trying to make a master phasor
ok so ive been trying to make a patch that will allow me to load a loop and mess around with it (reverse it, stutter it, slow it down, cut it up etc.) and i cant for the life of me figure out how to make a master clock. why do i need a master clock you ask? because i want a ramp signal going from 0 to 1 at all times. example: say i had a loop looping along and i hit the button on my keyboard assigned to a stutter effect. i want to be able to hold down that stutter button for as long as i want and when i release it i want the sample to pick up from where it would be if i hadnt hit the button. does that make any sense? can anybody help me? thanks in advance.
-harlan
when your app is not too complex and your computer
is a g4 or better, you can more or less count on
metro sending bangs to everywhere in the app.
when you think metro is unstable and useless
for "sequencing" or "clocking" (like i do) you
can use a little trick:
instead of a [metro 250], use a [metro 1000] and
3 [pipe] objects which are delaying the [metro]
clicks for 250, 500 and 750 miliseconds.
i have been using this method and the hated metro
object with success for sequencing music with up tp
32 bangs in paralell.
messages are never as exact as signal samples
are but more "compatible" with other objects
and systems (like groove~ has a sync output,
sfplay~ reports "stop" or objects taking bangs
only anyway)
-110
if you use wave~ for the playback you could probably do all the
processing you mention on the masterphasor~.
you could also check out 2d.wave~.
simple example patch below.
hope that helps.
/m
why not make all the reversing, stuttering, and chopping a function of the master phasor~? thats what i do. then everything is signal rate and sample tight even at 7465bpm
Quote: bin wrote on Sun, 14 May 2006 13:29
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> why not make all the reversing, stuttering, and chopping a function of the master phasor~? thats what i do. then everything is signal rate and sample tight even at 7465bpm
>
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year, that is the best way to get proper sync for realtime beatmangling !
Keep it signal rate.
I just have one sync patch, which is opened along with max, all other synchronizing patches are then synched to that one.
here is some ideas, maybe ?
ok, but that doesnt do any chopping. use pong~ rate~ and round~ to change the master phasor~ into useful ramps. then send to a wave~ or a play~ object
if anyone has ideas how to chop a loop into uneven sections i'd be interested. i've always found that the most difficult to code. for instance, retriggering the first beat on the 1st , 2nd and 5th beat of an 8 beat loop, preferably using signals only.
the algorithm in did you have a look at modsquad exemple?
think you can easily adapt it to your need
an ergonomic interface to it would be the most difficult part maybe
vg
phasor-> >~ X -> selector~
You split the phasor up into steps (one >~ for each step and you add all of
them to get the step number) and you the stepnumber to switch a
selector/gate (forget which) and then you have each output of the selector
go to the processing that you want for that step.
this will allow you to do anything special at any time during the loop.
using this setup + adsr~ is the basis for the step sequencer i'm building. i
use techno~ instead of phasor since it can vary the time between steps more
handily than by switching around the comparator values. That way, the
signal you pass through the gate/selector is the position output of techno~
minus the step number, so for each step you have a phasor going from 0 to 1.
this probably wasn't entirely clear, but i hope it helps. I'd be happy to
elaborate...
try metro with overdrive on and send it
message "62.5" ignoring it doesn t take floats.