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pfsm External pfsm is an implementation of a Finite State Machine, with probabilistic transitions.
pfsm is an implementation of a Finite State Machine, with probabilistic transitions. Hence, Probabilistic Finite State Machine, or PFSM. It processes a sequence of messages against a state file, generating output as guided by the state transitions triggered by the input.
pipe External Delay line for numerical values
Pipe is a delay line for integers. Unlike 'delay' it can remember many values at once, putting them out at the appropriate times. With no arguments, pipe delays a single integer. More than one argument allows you to delay multiple integers by the same amount, with the rightmost outlet firing first. The delays are triggered by an integer in the leftmost inlet. Pipe can delay floating point numbers when floating point arguments are typed in.
replace Abstraction Replaces an element of a list
Replaces an element of a list with a replacement list/element in the position sent to the rightmost inlet . When the position number (= index) is bigger than the list size, the replacement will substitute the last element of the list. A bang or a list sent to the leftmost inlet triggers the output.
rh.palipan Abstraction This abstraction allows you to display two integer values between 11 and 99 as a palindrome. rh.palipan is useful for randomizing panning or any other parameters where two 'related' but separate integers are required.
Input
Left inlet bang triggers the random selection and and output.
The middle inlet turns on a metronome for timed random output.
The right inlet sets the metronome speed in milliseconds.

Arguments

The first argument (int) sets the metronome speed in milliseconds (optional).

Output

Left outlet is an integer value between 11 and 99.
Middle outlet is an integer value which is the difference between the left and right integer values.
Right outlet is an integer value between 11 and 99.
sah~ External Sample-and-hold
Sample-and-hold. The sah~ object accepts two signals. The left signal is the "input" and the right signal is the "control." When the control makes a transition from being at or below a the trigger value to being above the trigger value, the input is sampled and its current value is output until another control transition occurs and the input is sampled again. The default threshold value is 0, but can be specified via a float in the left inlet or as an argument to sah~.
scope Patch a utillity patcher using msp`s scope~ object and joshua kit claytons peak~ object.
a utillity patcher using msp`s scope~ object and joshua kit claytons peak~ object. it has an auto-range feature which automatically adjusts Input Gain, Offset, and Trigger Level. This feature can also be triggerd manually by pressing the bang buttom while the auto mode is set to AutoOFF. scope ( and scope~ ...) works well with frequencies between 1 hz and ~ 500 Hz. Lower Frequencies take too long to update, while higher frequencies do not look like you`d expect... scope's audio input can be accessed by using \"send~ scope\" from any patcher.
sfplay~ External Soundfile playback
Soundfile playback. sfplay~ plays AIFF, SD II, NeXT/SUN(.au), WAVE, and Raw Data files of 1-8 tracks from disk. To play a file, you send sfplay~ the open message, then send it a 1 to start and a 0 to stop. open takes an argument to specify a filename in the search path. You can also create additional cues with the preload message. These can reference other files, all of which are simultaneously accessible. The open message sets the "current" file: the one that plays back from the beginning when 1 is sent and is used as the default for the preload message. sfplay~ can also connect to the cues defined in an sflist~ object. Since multiple sfplay~ objects can reference the same sflist~, this allows you to store a global list of cues. See the sflist~ help file for more details. (be sure to open the "new features" sub patch to find out about variable speed playback, looping, triggering cues with audio signals, and more)
sound:indexing Patch Analyses a soundfile
nalyses a soundfile (a song for example) by cutting it into little segments and storing the midi pitch of each segment. Later this can be used to play an arbitrary piece of music on a keyboard by triggering randomly one of those segments that have the required pitch. The technique is somehow similar to those of photographic mosaics.
St.amplePlay~ Abstraction Simplifies the creation of sample players.
Just feed it with the filename or full pathname of your sample, and a simple bang will trigger it. It does have an autoplay modus which will automatically trigger the sample after it has been loaded. The middle outlet is a signal going from 0. to 1. and the right outlet will bang when finished playing.
St.oggle Abstraction Anything in left will St.oggle output 1, anything in right will output 0.
If you give it 1 to 9 parameters, those will trigger numbers 1 to 9 like select from the third input.
stutter~ External stutter~ keeps a history of its signal input(left inle
stutter~ keeps a history of its signal input(left inlet). Upon recieving an int(left inlet), it copies that number of the most recently recieved samples to another playback buffer. This buffer may be cycled through by its phase, 0-1 (right inlet). on bang (left inlet) or a trigger signal (middle inlet), the last int number of samples are copied to the playback buffer.
tiCmd External Interface between the timeline and its action patchers
The tiCmd object receives messages from the timeline and passes them to a patcher which is serving as an action. It is analogous to an inlet object (but note that inlet objects do not work with the timeline). It takes the following arguments: first, a message selector which is a symbol that serves to identify the tiCmd object. The selector is followed by any number of arguments that to specify the expected types in the message. Each type specifier argument produces an outlet in the tiCmd object. If a type in the message contained in the timeline is different than what is specified in the tiCmd object, tiCmd tries to convert it. If it doesn't exist, there will be no output at the corresponding outlet. In addition, there are two outlets which send the message bang, the leftmost (triggered after the argument outlets have fired) and the rightmost (triggered when time passes the right edge of the message box in the timeline track).
tm.event Abstraction Used to trigger events based on cue number.
tm.usedcue Abstraction Used to change the color of a cue # to brown after it has been triggered.
tm.voice Abstraction Used to trigger voices based on cue number.
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