Max Fundamentals: Juan P Bello

Download as pdf or txt
Download as pdf or txt
You are on page 1of 31
At a glance
Powered by AI
Some of the key takeaways are that Max is a graphical programming language intended for real-time computer music applications. It provides an interactive programming environment with extensive libraries and allows the creation of standalone applications through its object-oriented approach.

Max is a high-level graphic programming language that provides an interactive programming environment with extensive libraries. It automatically generates code from graphical configurations and allows rapid prototyping. Max is specifically intended for real-time computer music applications and can be expanded through external objects written in other languages.

Max was first developed in the mid-1980s by Miller Puckette at IRCAM. It was originally commercialized by Opcode Systems in 1990. It has since been further developed and commercialized by Cycling '74.

Max Fundamentals

Juan P Bello
Max
• Max is a high-level graphic programming language, written in C
• It provides an interactive programming environment with
extensive libraries of pre-compiled and pre-tested algorithms
• It automatically generates code from graphical configurations
• The programmer can be oblivious to the details of writing code
• That allows rapid prototyping by (non)programmers
• On the other side it makes the language less flexible, and usually
performance is slower.
• Max is specifically intended for real-time computer music
applications
• It allows the creation of standalone applications
• It can be expanded by including so-called external objects written
in C and Java
A brief history
• First developed on the mid 80s by Miller Puckette, then at IRCAM
• The name Max honors Max V. Matthews

• Originally commercialized by Opcode Systems in 1990


• In the mid 90s, Dave Zicarelli (then at Opcode) started adding DSP
functionalities into Max to match those in the new PD software created by
Puckette (now at UCSD). That resulted in Max/MSP
• From 1999 onwards Max has been commercialized by Zicarelli’s own
company Cycling’74
• In 2003 a major new release, Jitter, empowered Max with matrix
processing, real-time video processing and 3D capabilities.
• It is the most widely-used tool for interactive music systems.
Object-oriented programming
• Allow programmers to build digital systems as collections of
interacting objects, each with a specific function (see Pope, 1991)

• Basically akin to the process of analysis: break down a whole into


its constituent (functional) parts

• Objects communicate with each other through messages


containing data or orders

• Popular programming languages (C for example) now feature


extensive object-oriented capabilities

• Max shares many of the attributes of fully-develop object-oriented


languages: modularity, nesting, reusability of objects.
Objects in MAX
• Objects are algorithms that execute an action
• Max programs are modular, composed of a number of these objects, each
executing an action that contributes towards the overall desired musical
result
• Three types of objects:
• Standard: Existing objects that come with Max’s library
• Custom: User-created objects that result from the combination of
standard ones
• External: new objects programmed in C and Java
• Objects can receive messages from: computer peripherals, MIDI devices
and other MAX objects
• Each object has a number of parameters that regulate its behavior.
• They are often variables that change during execution time. If not
specified they might default to a “logical value”.
• Some parameters can be typed directly into an object box as arguments
(e.g. when they are not expected to change or as initial values)
• Incoming data overrides arguments.
Objects in MAX
• Data transmission between objects is achieved by graphically
wiring them
• We create these wires by dragging the buttoned-down mouse
between the outlets and inlets of different objects.
• Because of the wiring process, the resulting programs are known
as patches
• Patches can be modified in Edit mode
• To access Edit mode, we can: ctrl-click (or -click) on the patch
window, or key ctrl-E (or -E).
• In Edit mode we can access the object Inspector (Get Info) and
see/modify the object properties.
• You can also create your own objects
• Order of execution:Top to bottom, right to left; nothing (usually)
happens until data arrives at the leftmost inlet (trigger); the
buddy object forcefully synchronizes inputs.
Messages in Max
• Max communicates through information messages which are
passed on between objects

• Max understands four main types of messages:


• Bangs: A special type of message that means “Do it”
• Numbers: numbers in Max can be integers (int) or decimal
numbers (float) and can be expressed in a variety of formats
(decimal, hex, MIDI number, note)
• Words: or symbols, can be used as control data, i.e. to send
orders to objects (e.g. read, stop, set)
• Lists: Consists of a group of space-separated numbers or
symbols.
Messages: Bangs
• The bang message triggers the object’s action (Tutorial 7)
Messages: Numbers
Get Info
Messages: Numbers
• Sliders are number boxes with a UI designed for on-screen control

• They also allow for changes on range, resolution and offset


Messages: Numbers

• Other types of sliders with different


outlooks and configurations
• (see Tutorial 14)
Messages: Words and lists
The message box Lists and commas

Sending and receiving


Messages: Words and lists

Changeable arguments
using $ signs
Set but not trigger

Append and
Prepend

Semi-colon
and directed
messages
Common objects: Operators
• Arithmetic operators

• Operations can be float if specified by the argument


• A List on the left inlet can specify all arguments
• Relational operators
Common objects: Comparisons
• Other objects for comparison include
• Logical operands: and (&&), or (||)
• select: which identifies specific values on a data stream
• Change: which identifies change (filters out repetitions)
• Split: bandpass filter where arguments specify range
• Speedlim: limits the speed of passing through
Common objects: Gates/switches

Toggle Ggate Gate

Gswitch Switch Route


Common objects: Timers

Metro Clocker Counter

Line Tempo
Common objects: Delays/Random
• Other objects include delays:

• Random number generators


Max and MIDI
• First, we need to
define instrument
and channel naming
conventions

• Max has objects


that retrieve specific
message types from
the MIDI data
stream

• Tutorial 12
Max and MIDI
• Notes are characterized by notein as [pitch,velocity] pairs
• Note off messages are thus represented using velocity 0
• If notein data is used to control further processes in the Max patch,
then those 0 values can be very disrupting
• Stripnote, makenote and flush offer solutions to this
• xnotein and xnoteout can handle note off velocities
Max and MIDI
• Other objects include: bendin, bendout, ctlin, ctlout, pgmin,
pgmout, (and for more precision) xbendin, xbendout

• This data can be re-assigned to other controls (Tutorial 16)


• Ctl objects can also send/receive channel mode messages
Max and MIDI
• Max is also able to handle raw MIDI data using midiin and midiout
• Midiin can be used in conjunction with midiparse, which
decomposes the data into specific messages

• In the opposing end, midiformat recombines these messages for


transmission through midiout
Max and MIDI
• Incoming SysEx messages are handled by sysexin
• However, outgoing SysEx messages need to be properly
formatted by the user before being sent through midiout.
• Sxformat helps the user in this task
• The prefix ‘0x’ identifies a number as hex.
• The message /is $i1/ handles changeable inputs
Max and MIDI
• An example: changing the parameters of an E-mu Proteus
• To change a parameter on the Proteus, we indicate the parameter
number in two bytes (there is a list in the manual) followed by the
parameter value in two bytes. Such that the message is:
• F0 18 04 00 03 [LS par#] [MS par#] [LS val] [MS val] F7

MIDI Implementation chart


Storing data
• The basic objects for data storage are int and float. Both work on
the same way:

• Accum is similar but has


extra functionalities for
adding and multiplying to
the incoming number

• See Tutorial 21
Storing data
• However it is much more powerful to be able to store and index
arrays of data
• Functions like funbuff and table (Tutorial 32) can do this
Storing data
• The most versatile data structure in Max is coll (collection).
• It can store anything, indexed by any number or word

• Another useful data structures include Menu and Preset.


• Preset is able to store and recall the settings of other objects in
the window
• See tutorial 37
Sequencing
• Max uses several objects (seq, follow, mtr and detonate) for
recording and playback of MIDI sequences

• Seq can record and playback a sequence, and navigate through


the events of that sequence (using next, prev, etc)
• Follow is effectively a score-follower, able to follow a live
rendering of the sequence that it stores (an even tollerate some
mismatch)
Sequencing
• Mtr goes even further by letting you record and playback a multi-
track MIDI sequence (see tutorial 36)

• (Timeline is the all powerful Max sequencer, not limited to MIDI,


but able to record and playback all sorts of complex Max
messages - see Tutorial 41 for more info)
C Language expressions
• Max is written in C, thus it provides objects that interface with
certain basic C functionalities
• This is an extremely powerful feature of Max as it allows us to
summarize very complex operations in only one object
• One such object is expr, whose argument can contain a C-like
mathematical expression (Tutorial 38)

• Another example is the IF/THEN/ELSE statement:


References
• Cycling’74 page: http://www.cycling74.com/

• Max documentation:
http://www.cycling74.com/twiki/bin/view/ProductDocumentation/
WebHome#Max_MSP_4_6

• Downloads: http://www.cycling74.com/downloads

• Max in Wikipedia: http://en.wikipedia.org/wiki/Max/MSP

• Winkler, T. Composing Interactive Music: Techniques and Ideas


using Max. MIT Press (1999)

• Pope, S.T. (Ed). The Well-Tempered Object: Musical Applications


of Object-Oriented Technology. MIT Press (1991)

You might also like