stop clicks

chris_t2000's icon
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I made this

I am trying to have the patch just jump to different parts of the audio file. I cannot manage to do this without it clicking everytime it starts. Any ideas are welcome. Thanks

Christopher

gwsounddsg's icon

Keep in mind how data flows through max. I think The issue is after your metro object it goes through a few other objects and ends with a button object that splits to a random object then to a pack object.

Try out of the button object to add a [trigger b b] object. This way to can be sure that your *~ object is happening first.

Chris Muir's icon

Every new event forces the line~ envelope to start at 0. This will cause clicks. You might have to end up using poly~ or at least doubling up your patch so that every other click goes to one player stack.

chris_t2000's icon

havent even tried poly. have been trying to do this kind of thing for a while but never went too deep into it to figure it out. was using line and trying to make ramps but it always clicked, then tried curve and thought it would work better but know. still not fully understanding the problem and this makes it harder for me to fix because i dont know what i am fixing. Sorry about the messy patch by the way but i just took it from a bigger thing i was doing. not really bigger, just more of a mess. Thanks for your suggestions though. Tried doubling up my patch and just made a swither jumper thing that sounds funny and now clicks twice as much. haha.

Chris Muir's icon
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This is your basic patch, pushed around quite a bit, with a player from an old granular thing of mine that used line instead of curve. At any rate, it illustrates the patch doubling thing I mentioned.

chris_t2000's icon
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Thanks. I took your genius little thing and added it to my thing and now it does exactly what I wanted. Thanks.

Chris Muir's icon

Your patch just had the presentation layer stuff.

t's icon

audio clicks are the consequence of instantaneous amplitude changes (= steps if looking at the waveform). so you have to (quickly, few ms) fade out to 0 and fade back in each time you trigger your new sample position.

if you want polyphony (more than one sfplay~, play~ or groove~ object), each sfplay~ object should not be re triggered until release stage of envelope is completed. thispoly~ inside the poly~ object takes care of that - see adsr~ help file, subpatcher poly~

chris_t2000's icon
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whoops, try this one

banalytic's icon

this patch is really cool (jumper) - thanks for sharing!