This patch shows different ways to receive and generate numerical values using MaxMSP.
This patch shows a slight improvement on the basic way of recording and playing back a sound file, fading the sound in and out quickly when recording in order to avoid clicks.
This patch shows the basics of how to record and play back a sound file.
This example shows how to create a buffer~ that always contains the last ten seconds of audio coming out of and adc~.
This example is essentially the same as "Basic RAM recording into buffer~", except that it's designed for recording and playing back a stereo signal instead of a single channel of audio. The buffer~ object has an additional argument to specify 2 channels of storage.
To record a sound into RAM, you must first allocate/designate a place in RAM into which to record. The buffer~ object creates a named buffer in memory large enough to store the specified duration of audio data. In this example, the buffer is named "theholdingplace" and holds up to 60,000 milliseconds (one minute) of audio. The incoming audio signal from the adc~ object goes into a record~ object that refers to that memory buffer.
Did you know that there are several different ways to turn MSP audio on and off in Max?
This example demonstrates creating a RAM buffer to hold a 10-second stereo recording, recording live audio into it (with input volume adjustment), and then playing randomly chosen backward clips of that sound, with a trapezoidal window to taper the beginning and ending of each clip to avoid clicks.
This shows how to record into a sound file, and how to play back the contents of the file. The example also demonstrates how you can use a quick fade-in and fade-out to avoid clicks when doing realtime capture during a performance.
This shows how to record into a RAM (random-access memory) buffer, and how to play back the contents of the buffer at any rate (even backward by using a negative rate) starting at any point in the buffer. A timer is used to keep track of the duration of the recording. The example also demonstrates how one might use a quick fade-in and fade-out to avoid clicks when doing realtime capture during a performance.