For getting sound from the ‘real world’ into MSP, there is an analog-to-digital conversion object called
adc~. It recognizes all the same messages as the
dac~ object, but instead of sending signal to the audio output jacks of the computer,
adc~ receives signal from the audio input jacks, and sends the incoming signal out its outlets. Just as
dac~ has a user interface version called
ezdac~, there is an iconic version of
adc~ called
ezadc~.
adc~ and ezadc~ get sound from the audio input jacks and send it out as a signal
To use the
adc~ object, you need to send sound from some source into the computer. The sound may come from the CD player of your computer, from any line level source such as a tape player, or from a microphone -- your computer might have a built-in microphone, or you can use a standard microphone via a preamplifer.
• Double click on the
adc~ object to open the DSP Status window. Make sure that the
Input Source popup menu displays the input device you want. Depending on your computer system, audio card and driver, you may not have a choice of input device-this is nothing to be concerned about.
• Click on the toggle above the
adc~ object to turn audio on. If you want to hear the input sound played directly out the output jacks, adjust the
number box marked
Audio thruput level.
Adjust the audio throughput to a comfortable listening level
If your input source is a microphone, you'll need to be careful not to let the output sound from your computer feed back into the microphone.
To record a sample of the incoming sound (or any signal), you first need to designate a buffer in which the sound will be stored. Your patch should therefore include at least one
buffer~ object. You also need a
record~ object with the same name as the
buffer~. The sound that you want to record must go in the inlet of the
record~ object.
Record two seconds of stereo sound into the buffer~ named soundbite
When
record~ receives a non-zero
int in its left inlet, it begins recording the signals connected to its record inlets;
0 stops the recording. You can specify recording start and end points within the
buffer~ by sending numbers in the two right inlets of
record~. If you don't specify start and end points, recording will fill the entire
buffer~. Notice that the length of the recording is limited by the length of the
buffer~. If this were not the case, there would be the risk that
record~ might be left on accidentally and fill the entire application memory.
In the tutorial patch,
record~ will stop recording after 2 seconds (2000 ms). We have included a delayed
bang to turn off the
toggle after two seconds, but this is just to make the
toggle accurately display the state of
record~. It is not necessary to stop
record~ explicitly, because it will stop automatically when it reaches its end point or the end of the
buffer~.
A delayed bang turns off the toggle after two seconds so it will display correctly
• Make sure that you have sound coming into the computer, then click on the
toggle to record two seconds of the incoming sound. If you want to, you can double-click on the
buffer~ afterward to see the recorded signal.
So far you have seen two ways to get sound into a
buffer~. You can read in an existing audio file with the
read message, and you can record sound into it with the
record~ object. Once you get the sound into a
buffer~, there are several things you can do with it. You can save it to an audio file by sending the
write message to the
buffer~. You can use 513 samples of it as a wavetable for
cycle~, as demonstrated in
Tutorial 3. You can use any section of it as a transfer function for
lookup~, as demonstrated in
Tutorial 14.
The
index~ object receives a
signal as its input, which represents a sample number. It looks up that sample in its associated
buffer~, and sends the value of that sample out its outlet as a signal. The
count~ object just sends out a signal value that increases by one with each sample. So, if you send the output of
count~ -- a steady stream of increasing numbers -- to the input of
index~ -- which will treat them as sample numbers --
index~ will read straight through the
buffer~, playing it back at the current sampling rate.
Play the sound in a buffer~ by looking up each sample and sending it to the dac~
• Click on the
button marked ‘Play’ to play the sound in the
buffer~. You can change the starting sample number by sending a different starting number into
count~.
This combination of
count~ and
index~ lets you specify a precise sample number in the
buffer~ where you want to start playback. However, if you want to specify starting and ending points in the
buffer~ in terms of milliseconds, and/or you want to play the sound back at a different speed -- or even backward -- then the
play~ object is more appropriate.
The
play~ object receives a signal in its inlet which indicates a position, in milliseconds, in its associated
buffer~;
play~ sends out the signal value it finds at that point in the
buffer~. Unlike
index~, though, when
play~ receives a position that falls between two samples in the
buffer~ it interpolates between those two values. For this reason, you can read through a
buffer~ at any speed by sending an increasing or decreasing signal to
play~, and it will interpolate between samples as necessary. (Theoretically, you could use
index~ in a similar manner, but it does not interpolate between samples so the sound fidelity would be considerably worse.)
The most obvious way to use the
play~ object is to send it a linearly increasing (or decreasing) signal from a
line~ object, as shown in the tutorial patch.
Read through a buffer~, from one position to another, in a given amount of time
Reading from 0 to 2000 (millisecond position in the
buffer~) in a time of 2000 ms produces normal playback. Reading from 0 to 2000 in 4000 ms produces half-speed playback, and so on.
• Click on the different
message box objects to hear the sound played in various speed/direction combinations. Turn audio off when you have finished.
Although not demonstrated in this tutorial patch, it's worth noting that you could use other signals as input to
play~ in order to achieve accelerations and decelerations, such as an exponential curve from a
curve~ object or even an appropriately scaled sinusoid from a
cycle~ object.
Sound coming into the computer enters MSP via the
adc~ object. The
record~ object stores the incoming sound -- or any other signal -- in a
buffer~. You can record into the entire
buffer~, or you can record into any portion of it by specifying start and end buffer positions in the two rightmost inlets of
record~. For simple normal-speed playback of the sound in a
buffer~, you can use the
count~ and
index~ objects to read through it at the current sampling rate. Use the
line~ and
play~ objects for variable-speed playback and/or for reading through the
buffer~ in both directions.
See Also
Name |
Description |
adc~ |
Audio input and on/off
|
ezadc~ |
Audio input and on/off button
|
index~ |
Sample playback without interpolation
|
play~ |
Position-based sample playback
|
record~ |
Record sound into a buffer
|