sfplay~ / sflist~ reading soundfile loop points

May 31, 2006 at 10:03am

sfplay~ / sflist~ reading soundfile loop points

When opening or preloading an AIFF soundfile sfplay~ / sflist~ report the file’s sustain and release loop points to the Max console. Nevertheless, it seems currently not possible to actually use the loop point info for playback without taking detours via sfinfo~ and buffer~. I know there are 3rd party objects that read and output the soundfiles’ header info. It seems odd though that sfplay~ knows about the loop points but cannot use them.

Can reading and using loop points be done in one step? Same for WAV files whose loop data currently is not read at all.

Thanks,

Torsten

#26230
May 31, 2006 at 11:23pm

Why are these loop points writing to the Max window in 4.5.7? Is this a new “feature”? How do you turn it off?

Eric

#78016
Jun 2, 2006 at 9:08am

#78017
Jun 2, 2006 at 9:39am

These posts will be gone and those new features will be documented in
the next release of the software.

jb

#78018
Jun 2, 2006 at 10:04am

Thanks Jeremy.
Does it mean I should stop worrying about loops data (and sampler info,
etc.) for future versions of my sfmarkers~ object?

p

#78019
Jun 2, 2006 at 10:24am

I think you’re in safe territory there. The new features don’t
extract loop information, but rather make it easier to work with
them. I believe the following capsule descriptions are accurate, but
Richard should correct me if he’s reading this, since he was the nice
guy who implemented the features.

loopone: allows a single cue to be looped, so if you send a list of
cues (1 2 3) with loopone set to 3, cues 1 and 2 will play through
and then cue 3 will be looped.

setsustain: takes 2 floats, defining a sustain loop.

sustain: when 1, repeats the sustain loop (at whatever time it’s
reached) until turned off (0)

jb

#78020

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