have several sound files that load into your patch (or automatically load into it). One needs to be able to manipulate and fracture these sounds to smaller loops. We need the ability to save these loops, not to mention to output these loops so that we can hear them, along with volume manipulation.

Playing sounds:
  • groove object plays a sound file that's played from a buffer. Make sure to check out the help file, as well as all of the input messages and objects to control it. With the groove object, you can control pitch (via the sig~ object), which affords many many options for new sounds.

  • sfplay object also plays a sound file, yet not from a buffer. Make sure to check out the help file, as to how to control it with what sound file is playing, looping and playing between certain points in the sound file.

Recording settings:
  • preset object. Make sure to understand how to record settings, and to play those settings.
Outputing your audio to the sound output on your laptop:
  • dac object will afford you much more in the long run than the...

  • ezdac object

Volume control
  • * _ object + _line object. Here, you can send floats to the line, and control the level of audio on the fly
Random composition
  • urn object won't repeat numerical selections

  • decide object can choose randomly between 2 values

  • scale object can output a value within a range, based on a random input

Selecting files, file manipulation
  • dropfile object creates a field where files can manually drop in

  • opendialog fold object to get a directory path to a file

  • folder object can load all the files in a folder of a particular formate type. (check it out with the umenu object).

other nice helpful objects to check out to facilate the above and more:
  • umenu object

  • trigger object

  • gate object

Timing sounds and the composition
  • this builds off all the objects from the poem patch

  • the counter object + the metro object can keep track of how long your patch has been running.

  • sfplay will bang when done playing a sound file. Otherwise with groove you'll need to time the length of the audio file to create a secondary timer to bang upon file completion.

Your patch should play more than one sound file at a time, at times, during your composition. After getting an initial patch working, you need to explore your sound files to find new sounds within those sounds. Save those to your preset object to recall later.

Then, coreography the entry and exit of each of these sound bites, as well as how often they appear, and as to when they appear. Play with volume to add layers and textures

When your patch is loaded and a bang is sent, a 90 second layered audio piece of unknown composition will play for your viewers.

See also:

  • MSP Basics tutorial: 1: Test Tone

  • MSP Basics tutorial: 2: Ajustable Oscillator

  • MSP Sampling Tutorial 1: Recording and Playback

  • MSP Sampling tutorial 2: Play back from Multiple Sample Points

  • MSP Sampling tutorial 3: Playback with Loops

  • MSP Sampling Tutorial 6: Record and Play audio files

  • Max tutorial 19: Timing

  • submit your patch to your github repo label as FirstName_P2.maxpat