Removing clicks @ looppoint.

Aug 22, 2009 at 7:58pm

Removing clicks @ looppoint.

I’m in search of an elegant, not too CPU expensive way to remove the clicks in my loop on the looppoint.

I’m using a play~ object driven by a phasor~ to loop.

#45187
Aug 22, 2009 at 8:13pm

look @ grooveduck in the example patches

#162817
Aug 22, 2009 at 9:11pm

have a look at wavefade in the example patches

#162818
Aug 22, 2009 at 9:39pm

or try this :

– Pasted Max Patch, click to expand. –
#162819
Aug 22, 2009 at 11:02pm

Here is a way I’ve been using as an abstraction. It’s an signal-rate version of a patch Rabid Raja (I think) posted a while ago.

It’s basically the way grooveduck works, and I’ve found it very effective.

It just needs the phasor ramp in one inlet, the loop length in samples in the other (easy to change it to ms for use with play~). Plug it into a *~ after play~ and try it with a duck time of 20.

– Pasted Max Patch, click to expand. –
#162820
Aug 25, 2009 at 11:24pm

I’ve actually tried to build a variation on this kind of thing where the end of the loop is cross fades with a few ms of audio preceding the start of the loop.

I never got around to finishing it but the theory was that it would eliminate any amplitude modulation caused by the window particularly for small loops.

Has anyone else tried this?

#162822
Aug 26, 2009 at 10:42am

from volker böhm

– Pasted Max Patch, click to expand. –
#162823
Aug 26, 2009 at 6:41pm

Do you know what thread this was posted in? It might help figure out how the cross fading and overlapping is done which isn’t fully clear by looking the patch.
Each play looks to be alternating, they are windowed and presumably the start and end envelopes overlap. I’m just not following the patch 100% : )

#162824
Aug 29, 2009 at 3:49pm

thanks for all the tips and suggestions. i have been away for a few days and i have to find some time tonight to try it all out but i suppose there is a good solution in one of all your posts.
thank you very much.

#162825

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