Forums > MaxMSP

Random trigger for a kick sound

Oct 05 2012 | 7:07 pm

Hi there,

Currently I have a patch that triggers a kick sample by use of a bunch of "timepoint" objects. I was wondering what a simple way to trigger
the kick sound randomly would be? I don’t want the kick part of the composition to sound like a loop running at infinite. It’d be nice to have it
change itself through some use of maybe the "random" object? I’m sure I could figure out a hackjob way to do this if I spent some time on it, but I thought I’d ask to see what a more efficient way of doing this would be. I’m sure there are a lot of helpful objects for this that I don’t even know exist.

Here is the kick part of the patch:

-- Pasted Max Patch, click to expand. --

the "whentokick" subpatch is currently what triggers the sound.
the "timeadjust" subpatch is just something I made to randomly delay the kick trigger by just a few milliseconds to try to
make it less "rigid."


Oct 07 2012 | 10:11 pm

I like to use a combination of random and < for this sort of thing. generate a random number between 1 and 100. use < and adjust the threshold so that you get a bang whatever percentage of the time. For example if you set it as "< 70" you'll get a trigger 70% of the time. if you set it as "< 10" then you'll get a trigger 10% of the time.

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Forums > MaxMSP