New module in a patch

Jamoma Modular can really make the design of a Max interactive application easier. Start by creating a module in a patch using one of the following options.

Using Jamoma modules as abstractions

Modules can be created as abstractions, just like any regular Max patch saved to disk. In Max, open a blank patcher window and double-click in the window or press the n key to create a new object.

Once the object box is created, type in the name of the desired module. In this example, we will create a jmod.degrade~ module.

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When you double-click the object box, a window displaying the module GUI will now pop up. Note that by default, the module will be named after its file name.

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You may want to define a specific name to your module by typing an optional argument to the object box.

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Assuming you properly set up Max, note that you can create an object box containing your module by using the SHIFT + m key combo.

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Using module as bpatcher

If you prefer to have the GUI displayed in the main patch, Jamoma module are ready to be used within bpatchers. Create a bpatcher in your Max window.

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Once an empty bpatcher has been created, select it then right-click to bring up the contextual menu and open its inspector window.

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Within the bpatcher inspector 1, scroll down to the Patcher File item, then click the Choose button seq2 to navigate through the files on your computer and select the desired Jamoma module. Just like when using modules as object box, you may want to specify a specific name set as argument 3.

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Your module GUI can now be used from within the main Max patch. Note that the bpatcher is automatically resized to match the size of the module GUI.

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Jamoma also have some shortcuts to ease the creation of modules as bpatchers. Use SHIFT;
% + %(kbd)d
or SHIFT + b to create a bpatcher box with containers for module name and arguments.

Using jmod.layout

Now that you know how to create an initial module, here is a special module which can come handy to build a whole patch. First, as explained previously, create a bpatcher containing Jamoma module named jmod.layout 1. Once the module is initialized, click the top-right EDIT button 2.

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From the floating panel window, select the Add top tab 1, then select the desired tab below 2. As their name imply, the Jamoma tab will open access to all module within the main Jamoma distribution, whereas the UserLib open access to modules shared by Jamoma users and developers.

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Jamoma modules are organized into various categories :

- Audio, containing modules dedicated to generation and process of audio signal
- Control, containing modules dedicated to control of other modules
- Data, containing modules dedicated to process of non-audio signal
- OpenGL, containing modules dedicated to generation and process of OpenGL-based video
- Spatialization, containing modules dedicated to spacialization audio signal
- Video, containing modules dedicated to generation and process of matrix-based video signal

Select a category using one of the afore-mentioned menu 1 and choose a module to insert in your patch by scrolling the menu below 2.

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Once a module selected, you may optionally set a name to the module using the text input field 1. By default, jcom.layout will display the module’s name and use as a default name for the module. When done, clic the button beside to insert a Jamoma module in your patch 2.

You can insert as many modules as you like. When all your modules are created, you can close the window using the Done button 3.

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Summary

- Modules can be created inside regular object boxes or as bpatchers
- Modules can be created using SHIFT + m, SHIFT + d or SHIFT + b
- jmod.layout can be useful to explore the growing list of modules and insert them in a patch

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