Help with MaxMSP patch to use with a PhidgetInterfaceKit 8/8/8

Feb 12, 2010 at 6:43pm

Help with MaxMSP patch to use with a PhidgetInterfaceKit 8/8/8

How can I get started with the following project?.
I’m building an interactive mat floor for my dissertation, but I’m having some troubles when trying to build a patch in MaxMSP. The idea is that every time when a person stands on one of the pads, it will trigger a sound.
I’m using a PhidgetInterfaceKit 8/8/8, a Phidget Voltage Divider and a force sensor.
Follow the link to have a look at the Patch:

http://i271.photobucket.com/albums/jj153/davidlivesound/Dissertation/Max_Patch.jpg

Many thanks in advance!

#48446
Feb 12, 2010 at 11:09pm

Are you getting values into the 8 x Analog input number boxes? That’s a good first step. Once you have the values in (and they appear to be realistic ones, given how hard and where you’re standing on the mat), the rest would be all in Max land, using the logic objects like < or >, which then set the threshold level for the force needed to trigger a sound.

Check the Help files for objects like < or >, select, makenote and noteout, for starters. You should be able to get a basic setup working pretty easily, where every time someone puts pressure on one of the sensors, if it’s enough pressure (check with the “>”), if it evaluates to True/1, go through “select 1″, this will send a bang if it’s 1, the bang triggers a MIDI note. Sorry if this is all review…

#174228
Feb 13, 2010 at 6:49am

you need to type the serial number of the phidget board in as an argument.
Use the get serial message and look in the max window.

Here is a snippet out of my patch that works.

– Pasted Max Patch, click to expand. –

Once its detected then scale data appropriately as mentioned above

#174229
Feb 13, 2010 at 9:15am

Hi guys,
thanks a lot for your replies. I’ll check out your suggestions to see if I can manage to get it work. My knowledge of Max is quite basic, but I’m sure the info provided by you will help me a lot.
Thanks again!

#174230

You must be logged in to reply to this topic.