Forums > MaxMSP

Making my project look the part

Jan 02 2012 | 1:52 pm

Hi to all,

Happy new year and Christmas, hope you’ve had a good one.

I’ve been trying to find information and tutorials on how I can get my project to look like a finished product but can’t seem to find anything on it. I was hoping you could steer me in the right direction.

For example. I have my volume siders, solo, mute and pan controls for all my channels within a player objects. This means going into one of my player object to change these parameters and that’s not very efficient. I want these to be at the forefront of my project for ease of use but can’t seem to find anything on doing things like that.

All the best for the coming year.


  1. player.maxpat
Jan 02 2012 | 7:07 pm

There are a few ways to deal with this sort of thing in Max. One way is to make all your player objects bpatchers. This way the controls that are in the player patch can show up in your main patch.

Jan 03 2012 | 12:47 pm

Sorry I’m still pretty new to max. How would I turn them into bpatchers?

Jan 03 2012 | 1:57 pm

Sorry I’m still pretty new to max. How would I turn the players I have now into bpatchers?

Jan 03 2012 | 2:10 pm

I made this bpatcher of the player but i can’t get it to work with the step sequencer in place of the player patcher, help.

I think it must be to do with the "sound1" etc. telling the grove object inside the player which sound to load but i don’t know where I would write "sound1" on the bpatcher.

  1. playerbp.maxpat
Jan 03 2012 | 6:23 pm

When posting a bpatcher, you need to open the bpatcher for editing and copy the contents, not just copy an instantiation of it from the enclosing patch.

Instead of inline arguments like you had when you typed "player sound1," you now need to place the arguments in the Argument(s) field in the inspector for each placed bpatcher.

Jan 03 2012 | 7:16 pm

Right got it all working, thanks for all the help.

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Forums > MaxMSP