Description
2d.wave~ is similar to wave~, but with an additional axis. A given ms range of an audio file will be divided into n rows. Y phase input will determine which row(s) will be used for playback.
Examples
Discussion
Try loading a 16-bar loop and setting your rows to be 16 (or 7 for that matter). Try also using a short (150 ms or so) section of an audio file as a 2-d wave table. Set the phasor of one axis to be very fast, and one to be very slow.
Arguments
buffer-name [symbol]
Obligatory. Names the buffer~ object whose sample memory is used by 2d.wave~ for its stored waveform. Note that if the underlying data in a buffer~ changes, the signal output of 2d.wave~ will change, since it does not copy the sample data in a buffer~. 2d.wave~ always uses the first n channels of a multi-channel buffer~, where n is the number of the 2d.wave~ object's output channels. The default number of channels, set by the third argument to the 2d.wave~ object, is .
start and end-points [number]
After the buffer~ name argument, you can type in values for the start and end points of the waveform, as millisecond offsets from the beginning of a buffer~ object's sample memory. By default the start point is 0 and the end point is the end of the sample. If you want to set a non-zero start point but retain the sample end as the waveform end point, use only a single typed-in argument after the buffer~ name. If a is connected to the start point (middle) inlet, the initial waveform start point argument is ignored. If a is connected to the end point (right) inlet, the initial waveform end point is ignored. The number of channels in the buffer~ file and the number of rows to be used may also be specified.
number-of-output-channels [int]
Sets the number of output channels, which determines the number of outlets that the 2d.wave~ object will have. The maximum number of channels is 8. The default is 1. If the audio file being played has more output channels than the 2d.wave~ object, higher-numbered channels will not be played. If the audio file has fewer channels, the signals coming from the extra outlets of 2d.wave~ will be 0.
Attributes
Common Box Attributes
annotation [symbol]
Sets the text that will be displayed in the Clue window when the user moves the mouse over the object.
background [int] (default: 0)
Adds or removes the object from the patcher's background layer.
adds the object to the background layer, removes it. Objects in the background layer are shown behind all objects in the default foreground layer.color [4 floats]
Sets the color for the object box outline.
fontface [int]
Sets the type style used by the object. The options are:
plain
bold
italic
bold italic
Possible values:
0 = 'regular'
1 = 'bold'
2 = 'italic'
3 = 'bold italic'
fontname [symbol]
Sets the object's font.
fontsize [float]
Sets the object's font size (in points).
Possible values:
'8'
'9'
'10'
'11'
'12'
'13'
'14'
'16'
'18'
'20'
'24'
'30'
'36'
'48'
'64'
'72'
hidden [int] (default: 0)
Toggles whether an object is hidden when the patcher is locked.
hint [symbol]
Sets the text that will be displayed in as a pop-up hint when the user moves the mouse over the object in a locked patcher.
ignoreclick [int] (default: 0)
Toggles whether an object ignores mouse clicks in a locked patcher.
patching_rect [4 floats] (default: 0. 0. 100. 0.)
Sets the position and size of the object in the patcher window.
position [2 floats]
Sets the object's x and y position in both patching and presentation modes (if the object belongs to its patcher's presentation), leaving its size unchanged.
presentation [int] (default: 0)
Sets whether an object belongs to the patcher's presentation.
presentation_rect [4 floats] (default: 0. 0. 0. 0.)
Sets the x and y position and width and height of the object in the patcher's presentation, leaving its patching position unchanged.
rect [4 floats]
Sets the x and y position and width and height of the object in both patching and presentation modes (if the object belongs to its patcher's presentation).
size [2 floats]
Sets the object's width and height in both patching and presentation modes (if the object belongs to its patcher's presentation), leaving its position unchanged.
textcolor [float]
Sets the color for the object's text in RGBA format.
textjustification [int]
Text Justification
Possible values:
0 = 'left'
1 = 'center'
2 = 'right'
varname [symbol]
Sets the patcher's scripting name, which can be used to address the object by name in pattr, scripting messages to thispatcher, and the js object.
Messages
int
Arguments
float
Arguments
(mouse)
rows
Arguments
set
Arguments
start-point [float]
end-point [float]
signal
In 2nd inlet: Input signal values progressing from 0 to 1 are used to determine which of the row(s) specified by the message will be used for playback. You can invert the phasor~ to reverse the order in which rows are played.
In 3rd inlet: The start of the waveform as a millisecond offset from the beginning of a buffer~ object's sample memory.
In 4th inlet: The end of the waveform as a millisecond offset from the beginning of a buffer~ object's sample memory.
Output
signal
The portion of the buffer~ specified by the 2d.wave~ object's start and end points is scanned by signal values ranging from 0 to 1 in the 2d.wave~ object's inlet, and the corresponding sample value from the buffer~ is sent out the 2d.wave~ object's outlet. If the signal received in the object's inlet is a repeating signal such as a sawtooth wave from a phasor~, the resulting output will be a waveform (excerpted from the buffer~) repeating at the frequency corresponding to the repetition of the input signal.
See Also
Name | Description |
---|---|
buffer~ | Store audio samples |
groove~ | Variable-rate looping sample playback |
phasor~ | Generate sawtooth signals |
play~ | Position-based sample playback |
wave~ | Variable size wavetable |
MSP Sampling Tutorial 4: Variable-length Wavetable | MSP Sampling Tutorial 4: Variable-length Wavetable |