sfplay~

Using Presentation Mode

This program demonstrates how objects in Presentation Mode can have a different location and appearance than they do in Patching Mode. Select the objects that you want to have appear in the presentation, and choose the Add To Presentation command from the Object menu. Then, to switch to Presentation Mode, click on the small easel icon at the bottom of the window (or type command-option-E). Now you see only the objects that will appear in the Presentation.

Windowing an audio signal

In signal processing, a "window" is a function (shape) that is nonzero for some period of time, and zero before and after that period. When multiplied by another signal, it produces an output of 0 except during the nonzero portion of the window, when it exposes the other signal. The simplest example is a rectangular window, which is 0, then briefly is 1, then reverts to 0. The windowed signal will be audible only when it is being multiplied by 1––i.e., during the time when the rectangular windowing occurs.

Preload and play sound cues

A single sfplay~ object can refer to many different sound files, or even specific portions of sound files, with a unique "cue" number assigned to each sound. Once those sound cues have been preloaded (i.e. taught to the object), you can cause the object to play a cue just by sending the desired cue number in its left inlet.

Polyphony requires multiple objects

Any given MSP patch cord represents a single channel of audio. If you want to generate or process multiple sounds or channels, you need to treat each sound or channel separately. For example, each sfplay~ object can have multiple loaded sound cues so that it's ready to play any one of several files, but it can only play one sound file at any given instant. And if it's a stereo file you need to treat each channel separately for mixing, processing, etc. This patch demonstrates that.