Thanks - I'm working with someone on this and hope to have an answer today or tomorrow. Please feel free to comment or wait and I'll post the results here.
There are 2 questions:
1. How do I selectively decide that
- all sounds do not loop (play once)
- all sounds loop, or
- some sounds loop and some sounds don't loop
2. How do I make my sounds load in the same node each time I load them?
There are currently 3 presets of different node arrangements from 1-64 (each one is a unique instrument with different sounds). I first numbered the sounds in each folder 1-64 hoping sound number 3 would always appear in node number 3 - however that does not happen, and I can't find how to do this online.
Your questions sound like they relate to the mechanics of a particular Max patch, of which we do not know the design. For example, there are multiple objects capable of playing sounds in Max, we do not know which you are using in your patch let alone how they are connected (generally a message of 'loop 1' will loop and 'loop 0' will not, but this could be meaningless in your particular patch). Your 'nodes' in this context too seem like elements of patch design and we have no idea how they have been set up to grab your sound files or what objects they use. If you are going to get some help here we would need a lot more detail about what objects the patch uses or better still a section of the patch where the issue lies
Understood. Thanks for your patience (patch attached). I'm a visual and aural artist/designer working with Max – which I've done for nearly ten years with professional programming help and my artistic vision. Now as I try to learn Max for myself I meet 2 of my other identities face-to-face - the nube and the absent-minded professor. They're both nice people - who need help :)
Yesterday my friend Kyle helped me solve the number problems (up to 99) and the looping problems (either on or off).
Looping: If there's a simple, efficient way to optionally turn looping on/off for specific sounds that could be helpful.
Numbers: In numbers we added 0 (01, 02, 03 to 09) which takes us to 99. Then another naming device is required because 100 does not follow 99 in data language. So what happens after 99?
Nodes: Currently there's a maximum of 64 nodes per node object. Can I then add more node objects which play different sounds independently (65-129 in a second object, 130-194 in a third object, etc)?
64-bit: This work also has a video component and uses a lot of RAM. Does anyone know specifically what legacy items are broken by Max 64-bit software for mac?
Ok, just to tell you a bit about your patch. It looks like the nodes object is being used to to control the amplitude of several sound players. These sound players would be inside the [poly soundVoice2] object. Poly is used to host several copies of the same patch and this would be saved in the same folder as the main patch (generally), but you haven't included it so we can't see what's going on inside. If the right inlets are set up inside the poly it should be easy enough to control looping on individual sounds with a message such as (target 2, loop 1), but I can't see what is in there.
As for numbers, 001 - 999?
As for other questions, yes you can start duplicating things, but there is a bit of plumbing to do. You need to manage your file loading menu/s, poly/s and audio output, its a bit much to answer in a forum postTBH.
"what happened to the patch builder?" Pieter Coussement worked with me on this for just over 2 years 2009-2011. He graduated from the PhD program in musicology at UGent and went on to teach in Leuven. A student intern and I ported the visual core of vorTEX to MIRA. Then after a year when I could find no programming help, I began again learning Max myself. I'm working now with Kyle Duffield in Toronto on my education and cleaning out and updating the patches for 7.3x. And I/we are interested in more help. Current steps include reconnecting the sound and video patches. The sound patch is designed so that sounds are made like drawings - the cursor moves through each node (which is graded from soft to loud and back) and plays any sounds lying beneath it. Several sounds can be played simultaneously – using chance in the spirit of John Cage.
Next visual steps are to make 2 or more objects which can interact in realtime with the sound. And then to go back and solve the type problem - I have a crude way of adding words to the images by typing or speaking and then manipulating them. I know a lot of type designers, and Max until now has had limited type resources. Another dev is to output images as large silkscreens in vector resolution. I have ideas for that, but no code as yet.
Other steps are to use it in research as multimodal communication and as an instrument with which to develop and speak vorTEX (visual, aural, textual, one language). More info here (if you have time to read) : http://independent.academia.edu/RobertDAppleton
Your poly 'soundVoice2' patch uses the [groove~] object to play sounds, it is set up to route a loop message from the input via a [route] object, but it is not connected. The 6th outlet of [route] (from left) can be connected to the (loop $1) message and then you can send loop messages directly to the poly. If you want a nice user prompt then the pasted patch is one option, the output could be connected directly to the poly to control looping. With a poly a target of '0' will speak to all the patchers loaded by the poly or you can speak to them individually with a specific number.
You can colour nodes with the 'candycane' attribute. Have a look at the help file under the 'appearance' tab and it shows you how.