tutorials
By gtaylor, Section Tutorials, Topic MaxMSP
Posted on Fri Jun 19, 2009 at 06:54:01 PM EST
I recently wrote a couple of tutorials for the Cycling '74 website on a subject that's close to my heart - generating and organizing variety when working with Max (I'll bet that you just thought they were about making LFOs and working with the new Max 5 timing features, didn't you?).
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By AndrewBenson, Section Tutorials, Topic Jitter
Posted on Mon Apr 06, 2009 at 08:24:53 PM EST
In the last installment of the Video Processing System we left off with the beginnings of a basic live effects chain with basic compositing, blur, and color effects. Now that we've spent time building some basic interface wrappers for the jit.gl.slab object, it's time to start diving a little deeper. In this installment, we'll be working on some more advanced ninja tricks - creating the beginnings of a control/preset structure with assignable LFOs, and building a GPU-based video delay effect. These two parts will bring our system to a much more usable level, and allow for much more complex and interesting results. Ironically, most of what we are really doing in this installment is just an extension of bread-and-butter Max message passing stuff.
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By AndrewBenson, Section Tutorials, Topic Jitter
Posted on Tue Feb 17, 2009 at 06:35:47 PM EST
In our last article, we began to create our processing system by putting the essential structure in place and adding our input handling stage. In this installment we are going to be adding a gaussian blur and color tweaking controls to our patch.
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By ddg, Section Tutorials, Topic MaxMSP
Posted on Thu Jan 29, 2009 at 01:30:47 PM EST
In this, the final episode of our guitar processing extravaganza, we are going to step away from making effects and focus on performance support. For a system as complicated as this, performance support means two things: patch storage and realtime control. Thus, we will learn to create a preset system and manipulate the various on-screen controls with an inexpensive MIDI footpedal system.
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By ddg, Section Tutorials, Topic MaxMSP
Posted on Tue Jan 27, 2009 at 03:13:42 PM EST
Introduction
At this point, we have a pretty useful guitar processing "rack", but it could use a little spice. This spice will come from two additional processors: a looping delay unit, and a basic reverb system. Also, to help keep the output useful, we will drop a limiter on the back end of the entire rig.
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By AndrewBenson, Section Tutorials, Topic Jitter
Posted on Mon Dec 22, 2008 at 02:57:53 PM EST
Between the tutorials, Jitter Recipes, and all of the example content, there are many Jitter patches floating around that each do one thing pretty well, but very few of them give a sense of how to scale up into a more complex system. Inspired by a recent patching project and Darwin Grosse's guitar processing articles, this series of tutorials will present a Jitter-based live video processing system using simple reusable modules, a consistent control interface, and optimized GPU-based processes wherever possible. The purpose of these articles is to provide an over-the-shoulder view of my creative process in building more complex Jitter patches for video processing.
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By ddg, Section Tutorials, Topic MaxMSP
Posted on Tue Nov 25, 2008 at 05:57:09 PM EST
Introduction
In the last article, we added some basic tonal effects: distortion/overdrive and EQ/filtering. This time, we will expand our virtual effects rack to include both a phase shifter and a full-featured modulating digital delay. As we add these effects, you will begin to see why a DIY effects system can trump any commercial product.
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By AndrewBenson, Section Tutorials, Topic Jitter
Posted on Tue Oct 28, 2008 at 12:55:14 AM EST
The third installment of Jitter Recipe Collection.
More snacks for the Patching Enthusiast! Stay tuned for new entries to your favorite cookbook.
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By gtaylor, Section Tutorials, Topic MaxMSP
Posted on Tue Oct 28, 2008 at 12:47:18 AM EST
Now that I've got a nice generative patch and a way to hear it, I thought it'd be nice to make a few improvements and extensions that would let me begin to specify larger structures - to generate instructions to my generative patch, as it were. While I'm sure that the world is full of people who want ways to have the same thing happen again and again, I'd like to do this in ways that offer a little more freedom than that. This short tutorial will add a modest number of these kinds of changes.
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By AndrewBenson, Section Tutorials, Topic MaxMSP
Posted on Fri Sep 05, 2008 at 07:23:00 PM EST
Those of you who are paying close attention already know that Max 5 includes a database that manages all the files in the search path and makes handy things like the File Browser possible. To enable this functionality, we wrote an SQLite object to do all the important work under the hood. However, the SQLite object in Max isn't really something that you can type into an object box, and it doesn't come with any help files or documentation. In this article, we'll look at ways to interface with this mysterious "no box" object using JavaScript, so that you can build, query, and edit your own databases in Max.
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By ddg, Section Tutorials, Topic MaxMSP
Posted on Wed Sep 03, 2008 at 05:20:19 PM EST
Introduction
In the last article, we did a lot of setup - we got input/output handling in place, and added a compressor to the processing chain as an example of an “effect module”. In this article, we will continue adding effects, including a dual overdrive module and a three-stage EQ/Filter module. With these additions we will further explore Max 5’s user interface options, as well as taking a look at some of the “tweaks” that make Max/MSP functions a little more guitar-faithful.
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By gtaylor, Section Tutorials, Topic MaxMSP
Posted on Tue Aug 19, 2008 at 06:26:36 PM EST
Last time out, we created the LFOur, a generative patch composed of a quartet of synchronized LFOs whose output we can use to make noise. While it's interesting to watch how the different LFO configurations make combinatoric waveforms and it's restful and instructive to watch the sliders flick and rock, it would be nice to have something to connect it to. This tutorial includes some patches that will do just that.
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By AndrewBenson, Section Tutorials, Topic MaxMSP
Posted on Mon Aug 11, 2008 at 02:03:27 PM EST
Customizing the Max UI
As we were preparing Max 5, we strove to make things as pleasurable for every user as we could. One of the ways we did this was to permit the customization of the way Max looks and acts, so users could adjust their experience to individual tastes and needs. In addition to an unprecedented number of configurable settings, Max 5 also provides a more navigable structure for making choices about your environment. In this article we'll discuss ways you can tweak the settings in various places to make your time spent in Max 5 more comfortable and fulfilling to your aesthetic requirements.
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By ddg, Section Tutorials, Topic MaxMSP
Posted on Mon Jul 28, 2008 at 03:02:24 PM EST
Introduction
In an earlier article, Andrew Benson and Ben Bracken went through the process of connecting a guitar to a Max-based processing system, and creating a few guitar-oriented effects patches. In this series of articles, I will be building a Max-based guitar processing "rig", and will give you the opportunity to look over my shoulder as I design and implement this system.
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By gtaylor, Section Tutorials, Topic MaxMSP
Posted on Tue Jul 15, 2008 at 03:24:24 PM EST
As a Max programmer, I spend quite a lot of time making patches that some people might find a little odd; rather than a large "instrument" that I toil over at great length or "the patch is the piece" outings, I love to make Max patches that don't make any noise or play any movies or create OpenGL scenes. Instead, I make things that are generative - working from the idea that Max is really just about messages, numbers, and lists and how you move them about; I love creating ways of generating and organizing variety, and then exploring what those generative structures do when hooked up to audio or video or other outputs.
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