Creating a sequencer with acceleration/deceleraton features ...

    Mar 01 2011 | 10:02 am
    Perhaps any of you on this list can help me take a few more steps towards creating a sequencer with acceleration/deceleraton features ... ?
    I would like to use some parabola functions etc. to shape the timing of the beats in a sequencer.
    - the x-axis in the table are the beats and the y-axis in when in the total time they are activated.
    So far, I have found some max objects that I could possibly use for this, however, I am a bit stuck, so I need a little push forward - see my current example code:

    • Mar 01 2011 | 10:19 am
      Hi, just a note:
      most of my questions were answered in this post:
      question about the table object
      - so now it is time to make the vexpr object work for me with the different equations listed in the above posted patch ... so now I would like to know, if anyone did anything similar, and if you did, how did you go about it?
    • Mar 01 2011 | 10:31 pm
      here's one with parabolic changes of the step intervals...
    • Mar 02 2011 | 5:49 am
      i am using all kind of expressions to distort a range of numbers, but depending
      on your aim you might want to stick to some basic stuff like log, exp, and square
      and then play with the arguments (i.e. second operators).
      and for playing sound a la "falling ball effect" you should check out the pmpd 2d
      objects, they are at least a good addition to a metro based system.
    • Mar 02 2011 | 12:03 pm
      Hi again, and thanks for the patch and suggestions!
      I am trying again, now, with another way of doing it and another function too ... see below patch.
      - however, with my bad math skills, I have only managed to do a bit of what I would like to do ...
      perhaps some of you with good math skills can help me write the rest of the function in the vexpr object that there is a link to in the below patch ...
      Thanks ahead,
    • Mar 02 2011 | 12:04 pm
      sorry, here is a version of the patch with the link that I referred to:
    • Mar 02 2011 | 4:29 pm