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https://github.com/sbl/sc-max
port of some supercollider ugens to maxmsp
https://github.com/sbl/sc-max
audio dsp maxmsp maxmsp-external supercollider supercollider-ugens
Last synced: 2 days ago
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port of some supercollider ugens to maxmsp
- Host: GitHub
- URL: https://github.com/sbl/sc-max
- Owner: sbl
- License: other
- Created: 2010-02-09T11:01:37.000Z (almost 15 years ago)
- Default Branch: master
- Last Pushed: 2020-05-12T15:09:23.000Z (over 4 years ago)
- Last Synced: 2023-03-10T23:23:33.234Z (almost 2 years ago)
- Topics: audio, dsp, maxmsp, maxmsp-external, supercollider, supercollider-ugens
- Language: Max
- Homepage:
- Size: 507 KB
- Stars: 28
- Watchers: 2
- Forks: 5
- Open Issues: 4
-
Metadata Files:
- Readme: README.md
- License: COPYING
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README
# sc-max
[![Build Status](https://travis-ci.org/sbl/sc-max.svg?branch=master)](https://travis-ci.org/sbl/sc-max)Some supercollider ugens ported to max-msp (v>6.19 - 32 + 64 bit) the focus lies on the noisier ones.
Ports by Stephen Lumenta.- gendys
- dusts
- noises
- lfnoisesAll credits are due to the original authors (James McCartney et alt.). these
are merely ports to max/msp and might be helpful.
Helptext is taken directly from the original supercollider helpfiles. If you
haven't done so, check out [supercollider](http://supercollider.github.io/) as
well. It is a really nice language for sound.Use the issue tracker for bug reports or other issues.
## Installation:
- latest version [mac](https://github.com/sbl/sc-max/releases/download/1.0.0/sc-max-1.0.0.zip)
Drop the sc-max folder somewhere in your max-search-path for projects.
## Older versions:
If you're looking for an older unmaintained (32 bit only) version:
- [0.2.1 mac UB](http://github.com/downloads/sbl/sc-max/sc-max-0.2.1.zip)
## Compilation Prerequisites
To build the externals in this package you will need some form of compiler support on your system.
* On the Mac this means Xcode (you can get from the App Store for free).
* On Windows this most likely means some version of Visual Studio (the free versions should work fine).You will also need to install [CMake](https://cmake.org/download/).
## Building
0. Get the code from Github, or download a zip and unpack it into a folder.
1. In the Terminal or Console app of your choice, change directories (cd) into the folder you created in step 0.
2. `mkdir build` to create a folder with your various build files
3. `cd build` to put yourself into that folder
4. Now you can generate the projects for your choosen build environment:## MAX-API and SC_PATH
When configuring there are two global paths that you should configure. When inside the `build` directory add them once you generate the project.
`cmake -DSC_PATH=../.. -DC74_MAX_API_DIR=../..`
### Mac
You can build on the command line using Makefiles, or you can generate an Xcode project and use the GUI to build.
* Xcode: Run `cmake -G Xcode ..` and then run `cmake --build .` or open the Xcode project from this "build" folder and use the GUI.
* Make: Run `cmake ..` and then run `cmake --build .` or `make`. Note that the Xcode project is preferrable because it is able substitute values for e.g. the Info.plist files in your builds.### Windows
The exact command line you use will depend on what version of Visual Studio you have installed. You can run `cmake --help` to get a list of the options available. Assuming some version of Visual Studio 2013, the commands to generate the projects will look like this:
* 32 bit: `cmake -G "Visual Studio 12" ..`
* 64 bit: `cmake -G "Visual Studio 12 Win64" -DWIN64:Bool=True ..`Having generated the projects, you can now build by opening the .sln file in the build folder with the Visual Studio app (just double-click the .sln file) or you can build on the command line like this:
`cmake --build . --config Release`
## LICENSE
All SuperCollider code and sc-max are licensed under the gpl
http://www.gnu.org/licenses/gpl.html