Patching
PatchIn
AudioPatchIn
ControlPatchIn
ScalarPatchIn
PatchOut
ControlPatchOut
AudioPatchOut
ScalarPatchOut
These objects hold information about a Player's inputs and outputs. They are used to make connections to other Players, and to manage that connection and all subsequent repatching or disconnections.
PatchIn objects hold NodeControl objects that enable communication to one input of a Node (Synths and Groups), either for setting the value or mapping the input to read from a Bus.
PatchOut objects hold either Bus objects (for audio and control) or sources (for control and scalar). Bus objects hold the information about the Bus that the Player is playing onto. sources are client side objects that produce float values to send to the inputs of Nodes. Possible sources are gui objects like sliders or Patterns and other automatons. Anything that can respond to .value with a Float can be a source for a ScalarPatchOut.
aPatchIn.connectTo(aPatchOut)
aPatchOut.connectTo(aPatchIn)
connect the input on the node to the output of the bus or source.
Both PatchIn and PatchOut remember who they are connectedTo. PatchOuts may be connected to multiple PatchIns.
play(patchIn)
server
plays on top group at head
group
plays at group of head
integer
default server, audio output number
they should be even gui-able, a drag drop
maybe even a player makes ins and outs when created
prepare(group)
sets the patchOut group, where it will be created
patchIn
also hold source ?, search for synth
examples:
drag output of player to some input
patchOut.connectTo(patchIn)
sets nodeControl if playing,
else when it plays it will get the value
if player is not playing anywhere else
if input is reading from something else
insert mixer
drag filter to player
if player is not playing anywhere else
node after
same buss for out
filter reads from that buss
this is a kind of player
if player is playing to another filter
remove other
node after
same buss for out
filter reads from that buss