Setting up a ramp with a variable time rate?

    Jul 16 2006 | 3:21 am
    I am trying to set a ramp that moves from x to y over a unit of time, but I want the speed at which the numbers move to start slow and gradually get faster. So the ramp would be over a curved line rather than a straight line.

    • Jul 16 2006 | 5:09 am
      There is an object. It might be [curve~] or something like that. Or you could have a strait line call values from a lookup table or buffer~ where the curve would be stored...
    • Jul 16 2006 | 5:39 am
      I guess I should have been more clear. I want a numeric ramp, that is based on a curved time line. I looked at curve~ and I don't think that it could help me out. Is there an object that would be the same as curve~ but without the ~.
    • Jul 16 2006 | 12:38 pm
      try the numeric ramp looking up a coll or table. use the values in coll to get the curve you want.
      or store both a value and a duration in coll so that you can adjust the timing for each sequential look up...
      also there may be an object like curve~ with out the ~ check all the cross refs in the helpfiles... and maybe check the ref manual. i think there is an object thesaurus in the back.
    • Jul 16 2006 | 1:29 pm
      Have a look at lp.scampf and lp.scampi, particularly the "newStuff" subpatcher in the .help files.
      You can do a line->lp.scampf and get as many different curves as you can dream of.
      I include a little preview of one of the many sorts of curves you can produce. Due to circumstances beyond my control, for mail-list readers only:
      Lp.scampi and lp.scampf are in the Litter Power Starter Pack, which you can freely download from the link below.
      Hope this helps, Peter
      -------------- ------------- Peter Castine +--> Litter Power & Litter Bundle for Jitter Universal Binaries on the way iCE: Sequencing, Recording & Interface Building for |home | chez nous| Max/MSP Extremely cool |bei uns | i nostri|
    • Jul 18 2006 | 5:55 pm
      Try this-- I found these a great starting point for learning more about curves: create a funbuff object, option-click it for the file, then double-click the object named "patcher more_interpolation." There's an example of interpolating from a table, "shupsh," with a curve already stored in it. You could invert the readout from that curve (say, 127-n) and use that number to modify your ramp time.
      Also, I'm not trignometrically minded at all, so I found page 455 of the "Max45 Tutorials and Topics" .pdf to be a real eye-opener for plotting curves mathematically. Also open Max Tutorial patch 44, "Sequencing with Detonate," and its subpatch "Another Example" for the actual objects the manual describes. I started monkeying around with some of those formulae... another great time-killer... hope this helps...
      David Wright