By Andy Farnell
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Additional info for Designing Sound EXERPT
75. Similarly the inverse of a float message 1/x can be calculated by replacing the with a / . 5 swap 1 swap 1 Random selection To choose one of several events at random a combination of random and select will generate a bang message on the select outlet corresponding to one of its arguments. With an initial argument of 4 random produces a range of 4 random integer numbers starting at 0, so we use select 0 1 2 3 to select amongst them. Each has an equal probability, so every outlet will be triggered 25% of the time on average.
The message boxes in Fig. 5 allow a single object to play back from more than one sample table. First the target array is given via a message to snum, and then a message is sent to phase which sets vline~ moving up at 44100 samples per second. The arrays are initially loaded, using a multi-part message, from a sounds folder in the current patch directory. Audio line objects For signal rate control data the line~ object is useful. It is generally programmed with a sequence of lists. Each list consists of a pair of numbers, the first being a level to move to and the second number is the time in milliseconds to take getting there.
1: Object processing data. have values which are the sum of the corresponding values in the two input blocks. Because they process signals made of blocks, audio objects do a lot more work than objects that process messages. Signal Block A1 1 2 A2 3 A3 A4 4 1 1 2 2 3 3 4 4 40 Pure Data Audio Audio object CPU use All the message objects we looked at in the last chapters only use CPU when event driven dataflow occurs, so most of the time they sit idle and consume no resources. Many of the boxes we put on our sound design canvases will be audio objects, so it’s worth noting that they use up some CPU power just being idle.