Simplest audio file player
Thie example demonstrates a simple setup for playing a sound file using sfplay~.
Thie example demonstrates a simple setup for playing a sound file using sfplay~.
This patch demonstrates how to use gain~ to smoothly scale a signal.
This exmaple demonstrates a simple way to ramp amplitude with number~.
The example demonstrates a simple way to play an audio file.
When you're changing the amplitude of a sound, if the amplitude is changed very suddenly and significantly, it may create a sudden discontinuity in the waveform which will be heard as a high-frequency click. (That phenomenon is demonstrated in the example "Click resulting from amplitude change".) To avoid that problem, it's necessary to interpolate sample-by-sample from the old amplitude value to the new value, over some small period of time, to create a slightly more gentle fade to the new amplitude factor.
This example demonstrates how to record an audio file with sfrecord~.
This example demonstrates how to play an audio file.
The way audio Max compiles audio signal networks is, whenever audio is turned on, MSP outlets send out the message ‘signal’. (In other words, that’s how Max knows how MSP objects are connected to each other, and thus knows how to calculate the audio signal network.) The [route signal] object detects the selector ‘signal’ and sends a ‘bang’ out its left outlet in response. The [t signal] object converts that ‘bang’ back into the message ‘signal’.
Use the timer object to measure the time between when you turn on recording and when you stop recording.
In the I/O Mappings window within the Audio Status… window you can map the outputs numbered 3-16 to play through outputs 1 or 2 of your available stereo output device (say, Built-In Audio, for example). This allows for testing patches on hardware that has less than the desired number of channels.