Transcripts
1. Introduction: Hey, everyone, welcome to
Ableton Live 12 Part seven. The final the final countdown. Last one in this Giant
series, in this class, we're going to focus
exclusively on Max four Live. This is one of my
favorite things. I've said this 100 times before. I love talking about Max for
Live. I love teaching it. So we're going to start by
learning about what Max is, what you can do with Max, about the Max community, and we're going to learn how to find things that people have already made that you can
use and modify for free. Then we're going
to get into how to build stuff with
Max. How Max works. Max is basically a
programming language that's designed for audio
and Mi applications. And you can build your own apps, you can build your own plug ins, you can build your own tools. We'll get into learning the language, learning
how it works. We're going to build some fun kind AI type random
midi generators that end up sounding like
really weirdly beautiful, and I'll give you those patches that we make along the way. And then we're going to
close by building one of my super favorite little effects
that no one knows about. It's just my little
secret weapon. So we're going to build that in this class. It's going
to be super fun. Again, I'll give you that
project to make as well. Max for Live is a giant topic. So in this class, we're
really just going to scratch on the surface of it, but I promise you, by
the end of this class, you'll understand
how to learn Max, which means I'm
going to give you all the tools to
understand how to do some fun things in Max and pick up where we leave
off on your own. So It's core. Max is, I like to think of it as a programming language for people who are not
very good at programming. That's probably really
insulting to a lot of people. Okay. Up next, the radio head
patch or more accurately, the radio head patch is. So Johnny Greenwood, the
guitarist of radio head, and some would argue kind of one of the masterminds
behind radio head. Totally random.
We're just letting the computer randomly
make music for us here. Hey, listen to this all day.
2. The Different Versions of Max: Okay. So over the years, Max has existed in a bunch of
different versions, but let's talk about
where we are right now. So where we are right now is really two main versions of Max. There is Max, MAX as its
own standalone thing. You can download Max as
its own environment, sort of programming language. And you can make stuff in it. And you can save those things as applications and you
can build stuff that, you know, you can
sell. It's great. So that's Max as its own thing. Then there's Max for Live, which is a version of Max
that exists within Live. When it comes to what it can do, what you can build, they
are functionally the same. In fact, you can get the full version to run within live if you
own the full version. Okay. But as far as I can tell, there's nothing limited in
the Max for Live version. There's a couple of things you can't do in the Max
for Live version, but not because it's limited, just because it doesn't
make sense to do them. Max for Live exists in live, and it doesn't like to reach
outside of live very well, whereas Max can do a little bit more across different
applications, I think. But functionally, what
you need to worry about, they're basically the
same, what you can do. The language, all the objects, all that stuff that we're
going to learn in this class. It's the same in
one or the other. Which, to me, says,
when in doubt, you should always be
working in the Max for live version because
it's going to be a lot easier to actually
make music with it, whatever you build. So two main versions
that exist now, which is funny
because there were so many different things like Max used to have
these big long names, and I'll walk you
through that in the little history thing
that I'm going to do, but now we're really down
to just two main versions.
3. Installing Max / What You Need: Okay. Okay, let's talk about installing Max
and what you need. So this is actually really easy. You can just go to cycling 70 four.com and
install Max that way, if you want, but
you don't need to. That would be for the
standalone version, which will also work
in Max for Live. That's one way to do it. The slightly more complicated
way. Here's the easier way. If you have Live suite, you probably already
have Max for Live. If you go to this button here, Max for Live, and you see a bunch of stuff, you
have Max for Live. We can double check by
going to our live settings. And go to files and folder, file and folder,
Max application. And then we've got
two options here, basically. Use bundled version. That's the version that
comes with live suite, or you can hit browse
here and point it to the full version if
you have a full version. Now, I'm going down to
the bundled version here, even though I do have
the full version, but I've kind of downgraded
myself so that you see the same thing that
you're going to see. So I'm assuming everyone here is using the bundled version. It comes with suite, And if you don't have suite, I believe you can go to the
live website and get it. Maybe even you can
get it here on PAC Here's Max for
Live essentials. You might be able to add it
on to intro or standard. I'm not really
sure. They kind of keep changing the rules
on that a little bit. But if you have suite,
it comes with it. And it'll already be installed. You can go to that settings to double check that you
have it installed, you should be able to use the bundled version. That's
what you want to do.
4. The "1 in 10" Rule: Okay, last thing on this preamble, and then
we'll get into it. I really just want
to say, what is Max. But before I do that,
I want to tell you one funny story about Max. Not really a story, but just a phenomenon
that I've found. I've been teaching
Max in college and online for probably
15 years now. And one thing that I see in every college class
that I teach Max in is there's this one
and ten rule that I see. And that is that if I have
a class of ten people, then nine of them are
going to hate Max. It's just not going to work well with their brain.
It's a weird thing. But then that one
person, that one in ten, Max is going to totally
change their life, and they're going to
just start making stuff and doing everything in
their life with Max. That was me when I was a
student, and that might be you. But if you're one of
those nine people, just hang on, learn what it is and what
you can do with it. Then if you decide not to
study it, that's fine. You can use Live and be awesome at Live and not know
how to use Max for Live. There's a whole bunch of the Ableton certified
trainer community. Whole bunch of those folks don't know how to use
Max hardly at all. And that's okay because
you can still be an expert live user
without knowing Max. But if you are an expert
live user and you know Max, you have superpowers. So keep that in mind. Okay. Here we go. Okay.
5. Max in a Nutshell: Okay. What is Max Max for Live. Max and Max for Live, I'm going to use
interchangeably here. So when I say Max, we're
talking about Max for Live. Let's take a look at its core, Max I like to think of it as a programming language for people who are not
very good at programming. That's probably really
insulting to a lot of people. I probably shouldn't
say it that way. But if you if you've looked at any programming
language before where you're writing lines of text. You're not going to
be doing any of that. Don't worry. So let me show
you what it looks like. Here I've loaded in this Max for Live patch onto
this midi track. This is called bouncy notes. What it's going to do is
I'm going to play a chord here and we're going
to see the notes, and I'm just going
to start bouncing and I can do fun
stuff with them. Okay. It's kind of neat, right? I've got all these different parameters I can
do and whatever. But the thing that
makes this one different is I've got different
than a normal effect. So I've got this little
button right here. I'm going to click on it, and now it's going to
launch Max for Live. This is going to
let me open this up and do some fun
stuff with it. Let's make this
window nice and big. Now I'm going to open
it up and just look at the raw code. All right. It doesn't look like
there's much here, cool, but there is
a lot more here. Each of these
little boxes can be opened up to more stuff. Here's some more
complicated stuff. But this is what the
code looks like for x. You've got boxes and
you're connecting boxes to other boxes. It's not unlike if you are a guitar player and
you use a bunch of effects, and you've got your guitar
plugs into your distortion, which plugs into your delay, which plugs into a volume pedal, maybe and then plugs
into your amp. It's not unlike that except
take that and make it times 1,000 because we've got a signal and then it's
running through this box, and then we connect
it to that box and that box and that box. So it's just connecting
a bunch of boxes. But they get quite complicated and can have different
things in them. Where did that one?
Let's go to here. Okay, so each little box, you can kind think of as
its own little program, and we can connect things together to make more
complicated things happen. So we can basically do anything as long as we can find an object that'll
help us do it. And object is the word for
each of these little boxes. Most of the little
boxes we're seeing. Okay. So sometimes people
will say things like, you know, can you launch
a rocket ship with Max? I would say, Yes,
actually, quite easily. If you give me a rocket ship and have a way to connect
it to a computer, I could launch it with Max. There are ways to
get crazy data, like the weather in Tokyo and, you know, have your
delay amount be the dew point of you
know, weather in Tokyo. That's an example I always
use, and it's quite doable. So you can really do
anything you can imagine. There's people always making more Max objects for
us to play with. There's a huge community. So there's always
more tools to get. I'll talk to you about that
community in just a minute, but that's what Max
does in a nutshell. That's what it's all about. With all of these little boxes, we can connect them and make our own effects and
synths and drum machines, sounds, whatever you want.
6. Learning Max: Okay. Before we go on
to the next section, I just want to say something
about learning Max. Max is huge, huge, huge. I told you before, I've been
using Max for over 15 years, and I am still learning new things
about Max all the time. Partly because it updates, and there are new things
you can do with it, but also partly just because
it's just too big to learn. And it's definitely
too big to learn in a four or five hour class
like we're doing here. So I have a method. What we're going to do is we're going to learn how
to learn Max, okay? So I'm going to show you how
to do some stuff in Max. Along the way, I'm
going to show you how to find out more things, how to dig deeper, okay? What that's going
to do is make it so that when you have
a project in mind, something you want to
build, I want you to know how to find the tools
that you need, okay? So everything we do is
from that perspective. I'm trying to not only show
you how to do something, but how to find out
how to do more. Now, I do have a whole bunch
of other max classes that go deeper than what
we're able to go into in this single class here. So check those out. There is a three
class max sequence. That I'm really quite proud of. I'm really happy
with how that turned out. So check that out. In this class, we're going
to go into the guts of Max. First, we're going
to talk about how to find Max projects get involved in the Max
Maker community. Okay. And then we'll go into how to do some programming and build
some of your own tools. But again, the goal is for
you to learn how to make stuff in a way that you understand how to
learn how to do more. Cool? I know it's
a weird concept, but just trust me on it. Okay, let's learn a bit
on the history of Max and then we'll get into what this interface
does and what it means.
7. A Brief History of Max: Okay. Let's talk about
a brief history of Max, where it comes from and the weird route it took to get here. Why? Why is this relevant to us? Because it's interesting, and I like talking about
it. So here we go. So there was this guy, his
name is Miller Pocket? No. There was this composer. His name is Philip Marie. No that's not a good
starting spot either. Let's start with ERC. So, C is well, first of all, before
I dive into this, let me just say that This is the story, as
I understand it. There may be an official
story somewhere. There may be people with
more direct experience, but this is everything I know. So there is this place called RCM IR CAM. It still exists. It is in Paris in
the Pompado Center, and it is a place where a lot of the technology related to
music production was birthed. It is basically a computer
music think tank. It's a government
funded institution. The acronym RCM stands
for something in French. I can't remember exactly, but basically Institute
for research in composition and electronic
music, something like that. So the way it worked in the early days and
I think it still does is that They would put together these
teams of three people. So there would be a composer and a programmer and an engineer. So they would bring in a composer and they would
say to the composer, what do you want to do
when your wildest dreams? What would you like
to be able to make? And the composer would say, I want flying toasters
that shoot lasers, and that triggers
a Glockenspiel, and it plays a melody. Whatever. So then the engineer and the programmer would
sit around and say, m, okay, how can we do this? And then they would
build the thing required to make that a reality. So at some point, composer, a French composer named Philip Mani comes
in and they say, what do you want
to be able to do? Many says something like I want the computer to be able to follow along
with the musician, not just have the
computer playback of file and have a musician play along to it like karaoke style, which is how everything was done at that point, that point. I probably should have said, this is around probably 1985 or six that this is happening. So very early days
of electronic music. So Man said, I don't want
the computer to just play some bleeps
and bloops and have a live musician play
along to that as a duet. I want the computer to
listen and respond. Adjust its tempo. So the programmer assigned to this task was a guy
named Miller Puckett. And the piece that Phillip Moni ended up writing
was a piece called Put which I have a very
crude score of here. Okay. So what Miller Puckett came up with was a
system where basically, he would write a
program where it would kind of count notes. It would listen for
notes and count them and trigger
different things to happen at different points. But he went one step further. Let's expand on a
max patch here. So we have Phillip Manner. And Miller Puckett. Okay. Both at ERC Okay. So Puckett says,
Well, this is cool, but I'm kind of
getting sick of, like, making something for every
composer that comes in here. So I'm going to make something
that's kind of modular, and I can adapt it to
do other things later. So that gives him the idea for a very crude version of
Max. What we have here. It's got all these
little programs that we can connect together
to do things, right? So he initially designed
it for Philip Mary, but it was designed to be
modular so that it could be used for a lot
of different ideas and a lot of different
pieces of music. Okay. So because Puckett
was working for ERCO, it was owned by ERCO, and it was released
to members of CO. You could become a member,
and I think you still can become a member of ERCO and get releases of some
of the projects that they're working on in a
thing called the ERCO Forum. So it was released to members
of the ERCO forum in 1989. And it really only did Mit
could it could count notes, I could send MIT messages, and therefore trigger
samples and things like that in other devices, but it couldn't do it
couldn't do effects. It couldn't do signal
processing, anything like that. It was really just Mt stuff. Okay. So then, also around 1989, a new player enters the picture. A company called Opcode. Well, Opcode was, I
believe a US company, and they were a software maker. They made an early DA, which I think was
called What was it? Studio logic or
something like that. So they had a. They eventually bought a license to Max so that they could sell it as
a commercial product. So they started selling
it and and working on it, updating it, making
it look better, giving it more functionality. And one of the engineers
who was hired to work on that was a guy named
David Zikerll. So he was an employee of Opcode tasked with developing
this product a little bit more to be a more sellable. So in the later 90s, at this point, Max is selling. It's not a huge money maker because it's very
specific and very niche. So opcode, Okay. Goes out of business. ACO goes out of business. Boop, I don't know why
I'm connecting those. Whatever. I'm connecting
these just for fun. ACO goes out of business,
but David Zico, being an entrepreneurial
dude buys Max from the going out of business
opcode and he starts a company called Cycling 74. I don't know why
it's called that. We could probably find out, but I don't know
why it's called. 1999, Zicarelli starts cycling 74 and their sole thing is
Max. That's all they do. Now, an interesting thing
that I skipped over that I want to jump back
to is at some point, Miller Puckett, said, you know, this Max thing that I wrote
for arcm it was cool, but I could do better. I could remake that whole
program in a better way. So he makes a new
program called PD. PD supposedly stands
for pure data. Some say it stands for public domain because this is free. It's a free version
of essentially Max. It still exists. It's out
there. You could get it. However, it doesn't
work in live, the same way that Max does, and it's significantly
harder to use. It's uglier. But if you want to experiment
with something free, Try it out. You can download it. So Miller Pocket
starts working on PD. Okay, back to Cycling 74. This was about 1996, I think. So Cycling 74 under Zeke
starts expanding, Max. And saying, Like the
Max product was cool, but let's add some stuff. Let's add the ability to
do signal processing. So they come up with this
thing called MSP to add to it. So now the product is called Max MSP. And it looks like this. Max plus MSP is Max MSP. Cool. MSP does
signal processing, and that means audio stuff. It can now do audio effects. It can listen to audio,
it can generate audio. Synthesis, all kinds of stuff. Now, what does MSP stand for? Well, the person who developed MSP was actually our old
friend Miller Puckett. He's the one who made this. Let's see if I can
make this ale. Okay. How about that? So Miller Puckett made
MSP for cycling 74. So supposedly, no one knows exactly for
sure what MSP stands for, but Puckett has said on
different occasions, one of three different things. Number one, and most likely
is Max signal processing. The signal processing
element to Max. Number two, the initials of its creator, Miller
Puckett, possible. And number three
and least likely, but I like it anyway is the airport code for his
hometown Minneapolis St. Paul, which happens to also be
where I am at the moment. Okay, so that was cool.
And then years go by. And eventually, the need to develop a set of video
tools for Max arises. And so we create they create cycling 74 creates
something called Jitter. So now the name of the
program is Max MSP Jitter, So Max MSP plus J. And I don't know who the
authors of Jitter are. I know one of them was a guy named Jeremy Bernstein,
doesn't matter. There's a lot of
people, probably. Now, prior to Jitter
Jitter was written, I think a little bit in
response to a third party, somebody else made a set of
video extensions for Max. And those were called NATO
I'm not making this up. Oops. These are pluses, 50 53d. NATO, as we commonly say it, was a set of video extensions, and these people the people
behind this were probably the first cyber
terrorists or if not, cyber bullies, for sure
that we all learned about. It was a very weird
time and very strange. I won't go into
full details here, but Google this and you'll find some really
fascinating stuff. So Jer kind of put
them out of business. So let's just leave that
floating by itself over there. Okay, so that leads us up
to about 20:15 when we suddenly get Ableton
entering the picture. Ableton Company is a
company that makes live, push a couple other products. And Ableton partners to
create Max for Live, a version of live
that runs within Max. Now live Max MSP plus Ableton equals Max
for Live. Basically. Let's give us a little
bit more space because we're almost done then that is so successful and
works so well that eventually, the Ableton Company
acquires cycling 74. And I think that was 2015. So now Ableton owns cycling 74. So let's take all of this and
this and put it down here. Cool. So Ableton is now
the owner of cycling 74. Cycling 74 still
kind of operates as its own company as
far as I can tell, but it is owned by
Ableton as of now. So the two main products, as I've already talked about are Max Five and Max MSP Jitter, which is more commonly
at this point, abbreviated to just Max. And that's the
standalone version and the Max for Live version. There are other things. There are a bunch of
other things that cycling 74 makes at this point. Most of them are add
ons or related to Max, but they have a couple of
special things that are not. And you should check those out. They're all really interesting, but we're going to focus on Max. That is the long
and strange history of how Max and Max
for Live came to be.
8. The Max User Community: Okay, so in this
section of the class, I want to talk about some
tools for finding max patches. And also, I'm going to go over kind of three
famous max patches. Okay. So the best place to find Max patches and just to learn more about Max
is the Max user community. Now, when I started using Max, and for a long time thereafter, Max was a real secretive thing. Like people didn't
talk about using Max because it was
their secret weapon. You would build a tool in Max that it was your tool and you were the only one
who had access to it. That was true for a long time, and it was actually, I think, a big problem for cycling 74 because it was like reverse
word of mouth, right? Like people were
keeping it secret. But two things happened that really opened
the door on that. One is that a PC version of Max came out
because prior to that, it had only been
for Mac computers. Once the PC version came out, you really started to see people start using it a lot
more and talk about using it. You saw big user
communities start to form. And that was really great. And then the second thing
is Max for Live came along, and that really
opened the door to where people were
sharing patches, creating forums, doing
all kinds of stuff. So the user community
is really quite big, and there's a lot of people, and they're often happy
to share things. You can go on the
cycling 74 website, and if you just go
to the forums here, there's tons of information, and there's tons
of patches here. Like if we look at something, here's somebody who's
working on something, and there's probably a
patch hidden in here. So here's a screenshot
and I'm working on a patch. Let's try this one. Here it is. This
person posted a patch. You can copy it, you
can download it and sometimes they post it as just those text things that you can just copy and then open. Sometimes if there's a
bunch of extra stuff, they just post a link and
then you download it. So cycling 74 Forums. It's a great place to
find all kinds of stuff. A really warm community of
people willing to help. So if you are working on something and you're
having a problem with it, post it here and say, I don't
know why this doesn't work. And people will chime in, and they'll be really helpful. It's really great, actually. So that's a good one.
But there's another one. There's another one that's
kind of the cream of the crop, especially when it comes
to Max for Live patches. So let's talk about
that in a new video.
9. Maxforlive.com: Okay, this little
unassuming site here is called is mafive.com. This site is huge. And it has tons
of stuff on here. Insane amount of patches. Some of them are for sale,
some of them are free. I'd probably say most of
them are free, probably. But let's look for
something. Let's say we want to do let's look for
an audio device. And here's just tons and
tons of audio devices, right? Like tape head. Here's a tape head
kind of simulates running something
through an old cassette. This is what the
creator of it said, I wish I could carry my tape
recorder on everywhere. I made this Max Fide
device to help this. Cool. Here's device details. Here's more description
and the download, right here. So we can go get it. Um, Once we go there, we may or may not
have to pay for it, if we do have to pay for it, it's probably a couple bucks and it'll go right
to this maker, I don't think Max for Live
takes any money or anything, but there are just an insane
amount of things here. Late C fixer FM two modulation. Next page. I mean, it
goes on and on and on. Tools for everything
you can imagine. If you just typed in, I want
something that does Pads. I don't know. Here's
1 million things that come up, right? Like at that crazy huge thing. So, I mean, it goes
on and on and on. So check out Mcfive that's like a number one resource for you
to find all kinds of stuff.
10. "Famous" Max Patches: Okay. Next, I want to talk about a few famous Max patches. I want to put famous
in quotes here because we're talking about
kind of a small community. But this kind of goes
back to that thing I was just talking about
about people using Max in secrecy for a long time. Not so much anymore. I think
people that use it now, especially in pop
music are pretty proud that they use
it because it shows a level of nerdiness
that many bands can't get to But people were really
secretive about patches, and that's especially true, we're going to look at the
Otecer patch in a minute, which is impossible to use. But it's available. And the story is that
it's available because somebody stole it off somebody else's hard drive
or something like that. It's really strange. Um, The first one we'll look at is
actually included within Max. It's just something
that a lot of people have used and it has
become very famous. The second one, the
radio head patch. We don't actually
even have the patch. We know what it sounds
like, and we have some images of it
from stage shots. And some people have made
some kind of mockups and I'll show you one of
those when we get there. But anyway, so these are kind of famous patches that people talk
about all the time. And I just thought
I'd show you how to track them down and make some sound with them
to the extent that we can. Because when people make
patches for themselves, they don't really document them. They don't say,
click here to start the patch because
they just know. So when you get your hands
on one of these patches, sometimes you just
have to figure it out and it can be hard. Okay, let's do it. Let's start
with convolution workshop.
11. The Convolution Workshop Patch: Okay. Okay, so this first
one, convolution workshop. This is one that
introduces a lot of people to max how max works, and also what convolution is. So if you don't know
what convolution is, it's basically a math process in which we take attributes of two things and make
a new third thing. So it's like we can multiply
two numbers together. You can also convolve
two numbers together. Okay. So in the sound world, what that usually means is
we can take two sounds, convolve them together and
generate a new third sound. Okay. Usually that sound will
have some elements of both. For example, it might use
the rhythm of one sound and the tamber or pitch elements
of the other sound. Now, doing this in real time
is a relatively new thing. For a long time, we
could do convolution with programs like sound hack
and there's a few others. But it would do it
in non real time. You had to set it
up and then hit convolve and then it would
think for a couple hours, then you'd come back
and hear what you got. Okay. So this convolution
workshop patch taught us that you can do it in real
time in Max, which is wild. So let me show you this patch. First of all, how do
we find it? Okay. If you have a full
version of Max, you probably already have it. This is built into Max now. So in order to find it, I'm going to go to file, and then show file browser. That's going to open this thing, and then type in convolution
to the search window, and then you'll find it. I
have two versions of it. I have an old one and a new one. This is the new one
that's open now. But you can also just
search your hard drive, but this is faster for me. There we go, convolution
workshop M Patch. Okay. And here it is. So how
does this thing work? Let's look at the UI elements. So these little gray boxes will come to be a
little familiar to you. This is like a media player box. So source is the sound file. We can change that with these dropdowns
here, file in stick. Just try this first
using the default files. So let's leave it
as rainstick or we can drag a sound file
here. That's cool. So we can start that playing.
This volume right here. Okay, so this is cool. We're hearing a rainstick. Now we go over here.
Here's the drum loop. Now there's a drum loop
playing. We don't hear it yet. Let's not worry
about the code stuff here, not to worry
about any of that. But here, there's
a little comment. It says, Experiment with adjusting the balance
between the two sounds. So this is a slider
I can click on. So here it says noise. I can go over here, and it's
the drum loop. Noise, drum. Now, if I set this thing
right in the middle, it's going to be the two
sounds convolved together. So now it's using the
rhythm. There we go. It's using the rhythm
of the drum loop and the sounds of the rainstick.
Turn it up a little bit. And this is our output volume. I'm going to stop
this for a second. This little thing down here is an important thing that
when you see it in a patch, basically it's not going to have the start audio comment on it. You might just see
the si speaker icon. What that means is
that you're not going to hear any sound
until you click on it. Now sound is off for
this whole patch, and sometimes your
whole max version. We got to turn that on to
start audio when you see that. This is convolution
workshop. It's really neat. You can put some sounds in there and convolve
them together. Okay. Let's do something crazy and just switch
this to be my mic. Do Do do do do. It's working pretty well. It's the problem is that
you're hearing it everything. Maybe it's recording better. Anyway, enough of that.
Let's go on to the next one.
12. The Radiohead Patch: Up next, the radio head patch or more accurately the
radio head patch is. Johnny Greenwood, the
guitarist of Radiohead, and some would argue kind of one of the masterminds behind radio head is a big fan of Max. Particularly for
running his guitar through it and getting
glitch effects. That was the kind of most notable thing that he
would do with it live anyway. This article, king of gear com has this cool
article about it. Basically, you can
hear it really well on the songs go to sleep, airbag, two plus
two equals five, Ferrell and some others. Sometimes you samples
the whole band. So we don't actually
have the patch, but for these glitch effects, we can reconstruct it. Here is an early picture of one of the patches from
Johnny Greenwood's rig. Here's another one from onstage. Obviously, we can't rebuild
that just from that. Here's another one. This
looks like that same one from above, same
as the first one. So we can see you record. This is kind of a matrix module, lets you kind set inputs and outputs and make
a little matrix of events. These look like sine waves, a bunch of different dials. It looks like a relatively
simple drum machine patch. Something a little different
LopatFull band looper patch. So now he's sampling a
whole band in in real time. It's tricky. Yeah. So, we don't have access
to any of these patches. No one's leaked them
yet as far as I know. However, I found on
the cycling 74 forum, someone saying, Well, the glitcher patch is
kind of like this. So let's check that out. So I just copied
it from the text. I'm going to go to Max
file new clipboard. And this is what was made. So it looks like nothing,
but it's all over here. I just need to make
the window bigger. Okay. What have we got here?
This person says, audio on and gain up equals on. Okay. So audio on is
going to be here. First, we need to lock this
patcher because it is open. That means if I
click on something, I'm going to move it around. I don't want to do that.
When that happens, hit this little lock
icon down here. Now I'm actually using
the patch. Audio on Okay. Cool. And that says, gain up. That's going to be
down here. He says, gain. Turn it up. Bah This is my
guitar solo. Okay. Okay. That's maddening.
Let's turn that down. So basically what he's got here. It looks like he's
got an E Q that's just randomly moving around. And then he's got
something that's chopping up the
sound that's coming in in real time. Then
I've got a volume. He's also transposing it. Quite a bit. It looks
like Three octaves. By this envelope speed, that doesn't sound
like three octaves. So we're playing around
with the pitch quite a bit. And glitching it
out in some kind of stuttery way. That's annoying. It's cool, but it's annoying. Okay. So you can
find this patch. If you go to 70 four.com
forums Johnny Greenwood. You'll find it about halfway
down the page right there. Cool. Okay. Let's look at my favorite of these
most famous patches. Okay.
13. The Autechre Patch: Okay, the Ataker patch. Now, first of all,
what's on ate? Ataker is a band, sort of a group of two producers really super influential. I don't want to say Avant Garde, but it's a little out there,
a lot of their stuff. Their earlier
stuff, not so much. But it kind of
borders on the IDM. Maybe earlier stuff
had a little bit more of a technov but it's definitely more abstract than
your average pop producer. So they've been using Max
for a really long time and supposedly they put
out this patch. That is almost a complete album. I heard, although I can't find something that
verifies this that what this patch does is basically
generate music and they recorded a ton of it and then chopped it up, and
that was an album. I don't know if that's true, but they definitely
used a lot of it. So the story goes Patches
were stolen on a USB drive. I heard that it was
a computer tech. Like they hired a
computer tech to come to the studio and fix
some computer stuff. And when he was in
there, he was like, Oh, and grabbed this patch. Whatever it was, it's
out in the open now. It's been for a
long time. This is not a new patch.
This is quite old. Like even this post is 2008. So this was probably I don't
know, it's really old. But let's check it out. So we're going to click on
here to copy it. And then we're
going to go to Max. New from clipboard.
There we are. This thing is big and ugly
and it's even bigger. Cool. This is hard because
this tells us nothing. There's no information in here about how to
use this thing. We hear this ph thump going and modulating it somewhere because it
comes and goes a bit. We see two volume
controls down here. That's that this is probably
the other one. Yeah. Cool. We've got all kinds of
buttons all over the place. We could try clicking
those. We also have this. This is a UI element that's basically a bunch
of different sliders. We could turn
different things up. Cool. This is a pre set module. This means there's saved states of this patch built into here. Let's click on some of those. It doesn't appear to
be anything here. More sliders we can
play around with. Master volume. I got
a lot happening now. Okay. It just goes on and on. And
there's no way to well, there is a way to know
what things are doing, but you'd have to
unwind all this stuff. It would take forever.
It would take years to really figure out everything that's
happening here. So what I like about this patch is just
clicking and exploring. Now, I'm going to mute this
patch for a minute here. This patch does bring us up to an interesting thing that we
haven't talked about yet. In the first patch we looked at the convolution
workshop patch. I had to lock it in
order to use it. That was this button
way down here. Now, this one, if I lock it, nearly everything goes away. And what that means is that there's something called
presentation mode, which means we can hide
stuff when it's locked. So all the code is
just kind of hidden, and this is the only
stuff you really need to do things is what
they're kind of telling you. But I want us to see all
the other things in here, so I need to leave it unlocked. So if you want to interact with the patch,
while it's unlocked, you just hold down
the command key on a Mac or the similar
key on a PC, and then you can
move things around. So this is unlocked. So if I click on this, I'm just going to move
this thing around. That's not what I want to do.
I want to interact with it. I hold down command and
then when I click on it, I'm actually
interacting with it. Cool Now, this really goes crazy. Okay. So this is our
tempo sort of Okay. Cool. Skin weird. Anyway, I could do this all day,
literally all day. So what I want you to do
if you want this patch, you can go to cycling 74
com slash Forum Ate Patch, or just search Google for Max Patch and you'll find it sure you
spell Auteer correctly. It's a weird word. And also, check out the music of Ateker because it's awesome.
14. Max Files, Text Files, M4L Files, and Apps: Okay, so let's talk about
the different types of files that we're going
to deal with in Max. There are kind of a lot of them. But for starters, I
want to deal with four. So first, your typical
Max patch, right? Like, that means a file
that we've made is going to be an MAX PAT Max patch file. So here's the thing I just made. I called it History
of Max Max PT. So that means it's a Max patch. That means standalone Max. Those I don't think will open automatically
in Max for Live. If you want to make
a Max for Live file, you're going to
make an AMX D file. It is slightly different. Now, because the
environments are the same, if I wanted to turn this
into an AM XD file, this, I could just select all copy, open Ableton, make
a new Max patch, paste it in, and save
it as an AMX D file. It would work just
fine in this case. So AMXD is Max for live. Max Pat is Max. Now, there's also a weird
thing with text files in Max. I think this comes from the community of Max users
sharing things online. So if you search around
for Max text file, you can find things like this. It always starts with
begin Max PatcherMxPcher, it might be a version. Here's just a
random one I found. This one looks really short, but I'm going to try it anyway. So what you do is select
all of this copy. And then I'm going
to go back to Max, and then I can go file
new from clipboard. This is going to
basically generate a max patch from that
weird bit of text. Okay. And here's what
that looks like. This is what that
made neat, right? You could save text and open it. So you can open as
text right here, open as text or you would
point it to a text file, and those are just
txt text file. Now, you don't want to do that. That's not an ideal
way to do things. Okay. Unless you're like sharing it online or
something like that. If you have a big Max file, those text things
can get really long. And, you know, if one digit in it gets screwed up, the
whole patch doesn't work. So it's really ideal for
just sharing little things, but you can't open just
text files with Max. Okay. Now, lastly, I want to talk about
apps really quick. So let's go back to
our history of Max. If I wanted to, I
could go to file, and then here's Saves
project, I believe, is just going to make
a folder for this, and then save the file also. But here, I can build
collective or application. So now I get this
window that comes up there's a little
bit more that has to go into this for us to complete it and make it
work as an application. Actually, in this case, this
probably will run just fine. So I can hit build. Now here where it says file types,
I go to application. History of Mac app is what
this is going to be called. I'm going to put
it on my desktop. And then I make it. It's
going to take a second, but there it is. So it worked. I can change the
icon and sign this around and it's going
to open just fine. Okay, so we'll talk more
about how to make apps. I just wanted to
introduce it because I think it's on a lot
of people's minds. The main thing I want you
to take away from this is Max Pat files. R four Max standalone
AMX D Ableton. I think that stands for
Ableton Max device. That's how I think about it. Cool.
15. Opening Max Patches: Okay, so in Live 12, if you go over to Max for
Live here, and click on that. You're going to see a
good number of patches. Now, if you don't
see very much or if you want to see
more. Go into PAC. And there are some Max for Live patches here, there's
actually kind of a lot. It's hard to tell
what's a Max for Live. Object. There was
a few right there. MFL three building tools, granulator two, Plugos
an old classic. So you can grab
those right here. Let's grab big
three. Let's click Install. That was real time. Very fast. All right, buffer shuffler loop,
shifter, and step sequencer. Let's look at step sequencer. Open it. Now, here is
the object, AMX D. Now, if I want to use it, I'm just going to drag it right onto a track or an open space. Now, here it is. Now, if that's all I want to
do, then I'm done. I can just play with it, right? These are objects that
these are patches that people have made and they're
super useful and cool. So you should use them. You don't have to open up
and reprogram everything. But if you want to.
Here's what we do. We hit this little
button right here. And then, and then
Max is going to open. Now, it might take a
minute for Max to open. And when it does open, you might see what looks like this window. You might see another window
called the Max console. We'll talk more
about that later. If you want to get
into the gritty stuff, then you want to hit
this button down here. And then you're in the code. Now, a lot of it's hidden. Any little object you see with
a little p in front of it, you can double click on and open that up and get another
patch that it's using. There's a lot more here than
it immediately looks like. There's all these
extra little patches. And some of those will
have little patches inside of them. Here's one. There's another p
inside this one. That opens this. So there's a lot of little things
hidden in there. But that's basically just
how we open a patch. If you just want to use it,
don't worry about this, close it, and just drag a max patch onto something,
and you can use it. Just a reminder, you've been using Max for Live
patches for a long time. If we go into audio effects, see little icons here, these are Max for Live patches. There's a bunch of
sprinkled all over a live 12 that you're
already using LFO, everything in our modulators
tab is a Max for patch. Okay.
16. Interacting With Max: Okay. The next thing to
get comfortable with is just what you can
interact with within Max. So when you're looking
at a Max patch, what can you click on? What are the dials and
things you can do? This can actually sometimes
be quite hard to find. There's a lot of
stuff that you're in a Max patch that you're not
intended to interact with. There's just You know, it's math going on or whatever. But there are also a lot of things that you are
supposed to interact with, and I've thrown a few of
them on the screen here, just to give us an idea. Let's start with this. This is just a file from the
tutorials that come with Max. But basically, these
are number sliders. We can click and
drag to slide them. Here's another one
that's vertical. Here's one that's a dial. I can go up and
down. Also, these are little number boxes. I can click and drag on those. This one's doing
some math for me. Same thing with this. I can use a number to control
these other things. That's a little bit more
in the programmer end. But for now, just know that when you see
sliders like this, you can play with them. All right. Also
to our file here, I've added a couple of things. Here's a drop down menu
that you might see. And then we have some real
audio specific stuff, right? Like an ADSR envelope here. Here's another
slider, another dial, I should say, a Mi
keyboard, we can click on. And this may or may not
generate MIDI notes. It depends on what
it's connected to. But You may see these
types of things. There's a whole bunch more. Just know that when you're
looking at a max patch, there are a certain amount of things that we want
to interact with. Now, these are called UI
objects, user interface objects. We'll talk a lot about these once we get into
programming max. But for now, just know that there are things you're
supposed to play with. There are the dials, the
buttons, all that stuff. But keep track of
that term UI objects because we're going
to be talking about it a lot as we move forward.
17. UI Examples: Okay. Let's look at
another example of that. This is a patch by Tom osm
called drone liquefier. This is a patch that he
posted and I downloaded. I think I might have
even bought it. Because it's really
cool. It just turns anything into droney stuff. Anyway, I want to use it
to show you UI elements. So there's a lot of them here. Now, this is the same thing
we looked at a minute ago, so this is a Max for Live patch. I'm not really
going to be able to do much with it right now. But I can still
interact with it. So I have dials,
that control things. I have numbers that I
can click and drag on. I have buttons here
that I can click on. More dials, more
numbers, buttons, dials. The liquefy dial. Here's a volume control. So I can set the volume. I can control it this way. Here's a button. It says reset. I just click at once.
It's a momentary button. There are more
buttons, but these are not momentary.
They're going to stay on. So let's give you
just another idea of some of the user interface
options that we have.
18. "Bangs" and Buttons: Okay, one of the most important and mysterious little elements of Max is something
called a bang, okay? A bang is also sometimes
called a button, but they are the same
thing. They look like this. Okay? This is just a
little floating circle, and basically I can
click on it. Okay. That's all it does.
That's all it does. You can think of
these as a go button. We used to say do it button, but I think go is better. So I'm going to click on it, and it means go send a thing. So often you'll have big elaborate patches that
do all kinds of stuff, but they don't do anything
until you click that button. These are also used
all over the place to convert one kind of thing
to another kind of thing. Okay. We'll talk about that
again later when we're in the programming
side of things. What you need to know for now is just that when
you see one of these, it might be that you're
supposed to click on it, and it might be that it is being controlled
by something else. So I want to now look
at a couple examples of max patches and just kind of dig through the kind of
big elements of them. We'll find the bangs,
we'll find UI elements. Just kind of show you how to interact with a good max patch.
19. Example 1: Simple Synth Patch: Okay, so I have here a
simple synthesizer patch. This is just something
that I made really quick, as an example for another class. So I want to just look at the things that we
can click on here. So here we see the text is saying Oscillator
section and frequency. So that means we can
click and drag on this. These types of boxes.
We can click and drag. Or we can actually click and type in if we want.
And then hit return. If it turns yellow,
that means it's active and you can
type or whatever. So clicking and dragging or
typing after you hit it. I don't want to actually
hear that frequency. So let's go I don't
know, whatever. These things, they look like level meters because they are. There are a bunch of different
level meters in max. So this is just one of them. This is the one that's
designed to look like live. It's why it has a
live game there. But we can adjust things. Now, this particular patch is
set up to run a sine wave, which is what this is doing into this kind of ADSR envelope. And in order to trigger it, we need to hit this
little button. So again, here is one
of our bangs, right? So I'm going to click on it and that's going to
trigger the sound. So I can click on it over
and over, and that's neat. I think it's also
set up so that I can play notes on a Mt keyboard. But I don't have
one set up. I can adjust more things here. This is actually the note, so you can see this
is updating that. This is going to let me
play in a MIDI note. Here we have a little
breakpoint editor. This is familiar if
you've ever used an ADSR kind of envelope. This one's a little bit
different because I've added a couple extra
little spots to it, but this is the types of
things you can do with Max. If you're saying I want
an ADSR envelope that has like a weirder shape to it. You can add points all over
the place if you want. And make your ADSR
envelope, do that. Sure. It's going to sound
like that. Let's kill it. And I have a little E Q here. So this is a UI object. I can move it around. I can change the modes to do
different things if I want. So I can click and drag on this. So this is another UI
object that you'll see in audio devices sometimes
if they want it. Okay, these boxes are again, the objects, the little
programs running things. So Okay, so a cool little, you know, very simple
synthesizer to play with. Should I give you this patch?
Do you want this patch? Sure, I guess. I'll give
you this patch. Why not?
20. How To Open These Files: Just a very quick
little reminder. Here's how you open these. I'm about to give you
some max patches, Max for Live patches,
and here's what you do. So all you have to do to open these is take the file
I'm about to give you. It's probably going to
download as a ZIP file. So you're going to have to
double click on it, open that, and you're going to
get to what looks like a file called AMX D. So this
particular one is called 15 simple synth AMX D. Then
this one is a max instrument. So you just need to drop
it on a midi track. Okay. And that's going to open.
It's going to look like this. You're not going to
see the whole thing. If you want to see
the whole thing, click the Max button there, and it'll open it
in a new window. The same is true of
all the AMXD files. Drop them on an
audio or midi track depending on what kind
of file they are. You won't really know
just by the name of it, so you can try just on both
and drop it where it works. These first two 15 simple synth, that's an instrument.
Put it on a met track. The second one that
I'm going to give you is called 17 Mi madness, and that is going
to be a met effect. So put it on a M
track. That's it. And I'll just add the numbers that I named the files are
going to be different. So I think it's actually
going to be 16 symbol synth and 18 minty madness. Don't
worry about those numbers. That's how I keep track of
files while I'm making stuff. If the numbers are different, it doesn't matter. Still
the same patch.
21. Example 2: MIDI Madness Patch: Okay, here's another
little patch. Now, again, in these, all I really want us to do is get used to looking at patches. Okay? We're going to dive
into more in a minute. But the idea here is getting
comfortable with what we can click on and just
kind of looking around and dealing
with Max a little bit. So this is another one I made
for something a while ago. This just shows you
a whole bunch of midi information
happening on your system. So here, if you want
to see everything, what this is going
to do is listen for all the medi information that's happening
on your computer, and then it says print. And what print does is it
sends it to the Max console, which is over here,
which is this kind of weird window that's sitting here not doing anything
at the moment. So if I start playing
notes on a midi keyboard, which I've now set up, you're going to see all kinds of
stuff happening over here. Okay, so here's me
playing some notes. It just is like numbers
flying by, right? Like way too much
information to process. But maybe that's useful
to you, maybe not. Here, I've separated it out. So if I say, show me only notes. So I'm going to
look at the pitch, the velocity, and
the Mi channel. So if we look here, I'm playing note number 55,
here's the velocity. I'm playing it. I'm playing
it over and over right now. And then it's on
My Channel five. Control messages, those are like faders and sliders
and knobs and things. So I have some on this keyboard. I don't think
they're coming in as control messages because
I'm on a strange keyboard. Okay. But this will show me any kind of control
information coming in. I've also put some
output stuff here. So this is a Miboard. I think we saw this once
already, but I can click on it. And this is set up to a
little mit synthesizer just to play kind of a default little general mit click or slide around and
do crazy stuff. I can output control messages. I don't have anything I can
output them to right now, but I would slide
this around and this would generate some
control messages. Okay. One thing that I want to point out about
this patch is that there are some objects, the little programs that you can click on and specifically
double click on. Sometimes you'll see
something like note out. And you can double
click on that, and it's going to give
you some options. These options are telling us, where do you want me
to send that note? Okay. So like My in. I can double click on that and I'll say, what am
I listening to. And in this case, it's going to listen to my seaboard
rise number two. And note in, what am I
listening to? Control in. What am I listening
to and control out? Where am I sending this? So I'm just double
clicking on these devices. Now, that's not always true, like this make note object. If I double click on it,
it doesn't do anything. So there are some objects that
have some extra settings. So you'll double click on those to get access
to those settings. It says, mostly true
for anything that is connecting to things outside of your computer,
like Mi devices. Audio devices sometimes
work this way too, where there's double
clicking on them, we'll say, you know, listen to Channel one on my
interface or output two, Channel three on my interface
or whatever you want. Okay. So when in doubt, don't be scared to
double click on an object just to see if
there are any settings there. I suppose now I'm in
the habit of giving you these little patches.
I'll give you this one, too. Maybe this is
interesting. Maybe not. I don't know. But I'll put
it in the next little bit. Okay.
22. Locking and Unlocking: Okay, I'm going to just put
a slider on the screen. I'll explain these
sliders in a minute, but I just want to
demonstrate one thing. As we start to learn how
to build stuff in Max, there are three important
things I need you to know. Two of them surround how to
get help and find answers. One of them is about the kind of how to interact with
the Max patching window, which is what we're in here. Okay? So these patching windows can have three states,
and then a few more. Okay? Right now,
this is unlocked, which means I can move
things around. Okay? If I go to this bottom
little corner thing, little padlock, that's
going to lock it. Now, if I try to click on this, I'm going to actually use
it and interact with it. So if I want to interact
with something, I need it to be locked. If it's unlocked and
I try to use it, I'm just going to move
it around, right? So locked and unlocked. Now, you can toggle between those two by
clicking down here. You can also command
click on Mac. I'm not sure what it is on a PC, but modifier key, and then
click any dead space. This is going to toggle you
on and off. You can also. There's a third
thing you can do. If you are unlocked and you
want to interact with this, you can hold command and then click on it and
interact with it. But locked and unlocked
are our main two things. Then there's also something called presentation
mode over here. That's a special way of
interacting with live where we basically can hide everything we don't
want and just make it look really pretty. We'll do that at the very end. But this is where
that comes from. This is why if you open
up another patch that's already done and looks really cool and you want to
interact with it. Usually, you need to click on this presentation
mode to get it out of presentation mode so that
you can interact with it. Then there's a
third thing called freeze where we
can basically lock it down and make it so we can't do anything with it
except interact with it. That'll often be on while for patches you've downloaded and are
trying to use also. The main thing we're
going to interact with in this class is locked
and unlocked. You'll see me toggle
between locked and unlocked a whole bunch as I'm trying
to explain how things work. Remember what I'm always
doing is command, click somewhere
that's not an object. That's how we get in and out of locked and unlocked mode. Okay.
23. Mouse Over Help: Okay, two quick little
videos on getting help. The first is mouse Over help. Now, here's what
that means. All over the place in live on objects, on UI objects, on
messages, on everything. You're going to find
inlets and outlets, y? These are these little
gray circles right here. Inlets and outlets. I'll show you this
in just a second. But if I go to an object
like Uzi, for example. It's got a bunch of
inlets at the top. It's got two inlets at the
top and three on the bottom. And in order to use any object, you need to
know how those work. What comes out of them, and it's different
for every object? How do you not go mad? Well. Put your mouse over it, and
then just wait a second. I'll tell you this one it says watch out because this
is kind of a joke. This one says De banging bang. De paging pan. Okay. Again, this
was kind of funny. I should have picked a
more serious object. But basically, what that's
saying is that something's going to happen in this
outlet when it's all done. This one is going to
say the current index, like where it is. This one to one says
start shooting bangs. So we're going to
send that something to say start shooting bangs. And this one, it says, how many banks to shoot. Now, if you couldn't
figure out what Uzi does from those five things, what it does is it shoots out a whole bunch of
banks, like a lot. But let's get rid of
that for the moment. Let's look up here.
Displays valued outputs value when
slider is changed. Good. That's important to know. So whenever you're faced with an object of any kind and you
don't know how to use it, put your mouse over
the inlets and outlets and look at what
it's telling you there. Sometimes that's all the
information you need. But if that's not all
the information you need and you want more
help on how to use it, then we have help files. Let's learn about those. Okay.
24. Help Files: Okay, so we've got
the slider here. How do we use this slider? We can figure out what our
inputs and outputs do. But let's say we need a
little bit more help. Like, let's go over to
our output, and it says, outputs value when
slider is changed, and you're like,
what does that mean? What can I do with this?
Well, let's find out. So control click or right click to get this
contextual menu. And then right at the
top, open slider help. This is going to This
works for most objects. This is going to
open a file that is a help file and shows you
exactly how to use this thing. This shows us some
things that we can do. Here's different layouts for it. It can be vertical,
it can be horizontal, it can be a floating
point number. There's some tabs up here to
show you different things. You can change its color. You can do all
kinds of fun stuff. So this will walk you
through exactly what you need to know to use this thing. If you go to the right side, it says, these are messages
that you can send it. These are attributes, which
we'll talk about later, and then see also other things that are
similar to this, right? Now, you may have noticed
that these help files are full functioning
max patches, right? So you can copy
out of them, like, I'm going to unlock it, and then say, Okay, this
is what I'm trying to do. So I'm just going to
command C, copy that, go back to my project, and paste that in, right? So we do this all the time. Even I do this, copy stuff out of help
files all the time. It's totally okay. That's
why they're there. So in order to get
into a help file, control click open help, and now we have the
help file in this case, for a number box, and it tells us everything
those things can do. So as you start getting into learning
more and more objects, you should be opening
those help files like at least once for every
object that you encounter. I mean, I do it. When
I'm making a project, I'm constantly opening help
files and saying, Wait, how do I use this thing
again and looking for it. Another thing I do
is, I might say, I don't know what the
best object is for this particular
problem I'm facing, but I know one that's close, so open that, go to
that right side, scroll down till it says C also, and it's going to
give me a bunch of objects that are similar, but might be the
actual thing I need. So those help files are awesome. Okay. Okay. Now that we've figured that out. Let's go through this row of
stuff at the top and just figure out some of
the basic tools that we have in
this top palette. Okay.
25. Objects: Okay, so the next few
things we're going to do are we're going to open up
something new in Live 12. We're going to go
through the main tools. Now, there's like a
tool palette like we have in like a
graphics program. You've already seen
that a little bit, but we're going to go through
each thing in that palette. Then we're going to
talk about how to do something very simple,
like adding numbers. And then we're going to
start building stuff, okay? So stick with me for two big sections while we
learn some basic principles, and then we're going to start building something fun, okay? So let's go over those first few things
in our tool palette. So I'm going to go
to Max for Live. I'm going to go to the top. For what we're going to do here, it's not really going to matter whether we choose audio effect, instrument or medi effect. I'll do medi effect. But the tools are all the same. Okay. Now I'm going to click this
little button to open her up. Now, Max for Live is
loading. All right. And here we are. So I'm going to drag this
to be nice and big. I'm going to get rid
of these comments. They're cool. They
don't need them. And then I always
just out of habit, drag this to the bottom
and disconnect that. I'm going to click on that
line, just press delete. I don't really need to do it
for what we're about to do. So here is my kind of
main tool palette, okay? We've got tools all the
way around the side, but we're going to focus
on these ones at the top. And we're going to
start with an object. So I'm just going to click
and drag one down there. I can also just double
click on it or single click on it to make an object. Okay. Now, I'm going to
put a message box here, too, just because I want you to be able to spot the
difference, okay? This is an object.
This is a message. It's important to be able
to see the difference. Object has a thicker border
on the top and the bottom. And messages don't really
have any border, right? They have inlets and outlets. And objects have inlets
and outlets, too, but they don't need to, and the number of inlets and outlets they have
are going to change. So what do objects do? Objects are our main workhorse. Each object is a little program. If you want to go back to the guitar effects pedals that I was talking
about with stomp boxes. Each one of these
is a stomp box. So I could say
something like delay. Okay? Now we have a little
program that delays things. I could do random. Let's say I want something
that generates random numbers. I can choose an
object called random. That's great. Now,
there's probably around, I don't know, a couple
thousand objects. There's a lot and a
lot of using Max is understanding what object
to use for what situation. So we'll get more
into that shortly. Okay. Now each object
has inlets and outlets. The inlets are at the top, the outlets are at the bottom. You can click and drag to make
a connection to something, that's not going to make
a whole lot of sense. I just did there. I can
click on the patch, which is the cable, the line, and press delete to delete it. Now, the number of
inlets and outlets will change depending on what
object you're using. In the random object, there are two inlets
and one outlet. But if I did an object like If I did an
object like select, we have to make it a
little bit bigger. We have two inlets
and two outlets. So it's slightly different. I can make a more complicated
object like this, and now we have a bunch of
inlets and a bunch of outlets. These are all going
to change for each object that we
use. But don't worry. I'm going to show you how to get comfortable
with these things. Next, let's talk about messages. That is these.
26. Messages: Okay, if we think of objects
like little programs, messages are kind
of the opposite. Messages don't do anything. They're like little
carrier pigeons. They just hold onto information
and send information. So, I could say, Pickle. I could write pickle
into this message box, and it's going to
be perfectly happy. Now, how is that useful? Well, different objects
want different messages, and there's a couple
of different ways to get a message into an object. But one of them would be
to do something like this. We could say pickle into select. Now, the particular select object or you could
think of it as the select program doesn't know what to do with
the word pickle. So if I click on
the word pickle, it's going to send it down
this line and into select, okay? And there we go. We just did it. So now, select got pickle
and select is like, I don't know what to do with
pickle. So nothing happened. But we can put numbers
in message boxes. We can put words, we can
put a series of words. You can do a lot of
different stuff. Okay. Messages will be sent
down their output, that'll be sent out when
one of two things happens. One, we can just click on them. That will send them down. Or another way to put
that would be to output, that'll output their contents, whatever their message
is when we click on it. We can also hit them
with a bang or a button. If we do that, now whenever
I click this bang, it's going to hit that message and send
it to that object, Let's do this, just to prove it. Let's use an object
called print. Let's get rid of that and
put this down into there. Now, what print is going to do, that is an object
that is going to send anything to the
Max console. Okay? This is the Max console. Okay. So if I hit this bang, it says, The Max console
says print zero. The Max console is a great way just to
see what's going on. You also get errors
here sometimes. So if something's not working, you want to look at
the Max console and see what it's doing or
what it's not doing. So I can click on the
zero and it goes to the print or I could hit this bang and it
goes to the print. Okay? So messages
can be anything. I could say Hello. Peanut butter. Okay.
If I click on it, it says, Hello peanut butter. If I hit it with a bang, it
says, Hello peanut butter. Messages are not programs. They're just little
carrier pigeons. Okay.
27. Comments: All right, up next is a
comment. Now, a comment. A comment doesn't
do anything at all. It's not a carrier pigeon. It's not an object. It's just a little note
to your future self. So if I say Click
here to send message. I might type that and then I
might leave it right there. A comment is a way to just note in your patch what's happening and
why it's happening. We leave these all
over the place just to help us remember
what's doing what. We also sometimes use
them for design purposes. You can make them look
pretty and make a heading. It's just a block
of text somewhere, but it doesn't
have any function. In the program other than to just give us a reminder
of what's happening. It's like a footnote
for how we built it. They're especially useful when you're collaborating
with another person. You might say, This chunk of stuff is for the
audio system, whatever. So you just leave a
little note that says, Hey, this is how this works, and this is how this works. You'll be glad for this
functionality someday, I promise.
28. Toggle: Okay, up next is this toggle. Okay? Now, this is cool. This we often use these
to turn things on. If we click on them,
you know, it's toggle. But let's look at what a
toggle is actually saying. Let's connect it
to a print here. Okay. If we look over here,
when I turn it on, toggle says one, and when I
turn it off, it says zero. So we like to put
toggles on things just to give us an on off switch
and things like that. But all it does is
send ones and zeros. So you can think of
it as a fancy way of sending a one and a zero. But often we set things
up so that they turn on when they get a one and they turn off when they get a zero. Okay. So that's all a Toggle does. So it just outputs
a one or a zero. You might say, why
does it have an input? If we can just click on
it to turn it on or off? Well, we could send it
a message of a one. To turn it on, if we need to, and in that way, we
could send it a bang. So we could bang a one to turn it on, we
turn it off first. So in this case, when
I hit this bang, we're going to send hello peanut butter to the Max window. We're also going to send a one to this toggle
and to the Max window. So the max window should show hello peanut
butter and one. One hello peanut butter.
One got there first. Generally, in Max, things on the right side of the
screen get there first. It's a weird max thing.
29. Buttons And Bangs: Okay, we've already talked
about bangs and buttons, but those are our
next thing here. What I will add. So if I grab one,
let me just kind of show you just one
kind of funny thing. So if I make a
pyramid of buttons, I can connect them all. I could do that. I
could even do that. Now, in this case, bangs
can hit bangs all day long. These are all going to go off. Now, if we were counting,
let me do this. Let's do I'm going to make
an object called counter. It's going to count how
many bangs it gets. Okay. We'll put a number box at the end of it so we
could see how many it gets. Let's put that down there. We'll scroll down a little bit. Okay. So if I just
click this top one, what number is going
to come up here? This just counts bangs. Here's this bang is going to hit these
two, so that's two. But it's not counting these two, it's only going to
count these last three. So This one is going
to hit this one. So that's one that
it's going to get. This one is going to hit
this one, that's two. This one is also going
to hit this one, that's three, and then this one is going to hit
this one, that's four. The number four should come
up here if we do it right. Three. Okay, so it only
came up with three. Now, do you think
you might know why? I'm going to tell
you, but I'm going to go to the next video first to tell you because
this has to do with number boxes. And Okay. So let's go to a new
video about number boxes and explore this issue. Okay.
30. Number Boxes: Okay, the number box. There are a few different
kinds of number boxes, and I want to talk about two. What the number box does is
it just shows you a number. It's kind of like a message box in that it can hold
onto a number, and then we can get that number from the number box later. Or it can just output a number. We can also click on number boxes so that this
turns in this yellow color, and then we can type in numbers, hit return, or we can click
and drag to get numbers. Like that. We can input numbers into them,
whatever we want. Important to note that
this is not a counter. This will not count numbers. This is a counter. But if
I put a bang into this, It's not going to do anything because it doesn't know
what to do with a bang. I could put a message box
with the number into it, and then it'll switch
to that number. That's how number boxes work. But back to this problem, what was going on here?
Why did this count three? Because the counter object, like many things, starts
counting at zero. So it's first digit that output when it got its
first bang was zero, zero is a number in max. Okay. So that sent that
to the number box, and the number box said zero. And then it sent a one, two, actually, it sent
zero, one, two, three. That's how counter works. So this is I guess really
a number box problem, so much as a counter problem. Okay, but like I
said a minute ago, there are two different
kinds of number boxes. This is called a number box. There's another one
called a flow num, which if you hold your
mouse down on this, just a little bit, you can
get this. This is a signal. We're going to use
that for audio stuff. But just for numbers,
this is a flow num, which basically means
floating point number, which is a fancy way to say a number with a decimal
point in it, okay? I could go into a long
explanation of this, but here's what you
really need to know. These number boxes cannot deal with a number with a
decimal point in them, okay? These are going to throw
out the decimal point, only whole numbers in this. These can deal
with whole numbers and numbers with decimal points. So if you're wondering, if
you think whatever you're doing might have a decimal
point in it, use this, okay? It used to be in the old days that these required a little bit more
computing power than these, because they had to hold on
to some extra information. That's still true, but we have
plenty of computing power, so you could use these for
most things if you wanted to. But I would still recommend only use them when you
need to, I suppose. Okay. Onto the next thing.
31. Sliders: Okay, up next sliders. Now, if you click
and hold down here, you'll see there's a bunch of
different types of sliders. Let's look at the
most basic one first. This is exactly what it says, right? It's a slider. It gives us a value based on what it is, what
we're doing with it. This is a UI object. We've looked at this already. We've looked at similar
things like this already. We could put a number
box at the end of it. To see what it's doing and
to see what its range is. Zero to 1207, what I expected. We're going to find 1207
to be all over the place because that's the
range of midi values. We'll talk more
about that later. Other sliders would
be like this dial, which we can set to
be whatever we want. That's good for
volume and panning. We've got this. This
is a gain slider. This is specifically
designed to be used for volume as a way to scale volume. Is range is going to be
basically zero to one. Here's a funny looking slider. This is a piano keyboard. We can use it to send midi
values for whatever we want. There's a lot of
different sliders. They all basically
send a string of numbers and give us different
visual ways to see it.
32. MaxForLive Objects: All right. Two more
quick things on this. This next one here is
Max for Live objects. Now, these objects, these are called Max for live objects, but you can use them
for anything you want. You could be in the
full version of Max and use Max
for live objects. It doesn't really matter.
The reason that these are called Max for Live objects is because they look like live. That's really the only reason So here's another dial, right? This is called a live dial. We could use either one of these for like a volume
dial if we wanted to. It's just that this one
looks like live, right? So it's a live object.
Let's go back there. We've got text boxes, tabs, arrows, buttons, another
slider, more things. Here's audio stuff,
audio signal. Here's the main Ableton slider. That looks like, live. Some widgets. I'm
not even sure what these are. Live grid. So you can make a little
step sequencer with this. It's ugly. You can play
around with those. They work the same
as everything else. They just look more
live like. Okay.
33. Everything Else: Okay. There's more. There's more than just what
we've looked at up here. Here's the everything
else button. Here's a bunch of stuff
that we haven't looked at. But all of these are
really more objects. Most of these UI things
are objects too. Like, see this live dial. Watch this. I'm going
to go to object. I'll move it down here.
Okay. Now I'm going to make an object called
Live diive dial. When I hit return, Poof
turns into live dial. So really, all of these
UI objects are objects. So there are bajillion objects. And if you start typing, you can start to see all these
different objects come up. These are just the
ones that have an A in them. But don't worry. We're going to get
comfortable trying to find the objects that we need and you know about
help files and things that will help you steer you in the
right direction. Just know that there's more than just these few
things up here. There's also this kind of
everything else button, and also there's 1
million objects. So this is just kind of
your most used stuff. Okay.
34. [+]: All right. Let's make something. So we're going to start
with our very first object, and it's an object that you've
already seen. Here we go. Plus. That is our
very first object. So we can see from the new object list
here, what plus does. It adds two numbers and
outputs the result. So I'm going to hit return
to make that object. Now, you might be thinking, I know how to add two numbers. I don't need Max
to do that for me. Dory. We're going to start
with something very simple, and we're going to
get to something very complicated, very fast. So just stick with me
for just a second here. Okay, I'm going to
zoom in a little bit. Okay, so we have two
inlets and two outlets. We're going to try to understand
how this object works because it presents
a few oddities that you'll see kind
of all over Max. Okay. So let's look
at its inputs. Plus set left operand
trigger the calculation. So here's what that means.
That means in this left inlet, we can set the left operand, so that would be
like two plus two let's do two different
numbers, two plus three. So the two is the
one on the left. So it's saying, set the left
operand. It's the first one. Meaning that also, it can
trigger the calculation. So if you send something
into the left inlet here, it's going to trigger it
to actually do the math, versus the right just
sets right operand. Okay? So let's put
in a message box. Because remember message
boxes, hold messages. The little carrier
pigeons. Let's say two. Let's make another message box, and let's say three. Okay? So if I put this one in, oh, let's put a number box at the bottom so we can
see it's output. That's going to
show us the answer. So if I put this three, now I click on this three,
nothing happens, right? Because it didn't
trigger the calculation and it doesn't know what
to add three two anyway. So it's just going to say, three, thanks. I don't
know what you want. If I put this two here. Now, if I click on this
two, it's going to say, Okay, two plus it already knows three because
we already gave it three. It's just waiting for the left operand or to
trigger the calculation. So if I say two, we
get five to output. Again, I can go here and I can say, put a new number here. Nothing happens because I
haven't output this number yet. I have to click on it for it to go down here and into the plus, and even after I do that, nothing's going
to happen because the right inlet doesn't
trigger the calculation. The left one does. If I click two again, now we're going to get
two plus six. Okay. Makes sense. So things don't automatically go down
the patch cable. We have to click on them or
send them bang or something. Even when they do, they
don't automatically process by the object, all the time. Sometimes they do. Okay. So what if I wanted to be able
to change on the fly, what these two things are? Let's replace these with a number box and see if we can make this a
little bit more dynamic.
35. Changing Message Boxes: Okay. Okay, let's get rid
of these two messages, and let's put
number boxes there. Number box number box. I'm just going to
say the output. Into there. Now,
the same is true. If I go here, I can
slide this up to 19. Sure. Now here, what's
going to happen here is whenever I give a number box a new number,
it's going to output. So no matter what I do
here, it's going to output. And because it's in the
left inlet of the plus, it's going to trigger
the calculation. If I just start scrolling this, you're going to see whatever I'm at plus 19 appearing down here. There's all kinds of
numbers just coming up. Yes, we can do negative
numbers. That's just fine. Okay. Okay. Now, I can also do another
thing with number boxes here, which is I can bang them. Let's say I put a bang
on this number box. What that means is that
when I click this, it's going to hit 44 and
trigger the calculation. Now, we're not seeing
anything happen because what I'm
triggering is 44 plus 19, which is 63, which is
what that already says. It's not going to show
us anything different, I could do this though,
change this to a new number. Now if I bang this,
it's going to trigger a calculation
of 1601 plus 44. That gives us 205. We could bang number boxes to
get them to output. Two more things on this, and then I promise we'll
make some music with it.
36. Other Math Operators: Okay, so we're getting
comfortable with the plus object. All math operations can be done in more or
less the same way. So let's look at, let's
actually leave that alone. I'm going to copy, paste. Move this over here, and
switch our plus to minus. Okay. Let's make sure it
still works the same. Sets the left operand, trigger the calculation,
sets the right operand. We can say in our right one, ten and our left one, five, and now we're going
to do five minus ten, and the result is going to
be negative five. Awesome. So that works the same. Let's look at multiply, which we use an
asterix for multiply. Okay. Did anything change
in our inlets and outlets? No, pretty much the
same. Let's say 26. Neat. Divide, we just use a
slash, divide two numbers. Now, I don't need
to retrigger 20. I could just pull
something on this. And now we see the
result of 54/20. Now, why do we see 54? Because when I changed the
object to a new object? I forgot about the number
and it's write in laight. That's always going
to happen. So I need to give it
something new here. So let's say five,
and I press return. And now if I change this,
it gives me an answer. 45/5 is nine. Let's do 46/5 is
nine. No, it's not. Why is that wrong?
Floating point numbers. Decimals. This number box
can't show a decimal. Let's go back to our
number boxes up here and get a floating point number. And let's connect
that right there. That's going to be zero
until I trigger this again. Now, it's still not showing
me the floating point number because the division object
that I'm using here. What I'm saying is divide whole numbers is what
this object wants to do. If I wanted to divide
in a way where we get the result with a
floating point number in it, I need to give it an argument. That is a floating point number. Now that's going to work. So what are arguments. Let's learn arguments
in our next video.
37. Arguments: Okay, let's go back to our plus. What if what we wanted
to do here actually was always add
1601 to something. We're only going to
change the left inlet. So we're always going to say plus 161 to any
number that comes in. If that's true, we can We
can put 1601 as an argument. And what that means is, I'm going to get rid of it here and I'm going to go
into the object. I'm going to put a space
after the name of the object. There has to be a space there. U type 1601. Now, 1601 is what's
called an argument. You can think of it as a
default state for the object. So what this object
says is plus, that is the object, 161, always. So now I don't need to give it anything in the right inlet. I still. I can if I want to, and it'll overwrite my argument. But if I don't, it's
always going to be 44, it's always going to be
whatever this is plus 1601. Okay? I no longer need my right inlet because
I've just kind of hard written my right inlet into
the object as an argument. Okay. So let's not do 1601. Let's say 12 ops plus space 12. Now, this brings up
an interesting point about arguments about objects, and that is that it is true that no object can have
a space in its name. Okay? All objects are single things. They don't have a space
in their name because after the name of the object, there's a space and
then arguments. Some objects can have a
whole bunch of arguments. Sometimes you see
name of the object, space, two or three
different things. Here's an example
that I used earlier, I think, select zero, one, two, three, four, I
can go on and on and on. What we have here is a program
called select an object. And the arguments I gave it was one and another argument of two and another
argument of three, and another argument of four. So how many arguments an object can take is
unique to every object. What the arguments are is
unique to every object. So how do you know? How do
you figure out what arguments you can give to any
object? Help files. Always. Look at the
help files and it'll tell you what
arguments it can take. Okay. Okay, so let's go back to this. Let's say nine plus 12 is 21. Now let's do some other stuff. Let's say, Let's take this number plus seven. So we'll take the output of
that and add seven to it. Now you can just kind
of like cascade math. Okay? So this is going to
trigger automatically, right? Because when this
gets a new number, it's going to automatically
trigger this plus seven, and then we're going
to get down here. So when I hit this bang, we're going to get nine plus
12 21 plus seven result here, 28, right? If I change this number to 25. Now we get the cascade of stuff. While changing this
number is going to trigger the thing to work. All right. Let's add one more. Let's do plus two. And you might be thinking,
Hey, why am I doing this? Why am I adding all
these numbers together? Because I want us to make
some music with this, and let's do that in the
very next video. Here we go.
38. How is this useful?: Okay. Why do I care
about adding numbers? I just want to make music.
Let's do this. Watch. Okay. Let's go to no doubt. We're going to turn all of
these numbers into midi notes. This is an object called node. Let's see what it needs.
First, it needs pitch. Next, it needs velocity, and next, it needs midi channel. We need those things to all show up at the same
time more or less. Let's use a message
box for velocity. Let's just not worry
about velocity right now and just say velocity
is going to be 100. I'm going to put
that in there, and then channel is going to be one. Then I'm going to
make my all of these. Let's say 304249 and 51. Oops, I didn't connect that. Okay, what's going
to happen now? I'm going to change this number. It's going to change
all of these numbers, and they're all going to
shoot out to the node. It's not going to do
anything until it knows about our velocity
and our midi channel. Now, I believe we could just send these and
then send all of this. Let's try it. Okay. Now I'm going
to send all of these, but we're not going to
hear anything still. Because we don't
have an instrument. So let's go back to
live for a minute. We're on this Midi channel. We're about to make a whole
bunch of weird midi notes, but we need an instrument. So let's do operator just
like a default operator. Just keep things simple. Okay. Now, let's go back here. You hear that? So we're hearing, like,
a weird little chord. Because we're getting all
of these notes, right? So this is why it matters. Midi is just throwing
numbers around, right? So What we can do with all of these numbers is make
some crazy met sequence. Now, if we add some delays to some of these
numbers, suddenly, we're going to have in our pegiator because we're going to tell each number
to go one at a time. Let's make. Let's make that as our first big max
for live patch. We're going to make a
little met sequence using numbers and delays. Here we go. Okay.
39. Making MIDI Notes: All right. So we're
going to make a new midi sequence
kind of thing. Now, I do this project or assignment or whatever
you want to call it a lot in my real world classes. And the danger of this is
that I get two into it and just start goofing around with this for
hours at a time. So I'm going to try not to do that. We'll see what happens. Okay, so I'm going to
start from scratch. So let's take a max midi effect, throw it on a track. There it is. Let's open it up. There it is. Now I'm going to make this window nice and big. And this midi in and midi out stuff I don't
really need because we're going to make notes in a slightly different
way than midi out. So we can leave that there. Maybe I'll break this just to make sure
there's no confusion. These are just comments.
We know what those are now, so we can
get rid of it. You might be wondering about
this vertical line here. What you're seeing
here is once you make something and
you want to make it look really nice,
you can do that, and then anything you put above this line is what's going
to show up here in Ableton, anything below this line is for things that you
don't need someone to see. There are other ways
to hide things, but that's one way we do it. Okay. So let's do this. Let's make this a
little more fun. Let's take a note. Let's take a midi note and
turn it into something crazy. Okay? So first, we
need an object that's going to listen for Midi
coming in to this track. That is going to be node in. Specifically, Node in
is going to listen for notes. Not anything else. This MIDI in will
look for everything. This node in is going
to look for just notes. Let's make that a bit.
Let's look at our outputs. Pitch. Velocity
and mini channel. Let's put a number
box on each of those just so we can
see what's coming in. If you're wondering how I
duplicate things like that, I'm an option click
and drag is what will leave one in place and
then take a new one with it. Let's place some minty notes. I don't see anything because
I haven't saved this yet. Sometimes in order to get these Max for Live
effects to work, you need to at
least save it once. Let's call this online
class mid sequence. Okay. I'm not getting
any notes right now because I need
this track to be armed so that Mi notes
come into that track. Now Mi notes are coming
into that track and they're going into my Max patch. Let's go back over to Max. Now we see the note
number and the velocity, how hard I'm playing
it, and the channel. Okay, so you'll notice that we're not going
to hear anything. And in this case, we're not going to hear anything
for two reasons. One is that we haven't
put an instrument on our track yet. So let's just put a piano
of some sort on here. Oh, here's a road. Let's put a roads
on it. All right. Next, we're still not going
to hear anything because note in is coming in and then doing nothing
with those numbers. So we need a note out. Okay? Now, if we want
to hear these things, we can just route
them straight down. And now we're going to
hear the notes we play. Okay. Cool. So in this case, all three
of these numbers are getting here at the
same time more or less. We saw earlier how I don't
really have to do that. These two could just hang out, and I could change the
number the note number once we get any number in
these left two inlets. That's how this
particular object works. Okay, next, let's make a little
delay for our note. Okay.
40. Delaying Notes: Okay. So we need an object that's going
to delay something. So let's make a new object. Let's put it over here. And
now let's just take a guess. We need something
that's going to delay something, so let's try delay. Now, look at all the
things that come up. These are different
types of delays. These are different
types of delays. Delay by itself is
going to delay a bang. We don't need to
delay a bang here. We need to delay a number or possibly a series of numbers. Delay Tilda is going
to delay a signal. Signal, in this case,
means an audio signal. That's not what we want either. Delay, not really
sure what that is. Pipe delay numbers,
lists, or symbols. That sounds like what we want. We want delay numbers. Okay? So it's called pipe.
Why is it called pipe? Sometimes the makers of Max do funny things for
their object names. There are so many objects that I think they
just get bored. Like there's a drunk object. There's a There's a
couple other silly ones. But pipe is not
necessarily silly. If you think about
it, what we're doing with pipe is we're taking a stream of numbers or
letters or anything. Putting it through a
pipe, and then we're basically going to
squeeze the pipe down and create a bottleneck to slow it down. So it
kind of makes sense. So I'm going to double click
on that and make pipe. Okay? How do we use pipe? Let's find out. We're going
to go to that help file. So let's see. We've got
three arguments here. We probably don't
need all three. Delay numbers, symbols, pipe uses the max
time format, syntax. Delay interval can be either
fixed or tempo relative. That means fixed means we're going to give it a
number of milliseconds. Tempo relative means we're
going to give it a number of beats or 16th notes or
whatever we want to do. Okay, so what are
these arguments? So here it says arguments,
initialization list optional. So that means we can give
it something to delay. We can give it the
value of the delay, and we can give it a
time in milliseconds. Now, if we don't
use all of these, we can just use some of them, but they have to be
in the right order. So what I'm going to use here
is just the amount of time. And you can do that in pipe. So let's say 1,000. That means 1,000 milliseconds, that's going to be 1 second. Now let's look at my inputs. In the left inlet is the
thing to be delayed, right inlet delay time. We could give it a new time here and it would overwrite
the argument. Maybe we'll do that later.
Then this is the output. I'm going to take this note
and run it through pipe Okay. Now, I'm going to play a note
and you're going to hear it 1 second later. Okay. There it is. Okay. Now, in this case, what's happening is that we're
we're getting a velocity zero before the delay happens. So I need this velocity
to be off at this point. So what I could do
for velocity is just say the velocity is
going to be 100. And now I need to make sure
I hit that velocity at the same time or before this
comes. So let's put a bang. And do that. Because remember, bangs are just
going to throw out whatever you give
it and say bang. So this is going
to get a number. It's going to get
the note number, but the bang is going to say, I don't know what
that number is. I'm going to say bang. It's
going to hit this 100, and then we're going
to get a velocity. There it is. Okay? So
I can play some notes. Now they are a
second later. Cool. It works. Okay. Now, what if we want to hear our undelayed
note at the same time. Let's add that in. Okay.
41. Adding a Toggle: Okay. What if we wanted
the dry to come through, the dry, meaning the
not delayed, right? We can do that. All we
would have to do is this. Now, let me try to clean
this up a little bit. Now, let's see what's happening. First, we're going
to play a note, and this is going to take it right down to the note out
and we're going to hear it. But then also that note is
going to go over to the pipe. It's going to delay
for 1 second, and then we're going
to hear it again. If I play a note,
we hear it twice. Cool. What if we want
to put the option to turn this on or off that we hear the initial
note, this one, I'm. Well, it's quite easy to do. Let's delete that for a minute. Let's nudge this over there to try to keep
this a little clean. Max patches always
get really ugly. Okay, so I could use a
toggle here and say, turn that initial
note on or off. However, remember a toggle
just sends ones and zeros. It just turns things on and off, but I need an object
that knows how to let that note through or
not let it through, okay? So let's try to figure this out. What object would
work when it's When the toggle says it's open to open something and
let the note through. And then when the toggle
says it's closed, close something and stop
it from coming through. Any ideas? Open,
closed, open closed? How about a gate? Gate
would probably do it. So I'm going to grab
an object say gate. All right. Let's look at gate. Let's zoom in a little bit here. Zero closes the gate,
non zero opens the gate. That's exactly what this does. Incoming gated messages. So our messages go
through the left side, and then gate output one, which is currently closed. So, let's put that
there. All right. Now, We can turn it
on or off, right? So let's say it's off now, so we should only hear one note, and it should be a
second after I play it. There they are. Okay. So
now let's open the gate. And now we should hear our initial note and
our delayed notes. See It works. So we used a gate and a toggle to give us
a dry wet amount. If we want to be a little extra, we could put a comment on
that and say, dry wet. Sure. I put that right on that toggle. Neat. Now we know what that is. Cool. Okay.
42. Adding More Notes: All right. Let's add
some more notes. So now let's say
signal comes in. Let's say we hear it. Sure. And then we
get the note again. Now, I actually don't think
we need this anymore. Because now that we've given
this 100 and we're not going to give it anything else,
it can just stay there. We should still work. Yeah. Just fine without that. Okay, so let's say
when this note comes, we want it to be an octave hire. Cool. So we've
already done that. We just need to say plus, and then 12 notes
up is going to be an octave. So now
let's take this. Get rid of that, and send
it down to make the note. All right. So now
we're going to hear our initial note and a
note an octave higher. Okay. Cool. Let's add some more notes. All we need to do is copy this. And let's say after
1,500 milliseconds, let's go down to a fifth, hoops which is seven half steps. We're going to take
that note again. Delay it by 507 half steps. Take that into our note out. All right. Play note. Okay. Cool. Let's make another
one. This one, I want to be earlier
than this one. Let's go just 500. And what's my interval? How about a major seven? That's going to
sound kind of funny. But let's do it anyway. Okay, I put that one in there. Now we should hear three notes. Okay. Now let's do one more and let's
do an octave and a fifth. Let's see. 12 13. So that's 19. Connect it. All right. So now we Let me
put these in order. That might help us here. So we're going to
hear this note, We're going to hear half a
second after I play a note. We're going to hear
a major seventh. Then another half
a second later, we're going to hear an octave. Then another half
a second later, we're going to hear
a fifth, and then let's set this to 2000. Another half a second later, we're going to hear
another octave in a fifth. Neat. Now I can play a bunch of notes. Neat. And we made a cool
little middy sequence. But we're not done.
We can get weirder. Let's add some random
elements into this.
43. Adding Randomization: Okay. So what if we wanted to
say, This is a cool patch. I play a note, and it plays
a bunch of other notes. But what if we wanted
to say, you know, why am I playing notes? Why can't the computer
play notes for me? So let's cut me out of this. I don't want to
play notes anymore. Okay, so what we're going to
do is we're going to tell the computer randomly choose a note at some interval. Okay? So what we need to do is send
a random number to this. So let's go random. That's going to make
a random number. Now, random is a little
bit of a weird object. Because what we're going to
give random for an argument, and you can look
up the help file, but I'm going to help
you is the range. So let's say we
want a range of 24. Two octaves. Now, random is going to generate
a number 0-24, but that's not
really what we want. I'm going to give it a bang. And now I'll be able to
see what it's doing. So I'm going to click this bang. It's going to generate
a number 0-24. But that's too low. So what I need to
do to get it into the range that we can really use it is add something to it to get it up where it'll be
a good midi value. Let's add like 40. Oops. Make sure you
have a space between your plus and your number or
else it's not going to work. Okay. Now we're going to
get numbers in the range of 64 to 84. That might actually
be a little high. So let's go down to 30. Okay. Here we go. That looks better. Now,
let's pump these over here. And I'm going to
get rid of our no. Let's leave that. Okay, so now every time
I click one of these, we're going to get
a random number. It's going to put
it into this box, and then all our delays
will happen accordingly. Okay. It's cool. It's choosing notes now, but I still got to click it. Like, what am I? Like working for the computer? The computer should work for me. So I don't want
to click anymore. So let's tell an object to
click that button for me. So what we're going
to use here is Metro. Metro is like a metronome, but we can tell it to do
a whole bunch of stuff. So let's say metro 2000. So send a bang every 2,000 seconds or sorry, 2000
milliseconds, right? So I need a toggle to
turn that on and off. And then we just need to send
that bang right to there. As soon as I turn this on, it's going to start
sending a bang every 2 seconds and that's going to generate random notes for me, transpose them, and then
we're all off to the races. Here we go. Okay. That's cool.
It's a little low. So let's go back to our this 30 and let's say 40
to get it somewhere better. Let's from the metronome on. Okay. Pretty cool, right? We're making some random stuff. Do you think we can make
anything musical out of this? I've got a few ideas. This is where we just start
going down a rabbit hole, and we can do this
and do this and do this for months on end. And just be making
crazy max patches. So we're not going to
do this for months, but we are going to do it
for at least one more video because I got an idea.
44. Getting in Key: Okay, in this video, I'm
going to do two things. One is I'm going to force all the notes to
conform to a key. And then the second thing
I'm going to do is try to build more notes and make
some harmony out of this. Okay. Let's do the
second one first. So if I want these
notes to pile up, one thing I could do is just
make my metronome go faster. So if I set this to 1,000, we're going to start to get
multiple notes happening at the same time because it's going to be halfway through
all these delays, and then another note is
going to get triggered. So we're going to start
to get some harmonies. Let's hear it. So Okay. Cool, but it's ugly. So let's make this
conform to a key. Now, there's two ways
we could do this. One is that we could go through this random object and kind of tediously tell it notes
it can and cannot choose or numbers that it can and cannot choose
depending on a key. That would be
difficult difficult, really time consuming to do. And you don't need
to do that because you're in Max for Live. Live is already real good
at conforming to a key. So let's go to our midi effects. Let's get out of what I meant. Let's go to scale. And let's pick a default scale. Let's say, Let's just do a good old minor
scale. Or Dorian. Let's do a Dorian scale. Like. I'm going to
put it out here. Now, what's going
to happen here is that this is our midi
sequence, right? Now, notes are going
to come out of that, and then it's going to only make let notes through
that are in key, and it's going to smash all the other notes
into the key, right? So let's go back to our
max patch and try it now. It's rather delightful,
isn't it? Totally random. We're just letting the computer randomly make music for us here. I listen to this all day. Okay. So there's a bunch more
stuff I could do with this. I could make it so that it has little pauses every now and then to make it a
little more musical. I could make it so that we could adjust the tempo a
little bit more. But let's move on from here because I want to get us into building
some audio stuff. We're going to do one more
big project together. But in between, we're
going to learn how to deal with audio coming
into your max patch. So, let me give you this
patch, if you want it. You can load it up and
just play with it. Remember, all you
got to do really is turn this on in order
for it to start working. You can also just
play some notes still because we
didn't turn that off. That would be this right here. That's still there. You
could just play stuff. Neat. But if you want
to turn that off, you could put it
get rid of that. But okay, I'll give
you this patch. And then we'll move
on to audio stuff. Okay.
45. Tilde (~) Objects: Okay. Up next, we're
going to deal with audio. Now, getting a live
audio signal coming into your Max patch. It's
not really trickier. It's just kind of a
different set of objects. So first, let's go
to Max for Live, and now we're going to
go to Max audio effect. And I got to put it
on an audio track. So there it is.
Let's open it up. Okay. So there are two things that are different
in what we see right here that I
want to point out. First, you'll notice that our default objects here
are plug in and plug out. Actually, there are three
things different. I misspoke. Three main things
that are different. The first is these two
objects. Plug in and plug out. The plug in object
basically means go to this track in live
and grab our audio signal. Basically, it means this is
connected directly to this. Okay? So our audio comes in
here and goes directly to plug in and then In this case, it's set up to go
directly to plug out. Plug out sends it
right back to live. Now, thing number
two. You'll notice these little symbols at the end. It's a Tilda, like you've
seen a Tilda before. Most objects in Max
that can handle a audio signal have a
Tilda after their name. Like remember when we saw this. When we were looking at delays, we saw delay a bang delay
Tilda delay a signal, signal means audio,
in this case. Why is that? There's
two reasons. One is that it's an easy way to kind of tell which objects
can handle a signal, an audio signal, and
which ones can't, right? Like Pipe can't. You can't give pipe
an audio signal. It's not going to do it.
We can tell that right away because it doesn't have
a tiilda at the end of it. The second reason
that we use that Tiilda is because it looks like a tiny sign wave, and
it's kind of cute. So you know audio objects because they have
a tela after them. Some of them, I have seen, like, a few that didn't, but almost all of them do. Okay. And then the third thing is these patch cables look
different, don't they? They're like yellow dot striped, something, whatever
you want to call that. That tells us that there's audio flowing through these
cables, these patch cables. If I go, let's go to a
delay and a number box. No audio signal here. You see it's just a black line, but these have this
yellow dotted thing. That means there's an audio
signal flowing through them. Okay. Okay. So it's
just a quick way and a complicated patch to kind of see visually where
your audio signal is. Now, there is sometimes where you'll see a third
kind of cable, which is like a blue
green kind of one, that's also striped like that, and that's going to
carry a video signal. Which you can do in max. So you can keep an
eye out for that. We're not going to cover doing
video stuff here though. Okay. So three main things,
Tilda objects, the the yellow
dotted patch cables and the plug in
plug out objects. Okay. All right. Next, let's talk
about your audio settings. Okay.
46. Volume Control: Okay, let's get
rid of this delay. So I'm going to put a
clip onto this track. Okay? So if I hit play on
this, and go back to Mac. That signal is
coming through here. We can prove it.
Let's unlock it. Let's get rid of one channel. We got rid of one
channel, right? Let's get rid of two channels. Now we're not going
to hear it because nothing is getting
sent to plug out. Now, by default, that means that we don't
really have to do anything with our
system audio or any audio setup stuff
in Max for Live. But I want to point out
something to you anyway. If you go outside of Live, then you do have to do
some audio set up stuff. The easiest way to
get to it is if you go options. Audio status. You get this, where you can set your inputs
and your outputs, and you can see some
performance stuff, and you can turn your
audio system on. Now, we don't need
to do any of this because our audio
system is live. So just know that that's there in case you're doing something outside of live. All right. Next, let's build a simple
volume control into this, So let's take a volume fader. Should we use the live one?
Okay. Let's use the live one. So let's go to live
objects audio. There's live gain. All right? So let's zoom in on
this a little bit. I'm zooming with just like the two finger pinch, by the way, but you can also do it up here with this percentage. Okay. So some of these live
objects are a little funky because it's harder to see their inputs and outputs. So if you click on them, then you can put your mouse over the tops and bottoms and
see the inputs and outputs. Okay. So the first input
audio signal to be scaled. Perfect. That's what we want. So let's put that there. And the right audio signal
to be scaled Channel two. Okay? Let's put that there. All right. Now we've got our
signal coming in. Now, the bottom has a
whole bunch of outputs. Why is that? Let's take a look. Live gain scaled
signal Channel one. That's what we want to go
to plug out number one. Scaled signal Channel two. That's what we want to
go out to plug out. Now, what are the rest of
these? Let's turn this down. This one is parameter value. That's going to tell
you a number based on where this setting is? You can treat it just
like a normal slider. Parameter raw value. This is going to give
you a number 0-1, a floating point number
for that whole slider. This last one amplitude
of every channel. That's going to give you a
probably is that a peak meter? I'm not sure. I don't really use that
one. But that's cool. We only need these two. Now
we've got a gain slider. Neat. Okay.
47. Microphone Input: All right, so what if we wanted a microphone to go right
into our max patch? Well, the way this is set up is totally going
to do that already. We just need to enable
our mic over here. Okay? We can see my mic is already set up because
it's coming in there. Hi. T. So all we need to
do is arms to record. Okay. And now we
are going in there. Let's go back to Max. All right, so we're not seeing it come in. We can see it's grayed out out
here. Do you remember why? Think back to the recording
section of this class? Why might we not be
seeing that signal? And why is it all grayed out? If you guess monitor
modes, you are correct. Tara. Now we are in. So we are also in high
danger of feeding back. But my voice is now
going directly into Max. Okay? I wouldn't be
in danger of feeding back if I killed
these. All right. Now I'm not feeding back because this signal isn't
going to the output. It's just kind of sitting
there. So we could do all kinds of funny stuff
with it if we wanted. But that's how we
get a microphone in. We just have to turn it on. Whatever is coming
through this track, and this is true of session
view arrangement view, it doesn't matter at all. Is going to go into
this max patch as long as we're using
this plug in object. Cool. All right. Next, let's look at a few
of the audio UI objects, and then we'll make a little
sound file player. Okay.
48. Audio UI Objects: Okay, so let's look at some
more UI objects for audio. If we go here and
then the audio tab. This EDAC as ADC, we
don't really need. This is if you're
not using live. If you're just using
Max as a standalone. This is how you can
get a microphone in and a speaker
out really easily. Here's another gang control. Here's a peak level indicator. Let's look at that.
It's a wave form. Filter graph is fun. Let's look at that. Let's
look at this RMS meter. Ocilscope, spectroscope.
Filter poles. Let's just try these ones first. Okay, so a VU meter. We can run a signal
right into this, the same way we do
everything else. There it is. Neat. This one is just another way
of looking at a VU meter. This one has a weird
little secret to it in that you can
make it longer, and that's cool because you
can see what's going on. But if you just change the
shape of it to be vertical, it will eventually
become vertical. So that can be handy. This one is a filter graph. So we're going to use
this in a minute, but let me show
you how it works. Let's look at our help file. With a filter graph, we have
a UI for a filter, right? Like we can set all kind
of fun stuff with it. We can set it to do
automatable stuff. This is a weird object
for a few reasons, and I'll show you why
in a few minutes. But it is basically a filter, a nice filter. So
we can use that. So let's take a look
at this cilscope. I don't think this one
works like in real time. Hello, hello hello?
No, it doesn't. Let's look at the
help file for it. Hello, hello, hello. So here we're
taking in a signal. I think that's SG Tilda, I think is a square
wave or something. So, this doesn't
work in real time, but it can do some interesting
stuff for you if you want to build some elaborate
waveform editor type stuff. Cool. So a bunch of
neat UI objects. Let's next, I want to make a quick
little sound file player. But then we'll come back and our big project to end this class is going
to use this filter graph. We're going to make kind of a weird automated
filter kind of thing. So let's go into our
little sound file player. This will be fun.
49. Simple Sound File Player: Okay, let's go back to basics. Let's get rid of
all of this stuff. So we've got plug
in and plug out. I want to make a way to just click Play and play
a sound file in Max. Now, this doesn't have a huge practical purpose because we can just
do this in live. But it's a great way to get
to know a few objects and how Max works. So let's do it. So, we need an object
that can open a file. Open an audio file specifically. We have
a way to do that. So take a guess.
What do you think the object that plays a sound
file is going to be called. Maybe sound file player, pretty good guess,
but not quite right. How about SF play? And then, of course, it's
going to have a Tilda on it. All right? Play
Sound file player. Now let's look at the help file. We can give it an argument
of the number of channels. So that might be a good
idea, two channels. So we can give it a
message of just open, and that's going to
trigger us to open a file. We can play, we can turn on looping by doing this
combination of stuff. Pause, resume, seek jump
to a specific spot. Or jump to a specific
spot and play till the end of the file. And then we just output. We've got a little option here, bang when the file is done
is what that's going to do, which can be handy sometimes. Okay, cool. So let's
make a stereo file. So we're going to go SF
play Tilda space two. All right. Now we need
a message for open. We're going to connect
that into this top one, and then we need to toggle
to start it playing. Connect that into the same one. Now, this is an
interesting thing. You'll notice that
sometimes inlets can do multiple things depending
on what's put into them. In this case, if we give
it an open message, it knows that that
means open a file, and if we give it a toggle, it knows that that
means to play and stop, and it knows how to
do a whole bunch of other things
through this outlet. Through this inlet. Sorry. In this inlet, we
can give it a speed, so we can slow it down and
speed it up with this inlet. That's kind of fun.
Okay. And then outlet is our
Channel one output. So this is our audio output. So let's grab that. Let's do a gain slider for this, and let's do the Ableton one, but just the Max one,
which looks like this. Okay, so I'm going to
put that in there. And then I'll make another one. Let's put that over there
and put that in there. All right. Now,
one thing that you can do if you want
to be a little extra go to here and let's add a little meter to
go in between these two. It can be a nice touch, copy paste, and we'll
put one here too. If you do this, in
order to make it work, you need to run the signal
again into the meter, or you could run it
out of the gain slid into the meter if
you wanted to show you the metered value. Then we need to run our signal into our plug
out so we can hear it. And that's it. Let's lock
our patch and click Open. That's going to take
me out here and prompt me to open something. Let's find a random audio file. Show pan. Cool. All right. And now let's hit play. Now, we're not
going to hear it. We got to turn our volume up. Neat. We did that. Lovely. Now, of course, we could put all kinds of other stuff right here
after this signal. We could put delays, we
could put distortions. We can put any effect you
can possibly imagine. You'll also notice, let's stop this that we didn't
use plug in at all, and that's fine. I
could delete it. It doesn't matter.
We're not using it. I'm not taking any signal
in from live right now. I'm generating the signal with my sound file player object. All right, so let's
get rid of that. Okay, so should you want to use this? I'll give this to you. Sometimes it's really valuable
when you're learning Max, just to look at a patch like
this and then just recreate it on your own and get it
to work exactly the same. That's a really
good way to study. So for that reason, I'm going to give
you this patch. And then we're
going to move on to making our beat based Q, one of my favorite projects.
50. Biquad~: Okay, so here's what we're
going to make in this section. I call it a beat based E Q. This is something that
well, let me just say this. Years and years ago.
Maybe like ten years ago. I was at a conference, and I
was hanging out with some of the folks that I know who worked for cycling 74 that make Max. And they were telling me that one of the big
problems that Max has is that there's a lot
of people who use it, but don't admit it, right? It's like their secret thing. It's their super secret weapon, and they don't want
anyone to know how they do this one
particular trick. But it's because of
a max patch that they made or had made for them. So this thing we're going to build is one of my
super secret tricks. It's not very secret anymore because I've made
it in a few classes now. But it's a subtle effect. It can be a very
dramatic effect, but it can also be
a subtle effect. You won't find any
commercial plug in that does this particular
thing for you, okay? So if you don't like the
sound of it, don't use it, but making it is a great way to understand a whole bunch
of different objects and ideas that are built
into Max for Live. Okay. So what this thing does is
it's going to be an EQ, right? And we're going to make a stereo Q with two different
cutoff frequencies. And we're going to change the
cutoff frequency based on a random amount
within a range and a eighth or 16th note on a beat. So that means our Q
is going to go Like, really fast,
jittering around like this and moving on our beat. It's a cool effect. It makes
a little jittery sound. Sometimes it's so subtle,
you can barely hear it, but it makes everything feel a little bit more
alive to me sometimes. In the right context.
So, let's try it. The first tool we're going
to need is a byquad. So let's set ourselves up here. So let's go to Max for Live. This is going to be
a Max audio effect. Let's put it on this track. And I'll leave that drum
loop on there for now. Okay, let's open it up. Make it nice and big. Drag this down. Now,
we are going to use both plug in and plug out here. So this is going
to be important. And we're going to make this look pretty by the end of it. So I'm going to get rid of
some of these comments. All right, let's
break this because this is where we're going
to build our stuff. Okay, so the bq. So we need two objects in order to make the filter
portion of this work. We need what's
called filter graph, which we've already seen. It's that, and then we
need the bq. Tilda. Okay. Now, here's what's
interesting about filter graph. Filter graph doesn't actually
do any processing for us. Like, we're not going to run our signal into filter graph. That's not what we do.
We're going to run it into Bicuad and then we're going to run filter graph into bquad. Filter graph is a
fancy way to control bicuad which actually
does the filtering. Let's go to Ptergraph help file, and you'll see what I mean. So out of filter graph is
this huge string of numbers. We can move stuff around and we get these like
monster string of numbers. That big string of
numbers goes into Bicuad which is actually
processing the audio. Okay? We can tell because
our audio signal from dotted yellow line is only going into Bicuad and
then output, right? So it's not going into
the filter graph at all. So filter graph and bicuad are
meant to be used together. So one thing I'd like to do. Let me open that back
up is, you know, this is all set up, so nice with these comments and everything. I'm
just going to grab it. So let's grab whoops. We could grab that,
but I don't need that. Let's grab all of this copy, command C, close
that. Don't save it. Delete this filter graph
and put that one there. All right. And now we just need to connect
it to our by quad. And we're good to go. Okay. Now, one thing
that you'll notice here is that there are
all these extra lines going up here and when I
lock it, they're hidden. You can hide things on lock. So if you click on something
and hit Command K, that means hide it
when it's locked. But we don't need
these, actually. So I'm going to get
rid of them just to simplify what's going
on and the set one. I do want these number
boxes here though. I don't need this
giant number box. The thing I really like
is this mode setup. This is just letting me choose
which kind of mode I want. I'm going to want a band
pass probably for this. There's a few different
ways you can do it. Okay. Let's go into a new video where we're talking about
controlling this filter.
51. Controlling The Filter: Okay. So the next thing we're
going to do is we need to set up this filter so that
it randomly moves. Okay? So here's what
we're going to do. I actually want to move
the cutoff frequency. So here's our cutoff
frequency, right? So let's lock it and
then move this around. Okay. Cool. So let's figure out the range
I want this to be in. I'm going to make
sure I'm seeing this whole number box here. Okay. So I don't want
it to go to extremes because you're going
to get a pop if it goes way low really fast. So let's say I wanted
to go down to maybe 400 and up to maybe 2000, okay? So 400 to 2000 is what I want. So now we've seen this before. I need a random number, and I need the range
to be 400 to 2000. So that means the
range of that, right? Like the total amount of
numbers is actually going to be hundred because you just subtract the first number from
the second, 400 from 2000. Now I'm going to
make another object, and I'm going to
add plus space 400. I'll make it so my
lowest possible note is four value is 400 and
my highest is 2000. That's going to get me
right where I want to be. Let's put that over there
and plug it into this box. Now, let's hit that with a bang to generate
a random number, and we should see
this jump around. I'm just clicking
bangs and we're seeing that move around. Cool. Okay. Wonderful. Now, if
I want to I could do the same thing with the game or with the Q or
anything like that. I could also just
click on this and say, I want this Q to
be a lot tighter. Now we're going to
jump around like that. That's cool. Great. Now, that's going into bquod and that's going to filter
my sound. Okay? Now, how do I make this stereo? Bicuad can only
process one signal. So I've got some
choices to make if I want to make this
stereo, which I do. Let's go to a new video
and make a stereo. Okay.
52. Making it Stereo: Okay. So this is going
to be our left channel. So if we want to do something
with the right channel, we could do this could
make another bicuad, run that in there, and then just use the same filter graph. There. But is that
really what we want? Let's think about this
because what that means is that the random filter is going to be the same
for left and right. It's going to be
moving in parallel. Everywhere it goes. The left and right are going to
be exactly the same. That might be what
you want. But it's not usually what I want for this particular kind of effect. I want something different.
Here's what I'm going to do. I'm going to make my window a little bit bigger because
we're going to need it. And I'm going to say no to that, and I'm going to duplicate
all of this Okay. Option click and
drag. All right. Now I'm going to use a
separate filter graph and a separate random
number. That's important. If I just connect this
random number to over here, it's going to be
the same, right? Because I need a
different random number if I want it to move
around differently. Now I've got to
click both of these. The easiest way to click
two bangs is with a bang. Let's make this
one nice and big. And we're going to
connect that and that. Okay. Now, the big bang is going to hit each
of these bangs, which is going to generate a random number for
our cutoff frequency, move our filter around, and control each one
of these separately. Now they're just moving around
on their own. Pretty cool. Next thing I need is, I want to hit this at
exactly a 16th note. I'm going to need to
get the tempo and the 16th note from Live.
Let's do that next.
53. Tempo from Live: Okay, so there's a
few different ways to get information from Live. There's kind of a
block of code sort of that we can set up a
way where we can kind of ask what different things
in live are doing. But in this case, if all
we need is the tempo, there's a kind of
easier way to do it. So I'm going to select
all and I'm just going to drag this down a little bit to give me more space to work
because my tempo stuff, I'm going to put up here.
Not that I have to. I could put it anywhere.
I I don't know. I put tempo stuff at the top. Okay, so I'm going to create
an object called transport. Now, transport is
going to go get information from live. Okay? So let's look at the help file. When I start this, it's going to output bars beats units
where we're at the tempo, the resolution, the time
signature, all kinds of stuff. But I have to set it
up just like this. I have to start it,
and then I need this metro four at active one. To just keep hitting
the transport. So that is a way to get a ton
of information from live. Look, I think I could do it. Yeah. Like, if I start it, it goes up here and it
gets that from Live. So I could get bars that way. Okay, so I can get
bars that way. I can get beats, but
I want a 16th note. So this would be a classic way to go get information from Live. But there's a little bit
easier way in our case. We could use this metro four N thing to get just what we want. So
I'm going to grab that. I'm going to say, let's not use transport because in our case, all we really need is
metro 16 active one. Now what does that
mean? That means a metronome. We've
seen that before. Give us a bang. 16 n means
the 16th note of live. It's going to go in
and the tempo of this beat is going
to be the 16th note. Active means B active
when live is active. There it is. Okay. So now if I stop my tempo in
live, it stops. If I start it, it starts. So I don't really need
this toggle here at all. Let's get rid of it. Okay,
so now with that metro 16 n, it means that if live is going, the metro is going, and
it's given me a 16th note. Couple of things. The transport is still useful for a
lot of different stuff, so that's why I wanted to
point it out. Another thing. You'll notice that
this appears to be not clicking in a
constant 16th note. The reason for that
is that I think Max prioritizes the event and not the visual
of it on the screen. It looks like this is like
sloppy and not consistent, but it is super consistent. It's just the visual of it updating to show you the click is slower
than the actual click. So don't worry about
it looking bad. Listen to how it sounds. Okay, so we got this moving. It's time to hear it.
The only thing that's left is to plug in our output. And then launch a clip. We could put a volume in here
if we wanted to, but I don't think we need it. I'm going to save this
and call it based Q. All right. And now
let's launch that clip. Let's turn that up a little bit. Oh. Cool. One thing that's kind
of fun is if you put the same clip over here and get them
going the same time. Okay, now we've got one that's steady and one
that's jumping around. It's kind of fun. This isn't probably the perfect
clip for it, but I still kind of
like the sound of it. Okay, we got one
more thing to do, and that's let's
make this pretty. Come in.
54. Presentation: Okay. So now we're going to make this look really
nice and live. So our first question we need to ask is, what
do we need to see? What do we need to see in live
in order for this to work? Remember, we only have this
kind of area down here. There's not much we
really need to see. We could show our filters. Let's do that. So I'm
going to select all, and then I'm going to go to
shift everything down. Okay. Let's put this and the filters in there. That's
kind of all we need. Maybe why don't we
put a level meter. Okay. We'll put a left
and right level meter. So there's left
and there's right. I'm going to do
this in two steps. First, I'm going to select
everything that I want to be visible in our kind of
cleaned up version. I want these two things. So I'm going to
control, click on them and say, add
to presentation. I want this. I'm going
to control click, add to presentation, this, control click, add
to presentation, and maybe this just for
fun. Add to presentation. Now, I'm going to click this presentation
mode at the bottom, and it hides everything
except those things. I can also add more stuff here. Let's add a comment
that's called J awesome based Q Nat. We'll make that as our heading If I control click on
this and go to Inspector, we get some fonts
and other controls. This inspector is a great place to be for different things. Font Let's go I don't know, 50. That's quite big. How about 25? It's better. Okay, so
let's put that up here. And then we'll say here is Now, what's tricky right now
is that we can't see that line that shows where
what will show up in live. So let's fix that. We need
to go to one special place. We're going to go up to view
and then inspector window. This is an inspector
for the whole patch. Okay. And we're going to go down to view and then open
in presentation. Now, you have to click this. Always. You have to click this. If you want this to
look nice in live, you need to click that button. Okay? Let's do that,
and then we'll save it. Okay. So that's going to show the presentation
view down in the window. So we can kind of see
what we're doing now. We can see the line
when we're unlocked. So let's leave it
unlocked for a minute. Let's add another comment. And let's say Left,
right outputs. Sure. We'll just
label those as that. That's our output signal. And then this obviously
isn't going to fit. We got to make it a lot smaller. Let's put this there. And here, it's kind of match those. There's kind of a grid system here that helps you with
this kind of stuff. Okay? So let's say left filter. And then filter. And then this is like
the trigger Trigger. Okay. Now, you'll see down here, it did not update because
I have to save this. Save boom and now you see
it update beautifully. Now let's close this
and there it is. Look at that. Let's launch. Neat. We made a cool thing. Okay. Use this play
around with it. You know, if you want to make it more elaborate and weird, you can do whatever
you want with it. I'll give you this
patch, and the next one, try to remake it again. It's a great way to
practice, right?
55. Learning How to Learn Max: Okay. We did it. We got to the end
of the Max section. We actually got to the end of the whole Live 12 shenanigans, but we'll talk about
that in a minute. A couple more words
about Live 12. The amount of Max for Live
that we have learned in this section is probably
like less than 1%, right? We learned big
picture how it works. We learned how to
use a few objects. And we learned how to use some of the user
interface stuff. There is so, so, so much more, okay? And this takes me back to
something I said early on, which is the only way to learn Max is to learn
how to learn Max. What I hope is that now that we've gone through
these couple of projects. What I hope is that now you can start to understand
what is possible in Max, and how you might go
about building it. You're not going to
know everything. You're not going to know how to build it from
beginning to end, from what you've
learned in this class. But you might be able to
find the right objects, look at those help files, look at the C also objects, and start going down
the rabbit hole. You also know how to find
some online resources, how to find other people
that are into this through or other places. You could find your
local Max user group. There might be one. Okay. Or you could go to
cycling 70 four.com, and look and they
have now a new thing that they're doing is
Max certified trainers. So you could find an
expert in your area. So, you don't know everything
about Max from this class, but you have a very good start, okay? Max is a big topic. People spend their whole
lives learning Max. It's a language, you know? It's a language, and
you got to learn how to speak it and synthesize with it. So Okay, so that's everything
I have to say about that. Let's go on to a
couple last things. And then we're at
the end. Oh, my God.
56. What Comes Next: All right. What comes next. At the end of every single
one of these classes, all seven parts, I have given
you like, what comes next? Take the next class
in the series. But we're at the end.
This is the end. However, there is more
to learn about Ableton. We've learned an awful lot. But there's more to go.
What I might suggest is pick a specialty that you want to do
to learn even more. You could dive deeper
into sound design. You could dive deeper into
mixing and mastering. Dive deeper into making beats and just different
kinds of production. I have tons of classes
on all of those things. You might also want
to get more in just to the music
making side of it, in which case, I would
recommend some music theory. Maybe even some music history. All of those things
would be great ideas. So keep learning,
keep exploring live. There's a lot more to learn. But if you're ready to just be done with my voice
and looking at my face, then go and make some music. You know, spend a
couple of months just making music
and then come back, learn some more stuff.
Okay. So, congratulations. You made it to the end. Let's do one more video where we
do a proper send off. Right now. Okay.
57. Thanks for Watching!: All right. We did it.
We made it to the end. Seven parts of Ableton
Live 12. That was a lot. When I sat down and
said, All right, they're coming out with a
new version, got the Beta. I guess I'm going to make
a seven part series. This is like twice as long as the six part series I made
for Live 11 and Live ten. I just went into a
lot more detail. I think necessary detail. I think I've gotten better at
doing this over the years, and the classes just
ended up longer. Um, but you stuck around all the way to the
end. That is awesome. I wish I had, like,
a prize for you. I will tell you one funny thing that nobody up until now knows about this
series of classes. At one point, around Part three, I got this idea, and this was helped by a guy
who works for me. We got this idea
to start putting a secret code into these videos, and it would kind of
spell out a weird URL, and if you went there, you would get a
bunch of free stuff. I did it for like
two or three videos, and the code was a kind of binary based code based on
the order of these guitars. So if you were really
paying attention, you might have noticed them move around for like two
or three videos, but then it was so complicated
to keep track of it. I just lost energy in doing it. So didn't actually go anywhere. It was only like two or three videos
that actually did it. Maybe I'll do that
again on the next one. H, But, thank you. Thank you so much for being
a part of this series. I love making these classes. I love talking about this stuff. This is like my
full time job now. Thanks for learning with me, and I'm looking forward
to making more. I have a long list of classes
that I have yet to make. So keep in touch, make sure you're subscribe to various things so that
you hear from me, and I'll see you soon
in another class. Thanks 1 million. Make
some great music. I can't wait to hear
music that you've made. Okay. There are various ways of sending your music to
me for me to listen to. Depends on what platform
you're watching this on, but if you look around,
there's probably a way to message me and send me some
stuff you're working on. I love hearing that stuff. All right. Thanks
for everything. Bye.
58. Bonus Lecture: Hey, everyone. I want to learn
more about what I'm up to. You can sign up for
my e mail list here. And if you do that,
I'll let you know about when new
courses are released and when I make additions or changes to courses you're
already enrolled in. Also, check out on this site. I post a lot of
stuff there and I check into it every day. So please come hang
out with me in one of those two places or both,
and we'll see you there.
59. Bonus Section - What's new in Live 12.1: Hey, everyone. We got a great little surprise
these last few weeks, with the announcement
of Ableton Live 12.1. So that's what
we're gonna do. In these next, I think,
11 or so, videos, we're going to go through
all the new features of Live 12.1. If you're using Live 12 and you want to take advantage of the stuff that's new in 12.1, and the second video, the
one right after this, I'll go over kind of how to upgrade and how to install
and all that stuff. Been using 12.1 for a while. I've been on the Beta team, so I'm really familiar
with all of the new stuff, and I'm excited to show
it to you, finally. Now, let me say
this right out from the bat. Is that a
phrase? I don't know. Doesn't matter. If
you're using Live 12, there's not a lot of things
that have changed, right? What we're mostly getting
in 12.1 is additions. So everything you've
learned about how to use Live 12 is pretty
much still the same. There's really nothing like no buttons that have moved from here to there or no
terminology that's changed. We're getting a handful of
new things that we can do. But if you're like, I love Live 12 and I don't want to
risk upgrading, that's fine. You can still use Live 12,
and you'll be just fine. But Live 12.1 does have
some really cool stuff. So I'm excited to
show it to you. Let's dive in.
60. 12.1: Installation: Alright, so let's do
a quick little round of installation. Real simple. If you already have Live 12, then we're just going
to go to our settings. We're gonna go down here
to license and updates, and we're going to
see if you have any updates waiting
for you here. Now, if you get
automatic updates, you might already have 12.1.
That's what happened to me. I have been avoiding updating to 121 until I finished
another project. And then today I was
like, Okay, I have, like, a separate Beta version, but I haven't updated
to the full version. Until this morning, I
went to do it so I could film these classes
with the official version and not
the Beta version. And it was already updated. I was like, Oh, I guess
I already did that. So it happened automatically, but if it didn't happen
automatically for you, go to the abton.com website, log in, and there will be a download
waiting for you there. And you can download that, run the installer, and
you're good to go. There's really nothing
complicated about it. If you don't have a login
to the Ableton website, it's probably a good
idea to create one because there's a lot of free
stuff you can get there. But if you bought your
copy somewhere else, Create an Ableton Login. And if you're
having any problems with that, just
write to Ableton. They're very cool
about these things and just say something's
going weird, they'll help you get that
sorted out so you can log in. Okay. Let's dive in. The first video I want to do is just going to
be a big picture. Here's everything
that's new and Live 12, 0.1, let's do that now.
61. 12.1: The Big Picture: Okay, what's new in Live 12.1, here's the big round up, right? We've got about
eight things that are big new cool things, and then a whole big list of, like, quiet under
the hood stuff. The quiet under the hood
stuff mostly goes back to performance of the
app. It loads faster. There's a couple extra settings deep down in some other
in some instruments. There's some improved
accessibility features and just an all around
better performance. We won't go into the nitty
gritty of all that stuff. That's all cool, and it's great, but you're never really
going to interact with that because it's all
behind the scenes. Let's focus on the
big cool stuff. And the biggest and
coolest is auto shift. This is auto shift.
People have been saying for, I don't know, like a decade or so, why doesn't Ableton have a auto tune? Why doesn't it have
a tuning system? Virtually every
other DA has one. I don't know why Ableton took longer to get there
than other DAs, but we're here now,
so it's all good. This is Autotune. It's also a tuning plugin. You know, Autotune is
kind of an effect where you're going to get
that autotune sound. And you can get that with this, but you can also get the
more subtle just tune stuff. You dial in your
key and you say, Make the pitch
quantized to that key. We'll go over how
to use it shortly. Another big new one is the
drum sampler. Drum sampler. This is designed for really
one shot drums in order to make your own little
drum kit out of it. It's really cool and really fun. We'll look at it shortly. The browser has some
cool new features. The best one for me anyway, that I'm excited about is auto tagging. You can
see that up there. What that means is you
can import some samples, and Ableton is going to analyze
them as you pull them in. If they're under 60 seconds, it's going to
analyze them and put some tags on them that it thinks is correct.
You can change those. I'll show you how that works
in just a few minutes. Alright, then we have a
new limiter and saturator not entirely new per
se, but rebuilt. They're saying rebuilt
from the ground up. Let's take a look
at this limiter. We've got some new
features in it. We've got true peak
settings, soft clip. This maximized setting,
we'll get into the details of that shortly. Same deal with this saturator. We've got kind of an
expanded view now, so we can really kind of see
in more detail what it's doing, also more settings. And supposedly, new algorithm under the scenes sounds richer, sounds fuller. It's great. Alright, so
improvements to the MITI grid, something I'm really
excited about. We've got the ability
to filter notes. This is kind of wild. So if
I go up here to this search, I can say, find me
all pitches C, right? And I can just kind of
highlight all the pitches C. There they are. Right? So it's just showing
me the pitches that are C and then it's kind of graying out all
the rest of them. So I can search by pitch. I can search by time, show all me the long
stuff or short stuff, by chance, condition,
countdown, duration, scale. Velocity, I could say, give me all the quiet velocity stuff. And then I could select that and boost all the
quiet stuff, right? So I can really kind of zoom
in on certain notes here. And two more. There's some
really cool push updates. We'll talk about that. And one thing that I think is
maybe the coolest thing in this whole update is
the undue history. If we go to on a Mac Command Option Z, instead of undoing, you can see all of the
things that I've done in the recent few minutes. And I can step backwards
and just say, Oh, I want to go all the way back too when I put this
device on here. So we've got this really cool
undue history that I love. So that's the big picture.
That's what's here. We're going to in the next, you know, ten or so videos, we're gonna dive into each
of these things one by one. So let's start with the most
probably celebrated one, and that is the autoshift
effect. Here we go.
62. 12.1: Autoshift: All right. Auto tune. Let me play you a little example of what I have going on here. So I have this, like, just really chill piano
bass and drums. The drums are acoustic
drums with some brushes. This really chill kind
of instrumental bad, part of a bigger project, but we don't need to go
into that right now. Let's just hear what
we've got so far. Okay. So I've added
in this vocal. Now, you can use Auto
shift on anything. It does not have
to be just vocals. In fact, I think there's some really cool
things you can do with it on instruments, and I'll show you some kind of fun effects you can do with it. But first, let's just
throw a vocal in. So right now I've
got this vocal, and it sounds kind of okay, but it's a little lot of key. Bim do behind the way. Okay, so, um, let's put
Auto Shift on here. Okay. Now, the most
simple and basic thing I can do is just bang
this into the right key. So I know that this
sample is in E minor because the name
of the file is E minor. And I know this
song is an A minor. So I'm just going
to go down here. I'm going to say
root, A, scale minor. All right. Now let's hear it. B Hi. Day Cool, right? So it adjusted
some notes and put them into the key that I want. That's great. But there's a whole bunch of other things
we could do with this too. Let's try adding an octave
to this to simulate, like, a double tracked
vocal that has an octave. So there's a few different
ways I could do this. If I want to just take
the octave down on this, I can just go here to pitch and just crank it down 12 steps. Bi Hi. Day. Yeah, if you're hearing
all those artifacts, this is kind of a dirty
sample to begin with. So we'll clean those up in another step outside
of Auto Shift. But for now, that gets
you the down in octave. If I want to hear
them both at once, I could put this in a rack.
In fact, let's do that. So I'm going to go Command
G. Open the chains. Let's duplicate this chain. Okay? So with this chain, we'll get rid of the
octave with this chain. We'll add it. So
now we're going to hear it double
tracked at an octave. ***** Now, we also have an LFO here so we can do a
little bit of modulation. Limb turn it on. So we can adjust the delay and the attack kind of
extremes of it. Here we can put the delay time in Hertz or beats
divisions of the beat, which I prefer can
change this to a sign. And then we can decide
where it's going to affect. We can affect the panning,
volume, format, or pitch. The form the formant
is this knob. That's kind of like the shape
of your mouth in a way. You can think of it as the tone. B I like all that dirtiness. The Let's stick these down. So there's a lot we
can do with this. One other thing we might do is, let's explore this dry wet. What that's going to let is
some of the untuned back in. Now, in this case,
because we shifted the whole key, it's
not gonna sound great. But if you have a singer who's really good and
they sound great, put this on it, and then pull that dry wet back
just a little bit. So that way, we're
tuning their voice, but we're letting some
of the untuned in. Now, assuming your singer
is like a good singer, that's gonna create maybe
almost like a chorus effect. But here's going to be
just kind of a mess. See, when there's a
note that change. You get kind of a harmony. So with this tool,
we could also add harmonies and do even some more dramatic
things like that. It's pretty powerful. And it's really kind of low form factor. I like that it's a really
simple looking app, but it's actually, like, pretty huge. That's Autotun, you know? It also obviously has midi in, so you can control. You can play pitches. You can add things and this live mode for if you're running a
live vocal through it. And I'm pretty sure what
that's going to do is just devote more resources to the processing so that
it can keep up in live. It probably doesn't change
the tone very much. Alright, so that is our
new auto shift. Exciting.
63. 12.1: Drum Sampler: Okay, let's talk
about drum sampler. Now, this is kind of
like simpler in a way, where we have this drum sampler. We can put it on a mini track, and we can add a sample. So let's just go to Well, maybe I don't want a
Beethoven string quartet. It's really designed
for one shot samples, so let's just find
a random thing. Cool. Clap. Okay, so now we can play some midi notes
and trigger this sample. We can do all the things
you would expect. We've got, you know, attack, hole decay,
transposition, detune, mode, trigger or gait. We've seen these things
and other effects before. The biggest new thing here
is these two blocks here. We've got a couple
controls that are kind of that are kind of wild. Over on the right side,
we've got these filters, resonance and frequency,
nothing crazy. It's a filter. We know
how filters work. However, um, having
one built right into your drum sample
player can be pretty handy. But the coolest thing is
this part. So with this, we can load up any kind
of effect from this list, and then we can adjust these two parameters just with this cool
little dial, right? We can go around it. So these
weird looking four lines are the symbol just
for stretch, right? The lines are
supposed to look like they're stretching
further apart. So with this, let's solo this. Okay, let's loop that. Okay. Now let's stretch
it a little bit. Speed up that loop a little bit. So we can do some cool stuff. We've got loop, in which case, we're going to
control how it loops. That would be fun to
automate. Just make some really cool
glitchy effects. Pitch envelope punch
is going to give us Just that sharper attack. It's not really doing
much in this case. Ring mod, FM, sub oscillator
noise, eight bit. We're getting really into some sound designing
things here. But that's what's so cool about the new drum sampler is that it's got a
lot of sound design possibilities built right in.
64. 12.1: Auto Tagging: Okay, as you might
be familiar with, we've had this tagging system in the browser since Lab 12, I think, maybe before that. But now, I think it
came out in lab 12. So this makes it easier to find samples in our huge library. So what happens now
is that we are able to import new samples and have them automatically tagged so that they're
easier to find. Now, if you have any samples
that are under 60 seconds, when you drag them in,
this is what will happen. So I've got this
little baseline sample that I'm just
grabbing off splice. It's no big deal of a sample. But I want to put it here. Okay, so I'm just
going to drop this into this samples collection. It's going to take a second
for it to pop up here, because it's doing this auto
tagging, there it goes. So now we can look over here. Let's make this a
little bit bigger. And we can see that Live
tagged it as a loop. It tagged it as synth
base, and that's it. Which is cool. It is. It is both of those things, and it will end up exactly
where I want it to that way. So that's going to make
just searching for sounds, which is my least favorite
thing to do in all of everything, much easier.
65. 12.1: ImprovedLimiter & Saturator: Okay, up next, let's talk about the limiter and saturatorT
things in this one. So both of these devices
are audio effects, and neither of them are new, but we have a kind of rebuilt
set of functions in them. So new stuff, some new
stuff under the hood, and some new stuff
on top of the hood. Is that the phrase? No, some
stuff we can work with. So let's focus on limiter first. So the biggest thing
here is we have a couple new modes
like mid side. We have soft clip, true peak. Soft clip is going
to give you that gentle distortion kind of reminiscent of analog gear being pushed a little too hard. Maximize is really just going to push everything out
for better gain staging. Can make that a
little bit easier. Our meters are not. In fact, let's just focus
in on this little drum. There's that soft clip side. Our release curve is new too. So, cool new limiting features. Now let's look at our saturator. Our saturator now has a
couple of new things, and the biggest one
is this window. If we open up with
this toggle up here, we can see two kind of curves. We see whatever this is showing and then
this color curve. Here again, we've got the
soft clip if you want that on there or because it's
saturator, we have a hard clip. The control for this view here, if we want to turn
color on or off. We also have this new
base shaper tool. And then in the color curve, we can kind of work
it like an EQ and, you know, just kind of drive the color of our
saturation here. Let's hear it. So quiet. Obviously, very much. It heavy. Let's get rid of
that bay shaper, let's see analogue clip. So a lot of new stuff in here. I think the color of the
saturator being able to control that kind of
distortion that it's giving us is a really
nice addition, and it's gonna be really
fun to play with.
66. 12.1: New MIDI Stuff: Okay, well, let's
do it just in case. Okay, let's look a
little bit more at this this new MITI
trick we can do. So I'm going to look
at a MIDI file. This is a whole bunch
of just piano stuff. And basically, what we
have here that's so cool is this search feature. So let's say, I want
to go down here. I want to grab all
the really loud notes and pull them back a little bit. And the reason there's a lot
of reasons I might do that. And in this particular case, it's because I'm using this really nice piano
sample library here, but it really responds
well with a softer touch. If you hit it hard, the samples up in that
area, I don't love. So I'm going to chill it down. So instead of going
through here and trying to select only the
loudest bits like that, kind of which works,
I can do it this way. So minimum, let's say I want
everything in, like, the 90. Let's put that at
90 and maximum 120. Okay. So here's all
of my loud notes. So now I'm going to grab
them proportionally, pull them down
just a little bit. And that's going to sweeten
them up a little and get them in the range of my
better samples. Neat. So there's a bunch of other things we
can do with this. We can look for
stuff in the scale. So if we want to say, what notes that I have here
are not in this scale. If you hear something
funny in your notes, this might be a good
way to track it down. So I could say, Okay,
C Phrygian. Sure. Notes are in C Phrygian, okay? Those are the notes
that are in C Phrygian. If I say what notes
are not in C Phrygian. These notes are not
in C Phrygian, okay? So if I'm trying to get
this in C Phrygian, I could use that
and select them, and then I know I can own
keys and move them around. So that's a great tool for just seeing if there's
anything out of key, trying to track down notes
that might sound funny. There's a lot of other
things that are really useful about this. It's
kind of a cool trick. Duration. Find all the long
notes or the short notes. I'm not sure what count is. Oh, find the note on every, like, beat or something. Condition, is it active chance? So some cool new midi features.
67. 12.1: Push Updates: A. Alright, let's talk
about the push. There's a lot of new
stuff in the push. Nothing that I can
show you really well by zooming in my
camera on the push. We've got the ability to
set up new macros and, like, variations of macros. The way you can do it in Live, you can now do it on the push, the auto tagging of
samples and the ability to save default sets and
template sets on the push. Now, maybe you also heard about the new Ableton device,
the Ableton Move. There is obviously support
for that that came with it. The Ableton Move is a
whole new controller. It looks really cool.
I don't have one yet. But I will be getting one soon. So because of the Ableton Move, there's a bunch of new updates that you might not
have heard about to something called
the Ableton Cloud. This is how we're easily
able to throw sets between a desktop or a laptop
and a push and a move. They're all sinking
to a Cloud service that Ableton has started. Bunch of improvements
for that that make move work really well, like, on the go and
stuff like that. So if you're gonna get
a move, keep an eye out for Ableton Cloud, that's
going to be important to you.
68. 12.1: Undo History: Last but not least,
something that's really important to me that
I'm really excited to have, and that is an undue history. Every program I've
ever worked with, I'm like, Why don't you
have an undue history? I'm sure it causes
some resources to create and
maintain that list, but so valuable. So,
so, so valuable. So if I want to undo, I can still do
Command Z and undo, and I can press Command
Z all day long. But if you've ever done that
thing where you're like, Command Z, Command Z,
is that what I want? Nope, Command Z. Is
that what I want? Nope, Command Z.
And you're like, stepping backwards in time. It's kind of brutal. So
there's an easier way now. Instead of Command Z, we're
going to go Command Option Z, and that's going
to get us a huge, long list of everything
you've done in the day. I don't know how
long this goes back. It might go back
till you save it. Um, but this is basically going back all the
way to when I opened it. So the first thing you
can see is open live set. So it goes back, you know, the last right now, it's going back the
last like 4 hours. That's great. Move notes. If I select one of these, if I say, oh, yeah. When I deactivated that clip, that's about where I want
to be. I can click that. And now I'm back to that spot. We just jumped back to it. That's where what
version we're on now. Even though forward
in time is great out, we can still jump back forward. So it's a pretty cool trick. And a time saver for sure.
69. 12.1: Thanks for Watching: Alright, that is
it. Like I said, there's a whole bunch
more stuff under the hood, performance
improvements. But as users, those are the
big major updates in 121. We don't get updates like
this very often with Live. We usually get big updates in
the big numbered versions. Like, 12 was a big update. And this time, I think there was just a handful of things that
weren't quite ready for 12, so they did a big 121 to get
us all these cool new tools. So check it out, have fun, make some great music, and keep on being awesome. Bye.