Max msp noise patch




















All my effects are on the computer side, either as Live channel devices or on a mix bus. I find using Push2 for mix and effects is really efficient. I also use the EchoBoy plug-in which works well in Max or Live. I either use this from Push2 or I send in triggers from an Intellijel Steppy. I find the Steppy better when I am doing a track live but the drum sequencer on Push2 does allow me to move the timing around. I use 4 of the 14 audio ins on the ES-9 for this.

This gives me 8 gate only, 8 CV only and 8 audio outs, and 14 audio ins. Enough so far I am stopping myself from investing in the Five12 Vector sequencer. I feel this would free me from the Push2 for Sequencing. One other thing. I do find I spend too much time on building Max patches. I get sucked into the coding and don't spend enough time creating music.

That is why I stopped working on my own Max Sequencers and Push2 integrations. But I realize it can easily become overwhelming.

Here are some tips to speed up the process: Code modules instead of compositions. I described this idea earlier-- all I need say here is my mutating sequencers took about two hours to write and have provided hours and hours of music.

Apply modular thinking to your patchers-- any selection of objects can be encapsulated and saved as a sub-patcher. Then that sub-patcher can be used in any patch. But there is also a problem in terms of CPU usage. MSP 2. You can also control the signal processing activity within each copy of the subpatch to conserve CPU resources. You'll want to specify the same number of copies as you would have had to duplicate manually when implementing polyphony the old-fashioned way.

The busy state was intended to correspond to the duration of a note being played by the subpatcher instance, but it could be used to mean anything. For that reason, it's often more appropriate to deal with sound levels on the logarithmic decibel scale, rather than as a straight amplitude value.

So we convert the amplitude into decibels, using the p AtodB subpatch which is identical to the atodb object. In many recordings and live audio situations, there's quite a bit of low-level sound that we don't really consider to be part of what we're trying to analyze. The sound we really care about may only occupy a certain portion of the decibel range that MSP can cover.

In some recordings the music is compressed into an extremely small range to achieve a particular effect. Even in many uncompressed recordings, the most important sounds may all be in a small dynamic range. The level of the soft unwanted sound is termed the noise floor.

It would be nice if we could analyze only those sounds that are above the noise floor. The patcher dBexpander subpatch lets us control the dB level of the tracked amplitude and set a noise floor threshold beneath which we want to ignore the signal. The subpatch takes the levels we do want to use, and expands them to fill the full range of the decibel scale from 0 dB down to — dB.

In the following example, we have specified a noise floor threshold of —36 dB. The amplitude of the MSP signal at this moment is 0. The subpatch expands that level originally —12 in the range from 0 down to —36 so that it occupies a comparable position in the range from 0 down to — The resulting level is —40 dB, which is sent out the right outlet of the subpatch.

The level relative to the noise floor is sent out the left outlet expressed on a scale from 0 to 1, which is a useful control range in Jitter. In the preceding section we tracked the amplitude envelope of the sound and used the peak amplitude to get a new control value for every frame of the video.

We can also analyze the sound on a different structural level, tracking the rhythm of individual events in the sound: notes in a piece of music, words in spoken text, etc. Release Notes. Not compatible with Intel based Macs and OS This is a free update for registered users of Max 4. An ASIO-compatible sound card is recommended for optimium audio performance. Documentation is in PDF format.

Jitter 1. MacOS X QuickTime 6. OpenGL 1. An OpenGL hardware-accelerated video card is recommended. Mac OS X QuickTime 5. MacOS 9.



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