jit.poke~
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jit.poke~

Write an audio signal into a matrix

Description

jit.poke~ writes the value specified by the leftmost signal input into one plane of a matrix cell at the position specified by the signal inputs (following the leftmost input). The object arguments are [matrix_name] [dim_inputcount] [plane] .

Examples

Arguments

matrix_name []

The name of the matrix to access (default = none)

dim_inputcount []

The number of dimensions in the matrix (default = 2)

plane []

The plane in a cell whose value is replaced by leftmost input (default = 0)

Attributes

matrix_name [symbol]

The name of the matrix to access (default = none)

normalize [int]

Normalized input coordinates flag (default = 0)

plane [int]

TEXT_HERE

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. background 1 adds the object to the background layer, background 0 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]

g/s(set)

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]

g/s(set)

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]

g/s(set)

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

signal

In left inlet: Signal values arriving in this inlet will be stored at the dimensional locations specified by the signal inputs to the remaining inlets of the jit.poke~ object. The number of dimensional inlets will vary, depending on the value of the [dim_inputcount] argument.

In other inlets: Signal values arriving in this inlet specify the dimensional location of the data to be stored for the plane specified. A signal inlet is provided for each dimension specified by the [dim_inputcount] attribute (i.e., jit.poke~ bigcube 3 has 4 inlets -- one for input data, and one for each of the 3 dimensions of the matrix).

See Also

Name Description
jit.peek~ Read matrix data as an audio signal
peek~ Read and write sample values
poke~ Write sample values to a buffer by index
jit.buffer~ Access an MSP buffer~ in matrix form
Tutorial 27: Using MSP Audio in a Jitter Matrix Tutorial 27: Using MSP Audio in a Jitter Matrix