This is great stuff for a first lesson! Just followed this tutorial along with my own patch and it worked out brilliantly! Thanks for sharing your knowledge 🙏🏼
I was stuck for quite awhile but I finally figured it out. My kick would be continuously sending out unaudible audio in a really low frequency. I finally realized that it's because of the function object and it has something to do with the circles being dilated or not dilated. Could you elaborate on what the difference is between the two so I could get a better understanding? Thank you for your tutorial :')
hi, great lesson, thank you. im wondering if i dont use the phasor, instead put the t 0. straight to the right in on the cycle, should do the trick? thank in advance
Hi, the link seems to not work now, is there a new link that works to get the patch (I tried to copy the steps, but it's not quite happening!) - thanks
Hi bro! i tried to create this patch but i can't do something because i don't know how to trigger the midi signal, i tried with object "button"; "trigger"; random" even the midi keyboard but nothing happened :( how can i resolve ?
If you want to trigger with your MIDI keyboard, go to "Options > Midi setup" and make sure your keyboard is connected. Then, make a "notein" object > send pitch and velocity to "stripnote" (so you won't trigger when you release a key) and then if you want a specific note, sen it to a "sel [num]" object and specify the index number of the note. You can also use your computer keyboard to trigger a bang. Use the object "key" and send it to "sel" and specify the index of the key (for example, in mac spacebar is 32) Hope that helps.
@@Ckers95 The entire patch is encased in an object called "bpatcher" - this object allows you to embed other patches even in their presentation mode. Which makes a very handy way to put a lot of patches in one master patch.
Thanks for the tutorial. I'm wondering about when you added the phasor and you removed the float input for the cycle object. Ideally, that needed to remain to maintain the starting pitch for manipulation? The cycle object just remembered the float when you removed which is why this still worked out the same? Also regarding the phasor and how it resets the phase of the cycle sine; why is it set to 60 in particular. I understand the phasors role in syncing the oscillator but I'd like to understand why set it to 60. Is it in relation to something else or is it an arbitrary number? Thanks! One thing I changed was instead of multiplying the output of the pitch function, I sent an increased range message directly to the function object itself. Keeps it simpler . :)
Thank you :) Since phasor~ is outputting a MSP (realtime) signal it's constantly driving the cycle~ object with the number of cycles you're setting in the phasor~. cycle~ is a actually just lookup table (that has a function to drive it self like an oscillator) in fact, If you fill a buffer and write the buffer's name in the cycle~ object, it will play the buffer (as oppose to the default sine wave). What the cycle~ object doesn't have, is a function to reset the phase, so you're using phasor~ to both drive the cycle and control the phase location. About the 60Hz, that was arbitrary and just felt good when I made this video, I guess the combination of your pitch envelope settings and your oscillator pitch will make you choose a number that sounds good to you. In this video I've used the function~ object to be more clear, but sure, if you don't need the UI of the function~ object. writing a massage (you can also write a dynamic massage that accept numbers from float boxes) is more elegant. (you'll see me doing it in different videos)
@@Tune4media Ah that's interesting about the cycle object being a look up table. I haven't had any luck trying that out with a test patch to understand it but I'll keep trying. The role of the phasor in relation to driving the cycle object makes total sense now though and worked perfectly in a test patch. Yay! I need to delve into much more as a timing device as opposed to the metro object. And yep, did the dynamic message too :) (I'm guessing the same way). I'll check out your other vids. Cheers!
Thank you! Well, it depends. Generally I'll think of putting a filter at the end of the chain (right before the master volume) But when you're having a complex sound (like a sinewave combined with some high frequency noise) it can be a bit more experimental, like maybe you can try put a biquad filter before the noise, to "pump-up" the sinewave without affecting the sound of the noise. Personally I think that if you're not sure about the order of your DSP chain, experimentation is always good practice. But again, generally I'll most likely to put a filter at the very end of the chain, just before my master volume.
@@Tune4media nice thats great thanks, also im making a similar thing for a uni project and i was wondering how to connect the drum synth to the sequencer? thanks for your advice. Rob
Rob T4ylor if your drum synth accepts MIDI (and pretty much most of them do) it’s just a meter of hooking up the synth to your computer, all you have to do is to know/set which midi notes are triggering the sounds in your synth. (If you’re not sure, you can make a quick midi monitor in max) then, any midi sequencer that you’ll create will work.
Ah sorry I may not have been clear. I’ve done a similar thing to you where I have made separate patches of a snare kick etc. And wanted to connect them to the sequencer
This is great stuff for a first lesson! Just followed this tutorial along with my own patch and it worked out brilliantly! Thanks for sharing your knowledge 🙏🏼
Nice and helpful Video! Could you fix the Link to the patch again?
Thank you! sorry, the link is bo longer available but you can still find my patchers when you search for tune4media in gumroad
You are great man!! And you'll grow big for sure!! Thanks a lot for these!! Take care!!
Thank you very much!
How do you get rid of clicks when playing a new kick while the previous is still playing?
Thanks for this. Followed along and it sounds great. Wanted to copy your neat encapsulation but struggling to map the dials to the function object.
a drum kick resonates like a plate. only some modes are allowed and its armonics.not a white noise
I was stuck for quite awhile but I finally figured it out. My kick would be continuously sending out unaudible audio in a really low frequency. I finally realized that it's because of the function object and it has something to do with the circles being dilated or not dilated. Could you elaborate on what the difference is between the two so I could get a better understanding?
Thank you for your tutorial :')
check out the 'sustain' page of the help file for the function object
hi, great lesson, thank you. im wondering if i dont use the phasor, instead put the t 0. straight to the right in on the cycle, should do the trick? thank in advance
Hi, the link seems to not work now, is there a new link that works to get the patch (I tried to copy the steps, but it's not quite happening!) - thanks
I copied all the instructions but I'm not getting any sound, what's going wrong? How are you triggering the kick?
I'm triggering the kick with a midi pad, but If you want to trigger it from within Max, you can simply replace this with a 'bang'
Hi bro! i tried to create this patch but i can't do something because i don't know how to trigger the midi signal, i tried with object "button"; "trigger"; random" even the midi keyboard but nothing happened :( how can i resolve ?
Other question, how can i show all this patch like i see at 0:14
If you want to trigger with your MIDI keyboard, go to "Options > Midi setup" and make sure your keyboard is connected. Then, make a "notein" object > send pitch and velocity to "stripnote" (so you won't trigger when you release a key) and then if you want a specific note, sen it to a "sel [num]" object and specify the index number of the note.
You can also use your computer keyboard to trigger a bang. Use the object "key" and send it to "sel" and specify the index of the key (for example, in mac spacebar is 32)
Hope that helps.
@@Ckers95 The entire patch is encased in an object called "bpatcher" - this object allows you to embed other patches even in their presentation mode. Which makes a very handy way to put a lot of patches in one master patch.
great video!
Thanks for the tutorial. I'm wondering about when you added the phasor and you removed the float input for the cycle object. Ideally, that needed to remain to maintain the starting pitch for manipulation? The cycle object just remembered the float when you removed which is why this still worked out the same?
Also regarding the phasor and how it resets the phase of the cycle sine; why is it set to 60 in particular. I understand the phasors role in syncing the oscillator but I'd like to understand why set it to 60. Is it in relation to something else or is it an arbitrary number? Thanks!
One thing I changed was instead of multiplying the output of the pitch function, I sent an increased range message directly to the function object itself. Keeps it simpler . :)
Thank you :)
Since phasor~ is outputting a MSP (realtime) signal it's constantly driving the cycle~ object with the number of cycles you're setting in the phasor~. cycle~ is a actually just lookup table (that has a function to drive it self like an oscillator) in fact, If you fill a buffer and write the buffer's name in the cycle~ object, it will play the buffer (as oppose to the default sine wave). What the cycle~ object doesn't have, is a function to reset the phase, so you're using phasor~ to both drive the cycle and control the phase location.
About the 60Hz, that was arbitrary and just felt good when I made this video, I guess the combination of your pitch envelope settings and your oscillator pitch will make you choose a number that sounds good to you.
In this video I've used the function~ object to be more clear, but sure, if you don't need the UI of the function~ object. writing a massage (you can also write a dynamic massage that accept numbers from float boxes) is more elegant. (you'll see me doing it in different videos)
@@Tune4media Ah that's interesting about the cycle object being a look up table. I haven't had any luck trying that out with a test patch to understand it but I'll keep trying. The role of the phasor in relation to driving the cycle object makes total sense now though and worked perfectly in a test patch. Yay! I need to delve into much more as a timing device as opposed to the metro object. And yep, did the dynamic message too :) (I'm guessing the same way). I'll check out your other vids. Cheers!
Link doesn't work
Thank you for pointing this out!
I've fixed it
great video. How would you go about putting in a filter? like the "filtergraph" where abouts in the chain would this go?
Thank you!
Well, it depends. Generally I'll think of putting a filter at the end of the chain (right before the master volume) But when you're having a complex sound (like a sinewave combined with some high frequency noise) it can be a bit more experimental, like maybe you can try put a biquad filter before the noise, to "pump-up" the sinewave without affecting the sound of the noise. Personally I think that if you're not sure about the order of your DSP chain, experimentation is always good practice. But again, generally I'll most likely to put a filter at the very end of the chain, just before my master volume.
@@Tune4media nice thats great thanks, also im making a similar thing for a uni project and i was wondering how to connect the drum synth to the sequencer? thanks for your advice.
Rob
Rob T4ylor if your drum synth accepts MIDI (and pretty much most of them do) it’s just a meter of hooking up the synth to your computer, all you have to do is to know/set which midi notes are triggering the sounds in your synth. (If you’re not sure, you can make a quick midi monitor in max) then, any midi sequencer that you’ll create will work.
Ah sorry I may not have been clear. I’ve done a similar thing to you where I have made separate patches of a snare kick etc. And wanted to connect them to the sequencer
Like with your auto beat composer. I wanted to know how you put each drum synth ontop each channel?