title:: play summary:: Start a process categories:: Common methods method:: play The code::play:: message is of common use in sc. Different objects respond to it in various ways, but the simple meaning is: strong::start a process::. It is usually implemented by objects in contributed libraries as well. play usually returns the playing object which might not be the same as the one the message was sent to. opposite: code::stop:: section:: Clocks, Routines, Streams and Patterns For a full list of which classes that implements code::play::, see link::Overviews/Methods#play:: subsection:: clock.play (stream) returns: the clock code:: ( r = Routine.new({ "...playing".postln; 1.wait; "ok, that was it".postln }); SystemClock.play(r); ) :: See link::Classes/Clock#*play:: subsection:: routine.play (clock) returns: the routine code:: Routine.new({ "...playing".postln; 1.wait; "ok, that was it".postln }).play; :: See link::Classes/Routine#-play:: subsection:: stream.play (clock) returns: the stream the stream will loop until it returns nil code:: FuncStream({ "ok, that was it".postln; 1 }).play; :: See link::Classes/FuncStream#-play:: subsection:: pausestream.play (clock) / task.play (clock) returns: the stream code:: a = PauseStream.new(FuncStream.new({ "ok, that was it".postln; 1 })); a.play; a.stop; a.play; a.stop; a = Task.new({ loop({ "ok, that was it".postln; 1.wait; }) }); a.play; a.stop; :: See link::Classes/Stream#-play:: and link::Classes/Task#-play:: subsection:: pattern.play (clock, protoEvent) returns: an link::Classes/EventStreamPlayer:: code:: ( Pseq([ Pbind(\freq, Pn(500, 1)), Pbind(\dur, Pn(0.1, 1)) ], 2).play; ) :: See link::Classes/Pattern#-play:: section:: Playing single Synths from SynthDefs on the server The following play messages both cause a SynthDef to be written, send it to the server and start a synth with it there. Note that they should not be used in quickly running automated processes, as there are more efficient alternatives ( see link::Guides/SynthDefsVsSynths:: ) subsection:: function.play (target, outbus, fadeTime, addAction, args) returns: a link::Classes/Synth:: table:: ## outbus || on what bus to play (default: 0) ## fadeTime || in what time to fade out when released (default: 0.02) ## addAction || where to add the node (\addToHead by default) ## args || controls to set when starting the synth :: See link::Classes/Function#-play:: code:: a = { PinkNoise.ar([0.1, 0.1]) }.play; a.release; // setting argument a = { |freq = 500| HPF.ar(PinkNoise.ar([1, 1] * 0.4), freq) }.play; a.set(\freq, 1000) a.release; // passing argument with play: a = { |freq = 500| HPF.ar(PinkNoise.ar([1, 1] * 0.4), freq) }.play(args: [\freq, 10000]); // note that you can use Out ugens but you do not need to { Out.ar(1, PinkNoise.ar(0.1)) }.play; { XOut.ar(0, MouseX.kr(0,1), PinkNoise.ar(0.1*[1,1])) }.play; // mouse x controls level :: subsection:: synthDef.play (target, args, addAction) returns: a link::Classes/Synth:: Note that you need an out ugen to hear the result. Examples of how to write to the busses in the helpfiles: link::Classes/Out:: / link::Classes/ReplaceOut:: / link::Classes/XOut:: / link::Classes/OffsetOut:: Nevertheless, synths can also run without any writing activity: (see e.g. link::Classes/SendTrig::) Some operations provide an out ugen internally: see for example code::function.play::, which plays out to a bus number provided in the argument passed to code::.play:: code:: ( x = SynthDef("test", { arg out, amp=0.1; var sound; sound = PinkNoise.ar(amp * [1,1]); Out.ar(out, sound); }).play; ) //set the synth x.set(\amp, 0.2); //free the synth x.free; :: See link::Classes/SynthDef#-play:: note:: code::Synth.play(function):: is synonymous, for backwards compatibility with sc2 ::