audio files enveloppe

    Feb 08 2006 | 1:00 pm
    I have an audio file containing three states : attack (from 0. to
    2889ms), then the loop (2889 to 10000.) , then the release. I wonder
    how, when banged, this file could be played with the attack part first,
    then stay on the loop part as long as another bang is received, then
    play the remaining part...
    Is it possible WITHOUT risks (timing ? glitches ?) or do i have to
    emulates the ADSR the usual way (adsr~...) ?
    best regards

    • Feb 08 2006 | 1:45 pm
      not sure what you mean but doing what you say i spretty easy with
      groove~ - if you start at sample 0, define (with info~ ...) the loop
      points, and send message loop 1
      then your bang switches to loop 0 and plays the file until the end...
      Kasper T. Toeplitz
      noise, composition, bass, computer
    • Feb 08 2006 | 11:11 pm
      well if you want your envelope code to work
      sampleexact under all circumstances, you have
      to work in signal-only.
      if the accuracy needed is not about the time point
      when something starts, but more about synchronizing
      the process with the another process, you could
      downsample the envelope stuff for 2 or 4.
      i have never used adsr~ because it is too unflexible
      for my needs (and does not exist for OS 9) but that
      would be a way to go. just try to avoid sending
      messages to start 10 of them "at the same time" - use
      signals for that.
    • Feb 09 2006 | 9:15 am
      Thanks for the tips, Roman.
      A last annoyance forced me to leave this "audio enveloppe" approach
      aside : even after doing a clean edit in soundforge, the loops still
      glitch (near unaudible but they're here).
      By the way, i'm using this thread (i'm still a mailing list user...) to
      mention a few weird things i've discovered while doing this patch :
      - info~ (on win) doesn't give the Sustain Loop Start, nor the two
      Release Start / End Points. Only the Sustain End. I assume this object
      reads the loop infos from an *.aif* file (which is not common on pc, we
      use .wav most of the time), so i've edited some .aif's in soundforge and
      saved these loops within the files, with no results...
      - pattrstorage seems to be very touchy (still on win) : if you delete a
      pattr already bound to an object, or delete this object itself before
      deleting pattrstorage, you could say bye bye to your patch and go
      restart your computer.