articles

  • An Interview with WaveDNA

    In this unique interview the WaveDNA team, the developers of Liquid Rhythm reveal how they have embraced Max in all the stages of their software development.


  • Mini Interview: Duane Pitre

    Duane Pitre is a musician and programmer with a focus on electro-acoustic, and light electronics.


  • Tutorial developed and written by phidgets. This project tutorial will introduce you to how Max works with Phidgets Interfaces.


  • Mini Interview: Oli Larkin

    Oli Larkin develops software for music, including his own commercial plug-ins, and audiovisual art projects.


  • Mini Interview: Michael Lowenstern

    Michael Lowenstern is a Bass Clarinet player and programmer.


  • Mini Interview: Brian Crabtree

    Brian Crabtree creates objects, music, and objects that make music.


  • An Interview with James Ryan

    Does your doctor use Jitter? Whether it's doing visuals for Detroit musicians, audio-visual theater, or practicing medicine, James Ryan has found ways to expand his practice with Max.


  • An Interview with Jacqueline Gordon

    Jacqueline Gordon uses Max to build sculptural multichannel sound installations.


  • Mini Interview: Jeremy Bailey

    Jeremy Bailey is a video and performance artist.


  • Mini Interview: Amanda Ghassaei

    Amanda Ghassaei is a software engineer and an educator with a background in physics, chemistry, math.


  • Mini Interview: Jonny Greenwood

    Jonny Greenwood is a composer, guitar player and programmer.


  • An Interview with Jasper Speicher

    In this interview, Jasper explains his use of Max in prototyping large projects and creating tools.


  • Mini Interview: Pauline Oliveros

    Pauline Oliveros is a composer, accordion player, educator and karate black belt.


  • Mini Interview: Keith Fullerton Whitman

    A short interview with musician Keith Fullerton Whitman about getting started, technology, inspiration and more.


  • An Interview with Ducky

    Pushing the bounds of the genre she invented with Max for Live and Arduino.


  • Video Interviews with Toni Dove and Luke DuBois

    Learn about the history of Lucid Possession and the technological solutions used in the show, and how the entire complex system works.


  • Max and OpenGL: Anti-aliasing with FXAA

    Rendering an OpenGL scene to a texture (RTT) offers many advantages to refine the look of your output, however it comes at the cost of losing hardware anti-aliasing (eg @fsaa 1 has no effect on jit.window output). Fortunately, there is an easy solution.


  • Ableton Push Programming Tutorials

    Introduction So, to start off this October 2013 Push Development series, I start with a device that does something I like to call frequency mixing.


  • Max and OpenGL: OpenGL Preview Window

    Creating an OpenGL scene preview window is very easy to do with Max 6.


  • Vizzie Video Experiments Curriculum Outline

    The course outline below is based on a workshop originally presented by Darwin Grosse at the MediaLive Festival in 2013, and since updated for Max 7 by Gregory Taylor.


  • gen~ Video Tutorial Series

    Here are a set of three videos for the curious absolute beginner which introduce the gen~ environment and explain a bit of the differences between working in the Max vs. gen~ environment.


  • An Interview with Geoff Martin

    Developing new sound hardware for Bang & Olufsen with Max.


  • Gen Code Export: VST

    Following are the steps for the creation of VST filters with gen~ on both Windows and OSX.

    • Get the reference material
    Requirements Xcode 4.6 or later for OSX VisualStudio 2010 for Windows Max 6.1 or later Preliminaries
    • Download the VST SDK from Steinberg
    • Be sure to download the VST Audio Plug-Ins SDK (Version 2.3 and 2.4).


  • Gen Code Export: iOS

    Following are the steps for the creation of iOS filters with gen~ and Audiobus.

    • Get the reference material
    Requirements Xcode 4.6 or later Max 6.1 or later Preliminaries
    • Download the AudioBus SDK - take care, this example is not compatible with the new AudioBus 2 SDK
    • Download The Amazing Audio Engine
    • Download the AudioBus app in order to test (cost is approximately $4.99 to install on an iOS device)
    Building an Audiobus iOS Project
    1. Show the iOSGenFilter folder from the above download in Finder
    2. Copy The Amazing Audio Engine to the project folder as follows:
      1. Open TheAmazingAudioEngine.xcodeproj in Xcode
      2. Build the project (Cmd+B)
      3. Find the products group in the Xcode navigator and Ctrl+Click on the libTheAmazingAudioEngine.a to show it in Finder
      4. Copy the file (libTheAmazingAudioEngine.a) to the iosGenFilter folder
      5. Close TheAmazingAudioEngine.xcodeproj Xcode project
      6. From the Finder, copy the AmazingAudioEngine with all of the header (.h) and source (.m) files to the iosGenFilter folder
    3. From the Audiobus SDK, copy the Audiobus folder and libAudiobus.a file to the iosGenFilter folder
    4. Open the gen~ patch in the iOSGenFilter folder
    5. In Max, export the gen~ patch as C++ code as follows:
      1. Unlock the patch and select the gen~ object
      2. From the inspector, under the Export header, click on the "choose" button next to the field "Folder to export into"
      3. Choose the GenFilter folder inside project folder, where the code will be exported
      4. Click the exportcode message connected to the gen~ object to finally export the code
    6. Open the GenFilter.xcodeproj in the iosGenFilter folder
    7. In xcode, Change the namespace used in GenFilter.mm to match that of the exported code
      1. Find the statement near the top of file starting with “using namespace” and edit it to look like this: using namespace gen_exported;
      2. (if you get a bunch of errors, you will need to find out what your exported code is called.


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