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Tutorials and Topics - Peabody Computer Music

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Tutorial 16Sampling:Record <strong>and</strong> play audio filesto trigger the next (r<strong>and</strong>omly chosen) cue, so sfplay~ effectively restarts itself when eachcue is done.When a cue is completed, sfplay~ triggers the next cueNote the importance of the gate object in this patch. If it were not present, there would beno way to stop sfplay~ because each 0 cue would trigger another non-zero cue. The gatemust be closed before the 0 cue is sent to sfplay~.• In the patch marked “Play r<strong>and</strong>om excerpts”, click on the message box to preload thecues, then click on the toggle to start the process. To stop it, click on the toggle again.Turn audio off.SummaryFor large <strong>and</strong>/or numerous audio samples, it is often better to read the samples from thehard disk than to try to load them all into RAM. The objects sfrecord~ <strong>and</strong> sfplay~ providea simple way to record <strong>and</strong> play audio files to <strong>and</strong> from the hard disk. The sfplay~ objectcan have many audio files open at once. Using the preload message, you can pre-defineready cues for playing specific files or sections of files. The seek message to sfplay~ lets youtry different start <strong>and</strong> end points for a cue. When a cue is done playing (or is stopped)sfplay~ sends a bang out its right outlet. This bang can be used to trigger other processes,including sending sfplay~ its next cue.See Alsosfplay~sfrecord~Play audio file from diskRecord to audio file on disk142

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