
Subscription id: 22693
Course id: 1524741
Course product id: 1597842
Subscription end date: 01/01/1970-12:01:00
Next payment date: 08/04/2023-07:04:17
Highest membership access level: 0
User membership allows access to this course: No
Not logged in, cannot sync.Using Collab-Hub with Max for Collaborative Network Performance / On-demand
Taught by: Anthony Marasco
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.
Level
What you'll learn
- 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
Course content
- What you will learn in this course
- Requirements
- Using Collab-Hub with Max for Collaborative Network Performance / On-demand

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Add to cartRequirements
- 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)
Who is this course for
- This course is for people interested in Max patches and the Collab-Hub web server.
Useful links
About the workshop leader
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.