crossfade loops
I want to crossfade loops and wondered how you guys do this.
So far I figured out how to do ducking, but I would like a crossfade instead.
Because, of course, it's smoother.
And I have found a way to do it, but it isn't a fancy way.
So yeah, anyone?
I suppose it depends on what your definition of 'fancy' is....
Brendan
Actually I meant the patch below.
I searched the forums a bit more thoroughly and found something that helped.
nice one
and here's a 'reductive' version using [trapezoid~] -> [sinx~] for crossfade time. Pretty much does exactly what the crossfade buffer does, but easier for a n00b like me to understand!
Brendan
edit:
[trapezoid~ 0.1 0.9] -->
[*~ 1.5] -->
[sinx~]
I see.
But actually, I think trapezoid doesn't make a crossfade.
In my first example you see one player fades out and the other fades in.
I don't see the same thing with the trapezoid example.
Are you sure?
Yeah, I'm sure.
The trick is the phasor goes from 0 to 2 in this case.
When the phasor's value is bigger than 0 it triggers a fade-in
and when its value is bigger than 1 it triggers a fade-out.
So unfortunately trapezoid~ won't work, I guess.
Which is a shame, because to me it looked a lot cleaner.
Sorry Dave
I have to put my hands up - the [cycle~] phase inlet wraparound theory is a bit beyond me I'm afraid, but I take your point.
Best
Brendan
Well,
The phasor going into [cycle~] is going from 0 to 1, so it doesn't have to wrap around.
However the phasor going into [play~] is going from 0 to 2.
This way we can read the buffer from 0-1100ms.
And when one [play] reaches a 1000ms, the other [play~] starts at 0ms.