[bonk~ ] ers
Bonk~ is awesome. Bonk~’s documentation, help file and change log is decidedly less than awesome. haha.
So i have a few questions for those of you who have used 1.4 with success and maybe figured a few of the mysteries out.
Bonk no longer supports the debounce message which was used to set the minimum time between attacks. What is not clear is how you set the minimum time between attacks in the current version. What if you want a flam to count as a single hit?
Mask, despite still being in the 1.4 help file also does not seem to be a message that the new bonk understands. How can you set that?
bonk~ 1.4 responds to: spew: which uhm…. sets the uh.. spew mode. clear as mud. What is spew?
Also, at first glance it is not really clear is how you use the sucka as anything other than a glorified envelope follower mode. The bonus of bonk~ is that it does more than an env. follower in that it looks at the energy in spectral bands and through this analysis is able to recognize hits that have a different spectral profile. So it can tell the difference between a rim shot and a bass drum sound.
Since this seems also to be top secret. I guessed that you set learn with a number (learn 10) and hit your bongo that number of times (10) so that it can sample and average all the spectrums of the hits to get a sort of fingerprint of that attack. I also guess that you do this for each sound so if you have 2 bongo sounds (say a rimshot and a deeper bass tone) you do 10 of the high sound and 10 of the low sound and then hit learn 0 to tell bonk you are done bonking in learn mode. How many sounds can bonk~ get profiles for? 10?
I am also confused about minvel. What does minvel do if it is not the lower threshold (obviously thresh sets that)?
Bonk is awesome but it is a little like having a spaceship left in your driveway that has no key.
Can anyone shed any light? I have a patch that works, based on the *old* help file but i am not real sure of all the new params and how to best jigger them.
No one’s messed with bonk 1.4?
Thresh seems to take different range of numbers than previous versions. I wonder what the meaningful range of numbers to feed it is?
The help file seems to indicate that the cooked output would a list of 2 numbers, but it actually puts out three floats.
really confused on this. I can’t beleeb no one on here has messed with bonk and figured a few things out with it?
I kind of have it working, but for the life of me i can’t seem to get it to recognize different bonks consistently.
I just had a look at puckette’s source code from the pd-0.42-5 package.
It doesn’t give a version nubmer for bonk~, but i guess it’s the newest.
So here are some insights to the mystery object:
The low and high thresholds actually aren’t levels but:
Signal growth must exceed the high one and then fall to the low one to make an attack. The unit is the sum of the proportional growth in the 11 filter bands. Proportional growth is essentially the logarithmic time derivative.
minvel on the other hand, is the velocity level below which attacks are ignored.
The third float of the cooked output is the "temperature". This seems to be a weighted sum of the bin levels. Probably something like sprectral brightness ?
The debounce time has been replaced by the @debouncedecay attribute, which takes a value between 0. and 1. Haven’t figured that one out yet…
"spew mode" means always output…whatever that means ;)
For learning, I think you have to send a "learn x" message again, before learning the second template.
BTW, check out bonks~ inspector window. There are some more mysterious attributes not mentioned in the help patch….
Thanks. This was most helpful. I think i have gotten it to work pretty well based on what you wrote in addition to messing with the PD version. I still need to test it more to see if it is really distinguishing sounds, but so far it seems to work. The numbers it assigns to each sound seems arbitrary and different each time so i guess that you have to somehow account for that in your patch.
Hello all! It agree with you, bonk ~ amusing object, here is how I used it in max =).
Rapoon…. You have mad interface skills. Ha! Can you tell me more about what this patch is doing?
Hi kp*, this patch is obvious, load loop (better glitch), and operate tapout, function, train…. It something of type randomSlicer =)). I apologize, badly I speak in English.
Yeah. I guess I am kinda slow. It looks like it is a random slicer (with speed and direction control) plus filtered delay. It also looks like bonk~ dumps a buffer of audio into a second buffer and loops it via groove, no?
I don’t get what the function controls and either function or Tapout is giving clicks. It doesn’t click when the boxes are unchecked.
Anyway, very nice. I am not entirely sure what it all does but it is cool. I did some similar things with stutter~ and play~ but nothing yet as fancy as what you have here.
Yes, bonk ~ switches on and off record ~ and a buffer ~ of audio into a second buffer ~ and loops it via groove ~.(The object bonk ~ would be worthy object in a collection max =))
kp *, you can show, how you have got rid of clicks at inclusion Tapout? I tried to make it, but it has not turned out, clicks remained.
Looks like the one tapout is fixed, but one is moving. The one that is moving needs a line~ to smooth it (at the output of pipe), i would guess that the instantaneous changes coming from random is causing clicks. Just a guess.
----------begin_max5_patcher---------- 939.3ocyYssaaBCF95jmBDZWlE4S.lc2dNpplHfG0SDSD3p00p1m8gMGZ5FA 6z.NoWfAGhy222+Q69x5U96JehU668Mu67Vs5k0qVomRMwptmW4uO4ozhjZ8 q4ydNIK8M+Msej3w8kOJKXR8Gh5lscJ4eNvZWY+ZdtHoveyvcd228pGRjoOv E4+nhkJaeaH.sErwCRzCjf9qCeGdlFIk690WgGADtnGGP0butds5xFK40tGk xRw37BdJdsKQjOIWPThlK.rZ.A5uNFWHA23jAihU3GCnVPF7rQllEXGqZZOt eVJj07m0TAp7aNAG4BoxKzrcKDpsaAZyWvzTcvITgBQxd8Ol+2q3JW9aZKJo M5BRglsnX5rQl8r55jbV+5IYOowi+WfMQJ.vzrzVS8ztx5uoGJPGW1ZkgzSj iI9LsunOiSN62M+V+mhTvEr2lGW+2yAaNPuScnZ0AGNkaABb8TmZVgGvC5g7 viqQAmoFoUlMmdzFUqKmAL.Mor4hjFxx77B1YlzPkhzBZhIlSYfPyWQfw8.p RDYk68HySJCKoNrcHDNI2wWu3h8LYU4LlJ01DFg5LEQSqKDGnKmp.SbbrCJt P5bSnsAJvoJtfBthxA0M0ZihsWNBuhxQfaji9dtrQNhthxAxkchYmbPcfb7y hxl0Xd54pYsRFYCG6xSKKJqZeIvVZXyeQaF8N3QJwDcpA0aIiFMYl2gbexJd cZRgFkfswF0zGT9DeDxQf.Jcyn2cLju3594Ibwm+zFLUPGgz5FNtsE2VOQ0v na.Z7CaX.FUblPlH4MaS6S55srjEFGeFjEszjk8bVxoNHIfQVDfz8eRn8WGk D3ktSKYxgFX+l2rU5vlyGqyNRz8dGQlbS6DGrMiSqMMtyJoYlzllELsTHzBg Y8AESrPeBt.8Quf5sn+OmfpFTp4+nnUW9XUZOY5N8xlcu1CqLVsjKFhot6cD 58N1efmkwDGGirmmcnrI1uCCd2OpE7bfDvDjPNERHjEXRssBWhIhMXBe6gIh acmTGygG1jNcEvDxDlBcOlLkJPsa.WhIrM93P2hoXKvDL1sXhZiN4XLEs.XB GP1FnpkFqFvH3vSWJZCWBzRoKDZCV.zRNBeyJZg1DwnNDeWmsyHlnNES5lZL 1Llay1gsoh94hIDPGWf69e9g0mYf9oKEsV06H9CxrSrpVgoaMqpa6wFaSNMr i6wFr.XpKyJF0UJiN7zbjSiXBszauN3HP2aUMkmkbIQjMO755+R4X+Ux -----------end_max5_patcher-----------
I don’t really know your patch well enough to get in there and hack away at it … i been looking at it, but it still is not totally clear yet. A lot of patch chords to follow! haha.
Fantastic patch — thanks for sharing.
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