audio-driven counter

Jul 24 2006 | 3:54 pm
Hi all, I'm looking for a way to design a counter driven by an audio signal,
and although I figured out how to do it with a bunch of objects, I have a
feeling that there is a single object out there capable of this. My problem
with the solution below is that it involves a lot of object (this is only
still 16 steps) and I have to make a separate setup for negative
frequencies. If there isn't I might have to build one, so please let me know
if there is already something like this out there.
-thijs

• Jul 24 2006 | 4:17 pm
try this :
• Jul 24 2006 | 4:22 pm
maybe this might work:
phasor~ (or something to trigger sah~)
sah~ (trig input)
tapin~ 1
tapout~ 0
+~ (count increment here)
back into sah~ (sample input)
• Jul 24 2006 | 4:51 pm
Thanks but that's not what I meant. Sorry for being unclear. The reason why
I designed the patch I posted is because I want the audio signal to
represent a position in a step sequencer. This way I can manipulate the
audio (jump, reverse, shape whatever) and have the pattern position follow
the audio exactly. So my question is how to map an audio signal to a
position grid.
-thijs
On 7/24/06, Langdon C Crawford wrote:
>
> maybe this might work:
>
> phasor~ (or something to trigger sah~)
>
> sah~ (trig input)
>
> tapin~ 1
> tapout~ 0
>
> +~ (count increment here)
>
> back into sah~ (sample input)
>
>
>
• Jul 24 2006 | 5:10 pm
hmm i probably still am not understanding, but
audio signal to position grid:
somesignal~ //any audio signal...
clip~ -1 1 //keep signal within limits
abs~ // make all positive
*~ 16. //or any number of step values
+~ 0.5 // round up
index~ stepBuff // buffer with 16 or any number step values poked into
it
steppyValues~ // yer grid output...
or if output from neg numbers should be different than pos,
replace abs~ with +~ 1.
• Jul 24 2006 | 5:24 pm
techno~
• Jul 24 2006 | 6:07 pm
ofcourse...lookup tables :-) thanks a lot. techno~ can also be used for
this, though it seems a little silly to use it only for this purpose.
best,
-thijs
On 7/24/06, Langdon C Crawford wrote:
>
> hmm i probably still am not understanding, but
> audio signal to position grid:
>
>
> somesignal~ //any audio signal...
>
> clip~ -1 1 //keep signal within limits
>
> abs~ // make all positive
>
> *~ 16. //or any number of step values
>
> +~ 0.5 // round up
>
> index~ stepBuff // buffer with 16 or any number step values poked into
> it
>
> steppyValues~ // yer grid output...
>
>
> or if output from neg numbers should be different than pos,
> replace abs~ with +~ 1.
>
>
• Jul 24 2006 | 6:18 pm
i meant why not just use techno~ for the whole thing. its easy to control samples with it, play them backward, pitch curves and all that. you wouldnt need to bother with making a counter
• Jul 24 2006 | 6:44 pm
Its just that I have other plans. I'm trying to design a couple of different
sequencing interfaces with other functions and capabilities than what techno
does, or any other standard max interface for that matter. I'm also working
with midi most of the time, so an audio sequence is not very useful in my
case.
-thijs
On 7/24/06, bin ray wrote:
>
>
> i meant why not just use techno~ for the whole thing. its easy to control
> samples with it, play them backward, pitch curves and all that. you wouldnt
> need to bother with making a counter
>
>
• Jul 24 2006 | 7:10 pm
Thijs Koerselman wrote:
> If there isn't I might have to build one, so please let me know if
> there is already something like this out there.
Why not just take an audio driven metro and a scheduler based counter?
Seems less expensive and for sure is as exact as your solution, can
unfold all the glory of the counter object and scales easily to a
million steps...
(Encapsulate it and you got a single object... ;-)
Stefan
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• Jul 24 2006 | 10:27 pm
try this one, it just needs a one bar long phasor and lets you control : division of a whole note, number of steps, swing in % and slack in ms....
hope it helps...
• Jul 24 2006 | 10:59 pm