n00b question RE: MAX/MSP & Pluggo


    Feb 03 2006 | 9:06 am
    If I own MAX/MSP, would a Pluggo purchase be redundant? I.e. would I be paying money for plugins that I could have simply downloaded in the form of max patches for free? I've just started slogging my way through the MAX/MSP tutorials and I don't understand the exact relationship between the two programs. A quick forum search and reading the apps' FAQs failed to turn up any answers.
    Thanks,
    D

    • Feb 03 2006 | 10:10 am
      if you don't want buy pluggo, you can use the runtime.
    • Feb 03 2006 | 10:59 am
      Which would be why the 74+ Pluggo plugs are not
      available as source.
      Yes, you can build you're own plugs with Max/MSP and
      distribute them (freely) to non-Pluggo/Max/MSP owners,
      who can run them using the free Runtime engine, which
      they can download from Cycling 74.
      Making plugs from Max patches is a fairly
      straighforward process, but you'd be well advised to
      get comfortable with Max/MSP first before moving on to
      building plugs.
      In the meantime, the Pluggo plugs are well worth the
      money, imho,
      cheers
      Roger
    • Feb 03 2006 | 1:10 pm
      I think what a lot of people don't misunderstand with Pluggo is that the ABILITY to export pluggo plugins as audiounits/vsts/rtas plugins is found within the max/msp product, while the Pluggo product is a set of prebuilt "Pluggo plugins" that have already been exported out of max/msp into their appropriate format to work within an Audio host. If you already own max, and you want to built plugins, the objects and tools needed to do so are already available to you and you don't need to purchase the "pluggo product".
      To get the most out of what I'm saying, check out the helpfiles and reference for plugconfig, plugin~, plugout~, etc in the popup menu under MSP Plugins [ or just read the object list ]
      max oblist "MSP Plug-ins" plugconfig;
      max oblist "MSP Plug-ins" plugin~;
      max oblist "MSP Plug-ins" plugmidiin;
      max oblist "MSP Plug-ins" plugmidiout;
      max oblist "MSP Plug-ins" plugmod;
      max oblist "MSP Plug-ins" plugmorph;
      max oblist "MSP Plug-ins" plugmultiparam;
      max oblist "MSP Plug-ins" plugout~;
      max oblist "MSP Plug-ins" plugphasor~;
      max oblist "MSP Plug-ins" plugreceive~;
      max oblist "MSP Plug-ins" plugsend~;
      max oblist "MSP Plug-ins" plugstore;
      max oblist "MSP Plug-ins" plugsync~;
      max oblist "MSP Plug-ins" pp;
      max oblist "MSP Plug-ins" pptempo;
      max oblist "MSP Plug-ins" pptime;
      all these objects are for building vst plugins and are included with MSP. The headfuck I think is that the Pluggo Building Tutorial is included with the pluggo product, which is what makes it confusing! Why is this? Its an ability of MSP, yet the documentation for building pluggo plugins is included with the pluggo product?? Hello?
    • Feb 03 2006 | 1:40 pm
    • Feb 03 2006 | 2:18 pm
      This is a legacy thing. When Pluggo first appeared,
      things were a bit different to how they are now
      (whatever happened to 'Pluggo o' the Month', for
      example ?).
      I think it was assumed that most folks using Pluggo
      would be Max/MSP users. The free Pluggo Runtime was
      created to encourage Max/MSP users to build and
      distribute their plugs, but sadly there don't seem to
      have been that many takers,
      cheers
      Roger
    • Feb 03 2006 | 4:28 pm
      I just read in the Pluggo forum that the 74+ Pluggo plugs are not available as source. I get it. Thanks
      D
    • Mar 27 2006 | 3:27 pm
      Quote: bine~ wrote on Fri, 03 February 2006 06:10
      ----------------------------------------------------
      > I think what a lot of people don't misunderstand with Pluggo is that the ABILITY to export pluggo plugins as audiounits/vsts/rtas plugins is found within the max/msp product
      > all these objects are for building vst plugins and are included with MSP.
      this is what i thought, but i can't seem to get a plug-in to work.. when i go to "build collective/application/plug-in" the only plug-in option is VST, how do i make it into an AudioUnit component????
      i know it must be something really simple i'm missing??
      also this might seem like a really basic thing to be thinking about, but when building an application/plug-in, what do you actually have to put into the build script? i've gone to 'include file' and included the actual max patch, but i've had problems with running patches as applications on other people's computers (even with runtime installed)
      i know that's a bit off-topic but i was wondering if that's one of the reasons it wasn't working
    • Mar 27 2006 | 3:35 pm
      d'oh, just found a topic that answered my questions, ignore me!
    • Mar 30 2006 | 6:25 pm
      jck wrote:
      > this is what i thought, but i can't seem to get a plug-in to work..
      > when i go to "build collective/application/plug-in" the only plug-in
      > option is VST, how do i make it into an AudioUnit component????
      Pluggo is a wrapper for all kinds of plug-in formats to play a max
      patch. If you choose that vst-plugin it will create what also would run
      as AudioUnit. But to you might have to run an AU scan (You might
      remember when you installed pluggo, it would do that.)
      > what do you actually have to put into the build script?
      in most cases nothing, eventually a picture or a soundfile if your patch
      accesses those. Try without any includes, if the pluggo/standalone
      complains, add it. It depends a bit wether you have installed Max on the
      computer or not. It might miss something on a maxless computer...
      (I never find maxless computers in my neighbourhood, as this is the
      first I install everywhere (without asking...;-))
      Stefan
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