cool ways of sample/sound processing

Nov 21, 2008 at 10:38am

cool ways of sample/sound processing

i’m working on a live sampling patch were i can also loadup loops and sounds and manipulate the sounds with controllers and i’m looking for some cool ways of sound processing. i’m quite new to max so all i expirimented with up until now are stutter, pitch and butreduction things.

#40970
Nov 21, 2008 at 11:31am

filtergraph~/biquad~ and tapin~ tapout~ are quick and easy. Use pattr/mtr/line on the filtergraph~ for automated wah and other effects; feed the tapout~ back into tapin~ for delay feedback.

You said you worked with pitch, so gizmo~ ? Great possibilities there. If you take your float value to sig~ and run it through [!/ 1.] (i.e., take the reciprocal) and then to gizmo~, you can change the overall speed and the pitch will adjust to stay the same (eliminating chipmunks or the opposite). Of course, there’s a limit to how far this can go before you start to notice artifacts, but I’ve found a good range there.

I’m assuming you’re using groove~ and the waveform~ object. Note that you can pattr/mtr/etc. the looppoint values as well as the display values. So you could select various parts of a specific wave, then save what you did (mtr) and play it back. Even the “zoom” can be played back, which looks really cool…

#145437
Nov 25, 2008 at 10:57pm

thanks, your mesaage gives me i good push in the right way.

#145438

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