[stupid question] sfplay~ related stuff
how’s it doin’? I am randomizing in a really fast way the play of audio files within maxmsp sfplay.. there’s just a small issue, namely the fact that I don’t want In a a->b->c sequence in which the b is the current soundfile that b cuts the decay of a file, and c cuts the decay of the b file when they’re triggered quickly.. so, my question is actually quite simple -> what do I’ve gotta do to change samples really fast with sfplay open messages, without cutting the decay of the previous sounds with very fast attacks of new things?
thanks in advance
you are talking about having more than 1 sound playing at the same time. Old sound decay plus new sound attack so you need to have more than 1 player. You could look at the polybuffer~ http://www.cycling74.com/forums/topic.php?id=26356 or you could build your own poly sampler. There is a nice video tutorial from Baz on that topic – http://www.youtube.com/watch?v=Sm1uWS1yuFk
thanks very much for the help man, but I know that this is possible to do with sfplay~ because someone has showed me that once upon a time.. I know that you need a specific message to do so, I know that you had to send something like
open $1, 1
but then you had to add some more arguments, and stuff to the expression.. and I don’t remember that, precisely, and I don’t find the patch.. If I didn’t know this is possible I would probably have already done that (what you’re sayin’).. I have already implemented very complex synthesis models using poly~ and even ftm and gabor.. but in this specific case, what I want to do is just triggering more than one sample at a time with sfplay~, and sorry to disappoint you, but if the attacks are not synced (kinda, at the very same time), this is more than possible.. I’ve already seen and done that.. ;)
if someone knows this, please post something
http://en.wikipedia.org/wiki/Occam's_razor (this is the principle I am following to do this patch, so no poly samplers, nor something like that)
I wouldn’t advise opening the soundfile at the instant you want to play it, since the load time is unknowable. The ‘preload’ message is usually the best way to have multiple sound cues at the ready. See here for an example:
A single sfplay~ object can’t play two files at once, period. So if you want overlapping sounds, you need two sources. (Note that multiple sfplay~ objects can refer to a list of cues that have been preloaded into a sflist~ object.) It’s pretty easy to crossfade back and forth between two sfplay~ objects, something like this.
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Of course, sflist!!!
thanks christopher.. this was something like that I wanted to hear.. now I just have to get a way to self generate lists coming from my umenu/coll data.. but that will be easy.. zl, ftm.mess, and so..
thanks in advance