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#N canvas 11 3 915 618 12;
#X obj 37 217 hip~ 5;
#X text 96 219 high pass filter to cut DC;
#N canvas 0 0 450 300 graph1 0;
#X array sample-table 44104 float 0;
#X coords 0 1.02 44103 -1.02 200 130 1;
#X restore 585 20 graph;
#X obj 37 185 tabread4~ sample-table;
#X obj 37 150 line~;
#X obj 37 101 * 441;
#X floatatom 37 47 0 0 100 0 - - -;
#X obj 37 125 pack 0 100;
#X text 102 13 SCRATCH MACHINE;
#X text 72 48 <-- read point in 100ths of a second;
#X text 94 101 convert to SAMPLES (441 samples in 0.01 sec);
#X obj 405 235 loadbang;
#X text 246 174 read from the table;
#X text 237 192 (the input is the index in samples);
#X text 16 482 For more on reading and writing soundfiles to tables
\, setting their lengths \, etc \, see "arrays" in the "control examples"
series.;
#X text 14 355 This patch introduces the "tabread4~" object \, which
reads audio samples out of a floating-point array \, often called a
"sample table." The input is the index of the sample to read \, counting
from zero. The output is calculated using 4-point cubic interpolation
\, which is adequate for most purposes. Because of the interpolation
scheme \, tabread4~'s input cannot be less than one or greater than
the table length minus two.;
#X text 17 539 Fanatics take note: if you want really high-fidelity
sampling \, use a high-quality resampling program to up-sample your
soundfile to 88200 to drastically reduce interpolation error.;
#X text 591 173 (one second plus three extra;
#X text 593 192 for 4-point interpolation);
#X text 385 304 message to read a soundfile into the table (automatically
sent when you load this patch by the "loadbang" object.);
#X text 84 150 convert smoothly to audio signal;
#X text 84 62 (range is 0-100.) YOU ONLY HEAR OUTPUT;
#X text 85 78 WHEN THIS IS 0-100 AND ACTIVELY CHANGING.;
#X text 596 589 updated for Pd version 0.33;
#X text 584 151 --- 44103 samples ---;
#X msg 405 259 read ../sound/voice.wav sample-table;
#X obj 405 284 soundfiler;
#X obj 36 249 output~;
#X connect 0 0 27 0;
#X connect 0 0 27 1;
#X connect 3 0 0 0;
#X connect 4 0 3 0;
#X connect 5 0 7 0;
#X connect 6 0 5 0;
#X connect 7 0 4 0;
#X connect 11 0 25 0;
#X connect 25 0 26 0;