Seperate Audio from jit.movie

    Jitterbeginner

    Andreas Förster
    Oct 02 2018 | 1:59 pm
    Hello, I am trying to load a Movie File in jit.movie and use the Audio seperately. I found out, that I could use the @soc to send the Audio to a spigot~ Object, but now I get the problem, that "spigot~ is not supported on x64" (using Windows). Is there another way to get to the Audio?
    Greetings Andy

    • Rob Ramirez's icon
      Rob Ramirez
      Oct 02 2018 | 2:41 pm
      use jit.movie~
      Share
    • Andreas Förster's icon
      Andreas Förster's icon
      Andreas Förster
      Oct 02 2018 | 2:56 pm
      Thanks for the answer, but there seems to be no jit.movie~ ...how do I get it?
    • Andreas Förster's icon
      Andreas Förster's icon
      Andreas Förster
      Oct 02 2018 | 3:19 pm
      Just needed an update. Thank you!
    • stephenhandley's icon
      stephenhandley's icon
      stephenhandley
      Sep 03 2023 | 8:41 pm
      Hey Rob, I'm trying to use jit.movie~ in Max 8.5.5 via VIDDLL 1.2.7 and getting the following errors when I load the jit.movie~.maxhelp patch.
      # lots of these 
      jit.movie~: doesn't understand "bang"
      # when I send [read] message
      method read called on invalid object 
      Looks like another post you mention that import movie files directly into buffer~ lost with losing QuickTime 32bit support, so not sure what the best way forward is. Is there another recommended way these days to get audio from a movie file into a buffer~ for use with groove~ etc. ? Below is my support info in case that's useful
      Thanks! Stephen
      {
      	"version" : "Version 8.5.5 (9579d1d54fe) (arm64 mac)",
      	"platform" : "mac",
      	"arch" : "arm64",
      	"osversion" : "Mac OS X Version 13.2 (Build 22D49) arm64",
      	"samplerate" : 48000,
      	"iovs" : 512,
      	"sigvs" : 64,
      	"scheduler_in_audio_interrupt" : "off",
      	"audio_drivername" : "Core Audio",
      	"audio_driver_subname" : "",
      	"license" : "permanent full",
      	"machine_id" : "f6dddeaf61ae5528fa6555faa2b40549",
      	"eventinterval" : 2,
      	"schedinterval" : 1.0,
      	"overdrive" : "on",
      	"pollthrottle" : 40,
      	"queuethrottle" : 100,
      	"sysqelemthrottle" : 1000,
      	"refreshrate" : 33.333332061767578,
      	"schedslop" : 25.0,
      	"eventprobing" : 0,
      	"mixerparallel" : "off",
      	"mixercrossfade" : 0,
      	"mixerlatency" : 30.0,
      	"mixerramptime" : 10.0,
      	"videoengine" : "avf",
      	"gfxengine" : "glcore",
      	"packages" : 	{
      		"Auzzie" : "2.0.1",
      		"BEAP" : "1.0.4",
      		"CNMAT Externals" : "1.0.5",
      		"gl3" : "0.3.3",
      		"hap" : "1.0.6",
      		"jit.mo" : "1.1.6",
      		"Jitter Tools" : "1.0.8",
      		"max-mxj" : "8.2.0",
      		"maxforlive-elements" : "1.0.8",
      		"Mira" : "1.2.1",
      		"monome" : "1.0.1",
      		"Node for Max" : "2.0.4",
      		"RNBO" : "1.1.2",
      		"RNBO Guitar Pedals" : "1.0.0",
      		"VIDDLL" : "1.2.7",
      		"Vizzie" : "2.2.2"
      	}
      
      }
    • stephenhandley's icon
      stephenhandley's icon
      stephenhandley
      Sep 03 2023 | 11:37 pm
      Sorry for the noise, this was fixed by restarting max again without ableton open