diff options
author | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2004-03-09 03:51:28 +0000 |
---|---|---|
committer | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2004-03-09 03:51:28 +0000 |
commit | 50a389bea35a91ddae1394c5d35a6f1c703f5bdd (patch) | |
tree | 345af9da1a2432cdde199637af884d0cb744cf40 /help | |
parent | 6f58df1602bc981858c874a55c73dab0e76258cc (diff) |
Checked in Olaf's 1.5.2 sources. Here are the changes:
v 1.5.2 (17. december 2003):
- modified netclient for not to drop received data: use of syspollfn
instead of clock to poll for incoming data, circular recv buffer
v 1.5 (18. october 2003):
- added some usefull features to arraycopy (i.e. copying just parts of
an array and copying to specified position in destination array)
- new object: nchange
- IRIX 6.5 port (for GCC 3.3)
- OS X binary (Jaguar 10.2.6)
v 1.4 (22. may 2003):
- updated sources to compile with Pd0.37-test4
- new object: arraycopy
v 1.3 (12. april 2003):
- new objects: sync listfifo
- all setup routines renamed to maxlib_<object>_setup() to avoid name
clashes, old names still work via class_addcreator()
- some improvements for the help files
svn path=/trunk/externals/maxlib/; revision=1394
Diffstat (limited to 'help')
-rw-r--r-- | help/automata.txt | 356 | ||||
-rw-r--r-- | help/examplescore.txt | 48 | ||||
-rw-r--r-- | help/help-maxlib.pd | 242 |
3 files changed, 325 insertions, 321 deletions
diff --git a/help/automata.txt b/help/automata.txt index afa5e9e..3f5ff21 100644 --- a/help/automata.txt +++ b/help/automata.txt @@ -1,178 +1,178 @@ -[The following note originally appeared on the emusic-l mailing list. It is
-reprinted here with the author's permission]
-
-From xrjdm@FARSIDE.GSFC.NASA.GOV Wed Nov 23 11:26:39 1994
-Date: Tue, 4 Oct 1994 15:09:23 -0500
-From: Joe McMahon <xrjdm@FARSIDE.GSFC.NASA.GOV>
-Reply to: Electronic Music Discussion List <EMUSIC-L@AMERICAN.EDU>
-To: Multiple recipients of list EMUSIC-L <EMUSIC-L@AMERICAN.EDU>
-Subject: Automata: the long-awaited summary
-
-Back in August, I think, I promised to post a quick intro to cellular
-automata and how they can be used as a sound-generation tool. Since I'm
-going to take a couple of different sources and sum them up with little or
-no direct attribution, combined with my own opinions, I'll give everybody
-my references *first* so they can delete the article and draw their own
-conclusions if they so prefer.
-
-The primary reference that got me started on all this is one in the CMJ:
-Vol 14, No. 4, Winter 1990: "Digital Synthesis of Self-modifying Waveforms
-by Means of Cellular Automata" (Jacques Chareyon). Those who are already
-familiar with automata may just skip to that article and forget about the
-rest of this one.
-Note: the article gives a mail address for M. Chareyon, but he did not
-answer an inquiry about any available recordings using this technique in
-1990.
-
-So. Anyone still here? Good.
-
-Cellular automata are a mathematical concept first introduced in the late
-1940's. Generally speaking, a cellular automaton consists of a grid of
-cells. Each cell may take on any of a number of values - binary automata
-(cell on or cell off) are the most commonly studied. Each cell has a
-neighborhood, defined more simply as other cells which influence its state.
-The exact nature of this influence is defined by what are called transition
-rules. The cellular automaton starts off with some cells in any of the
-allowable states. for each "step" in the automaton's history, the
-neighborhood of every cell is checked, and the state of the cell is
-updated. All updates occur simultaneously.
-
-The transition rule must describe the resulting state of a cell for every
-possible configuration of other cells in the neighborhood. For large
-numbers of states, the amount of memory required to hold the transition
-rule becomes increasingly large, Therefore, some automata use what is known
-as a "totalistic" rule. These rules simply sum the values of the cells in
-the neighborhood and then assign a result on this basis. The resulting
-tables are far smaller.
-
-Many readers may already be familiar with John Horton Conway's game of
-"Life". This is a two-dimensional binary automaton with a totalistic rule.
-This makes for a very small rule set:
-
- i) If fewer than two filled cells (cells with value 1) surround a cell,
- it becomes empty next generation.
- ii) If more than three filled cells surround a cell, it becomes empty
- next generation.
-iii) If exactly three cells filled cells surround a cell, it becomes
- filled on the next generation.
-
-This corresponds to a totalistic rule set with a total of 8(2-1)+1 or 9
-rules (one each for the sum values of 0 (no cells with a value) through 9
-(all cells with a value) ).If the transition rule were represented as a
-non-totalistic one, the rule set would need 2**8 or 256 entries. There are
-many interesting totalistic automata, so giving up detailed description of
-every nuance of the transitions to save memory space isn't a big sacrifice.
-
-Interesting as two dimensional automata are, they really aren't terribly
-useful for music making. There have been some experiments which have
-attempted to use a two-dimensional automaton to generate MIDI events -
-synthesis at the note level, using :
-
-Battista, T. and M. Giri, 1988. "Composizione Tramite Automi Cellulari."
-Atti del VII Cooloquio di Informatica Musicale. Rome, Italy: Edizione Arti
-Grafiche Ambrosini, pp. 181-182.
-
-Edgar, R. and J. Ryan, 1986. "LINA" Exhibition of the 1986 International
-Computer Music Conference, San Francisco: Computer Music Association.
-
-I have not heard any of the music from these efforts, so I certainly can't
-pass any judgement on them. For the purposes of this summary, we'll just
-look at one-dimensional automata. These use a linear array of cells, with
-the neighborhood generally being one or two cells on either side of each
-cell.
-(This is the type of automaton dealt with in M. Chareyon's article, which I
-will be paraphrasing broadly hereafter).
-
-M. Chareyon's automata are wavetables. A digitized signal is stored as a
-linear array of numbers in memory. A totalistic rule is used to determine a
-lookup value which indexes into an array containing the resulting value;
-this is saved into a second array. After the first array is completely
-processed, the roles of the two are swapped and the process is repeated.
-
-The limiting factor in this process is the number of bits of resolution
-being used to generate the sound. For a totalistic rule using a two-cell
-neighborhood and 12-bit individual samples, we have 3*(2*12) = 12288
-entries in the rule table. At 2 bytes each, this is 24K of storage. If we
-go to 16-bit sample resolution, we have 196608 entries at 2 bytes each for
-a total of 393216 bytes, or 384K.
-
-The key point of M. Charyeon's method is the use of small neighborhoods
-with large numbers of cellular states. Since the computation of the new
-wavetable is all table lookup, very complex transition rules can be
-precomputed and loaded into the tables, allowing the synthesis to
-essentially be a fast sum-and-lookup loop to calculate each new wavesample.
->From the article, it appears that M. Chareyon was able to produce 2 or 3
-voices in realtime on a Mac II with a Digidesign Sound Accelerator board.
-It seems that it would probably be possible to use an AV Mac to do it
-without the board.
-
-This LASy (Linear Automaton Synthesis) method is closely related to the
-Karplus-Strong plucked-string algorithm, in that a wavesample is run
-through an algorithm which recirculates the samples to "self-modify" the
-wave. In fact, a judicious choice of table entries allows one to very
-simply simulate the K-S algoritm directly.
-
-So what are the sounds like? Some automata produce waveforms which quickly
-"ramp-up" to complex spectra and then drop off quickly. Others move to a
-steady state and then remain there. Yet others produce never-ending and
-unpredictable waveforms, whose harmonic content is constantly changing.
-
-Obviously enough, the original wavesample can be obtained mathematically,
-or by actual sampling and using LASy as a waveshaper. As M. Chareyon notes,
-a quick estimate of the number of possible automata for a 2-neighbor
-totalistic rule using a 256-entry wavetable with 12-bit entries is
-(2**12)**256 * (2**12)**(3*2**12) or about 10**4500 possible automata. Of
-course, many, many of these would not be suitable for music (e.g., the 4096
-automata in which all values go to one vlaue in one step, etc.); however,
-the number of musically useful automata is still likely to be an immense
-number.
-
-M. Chareyon provides a number of examples of ways to fill out the rule
-tables and a number of hints on creating wave tables - generally speaking,
-one can create a function which is used to compute the values to be placed
-into the table and then fill it so it can simply be loaded and used by the
-basic algorithm. His experience in using LASy is that he manages
-approximately 50% of the time to produce sounds with the desired
-characteristics, and that about 10% of the remaining time he gets
-unexpected but useful results which can be used as starting points for
-further exploration.
-
-Again, the important point is that the basic automaton uses wavesamples at
-full resolution, calculating a new wavesample for each step of the
-automaton; the next wavesample can be played while the new one is being
-calculated. Because of the large number of states, mathematical tools for
-the analysis of automata and the construction of automata with specifically
-desired qualities require too much storage and compute time to make them
-useful for LASy purposes.
-
-Again, much of this article is paraphrased from M. Chareyon's article; I
-take no credit for any of the work in this note. I'm just summarizing.
-
-The following other articles were referenced by M. Chareyon's article:
-
-Burks, A., ed. 1970. Essays on Cellular Automata. Champaign/Urbana, IL:
-University of Illinois Press.
-
-Chareyon, J. 1988a. "Sound Synthesis and Processing by Means of Linear
-Cellular Automata." Proceedings of the 1988 Internation Computer Music
-Conference. San Francisco: Computer Music Association.
-
-Chareyon, J. 1988b. "Wavetable come Automa Cellulare: una Nuova Tecnica di
-Sintesi." Atti del VII Colloquio di Informatica Musicale, Rome, Italy:
-Edizioni Arti Grafiche Ambrosini, pp. 174-177.
-
-Farmer, D., T. Toffoli, and S. Wolfram, eds. 1984. Cellular Automata.
-North-Holland Physics Publishing. [One of the definitive works on cellular
-automata - fairly heavy math, not a popular presentation - JM]
-
-Gardner, M. 1970. "The Fantastic Combinations of John Conway's New Solitare
-Game 'Life'". Scientific American 223(4) 120-123. [A good introduction to
-cellular automata, focusing on 'life' in specific. Useful intro if my
-1-paragraph summary of automata was confusing :) - JM]
-
- --- Joe M.
-
---
-"At the end of the hour, we'll have information on the sedatives used by
-the artists,,," (MST3K)
-
+[The following note originally appeared on the emusic-l mailing list. It is +reprinted here with the author's permission] + +From xrjdm@FARSIDE.GSFC.NASA.GOV Wed Nov 23 11:26:39 1994 +Date: Tue, 4 Oct 1994 15:09:23 -0500 +From: Joe McMahon <xrjdm@FARSIDE.GSFC.NASA.GOV> +Reply to: Electronic Music Discussion List <EMUSIC-L@AMERICAN.EDU> +To: Multiple recipients of list EMUSIC-L <EMUSIC-L@AMERICAN.EDU> +Subject: Automata: the long-awaited summary + +Back in August, I think, I promised to post a quick intro to cellular +automata and how they can be used as a sound-generation tool. Since I'm +going to take a couple of different sources and sum them up with little or +no direct attribution, combined with my own opinions, I'll give everybody +my references *first* so they can delete the article and draw their own +conclusions if they so prefer. + +The primary reference that got me started on all this is one in the CMJ: +Vol 14, No. 4, Winter 1990: "Digital Synthesis of Self-modifying Waveforms +by Means of Cellular Automata" (Jacques Chareyon). Those who are already +familiar with automata may just skip to that article and forget about the +rest of this one. +Note: the article gives a mail address for M. Chareyon, but he did not +answer an inquiry about any available recordings using this technique in +1990. + +So. Anyone still here? Good. + +Cellular automata are a mathematical concept first introduced in the late +1940's. Generally speaking, a cellular automaton consists of a grid of +cells. Each cell may take on any of a number of values - binary automata +(cell on or cell off) are the most commonly studied. Each cell has a +neighborhood, defined more simply as other cells which influence its state. +The exact nature of this influence is defined by what are called transition +rules. The cellular automaton starts off with some cells in any of the +allowable states. for each "step" in the automaton's history, the +neighborhood of every cell is checked, and the state of the cell is +updated. All updates occur simultaneously. + +The transition rule must describe the resulting state of a cell for every +possible configuration of other cells in the neighborhood. For large +numbers of states, the amount of memory required to hold the transition +rule becomes increasingly large, Therefore, some automata use what is known +as a "totalistic" rule. These rules simply sum the values of the cells in +the neighborhood and then assign a result on this basis. The resulting +tables are far smaller. + +Many readers may already be familiar with John Horton Conway's game of +"Life". This is a two-dimensional binary automaton with a totalistic rule. +This makes for a very small rule set: + + i) If fewer than two filled cells (cells with value 1) surround a cell, + it becomes empty next generation. + ii) If more than three filled cells surround a cell, it becomes empty + next generation. +iii) If exactly three cells filled cells surround a cell, it becomes + filled on the next generation. + +This corresponds to a totalistic rule set with a total of 8(2-1)+1 or 9 +rules (one each for the sum values of 0 (no cells with a value) through 9 +(all cells with a value) ).If the transition rule were represented as a +non-totalistic one, the rule set would need 2**8 or 256 entries. There are +many interesting totalistic automata, so giving up detailed description of +every nuance of the transitions to save memory space isn't a big sacrifice. + +Interesting as two dimensional automata are, they really aren't terribly +useful for music making. There have been some experiments which have +attempted to use a two-dimensional automaton to generate MIDI events - +synthesis at the note level, using : + +Battista, T. and M. Giri, 1988. "Composizione Tramite Automi Cellulari." +Atti del VII Cooloquio di Informatica Musicale. Rome, Italy: Edizione Arti +Grafiche Ambrosini, pp. 181-182. + +Edgar, R. and J. Ryan, 1986. "LINA" Exhibition of the 1986 International +Computer Music Conference, San Francisco: Computer Music Association. + +I have not heard any of the music from these efforts, so I certainly can't +pass any judgement on them. For the purposes of this summary, we'll just +look at one-dimensional automata. These use a linear array of cells, with +the neighborhood generally being one or two cells on either side of each +cell. +(This is the type of automaton dealt with in M. Chareyon's article, which I +will be paraphrasing broadly hereafter). + +M. Chareyon's automata are wavetables. A digitized signal is stored as a +linear array of numbers in memory. A totalistic rule is used to determine a +lookup value which indexes into an array containing the resulting value; +this is saved into a second array. After the first array is completely +processed, the roles of the two are swapped and the process is repeated. + +The limiting factor in this process is the number of bits of resolution +being used to generate the sound. For a totalistic rule using a two-cell +neighborhood and 12-bit individual samples, we have 3*(2*12) = 12288 +entries in the rule table. At 2 bytes each, this is 24K of storage. If we +go to 16-bit sample resolution, we have 196608 entries at 2 bytes each for +a total of 393216 bytes, or 384K. + +The key point of M. Charyeon's method is the use of small neighborhoods +with large numbers of cellular states. Since the computation of the new +wavetable is all table lookup, very complex transition rules can be +precomputed and loaded into the tables, allowing the synthesis to +essentially be a fast sum-and-lookup loop to calculate each new wavesample. +>From the article, it appears that M. Chareyon was able to produce 2 or 3 +voices in realtime on a Mac II with a Digidesign Sound Accelerator board. +It seems that it would probably be possible to use an AV Mac to do it +without the board. + +This LASy (Linear Automaton Synthesis) method is closely related to the +Karplus-Strong plucked-string algorithm, in that a wavesample is run +through an algorithm which recirculates the samples to "self-modify" the +wave. In fact, a judicious choice of table entries allows one to very +simply simulate the K-S algoritm directly. + +So what are the sounds like? Some automata produce waveforms which quickly +"ramp-up" to complex spectra and then drop off quickly. Others move to a +steady state and then remain there. Yet others produce never-ending and +unpredictable waveforms, whose harmonic content is constantly changing. + +Obviously enough, the original wavesample can be obtained mathematically, +or by actual sampling and using LASy as a waveshaper. As M. Chareyon notes, +a quick estimate of the number of possible automata for a 2-neighbor +totalistic rule using a 256-entry wavetable with 12-bit entries is +(2**12)**256 * (2**12)**(3*2**12) or about 10**4500 possible automata. Of +course, many, many of these would not be suitable for music (e.g., the 4096 +automata in which all values go to one vlaue in one step, etc.); however, +the number of musically useful automata is still likely to be an immense +number. + +M. Chareyon provides a number of examples of ways to fill out the rule +tables and a number of hints on creating wave tables - generally speaking, +one can create a function which is used to compute the values to be placed +into the table and then fill it so it can simply be loaded and used by the +basic algorithm. His experience in using LASy is that he manages +approximately 50% of the time to produce sounds with the desired +characteristics, and that about 10% of the remaining time he gets +unexpected but useful results which can be used as starting points for +further exploration. + +Again, the important point is that the basic automaton uses wavesamples at +full resolution, calculating a new wavesample for each step of the +automaton; the next wavesample can be played while the new one is being +calculated. Because of the large number of states, mathematical tools for +the analysis of automata and the construction of automata with specifically +desired qualities require too much storage and compute time to make them +useful for LASy purposes. + +Again, much of this article is paraphrased from M. Chareyon's article; I +take no credit for any of the work in this note. I'm just summarizing. + +The following other articles were referenced by M. Chareyon's article: + +Burks, A., ed. 1970. Essays on Cellular Automata. Champaign/Urbana, IL: +University of Illinois Press. + +Chareyon, J. 1988a. "Sound Synthesis and Processing by Means of Linear +Cellular Automata." Proceedings of the 1988 Internation Computer Music +Conference. San Francisco: Computer Music Association. + +Chareyon, J. 1988b. "Wavetable come Automa Cellulare: una Nuova Tecnica di +Sintesi." Atti del VII Colloquio di Informatica Musicale, Rome, Italy: +Edizioni Arti Grafiche Ambrosini, pp. 174-177. + +Farmer, D., T. Toffoli, and S. Wolfram, eds. 1984. Cellular Automata. +North-Holland Physics Publishing. [One of the definitive works on cellular +automata - fairly heavy math, not a popular presentation - JM] + +Gardner, M. 1970. "The Fantastic Combinations of John Conway's New Solitare +Game 'Life'". Scientific American 223(4) 120-123. [A good introduction to +cellular automata, focusing on 'life' in specific. Useful intro if my +1-paragraph summary of automata was confusing :) - JM] + + --- Joe M. + +-- +"At the end of the hour, we'll have information on the sedatives used by +the artists,,," (MST3K) + diff --git a/help/examplescore.txt b/help/examplescore.txt index 78afd45..27002f1 100644 --- a/help/examplescore.txt +++ b/help/examplescore.txt @@ -1,25 +1,25 @@ -60
-61
-62
-63
-64
-65
-66
-67
-68
-69
-70
-71
-72
-71
-70
-69
-68
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+60 +61 +62 +63 +64 +65 +66 +67 +68 +69 +70 +71 +72 +71 +70 +69 +68 +67 +66 +65 +64 +63 +62 +61 60
\ No newline at end of file diff --git a/help/help-maxlib.pd b/help/help-maxlib.pd index dfe8564..4beb23d 100644 --- a/help/help-maxlib.pd +++ b/help/help-maxlib.pd @@ -1,119 +1,123 @@ -#N canvas 11 6 1106 717 12;
-#X obj 274 260 average;
-#X obj 18 150 beat;
-#X obj 18 175 borax;
-#X obj 18 125 chord;
-#X obj 15 551 dist;
-#X obj 274 155 divide;
-#X obj 274 129 divmod;
-#X obj 599 149 fifo;
-#X obj 274 286 history;
-#X obj 601 503 ignore;
-#X obj 601 477 iso;
-#X obj 598 123 lifo;
-#X obj 274 312 match;
-#X obj 274 180 minus;
-#X obj 600 257 mlife;
-#X obj 274 207 multi;
-#X obj 15 576 netdist;
-#X obj 18 251 pitch;
-#X obj 274 234 plus;
-#X obj 601 425 pulse;
-#X obj 15 600 remote;
-#X obj 18 200 rhythm;
-#X obj 18 225 score array01;
-#X obj 601 451 speedlim;
-#X obj 601 529 step;
-#X obj 600 232 subst;
-#X text 140 44 written by Olaf Matthes <olaf.matthes@gmx.de>;
-#X text 71 125 chord detection;
-#X text 68 150 beat tracking;
-#X text 77 201 beat detection;
-#X text 72 176 music analysis;
-#X text 135 225 score following;
-#X text 72 251 pitch information;
-#X text 19 94 MUSIC / MIDI ANALYSIS;
-#X text 274 93 MATH;
-#X text 341 130 calculate / and %;
-#X text 339 155 / for several inputs;
-#X text 333 235 + for several inputs;
-#X text 333 207 * for several inputs;
-#X text 337 181 - for several inputs;
-#X text 345 259 average of last N values;
-#X text 346 285 average over last N seconds;
-#X text 329 312 match input to list of numbers;
-#X text 601 399 TIME;
-#X text 678 452 lets input through every N milliseconds;
-#X text 640 479 play sequence of MIDI notes;
-#X text 662 504 ignore too fast changing input;
-#X text 63 550 send to list of receive objects;
-#X text 84 574 same for netreceive;
-#X text 74 599 send to one receive object;
-#X text 597 96 BUFFER;
-#X text 648 531 a line object that steps;
-#X text 599 208 OTHER / EXPERIMENTAL;
-#X text 657 231 self-similar substitution;
-#X text 656 257 cellular automaton;
-#X obj 274 338 scale;
-#X text 656 425 a 'better' metro;
-#X obj 601 555 history;
-#X obj 601 581 velocity;
-#X text 670 555 average over last N milliseconds;
-#X text 677 581 velocity of input in digits per second;
-#X obj 15 624 netrec;
-#X text 74 625 netreceive with extra info about sender;
-#X obj 274 364 delta;
-#X text 139 61 download at http://www.akustische-kunst.org/puredata/maxlib
-;
-#X obj 599 174 listfifo;
-#X text 677 173 first in first out for lists;
-#X text 646 148 first in first out for floats;
-#X text 643 123 last in first out for floats;
-#X obj 600 607 sync;
-#X text 645 609 extended trigger object;
-#X text 328 338 scale input to output range;
-#X text 13 528 (REMOTE)CONTROL;
-#X obj 16 649 netserver;
-#X obj 16 676 netclient;
-#X text 103 654 bidirectional communication;
-#X text 112 669 (client / server based);
-#X obj 274 392 wrap;
-#X obj 274 419 rewrap;
-#X text 320 392 warp a number in a range;
-#X text 337 420 warp it back and forth;
-#X text 30 26 maxlib 1.3 :: Music Analysis eXtensions LIBrary;
-#X text 328 364 calculate 1st or 2nd order diff.;
-#X text 600 288 RANDOM;
-#X obj 600 312 gauss;
-#X obj 600 337 poisson;
-#X obj 666 312 linear;
-#X obj 666 337 bilex;
-#X obj 736 311 expo;
-#X obj 785 311 beta;
-#X obj 834 312 cauchy;
-#X obj 737 338 arbran array01 array02;
-#X obj 18 278 gestalt;
-#X obj 18 303 edge;
-#X text 56 306 detect rising/falling edge;
-#X text 84 278 'gestalt' of music;
-#X obj 599 365 urn;
-#X text 632 366 urn selection model;
-#X obj 601 635 timebang;
-#X text 680 635 send a bang at given time of day;
-#X obj 15 390 split;
-#X obj 15 439 unroute;
-#X text 81 440 opposit to route;
-#X text 67 392 split according to range;
-#X obj 15 463 limit;
-#X text 63 464 limiter for floats;
-#X obj 15 415 nroute;
-#X text 69 416 r. according to Nth elem.;
-#X text 24 363 ROUTING / CHECKING;
-#X obj 600 661 pong;
-#X obj 18 330 tilt;
-#X obj 600 686 temperature;
-#X text 698 687 amount of input changes per time;
-#X text 646 662 a bouncing ball model;
-#X text 66 333 meassure tilt of input;
-#X obj 16 489 listfunnel;
-#X text 107 490 Max's funnel for lists;
+#N canvas 75 -12 1161 819 10; +#X obj 307 260 average; +#X obj 18 150 beat; +#X obj 18 175 borax; +#X obj 18 125 chord; +#X obj 14 588 dist; +#X obj 307 155 divide; +#X obj 307 129 divmod; +#X obj 656 148 fifo; +#X obj 307 286 history; +#X obj 403 577 ignore; +#X obj 403 552 iso; +#X obj 655 122 lifo; +#X obj 307 312 match; +#X obj 307 180 minus; +#X obj 660 343 mlife; +#X obj 307 207 multi; +#X obj 14 613 netdist; +#X obj 18 251 pitch; +#X obj 307 234 plus; +#X obj 403 499 pulse; +#X obj 14 637 remote; +#X obj 18 200 rhythm; +#X obj 18 225 score array01; +#X obj 403 525 speedlim; +#X obj 403 603 step; +#X obj 660 318 subst; +#X text 140 44 written by Olaf Matthes <olaf.matthes@gmx.de>; +#X text 71 125 chord detection; +#X text 68 150 beat tracking; +#X text 77 201 beat detection; +#X text 72 176 music analysis; +#X text 135 225 score following; +#X text 72 251 pitch information; +#X text 19 94 MUSIC / MIDI ANALYSIS; +#X text 310 91 MATH; +#X text 374 130 calculate / and %; +#X text 372 155 / for several inputs; +#X text 366 235 + for several inputs; +#X text 366 207 * for several inputs; +#X text 370 181 - for several inputs; +#X text 378 259 average of last N values; +#X text 379 285 average over last N seconds; +#X text 362 312 match input to list of numbers; +#X text 403 473 TIME; +#X text 480 526 lets input through every N milliseconds; +#X text 442 553 play sequence of MIDI notes; +#X text 464 578 ignore too fast changing input; +#X text 62 587 send to list of receive objects; +#X text 83 611 same for netreceive; +#X text 73 636 send to one receive object; +#X text 654 95 BUFFER; +#X text 450 605 a line object that steps; +#X text 659 294 OTHER / EXPERIMENTAL; +#X text 717 317 self-similar substitution; +#X text 716 343 cellular automaton; +#X obj 307 338 scale; +#X text 458 499 a 'better' metro; +#X obj 403 629 history; +#X obj 403 655 velocity; +#X text 472 629 average over last N milliseconds; +#X text 479 655 velocity of input in digits per second; +#X obj 14 661 netrec; +#X text 73 662 netreceive with extra info about sender; +#X obj 307 364 delta; +#X text 139 61 download at http://www.akustische-kunst.org/puredata/maxlib +; +#X obj 656 173 listfifo; +#X text 734 172 first in first out for lists; +#X text 703 147 first in first out for floats; +#X text 700 122 last in first out for floats; +#X obj 402 681 sync; +#X text 447 683 extended trigger object; +#X text 361 338 scale input to output range; +#X text 12 565 (REMOTE)CONTROL; +#X obj 15 686 netserver; +#X obj 15 713 netclient; +#X text 102 691 bidirectional communication; +#X text 111 706 (client / server based); +#X obj 307 392 wrap; +#X obj 307 419 rewrap; +#X text 353 392 warp a number in a range; +#X text 370 420 warp it back and forth; +#X text 361 364 calculate 1st or 2nd order diff.; +#X text 660 374 RANDOM; +#X obj 660 398 gauss; +#X obj 660 423 poisson; +#X obj 726 398 linear; +#X obj 726 423 bilex; +#X obj 796 397 expo; +#X obj 845 397 beta; +#X obj 894 398 cauchy; +#X obj 797 424 arbran array01 array02; +#X obj 18 278 gestalt; +#X obj 18 303 edge; +#X text 66 307 detect rising/falling edge; +#X text 84 278 'gestalt' of music; +#X obj 659 452 urn; +#X text 692 452 urn selection model; +#X obj 403 709 timebang; +#X text 482 709 send a bang at given time of day; +#X obj 15 390 split; +#X obj 15 439 unroute; +#X text 81 440 opposit to route; +#X text 74 392 split according to range; +#X obj 15 463 limit; +#X text 63 464 limiter for floats; +#X obj 15 415 nroute; +#X text 80 414 r. according to Nth elem.; +#X text 24 363 ROUTING / CHECKING; +#X obj 402 735 pong; +#X obj 18 330 tilt; +#X obj 402 760 temperature; +#X text 500 761 amount of input changes per time; +#X text 448 736 a bouncing ball model; +#X text 66 333 meassure tilt of input; +#X obj 16 489 listfunnel; +#X text 107 490 Max's funnel for lists; +#X text 30 26 maxlib 1.5 :: Music Analysis eXtensions LIBrary; +#X obj 656 201 arraycopy; +#X text 741 202 copy from one array to another; +#X obj 17 525 nchange s; +#X text 89 526 change that exepts any kind of input; |