[PD] Recreating sampled sound with variations

Andrew Faraday jbturgid at hotmail.com
Sun Jun 6 22:58:48 CEST 2010

Hey there
You've got me thinking... and I've come up with this patch (attached) to do something similar. Hope it helps.
Please note, you need the file abstrac.pd for this to work.
From: jbturgid at hotmail.com
To: joeyma at gmail.com; pd-list at iem.at
Date: Sun, 6 Jun 2010 09:36:53 +0100
Subject: Re: [PD] Recreating sampled sound with variations

Firstly, I'd use an abstraction, see if you can give it arguments to control playback speed. (either relative into a [phasor~], with a timed pitch envelope or absolute via a list), and either a global sent telling all of this abstraction to start or some form of random distribution at high speed triggering a clap each time. 
Remember: most sends (such as [s foobar]) will be received by any open patch.$0 sends (say [s $0-foobar]) will only work within a single abstraction, this helps if you have multiple examples of the same abstraction open and wish to use sends inside them. 
As for someone having done it before... They probably have, but it's always more satisfying to make your own patch, also it usually turns out unique to you. That's one of the great things about PD, sound and vision of your very own.

Date: Sat, 5 Jun 2010 22:24:11 -0700
From: joeyma at gmail.com
To: pd-list at iem.at
Subject: [PD] Recreating sampled sound with variations

I would like to use a number box, or a similar control, to control the number of playback. For example, I would like to increase the number of times that a sample is being played, with separate control over the sampled sound, such as to produce a crowd of applause with a single sampled clapping sound. 

I've thought about objects such as route~, sel~, send & receive, qlist, using sub-patches or abstractions, but I still can't quite figure out the signal flow and a nice way to create a patch that reaches my objective. I understand that I want some control over the pitch, "playback speed" or chunk size, but I'm quite lost as to how I can lay down the foundation (elements) of the patch and a way to control this type of multi-voice situation. 

I also have a feeling someone must have done it already... but I can't seem to find it! Any help is much appreciated. 		 	   		  
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