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programming with max/msp - Virtual Sound

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Chapter 3P - Noise generators, filters, and subtractive synthesis<br />

this object is divided into bands in the same way as that of rand~ was in Figure<br />

3.7, but as you can see in Figure 3.8, the attenuation of the secondary bands is<br />

much less because of the abrupt changes between sample values.<br />

Fig. 3.8 The vs.rand0~ object<br />

In the <strong>Virtual</strong> <strong>Sound</strong> Macros library, we also have provided a noise generator<br />

that uses cubic interpolation called vs.rand3~ (as shown in Figure 3.9).<br />

Fig. 3.9 The vs.rand3~ object<br />

Thanks to the polynomial interpolation in this object, the transitions between<br />

one sample and the next appear smooth, as you can see on the oscilloscope.<br />

The transitions form a curve rather than a series of connected line segments,<br />

and the resulting effect is a strong attenuation of the secondary bands. Recreate<br />

the patches found in figures 3.6 to 3.9 in order to experiment <strong>with</strong> various noise<br />

generators.<br />

“Classic” oscillators – those that produce sawtooth waves, square waves, and<br />

triangle waves – are another source of sounds that are rich in components,<br />

which makes them effective for use <strong>with</strong> filters. In Section 1.2, we examined<br />

three band-limited oscillators that generate these waves: saw~, rect~, and<br />

tri~. We will use these oscillators frequently in the course of this chapter. In<br />

Section 3.1T, we also learned about the possibility of filtering sampled sounds.<br />

For this reason, we will also give examples in this chapter of filtering sampled<br />

sounds, using the sfplay~ object (first introduced in Section 1.5P).<br />

(...)<br />

from “Electronic Music and <strong>Sound</strong> Design” Vol. 1 by Alessandro Cipriani and Maurizio Giri<br />

© ConTempoNet 2010 - All rights reserved<br />

3P<br />

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