A/B audio crossfade

This patch shows how to crossfade between two sounds. Initially, two different sound files are loaded into two different sfplay~ objects. When you click the toggle marked "start/stop", both sound files will play, but you'll only hear the one on the left because its amplitude is being multiplied by a constant signal value of 1 from the sig~ 1 object, while the one on the right is being multiplied by a signal value of 0 from the line~ object.

Crossfade to new location in a video

To jump immediately to a new location in a movie, you can send the frame message to (or To crossfade to a new location, instead of a jump cut, you need to be playing the video twice, and crossfade from the current video to the second video, after which you can stop playing the first video. To do that again, you can just reverse the process: start the first video at the new location, crossfade back to the first video, and stop playing the second one.

Crossfade video and audio

You can make a crossfade between two videos or betwen two sounds by multiplying the amplitude of one of them by values going progressively from 1 to 0 while you multiply the other by values going progressively from 0 to 1. In this example, we use a slider object that outputs values from 0 to 1 to control the volume of two movie soundtracks, using the vol attribute of (or

Abstraction for crossfading delay times of a remote tapin~ object

If we want to use the delay crossfading technique shown in "Abstraction for crossfading between delay times" for multiple different delays of the same sound, the simplest solution is just to make multiple copies of that abstraction and send the same audio signal to each one. However, that's a bit inefficient in terms of memory usage because each subpatch would have its own tapin~ object, each of which would be containing the same audio data.