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		<title>Cycling 74  &#187;  Topic: Editing or enveloping the perColate bowedbar~ object</title>
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		<link>http://cycling74.com/forums/topic/editing-or-enveloping-the-percolate-bowedbar-object/feed</link>
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		<pubDate>Wed, 19 Jun 2013 07:13:05 +0000</pubDate>
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					<guid>http://cycling74.com/forums/topic/editing-or-enveloping-the-percolate-bowedbar-object/#post-26295</guid>
					<title><![CDATA[Editing or enveloping the perColate bowedbar~ object]]></title>
					<link>http://cycling74.com/forums/topic/editing-or-enveloping-the-percolate-bowedbar-object/#post-26295</link>
					<pubDate>Mon, 05 Jun 2006 13:37:35 +0000</pubDate>
					<dc:creator>Eliot Palmer</dc:creator>

					<description>
						<![CDATA[
						<p>Hello,</p>
<p>I am using the perColate bowedbar~ object for a project.</p>
<p>I am hoping to remove the &#8220;striking&#8221; component of its sound. The reason for this is that I am hoping to modify the application of the instrument, to make it act more like a resonant bar or panel, rather than a struck object which then resonates. As part of this project I am driving the amplitude compoment of the bowedbar~ object with another, relatively slow moving signal.</p>
<p>I realise that I can put an envelope over the instument to remove the inital attack, but as the signal driving the object is constantly refreshing, every time I send a new signal or sequence of amplitude information the bowedbar~ keeps on making a series of clicks as the input signal ramps up and down &#8230; (stike &#8212; resonate, stike &#8212; resonate, etc&#8230; I am after resonate, resonate, resonate)</p>
<p>Now I am wondering four things:</p>
<p>1: Is is possible to put an envelope over the object which would remove the click/strike component of the sound, without taking chunks out of what would otherwise be a smooth, continuously variable signal? I imagine that to do this the envelope would in some way be sidechain driven by the input signal that is controlling the bowedbar oject.</p>
<p>2: Alternatively, is it feasible to hack into the bowedbar object and remove the struck component, or am I right in thinking that as a physical model this striking actually is driving the rest of the sound?</p>
<p>3: How do you look at the workings of an object anyway, as max only opens the help file, not the original object?</p>
<p>4: Are there other good (ie free max/msp objects) physical modelling objects that might function in a similar manner? I want to drive thier amplitue and frequency from another source. Im thinking waveguide meshes?</p>
<p>I hope this is explained clearly enough!</p>
<p>Cheers all</p>
<p>Eliot</p>
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