Using Collab-Hub with Max for Collaborative Network Performance / On-demand hero

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Using Collab-Hub with Max for Collaborative Network Performance / On-demand

Level

Beginner

Duration

2h 9m of video content

Format

Self-paced video

Added

03/11/2021

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Using Collab-Hub with Max for Collaborative Network Performance / On-demand

Course overview

Collab-Hub offers the ability to connect multiple Max patches together over the internet, allowing performers across the world to share control data with one another during collaborative performances. In this workshop you will learn how to add Collab-Hub’s user-friendly modules to any Max patch, how to send and receive data between multiple connected users, and how to map that data to the parameters of your instrument or effect. You will also learn techniques for sharing data between Max and web pages, opening the door for building multi-platform networked experiences between mobile devices and your favourite patches.

Learning outcomes

Build a Max patch that connects to the Collab-Hub web server

Retrofit Collab-Hub modules and mapping strategies into an existing Max/Jitter patch

Send and receive data in both Control and Event formats between their Max patch and other connected clients

Explore methods for building advanced messaging networks with the Push and Publish transmission methods

Who is this course for?

  • This course is for people interested in Max patches and the Collab-Hub web server.

Requirements

  • A computer and internet connection
  • A web cam and mic
  • A Zoom account
  • Access to a copy of Max 8 (i.e. trial or full license)

Course content

Course Overview

2 lessons

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  • What you will learn in this course
  • Requirements

Using Collab-hub with Max for Collaborative Network Performance / On-demand

1 video

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Instructors

Anthony  Marasco

Anthony Marasco

Instructor

Anthony T. Marasco is an Assistant Professor of Music Technology and Composition at the University of Texas Rio Grande Valley. As a composer and sound artist, his works feature custom-made software and electronic instruments, hacked consumer hardware, and networked systems for designing audience/performer collaborative experiences.

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