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rb.grossbouff: a Max object to transform and synthesize sound in non-realtime inside a buffer~

rb grossbouff

It started as a game to explore the possibilities of sound creation and transformation within a Max buffer~ with the help of Javascript code. Then I wanted to upgrade the JS code as a plain Max object to improve its efficiency. I started with the implementation of some fade-in and fade-out operations, letting the user choose among several time units (samples, millisecondes, percentage of the sound duration). Then I integrated a basic white noise generation algorithms. Later it evolved in several directions, with several flavours of distorsions, assymetrical normalizing, scaling, gating, etc. Afterwards I included additional algorithms to generate noise, including some with smoothing, two based on differential equations (chaos) and others made from integer sequences (such as the "Collatz" conjecture).

Non-realtime operations are certainly useful in a realtime environment like Max. Also, experimenting with push-button operations brings back the joy some readers might know if they played with sound software when it was all but realtime. Indeed, in the beginning of the 1990s, most work on sound with computers was still done in non-realtime. Plug-ins like VSTs were just in their infancy. The user selected an operation in a menu, possibly set a few values and then waited, sometimes for quite a long time. But there was a large part of surprise and the pleasure to have a whole new sound just by pushing on a button.

Now you can have access to non-realtime operations on Max buffers too. However it's generally much faster than in the nineties!

rb.grossbouff~ is only for Windows-64 systems (I switched from MacOS to Windows a few years ago - without regret - but if someone wants to compile the C source on a Mac, I'd be happy to share it).


Download rb.grossbouff for Windows-64 Max (with helpfile).


Mots-clés: Max/MSP/Jitter, noise, non-realtime

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