Week 1 - Class 1

The first two weeks are class are getting a chance to reacquaint ourselves with Max - and introduce ourselves to the latest version of Max: Max 7.


There are lots of changes between Max 6 and Max 7, and most of them are apparent in the user interface. Max 7 returns to the toolbar-oriented UI that goes back to Max 4, but the interface is much more robust - and discoverable. The UI is broken into four toolbars:

In class I will go through all the options, but realize that the most important part of the user interface actually looks a little underwhelming - until you use it. The search entry, which is the launch point into the "Omnibrowser" (a code name for the documentation browser), which is a fount of knowledge for the curious Max user.


In-class Activities:

Homework Project due on Wednesday, January 14:


Week 1 - Class 2

In order to feel more comfortable with Max (and within the context of Max 7), we are going to review some of the basic concepts of Max, and review some of the most important objects in each of the media domains that you should understand (events, audio and video - along with some basic OpenGL).


Max (events) Review

The basics of the core Max product remains the same as it was in 1988 - it is about the generation of events, response to the events, and the creation of a user interface that interacts with events. Some of the most important objects in the Max event model are:

Obviously, there are many other objects that are necessary in using Max, but the above list can handle many of the tasks that you will have to perform within Max. Also, if you need 'extended' behavior, you will often find more capable objects in the 'See Also' part of the object help files.

MSP (audio) Review

Unlike events (which only show up when needed), audio is a constant, unceasing flow of data through any connected objects. This is one of the reasons that we have a different kind of patchcord for audio routing, and a different kind of object (which normally end with a tilde - '~') to handle the data. Important objects in the audio domain include:

Again, there are many other interesting objects. but these will get you moving in the right direction with many audio functions. The retune~ object, new for Max 7, is especially adept at working with both changing and detecting the pitch of a note/tone.

Jitter (video) Review

Video streams are a little different than audio - they are 'frames' of data that are relatively occasional in their generation (generally around 30 frames per second, vs. 44,100 audio samples per second). However, they are very dense data structures, so their patchcords are, again, different in appearance. Also, most video objects begin with a 'jit.' prefix.

Important video objects include:

These objects just probe the very beginnings of Jitter video manipulation, but you can use the Jitter Overview patch, available from the help browser, to get a feel for a lot of the video manipulation tools.

More Jitter (OpenGL)

The VP I class should also have given you a basic introduction to OpenGL. This is a 3D environment that we will be exploring to much greater detail in this class. However, you should be aware of the following OpenGL-based objects:

Using these few objects, you can do a lot of 3D manipulation; but we will soon be learning more about meshes, animations, physics and more!


In-class Activities:


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Last update: 01/06/2015