Forums > MaxMSP

Live Recording and Playback

November 2, 2011 | 7:49 am

Hi, I need help with live recording and constant playback on Max 6.

Basically what I want to do is create a patch which will record audio which will then loop continuously whilst being able to constantly record more audio onto that loop so that overtime what is being projected through speakers will no longer be understood and will become a large bundle of mess being replayed over and over.

That sounds a little messy.. but I’m hoping someone understands what I mean? I don’t think it’s too difficult to create, but I’m completely unfamiliar with Max so any help would be greatly appreciated.


November 2, 2011 | 9:18 am

I think you looking for that? => It works in Max 6 also ;-) Have fun.

November 2, 2011 | 12:25 pm

And is there any way to make that replacing buffer~ not be "clearing" the previous content in the buffer? I mean: I would like that if I have something stored in a buffer~, when I record something new in the same buffer~ it doesn´t replace abruptly, but sample by sample. Is it possible?

Thanks and best regards.

November 2, 2011 | 3:34 pm

Thanks vektoren! I just made a mock up of it and it seems to be what I need, only for some reason my remake seems to distort my recordings into absolute white noise after time unlike what’s shown in the video, which is clear audio throughout.

Any idea what’s wrong? The video shows connecting the mic to the *~ object which connects to poke~ loop and they’re able to record, however I need to connect the mic directly to poke~ loop for it to work.

Other than that, it should all be working fine.

Also, is there any possible way to have this max patch working continuously whilst not being shown (eg. so all that the audience is shown is a black screen and a record button)?

November 2, 2011 | 5:20 pm

Noisy after a while? Maybe it is because you re-record any time also the old signal + noise?!? You know what I want to say? Like in the video: You record the first thing – anything is OK. You record the second sound – but your mic records the first sound (over the speaker) and the second sound and some noise. Third time you record again the whole staff + new noise and so on.

And after 10 times or so your "noise base" is so high, that you are able to hear it. I think you need then a better (pro) mic with +48V phantom power:

You can solve the problem also by design, like that guy on YouTube: He using more then one buffer (track) to record. That way, you record the noise not anytime to the same track.

Hope that helps :-)

If you think you have a error in your patch that caused your problem? Then you need to post the patch here => select all => Ctrl. + A and then "Edit, Copy Compressed" and past it in a new post :-)

November 2, 2011 | 5:25 pm

Ahhh, that guy have a new video on YouTube, where you can better see the different buffers / tracks:

Have fun :)

November 3, 2011 | 5:34 am

It still doesn’t seem to be working =/ I’ve probably messed up something minor so I’ll check through it again.

Thank you for all your help! (:

November 3, 2011 | 8:36 am

vektoren, are you the guy behing those delicious tutorials ? I like them a lot even if they are miles above my head for now (I started maxing a few months ago). I followed your tutorial and everything works ok. @xstrummer : did you have a close look at the key / keyup command to activate recording ? Also I can confirm the noise buildup behaviour when you test the patch with the laptop speakers / microphone and are not careful with the levels… This is quite normal.

November 3, 2011 | 10:19 am

In a system like this where the playback of the buffer is looped back into the /internal/ recording (i.e. poke~), you will get a build up of noise, especially if you allow feedback between your mic & speakers, like you’ll get on a laptop. With headphones, or with the speakers turned down, you shouldn’t get a significant build up of noise unless the s/n from your mic really is poor.

if you want to replace bits of the buffer without erasing the whole thing, simply disconnect the connection between the play~ and poke~ during the time that you are recording. It should be pretty straightforward to do with a gate~ and some logic.
You could even rig up a ‘spot erase’ by disconnecting the play~ and adc~ at the same time, and maybe using a selector~ to send a sig~ 0. to poke~ just to be sure.

If you search the forum for ‘looper’ you’ll find many ways to skin this particular cat, though I do like this one for it’s simplicity. There were also a couple of good ones recently under the title ‘endless sampler’ or ‘endless resampler’,

November 4, 2011 | 2:16 am

Thank you very much, Roger, I could do it thanks to your suggestions :-)

Best regards.

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