The dac~ object is the Digital-To-Analog-Converter through which you will route all signals from MSP out to your computer speakers or audio hardware to be audible to the human ear. It also gives you access to the Audio Status window which controls your audio settings and hardware.
You can create a dac~ object that uses one or more audio output channel numbers between 1 and 512. These numbers refer to logical channels and can be dynamically reassigned to physical device channels of a particular driver using either the Audio Status window, its I/O Mappings subwindow, or an adstatus object with an output keyword argument.Arguments, If the computer's built-in audio hardware is being used, there will be two input channels available. Other audio drivers and/or devices may have more than two channels. If no argument is typed in, dac~ will have two inlets, for input channels 1 and 2.
If a symbol is provided as the first argument to a dac~ object, then it will get an independent control section in the Max mixer. If two dac~ instances in a patcher hierarchy have the same name they will be on the same "bus" and share controls.
Common Box Attributes
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.
Sets the type style used by the object. The options are:
0 = 'regular'
1 = 'bold'
2 = 'italic'
3 = 'bold italic'
Sets the object's font.
Sets the object's font size (in points).
hidden [int] (default: 0)
Toggles whether an object is hidden when the patcher is locked.
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.
Sets the color for the object's text in RGBA format.
0 = 'left'
1 = 'center'
2 = 'right'
Note that if the audio is on and you use the message to change a dac~ to use logical channels that are not currently in use, no sound will be heard from these channels until the audio is turned off and on again. For example, if you have a dac~ object with arguments 1 2 3 4 and signals are only connected to the two leftmost inlets (for channels 1 and 2), the message will not immediately route the leftmost audio signal to logical channel 3, because it is not currently in use. A method to get around this is to connect a sig~ to each channel of a dac~ you plan on using for a message. At this point, you might as well use a matrix~ or selector~ object to do something similar before the audio signal reaches the dac~.
|adc~||Audio input and on/off|
|adstatus||Report and control audio driver settings|
|ezadc~||Audio input and on/off button|
|ezdac~||Audio output and on/off button|
|MSP: Audio Input and Output||MSP: Audio Input and Output|
|MSP Basics Tutorial 1: Test Tone||MSP Basics Tutorial 1: Test Tone|