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[maxmsp] using waveform display to edit soundbites/samples

Eric Sheffield mopppish at yahoo.com
Mon Jul 2 13:19:57 MDT 2007


Hello.
I'm working on a patch right now that is meant to trigger fast percussive samples via a MIDI drum pad.  For my own uses, I can simply take the sound I want into a DAW for editing and bounce them before loading them into Max, but I'm looking for an easy intuitive way to do this in Max itself, especially since I may end up doing some of this sample editing on the fly.
My goal is to use the waveform display to set the starting and ending point of a sample within a buffer object.  I've seen how this can be done in the waveform display help file with the groove~ object, but I don't want to loop the samples.  
I've been using the play~ object in my patch up to this point, but it doesn't seem to have these start and end point capabilities.  Is there some way to set the starting point of what's stored in the buffer via the waveform display, NOT have it looped, and still retain the ability to be triggered in rapid succession?
On the same topic, is there a way to get these samples to finish playing without the next trigger cutting the first one off?  For example, if I have a 1 second sample in a buffer and am playing faster than once per second, I want each successive sample to play for it's entire 1 second duration (essentially on top of each other) regardless of how fast I'm playing.
Hope my questions aren't too confusing.
Thanks!


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