Super Collision At Studio Dave: The New World Of SuperCollider3, Part 2
In the first part of this series I introduced SuperCollider3 and its most basic operations. Now let's make things a little more interesting by adding a little randomization, a neat GUI, and some MIDI control.
Creating A GUI
Let's add a simple GUI to control the synthesizer. We'll employ the services of a SuperCollider Quark called AutoGui to make things easy for us novices :
As its name implies, the AutoGui class automatically creates a GUI to represent the elements of a SynthDef, i.e. a SuperCollider synthesizer definition. In the example, the SynthDef is built from our simple synth and an added output channel setter. AutoGui performs its magic on the SynthDef, and voila, we have a synthesizer with a graphic control panel, made with two lines of SuperCollider code. AutoGui is one of many realizations of SuperCollider's GUI capabilities. Other interesting manifestations include Fredrik Olofson's red* quarks, James Harkins' dewdrop library, the Crucial extensions, and the EZ-GUI classes. As in other aspects of the system, SuperCollider gives you more than one way to do the job.
Figure 2. The Hadron Quark on display.
Before leaving our simple example let's look at something with a more ambitious GUI. Figure 2 shows off Batuhan Bozkurt's Hadron, a SuperCollider quark that include various GUI components. At first Hadron looks a little like SuperCollider in Pd's clothing, but Hadron is a personal system, not a general-purpose GUI. Like most examples of a SuyperCollider GUI Hadron was designed originally for its creator's specific purposes, and thanks to its broader utility it's been packaged as a quark for other users to explore. My first experiments included the addition of more synths and effects processors on my canvas layout - with all states saveable and loadable - and I've started to look into the guidelines for writing my own Hadron plugins.
Notes On Notes
By now the sound designer might be a little interested in SuperCollider, but the composer might be wondering what the fuss is all about. Our tiny example merely plays a sine wave at a single frequency and a default amplitude value. However, consider the following code :
a = {SinOsc.ar(Rand(200,400))}.play;
Now a different frequency value, randomized between 200 and 400 Hz, will be used for each run of the code. Composition-wise our example's getting a little more interesting, but it needs some repetition to get something like a phrase from it.
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As its name implies, the AutoGui class automatically creates a GUI to represent the elements of a SynthDef, ie a SuperCollider synthesizer definition. In the example, the SynthDef is built from our simple synth and an added output channel setter.
B10 AUDIO MIXERS Lawo mc2 series Features the addition of loudness monitoring for each channel following EBU R128 and ATSC A/85 specifications, and based on ITU1770; metering is shown in the channel display and the GUI main display; a permanent display

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Table Driven GUI Definition? - Rhinocerus: Yeah, HTML being the text file and a web browser being the tool to transform it into a GUI...
Table Driven GUI Definition? - Rhinocerus: Yeah, HTML being the text file and a web browser being the tool to transform it into a GUI...
Table Driven GUI Definition? - Rhinocerus: Yeah, HTML being the text file and a web browser being the tool to transform it into a GUI...It Definition Gui - Bookshelf
Building a user interface test automation framework using the data model
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GUI Definition
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GUI - Definition. A graphical user interface (or GUI, pronounced " ... Verb-noun systems tell the system what to do, then pick the object to do it to. ...
Graphical user interface - Definition | WordIQ.com
Graphical user interface - Definition. A graphical user interface (or GUI, pronounced " ... Verb-noun systems tell the system what to do, then pick the object to do it to. ...
GUI (Graphical User Interface) Definition
The definition of GUI defined and explained in simple language.