MaxMSP Vibrato Patch

Here is an example of a simple Vibrato Patch in MaxMSP, I was going through some of my really old work, and found this little patch. I thought maybe it would be useful for anyone starting out with MaxMSP. It uses the ‘sfplay~’ object to open and play a sound file, and creates a delay unit using the ‘tapin~’ and ‘tapout~’ objects. The user can control the rate and depth of the vibrato effect.

MaxMSP Vibrato Patch

If you are interested in playing around with the patch, download vibrato patch here.

This patch was used as an algorithmic model for the C++ Vibrato Plugin, which you can also download from my site.

Author: Sam

iOS Developer & blogger

5 thoughts on “MaxMSP Vibrato Patch”

  1. Hey dude,

    Would you mind explaining what the objects in the ‘vibrato settings’ actually do? Just trying to get my head around how it works. I’m very new to Max MSP and i’m creating my own patch from scratch for a module at university.

    Thanks man

    1. I’m pretty sure this guy is trying to impress people with overcomplicated patches and superfluous word use. Look at some of his apps and read his descriptions. He just lists a bunch of technologies and uses tons of synonyms.

      1. Thanks for your comment, I’m not sure what is overcomplicated about this patch but if you let me know what you’re having problems with i’d be happy to explain it further. As for ‘trying to impress people’, this website is somewhat of a portfolio of my work so I guess yes i’m guilty of trying to impress people. Listing technologies and acronyms (which is what I believe you mean when you say synonym?) is relatively important to anyone wanting to assess my level of technical experience.

        Edit: I just noticed this was a reply to a comment I never replied to! Apologies about that, i’ll give you a full explanation of the patch later this evening!

    2. Hi Sam,

      Sorry it’s such a late reply, clearly I missed your comment at the time, but @Ab12 was kind enough to point out my lack of a reply, so i’ll do my best to explain incase the information is useful for anyone else.

      In this patch we’re creating a vibrato effect, by creating a ‘buffer’ if you like of the original audio input (This is the tapin tapout objects) All the objects within the vibrato settings are essentially creating a sine wave, which we use to adjust the position of the cursor, or the play speed, within the buffer… The basic essence being faster playback is higher pitch, slower is lower.

      The rate and depth inputs allow you to vary the characteristics of the sine wave, if you think of it as a sine wave then rate is simply frequency, and depth is amplitude. By plugging the frequency into a cycle object, this creates our sine wave, multiplying the output of that by our depth sets the amplitude.

      What we need to do next is slightly confusing, but when we use the cycle object, it’ll create us a sine wave, but the multiplication process we use will mean the wave is always positive (it has troughs, but they will always be above the mean amplitude line) so we multiply it by a factor (in this case 20), and then add the factor back onto it, so the sine wave becomes centered around the mean amplitude. Basically, if we didn’t do this, the sine wave would not be suitable for use to modify the speed of our playback cursor as it would go from ‘fast to faster to fast to faster’, rather than from ‘slow to normal to fast to normal to slow’.

      I know this is probably too late to be of any use to you, but hope it helps anyone coming along later on like @Ab12. I should probably note, this probably isn’t the ideal way to implement a vibrato, i simply created it as part of a learning task.


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