Thứ Năm, 4 tháng 1, 2018

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[MUSIC PLAYING]

Earlier in the course, we used a custom Max for Live device

that was really simple.

It just showed what was the last MIDI note that was played.

And it was really handy for tuning our samples.

Now, I think that's a great example of what Max for Live

can be used for-- solving a simple little problem.

And in this video, we're going to build that same device.

And then in following videos, we'll expand on that device

and make a really simple sampler device in Max for Live.

Let's try it out.

Now, Max for Live is a custom programming language.

We call it a graphical programming language that's built into Live.

And you'll find all of the Max devices over here in the Max for Live folder.

We will be making a MIDI Effect.

So I'll open up the Max MIDI Effect folder,

and I'll see the default Max MIDI Effect here.

And I'll drag that into a MIDI track.

Once it's there, we see this really strange interface.

Looks a little different than most devices.

You can kind of see that it's a programming language.

We see we have a comment that says MIDI from Live.

We have this object that says midiin.

Makes sense that that's an input for MIDI.

And we have an object that says midiout, and that kind of makes

sense that it's an output for MIDI.

And there's a cable connecting them.

And that's the general idea with Max is we

have these objects that manipulate data, and they

send data, which we call messages, along cables to other objects.

And so programming in Max is just about knowing

which objects to use, what you're trying to do,

how you're trying to manipulate that MIDI data,

and then sending it along in logical ways.

Now, if I click, I can't edit anything here.

This is fixed and not editable right now.

But there is a Max for Live edit button right here.

If I click that, the Max editor will open up, where we can edit the patch

and develop our MIDI note viewer.

So this does run as a separate application.

But there is a live connection between them.

And so now that we're in the Max editor, I can click on these objects

and I can move them around.

For instance, this is a comment just kind of giving you some information

to build your MIDI effect here.

And I'll take that, and I'll just hit the Delete key, and get rid of it.

We can also start moving objects around now.

I can move this object around.

I can click on this cable, and I could hit the Delete key to get rid of it.

I can click on an output port and drag a cable to an input port.

And if I hover over an output port, it will show me what kind of messages

that object is sending.

If we're careful about what kind of messages were sending and receiving,

we can generate programs this way.

The process of developing any program--

be it Max or another programming language--

is breaking down a complex task into a much smaller, little tasks,

and testing each one of those along the way.

And the first thing we need to make sure that's happening

is MIDI is getting into Max.

And the way we test and visualize the messages moving through Max

is by using the Print Object.

To create a new object, I can go up to the title bar here to this button here,

which says object N.

And I can click on it, and that will create

a new object, where I can start typing to define what kind of object

I want this to be.

I can type in the word Print, and now it's the Print object.

Now, I'm going to delete this and show you a shortcut.

Because we're making objects all the time,

I rarely want to come up here and click on this button.

Notice that the letter N is right next to the word Object.

That means the letter N on your keyboard will generate a new object.

So I can just hit N on my keyboard to make a new object and start typing.

It will even autocomplete to tell us what are

the possible objects with that name.

Now, the idea with Print is anything sent

to its input will be printed into the Max window.

And if you hover over the input port, it will give you some information

about what the object does.

So I will connect the output port of the midiin object

over to the input port of the Print object.

Once I do this, any MIDI that's being received into the Print object

will be printed to the Max console.

And we can find the Max console by going to the right toolbar

here and clicking on this button here for the Max console.

This will print out anything that's going to any Print object.

And you can have many Print objects in your patch.

Now, if I play on my keyboard.

I'm seeing nothing.

And that's a problem.

So let's go back to Live to see if I've done anything wrong.

I'll go to Live, and I notice the problem right away.

My MIDI track is not record enabled.

So I'll record enable it, go back to Max,

and now I'll hit a key on my keyboard.

Now, right when I hit a key on my keyboard, I'm seeing three messages--

144, 62, 86.

When I release a key, I'm seeing a bunch more messages--

128, 62, 0.

Now, I'm really not sure what all those messages mean yet,

but I am seeing I'm getting information into Max, which is awesome.

Again, the process of building a patch, we

must take joy in the little successes because there'll

be a lot of frustrations.

So we have to really enjoy those little things that go right.

As we move on with this patch, we'll have

to divide out or parse this complex MIDI messages.

One of the biggest challenges with Max is finding the right objects.

We have lots and lots of different objects,

and they do many, many amazing things.

But finding the exact right one for your task is one of the hardest challenges.

And so that's where I rely on a lot of Google searches

and also going through all of the Max help files.

So if we go to this midiout device and hover on the left hand side,

we'll get a triangle.

And if I click on it, we have all these options, particularly Help

and Reference.

And both of these will give you great information about the device

and some ideas on other helpful devices.

It will give me an example patch, which is

great to see how it works, and also, on the right side

here, a bunch of excellent other help files and ideas on other really

useful devices related to MIDI.

And I see here this one called midiparse,

and it says, interpret raw MIDI data.

And so this process of, like, opening up help files of similar patches and kind

of searching around and finding the right device-- it's just

part of the process.

And what I'm trying to do at this point is interpret this raw MIDI data

and pull out the note information.

And there's this option here for midiparse, which I'll double click on,

which opens up another patch.

But if I look at this one, we see, oh, this is interesting.

If it gets a note on message, then we'll see midiparse here.

And we have note on, note off.

It looks like this is really what I want.

So I'm just going to try to play with it a bit and see how it works.

I'll close up these patches.

I'll hit the N key to create a new object,

and I'll type in midiparse, which has a ton of different outputs.

I'll place this right here, go from midiin down to the midiparse object

to send MIDI to there, and I'll start hovering over these output objects.

And this first one, when I hover over it,

says midiparse note on and note off.

It's a list of pitch and velocity.

Interesting.

Let's try to see what that actually sends.

So I'll add a new Print device.

Hit N, type Print, and I'll connect the output of the note

on and note off output over to the input port of Print.

Now, as we do this, I'll now want to identify which print device.

I could just hit a key on my keyboard, and I got more information here

in the Max console.

I need to know which Print device is printing over here.

So I'll double click on any Print device, go to the right,

hit space, and add in an indicator.

In this, I'll just type in raw MIDI.

In this one, I'll double click, and I'll type in another indicator, which

is going to be midiparse note out.

And now I'll hit a key and look at the Max console.

So I see that as I hit this key and hold the note down,

I see raw MIDI, which is this Print device, and it's getting 144, 60, 120.

And then the midiparse note out, which is right here, is just 60 and 120.

So I have a single list right here.

Now notice the difference here.

So this raw MIDI output sent a variety of individual messages--

number 60, and number 120, this number 144.

And then we have the midiparse note out as a single message

that includes two separate numbers.

We call this a list.

A list is a collection of messages.

You can kind of think of it like an English sentence.

A message is a word, and a list is a sentence.

And this one message contains these two separate messages.

One of them is going to be velocity, and one of them is going to be note.

Let's figure out which one.

So if I release my key, we see that the first one is a 60-- the same number.

That must be the note number.

And the second one is velocity, saying it's a note off.

So that first key-- that midiparse note out--

gave me a note of 60, and a velocity of 120.

I hit the key pretty hard.

And then when I release the key, I have a note of 60 and a velocity of 0.

That's a note off.

So I think I'm getting closer to having just the information I want.

All I really care about is that 60 because that is the note name.

That's what we're looking for-- a single message that is the note number.

My hand just hit a knob on my controller, and it sent this data here.

And you'll notice it's only coming out of the print raw MIDI Print

device, because it's a control change.

If I move this more, we'll see that we get a whole bunch of data.

It's all 176, which is saying it's a controller number.

And we're getting 4 and 13, or 4 and up to 127.

The raw MIDI 176 must be saying that it's a controlling number.

The 4 must be which controller it is.

And the 126 or 127 is the value of it.

Now, I don't need to look at this raw MIDI data

anymore because I'm really only concerned with the note outs.

So I'll click on the raw MIDI, Print device, delete it.

And I can go to my Max console, click this x, and clear it out.

Because I know that if I hit a note, I now

have a really good indication of what it is.

Note 48, velocity 127.

Note 48, velocity 0.

So I'll put this out to the side here, which is what I often do.

I'm often adding objects and then putting the print objects over

to the side to kind of get out of the way of everything I'm doing.

Now, the next thing I want to do is divide this out

so I only have one of these two messages.

And we're often doing this.

We have a list that is two numbers, and I

need to break it up into two separate messages.

And that's what the unpack device is for.

So I'll hit N and then Unpack.

The idea is we can pack messages into a list,

or we can unpack a list into individual messages.

And this is saying break a list into individual messages.

Perfect.

And I'll hit Enter.

Notice that this has a single input port--

the list to be unpacked.

And it has two output ports-- element one of list, and element two of list.

I'll click and drag from the output port of the midiparse device

and drag it to the input port of the unpack device.

Put that in place.

And then we can make another Print object.

So I'll New, Print.

And I'm going to call this UNPACKPORT1.

And I'll make another one that is UNPACKPORT2.

And I just option drag to make a copy of it.

So we have port 2, port 1.

So now, I'll try hitting a note.

And what do we have?

We have midiparse note out, a list--

that's 60 and 120.

UNPACKPORT2 is 120, and UNPACKPORT1 is 60.

So this is a really important point to make.

Messages happen in a certain order.

Though it looks like everything's happening all at once,

things are actually happening in an order.

If I clear out the Max console and I hold a key down, first, what happens

is the midiparse note out--

this object here.

And that's happening first because the MIDI comes in, goes to midiparse,

comes out of midiparse, then goes to here, and then it goes down to unpack,

and then it gets divided into these two destinations.

Now, note that the messages are sent on the right port

and then to the left port.

So we have UNPACKPORT2 as the velocity and UNPACKPORT1 as the note.

Messages coming out of objects will always happen from the right-most port

and then move to the left.

It feels a little odd at first.

But as you start developing the programs here in Max,

you'll find it makes total sense.

And it really is a logical way for this to function.

If I release my key, we'll get a note off event.

Again, we're going to see midi note out--

this device here-- sending a message to the Max console.

And then we have UNPACKPORT2 right here, and then UNPACKPORT1 right here.

Now, I'm not really concerned with UNPACKPORT2.

I can just delete that device.

I'm not really concerned with midiparse note out anymore.

I can delete that.

Really, all I care about is this note message.

So I'll make a new device.

Now, if we come up here, we see the Max for Live objects.

I can click there.

And we have a number of different interface objects.

And the one I'm really looking at right here is live.numbox.

I can click on that and I get a live number box.

I can click and drag that right here.

I can drag from the output port 1 of the unpack

object down to the input port of the live numbox.

Now, if I play a key on the keyboard, I'll see a 60.

If I play another key, I'll see a 63.

So what's happening is what was going here--

over to the Max console, that end number--

is now going to this number box.

I can click on unpack port and get rid of it.

And we really have the bulk of our MIDI note viewer object.

Now that we're seeing the data that we need to see,

I'd like to clean this up a little bit and give myself some comments.

Comments are created just like creating objects, but we don't hit the N key.

We hit the C for comment.

And I can say something like this.

If you have a chance to clean up your patch and to give details,

that's awesome.

Over here-- and I'll put another comment.

With my patch well-commented, I can save it--

command S. And then I can give it a good name.

I'll call this note display 2 because I've been working on a bunch of these.

And I can close up the Max interface.

And we'll see that our complete patch is shown here inside of Live.

And I can hit a key on my keyboard.

And it'll show the latest note right there.

So now we see how we can develop an object in Max

and how we can get a simple note display over in Live.

But there are some problems.

First off, this is an ugly interface.

The end user in Live doesn't need to see all this information.

All they really need is this number box right here.

And it's not showing me the MIDI note name.

I'd rather say C, C sharp, et cetera.

To fix all these little issues, I'll go and edit the patch a little more.

Click on this button right here to edit it.

Open the Max editor.

Now, most of the issues I had were relating to this Live number box

right here.

And what I need to do is change a number of this object's attributes.

Attributes are aspects of an object that control how it looks and how it acts.

If I click on this and then I click this I for inspector here,

we'll see a list of all the object's attributes.

We can show tabs to show specific portions of the attributes.

And I can also hide and show portions of the interface here.

Now, I'll go to all and all scroll down all the way to the unit style.

If I hover over the I there, there will be

even information about the unit style.

It's saying that parameters have a number of built-in display

styles for their data.

Choose between them in the drop-down menu.

And the drop-down menu here has all sorts of different ways

that that number can be displayed.

The one we're going to want is MIDI.

So this way, it says D sharp 4.

And if I click different keys on my keyboard,

we are seeing that it's showing MIDI note numbers really nicely right there.

The next thing is to make a custom interface

for this device that only includes the display, the note

number, and the comment for it.

To do this, I'll click on my Live number box and go back to the inspector.

And then we'll find the attribute for presentation, Include in Presentation.

And I'll checkbox that.

Now, once I do that, I'll see there's a kind of reddish pinkish box around it.

And that's saying this object, if I switch to the Presentation Mode,

will be viewed there.

And we can switch to the Presentation Mode with this button right down here--

Presentation Mode.

If I click on it, everything else will disappear, and only

that F3 is available.

If I click on this again, it will go back

to the Patching Mode, where we can edit.

So the Presentation Mode, when I'm here--

and this says, unlocked presentation-- the Presentation Mode is the view that

will be available in Live.

And then the Patching View is how we can come in here and edit our patch.

Now, I also want this comment to be in the Presentation Mode,

so I'll click on it.

And I'll find Include in Presentation over here

in the attributes, which is right here.

Now, the honest truth is this is such a common thing to do.

You can Control click or right click, and there

will be an option for Add to Presentation, which is simply

checking that box but allowing you to do it without opening the info pane.

And I can actually move these objects in the Presentation Mode up here.

I can even change their size.

And if I switch back to the Patching View,

we'll see it moves over to this location.

So objects have their own location in Presentation and Patching.

The last thing I'll have to do is tell Live that when I'm opening this patch,

I'd like to open it in the Presentation Mode.

And there's an option.

If you click on the background here, while in the Patcher,

you'll see that this little P shows up right there.

If I click on an object, that P disappears.

But if I click in the background, I'll see it there

while I'm in the inspector.

That P is going to give me the Patcher inspector.

So it'll give me the info about the Patcher itself--

kind of the background.

And if I scroll down, I'll find an attribute for Open in Presentation.

And there it is.

Under view, you have an option for Open in Presentation.

And I can make that checkbox.

Now, once I do that, I can switch to the Presentation Mode and hit Save.

And I'll do a Save As.

And I'll save this as Note Display 3 for myself.

And as soon as I did that, because that was checked,

look at what I see over in Live.

I'll just quit Max here.

And I have a really nice interface that shows me

exactly what the last note played is.

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Minecraft How To Build A Horse Stable Tutorial - Duration: 9:04.

hello guys my name is Rose Isle and today I am going to be showing you how

to make a Minecraft medieval horse stable so I originally came up with this

design for my building Thrones let's play so if you want to check that out

there'll be a link in the description below but anyways guys let's get

straight into building this so the first thing we're going to want to do is add

the foundation I chose spruce wood logs for this but you can use whatever log

you want and you're going to want to make a rectangular shape that is 23 by

15 blocks long now once you have that basic shape laid out where you're going

to want to do next is extend the width of the foundation out one block to serve

as columns later on these columns are going to be three blocks apart however

they're going to be five blocks apart at the center as there's going to be a

doorway there and once you have those columns done you're going to want to

extend it inwards as well five blocks leaving a three block gap in the center

of the building for a pathway later on feel free to pause it here so you can

get a good look at how the foundation is supposed to look though before we move

on to the next step for the next step all we're going to do is build up a wall

which you can already see me doing really all you have to do is build up

the wall four blocks from every log that you have placed for the foundation now

I'm just gonna be using stone bricks for these walls however if you're using a

default texture pack you might want to add a mixture of a couple other blocks

such as cobblestone or just regular stone to these stone bricks as well once

you have the walls completes what you're going to want to do next is to add the

ceiling or floor for the second floor of the building so I'm just going to be

using spruce wood planks to fill in the ceiling but also be sure to extend this

one block out from the wall as this will serve as part of the overhang for the

roof later on so once you get the ceiling filled in the next step is going

to be building the roof so the roof starts off with a small slope using

slabs and regular blocks and then will point up towards the center using stairs

so feel free to pause here as copying this exact design for the roof will

probably be the trickiest part of the building

however once you get a one block wide frame of the roof done it's going to be

very simple from there as you will just need to extend this frame across the

rest of the building is probably going to be the most tedious part of building

the horse table but once you get this done that will pretty much be it for any

large amount of block placing so once we get the rest of this roof finished up we

are then going to add a stone brick trim to the outer edges of the roof this will

give the roof much needed depth and detail that is otherwise lacking if we

had only used spruce wood planks for the roof so just follow the pattern I have

got going here and it should be pretty easy to place as it just aligns itself

with the roof we have already placed down also trim the front of the

building's roof with stone brick slabs and then repeat this trim pattern to the

other side of the roof and to the back of it as well now that we have all the

sides finished up we are then going to add stone brick slabs to the top of the

roof as well and then this will finish the roof completely so the next thing I

am going to do is fill in this top section I use Graywolf for this as it

has a nice med evilish look when used with this texture pack however if you're

using the default look you can use any white or gray blocks such as weld IRA or

quartz also I'm going to leave a gap in this wall and then add fences to the

side to serve kind of as a barn like window so once I got that all filled in

I thought this wood plank beam that overhangs here looked a little bland so

I just added in some spruce wood slabs on every other block and I think it

makes it look pretty nice but the next thing we're going to do is add some

windows to the front and back of the building so basically what I did here is

take out the top two rows in between the columns and then extrude it out one

block putting stone bricks on the top spruce fences in the middle and upside

down stairs on the bottom that the fences will sit on these windows will be

at the back of each stable basically serving as a window for the horses

themselves I'm going to go inside now and the first

thing I'm going to do is at the back of each stable I'm going to replace the top

row of stone bricks with stairs so it is easier to look out side of the windows

once that is complete the next step is going to be laying out the floor of the

building so on the inside of each stable I'm going to replace the floor with a

mixture of spruce planks in coarse dirt the core stir is there to basically

signify that an animal has been living there as it kind of gives it a messy

look and I decided not to follow any specific pattern here and I just added

the planks and coarse dirt at random so once I got the stable floors all filled

in I then added the floors to the walkways or the rest of the building I

decided to only use Spruce planks for this but if you like the messy look of

the floor inside the stables feel free to copy that for the rest of the

building if you want so once the floors are all finished up I

then added these spruce wood logs to this side of each of these middle

columns doing this will make the doorway to each stable two blocks wide instead

of the three that they were next we're going to add trapdoors to the top of the

spruce logs we just placed this will prevent the horses from being able to

walk on top of the block and escaping and it also gives it a nice look as well

so once we get these place we are then going to add two fence gates to each

stable the horses won't be able to walk over these and opening both of these

will allow us to go in and out with the horse we are then going to add a

staircase to the middle section of this building I decided to go with an odd

staircase that is one block wide on each end and then leaving a wall in the

middle the stairs will then loop back over this wall becoming a single three

block wide staircase to access the second floor so on the second floor I'm

going to use this area as a storage room for hay bales I didn't really have any

strategy for placing these mounds of hay I just randomly placed these until I

thought they looked good so once we get the second floor looking

nice I am then going to implement some of these hay bales into the stables as

well you can randomly place these to your

liking as well for me I kind of went with this triangle shape as you can see

here but into addition to these hay bales I'm also going to add a cauldron

in each of the stables and then fill some of them with water to act as a

trough or whatever once that is complete that is pretty much going to do it for

the inside though what I'm going to do next is to do some detail work on the

outside so I'm going to start off by adding some decorative features to the

sidewalls as these are part of the most bland part of the exterior so the first

thing I added was some flowerbeds which is just added three dirt blocks along

the middle of the wall and then put trapdoors over them and then adding

whatever flower I want the benches I just use upside down sprue stairs and

then I used slabs in the middle as like the sitting seating area and then I for

the windows I just knocked out two 1x2 windows along the middle and I just used

trap doors as shutters and then regular glass panes for the windows so just copy

this design over to the other side as well and then the sidewalls will be

looking a lot better okay so once we get that done the building is basically

complete I'm just going to add some extra features in the front starting

with this pathway you can do whatever you like for this I just made a path to

the river here and then forked it off the other way as well now I just used

coarse dirt as the material here I then also edit a mound of hay to the front as

well and then edit fences along the side of it

fences are there so someone could tie up their horse or whatever with a weed if

they wanted to I then spammed a bunch of bonemeal

around the building as the grass and flowers give some nice detail obviously

and then lastly the most important part of course is adding in the horses

themselves since that's the whole point of this build all right yeah so anyways

that's going to be it for this medieval horse stables tutorial I hope you guys

liked the design and hopefully the tutorial wasn't too hard to follow I

personally made it fast paced though since I'm not a huge fan of those long

20 minute step-by-step tutorials so yeah guys that's going to be about it

for this build before I go though I'm going to show this build in the default

texture pack as well as with shaders I'll also probably be doing more build

toriel's in the future mostly on builds that I make in my building thrown series

so feel free to check that out and subscribe and drop some feedback on this

video and then I'll see you guys in the next one bye bye

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