-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathhelp_chunk.pd
More file actions
69 lines (69 loc) · 2.39 KB
/
help_chunk.pd
File metadata and controls
69 lines (69 loc) · 2.39 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
#N canvas 539 116 736 637 10;
#X obj 8 17 cnv 15 680 40 empty empty Generative_series 20 12 0 14
-233017 -66577 0;
#X obj 303 21 cnv 15 380 40 empty empty ABS:rr_chunk 20 20 0 24 -128992
-262144 0;
#X obj 29 442 rr_OUTdac~;
#X obj 30 552 rr_record~;
#X msg 193 526 rec01.wav;
#X text 309 465 1st toggle turn ON/OFF your Dsp. 2nd toggle visualize
the wave sound. Slide is for volume.;
#X text 309 550 You can record your performance. Put the name. It show
passing seconds while recording. Bang to reset.;
#X obj 30 113 rr_density;
#X text 308 94 HOW TO: Use density to define how much times in seconds
you choose bang occures.;
#X text 309 415 Echo~ repeats sound (e1 \, e2 \, ...) every ms you
put as parameter and fade out. You can put multiples in sequence. You
can put 3rd attribute from 0-1 for feedback.;
#X msg 30 343 next \$1;
#X obj 142 413 *~ 0.25;
#X obj 30 320 allscales;
#X text 309 305 With plucked you can simulated plucked string sound
\; 1st 0 o number when use clone \; 2nd resonance (< 0.99) \; 3rd cutoff
freq for low in tone (< 6000) \; 4th cutoff freq for high in tone (<
5000) \; 5th cutoff freq for low in noise (< 6000) \; 6th cutoff freq
for high in noise (< 5000) \; 7th type of curve (1-8).;
#X obj 30 178 rr_dura;
#X obj 30 262 rr_chunk;
#X obj 30 201 t b b, f 18;
#X floatatom 81 178 5 0 0 0 - - -;
#X obj 135 223 f 0;
#X obj 160 223 + 1;
#X obj 135 246 sel 0;
#X obj 185 223 % 3;
#X obj 30 366 clone rr_plucked~ 6 0.99 4000 5 5000 50 2;
#X msg 115 304 0 1 3 5 7 8 10;
#X obj 30 296 + 35;
#X obj 30 391 rr_echo~ e1 500 0.15;
#X text 308 160 Dura returns bangs at different multiple times of inlet
triggered bangs. 2nd inlet is for random seed.;
#X text 309 260 In allscales put in 2nd inlet a progressive series
(list) of intervals which represents the elements of the scale to use
(mod 12).;
#X text 308 225 Chunk repeats some basic effective movements/patterns
and it changes when you put a bang 2nd.;
#X connect 2 0 3 0;
#X connect 2 1 3 1;
#X connect 4 0 3 2;
#X connect 7 0 14 0;
#X connect 10 0 22 0;
#X connect 11 0 2 1;
#X connect 11 0 2 0;
#X connect 12 0 10 0;
#X connect 14 0 16 0;
#X connect 15 0 24 0;
#X connect 16 0 15 0;
#X connect 16 1 18 0;
#X connect 17 0 14 1;
#X connect 18 0 19 0;
#X connect 18 0 20 0;
#X connect 19 0 21 0;
#X connect 20 0 15 1;
#X connect 21 0 18 1;
#X connect 22 0 25 0;
#X connect 23 0 12 1;
#X connect 24 0 12 0;
#X connect 25 0 2 0;
#X connect 25 0 2 1;
#X connect 25 1 11 0;