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A control is an argument that a synth can use when it is created or at any time while it (the synth) exists on the server. The four ugens include instances of Control, SinOsc, BinaryOpUGen, and Out classes. The browser shows that the synthdef defined above - "aSynthDef" - is composed from four ugens, one control, no inputs, and one output. The box labeled "SynthDef controls" is useful because it shows the arguments that can be passed to a given synthdef. Each name, when selected, causes the other boxes to display the ugens, controls, and inputs and outputs for a particular synthdef. The middle box (in the top row) shows the names of synthdefs. Use the synthdef browser to examine synthdefs that have been written to disk. add and will be the new recommended standard instead of. NOTE: Since this tutorial was written, another general purpose method was added to SynthDef. ", 57110) // a server on another computer This is therefore the message to use to define a synthdef on one computer but send it to another. load message, doesn't first write the synthdef to disk instead it just transmits the synthdef directly to the server.
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Is another way to get a synthdef to a server. The default server is defined by SuperCollider at startup time (as the localhost server) at which point it's also assigned to the variable 's'.
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load message writes synthdefs to disk and also sends them to the default server. the 2nd argument is the ugenGraphFunc "aSynthDef", // the 1st argument is the name Here's a template for a synthdef showing that it consists of a name and a ugenGraphFunc SynthDef( If you wish to know more about graphs, visit the Wikipedia at
SUPERCOLLIDER TUTORIAL CODE
SuperCollider constructs the graph for you from the code it finds in your function which means that don't have to know how a graph works or that it even exists. The term ugenGraphFunc derives from the notion of a graph, which is the data structure that SuperCollider uses to organize unit generators. In the jargon of SuperCollider, the function is called a ugenGraphFunc. When notated as code in client programs, the engines have two essential parts: a name and a function.
SUPERCOLLIDER TUTORIAL SOFTWARE
The engines, which can be saved to disk and reused, are analogous to presets on commercial hardware and software synthesizers. Use the SynthDef class to build the engines for synths that will run on the server. See also: 00_Introductory tutorial SynthDefs