delay

Simple delay of audio signal

The delay~ object creates a "ring buffer" into which it constantly records the signal coming in its left inlet. The first typed-in argument specifies the size of the buffer, in samples. The second argument (or a number in the right inlet) specifies how many samples in the past delay~ should look for the signal it will send out its outlet.

Calculating Doppler shift for moving virtual sound sources

A stereo spatialization effect can be achieved using x,y coordinates to determine intensity and delay for the sound at each speaker at each moment. The hypothetical listener is placed at a point equidistant from the two speakers. The speakers are each assumed to be at some angle from the listener between 0 and pi radians, with 0 radians being straight to the right, pi/2 radians being directly in front of the listener, and pi radians being to the left.

Delay MIDI note messages

To delay a single bang message by a certain amount of time, use the delay object. But to delay any other sort of message—a number, a list, even a group of different messages—use pipe. The pipe object dynamically allocates memory as it stores more and more messages, so it can keep track of many messages at once, even if they arrived at different times and have different delay times (unlike the delay object, which can only hold one bang at a time).

Delaying MIDI notes

There are many objects available for delaying events (i.e., for scheduling events to happen at a specific future moment). For timing and scheduling events, the most common object is the metro object (send bang periodically at a specified time interval), which can be used to trigger events, start/stop entire processes, or trigger a counter to step through a table or a coll or any sort of sequence of things.

Abstraction for delay with stereo panning

This abstraction encapsulates delay, gain control, and stereo panning in a single object that can be used in some other "parent" patch. It assumes that its first inlet will be connected to a tapin~ object in the parent patch. That tapin~ object will send a tapconnect message when MSP audio is turned on, thus linking the tapout~ object in this abstraction to the memory buffer of the tapin~ object in the parent patch.