Difference between revisions of "Mods"
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Some of the Mods are creations of amounra, while others are ports of Monome patches (mostly Stretta's). Each one will function in an independant way, but they all have several things in common with each another. To learn about the common ground that all plugins share, you should take a look at the [[How Monomodular Works]] page. The specifics of each Mod, however, are covered on the following pages that can reached by clicking on the header of each of the following summaries: | Some of the Mods are creations of amounra, while others are ports of Monome patches (mostly Stretta's). Each one will function in an independant way, but they all have several things in common with each another. To learn about the common ground that all plugins share, you should take a look at the [[How Monomodular Works]] page. The specifics of each Mod, however, are covered on the following pages that can reached by clicking on the header of each of the following summaries: | ||
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+ | == Real Mods == | ||
=== [[Monolink]] === | === [[Monolink]] === |
Revision as of 00:42, 30 December 2011
A 'Mod' is just a convenient name for m4l patches designed to be used with Monomodular. They all share one at least one thing: they contain a javascript object that communicates directly with the Monomular Python script, which in turn communicates with Monomodular embedded _Framework control surface scripts. An explanation of how this works, and examples of ways to use certain parts of the javascript, are contained in the Monomods_help patch that should be contained in the folder with the rest of the Mods.
Some of the Mods are creations of amounra, while others are ports of Monome patches (mostly Stretta's). Each one will function in an independant way, but they all have several things in common with each another. To learn about the common ground that all plugins share, you should take a look at the How Monomodular Works page. The specifics of each Mod, however, are covered on the following pages that can reached by clicking on the header of each of the following summaries:
Real Mods
Monolink
This Mod allows connection to anything that is built for a monome. It formats data back and forth between Monomodular and monome-speak. Consider it as a pure monome wrapper.
Plinko
A generative Mod designed to be programmed and manipulated in a Live situation. Each cell on the grid becomes a probability generator, and particles move through the grid with the chance of striking these cells based either on randomness or predetermined paths.
EndCoders
A Livid Code based script designed to easily assign dials to Live's parameters. Adaptable to just about any controller with knobs or encoders.
Binary
A Livid Code based step sequencer which allows easy timing manipulation and polyphonic assignments. Works great as a timing engine for other Mods, as well.
Life
A rhythmic sequencer based on a jitter implementation of Conway's 'Game of Life' rules.
AumBoids
Experimentation with flocking behaviour in javascript. Judges distance between agents and sends out as controller data, while triggering notes based upon arbitrary relationships between individual agents and their leader.
Monotes
A simple triggering device that allows assignment of the grids keys to different notes and MIDI/Nome channels.
Swing16
Barely a Mod, this one just allows Device Controllers to lock to the swing parameter of all the instantiated Mods (if they have swing capability).
LoopMaster
A Mod capable of controlling four instances of the tape-based looper, MaxLooper. It allows recording controls and manipulation of those loops with the Mod grid.
TR256
16 step rhythm sequencer. Capable of holding 16 patterns, recording real-time MIDI input, and editing patterns on the fly. Thank you, Stretta.
PressCafe
16 step rhythm sequencer. Just, well, 'rad'. Thank you, Stretta.
Polygome
Um....polyphonic rhythmic whatchamadoohicky that sounds really cool and is way fun to play. It does everything. Except my dishes. REALLY, thanks Stretta.
Tintinambulo
Polyrhythmic mother ship. A bunch of guys came up with this one....Stretta was involved.
Sment
Um. Stretta.
Boiingg
Ok, this is just good clean fun. Nodes bounce up and down depending upon how high you drop them from. When they hit the bottom, it makes a sound.
Monomods_help
This is where you start if you want to build your own patches, or just see how the Monomodular framework happens on the Max-side.
Other Patches contained in the Monomodular suite
Nomeout
A very useful patch for routing things in Live, since they didn't give us the capability to direct things with reasonable and predicable latency within m4l. If you have a Mac, you should probably use IAC, but that being said, I run on OSX and I still use Nome a bit here and there.
MaxLooper
A tape-based looper. It provides visual output to the LCD patch, so that you can display loop data HUD style on your computer, or in the Lemur AumPad/256 LCD screen. It's of little use to anyone but its writer currently, since it's built around a custom pedal that connects to the expansion port of an OhmRGB and is, well, still a work in progress besides. That said, it hasn't crashed in over 2 months, so it is at least stable at this point if still not quite 'in-time, all-the-time'.
LCD
Several LCD patches exist in the install to display information about what your controller is actually controlling. These will all be gone soon, in deference to a new LCD patch that will be the "One LCD to rule them all". It will also output to Lemur, so that I don't have to deal with these silly transparent Max-screen overlays anymore.