Output specific numbers in a specific range of time

Hi, as i think TD is a great tool and i want to go deeper in, i have some basic questions about how CHOPs generate numbers in a specific range of time.

My case is that i have few Containers connected to a Switch TOP, and i want to switch between them using a Beat CHOP generating a ramp (if you know greater way to do this, pls let me know). But i want to specify the time in which the ramp (or whatever else is more suitable) is generating those numbers. For example, i want to have from 0 to 1 for 10 seconds, and then from 1 to 2 for 5 seconds, and then again 2 to 3 for 10 seconds… If you have any idea for some technique about doing this, pls pls let me know.

And, the other case is that i have two Containers, connected to a Composite TOP, and i’m using a Beat CHOP again, to switch automatically between the operands of the Comp. But i want not to switch between the operands from 5 to 10 consecutively (as in the case), but to choose operand 5, then operand 7, then operand 9,and 10. And, again, can i choose these operands on a specific range of time, for example - operand 5 to stay for 11 seconds, operand 7 to stay for 2 seconds, 9 for 18 seconds,and 10 for 6 seconds.

So, i guess i can use some expression or a script, but as i’m not very good in these things (an artist, not a programmer, for regret), i will be happy if someone can suggest me a way to decide this. Or may be it’s simpler, but i just don’t see it… I’m attaching the concrete file, so you can work directly on it, or just to share your ideas in the topic. Thanks in advance.
Switch+Comp_Task.toe (4.48 KB)

If you want to avoid doing all the math for those ranges, you can use an Animation COMP and animate a channel to do the work for you.

For your first example, animate the keys in a channel to go from 0 to 1 over the first 10 seconds (600 frames @ default 60fps), 1 to 2 over the next 5, and then 2 to 3 over the last 10 seconds.

So your Animation COMP length should be set to 600 + 300 + 600 = 1500 frames to fit that example in. If you are locking the Animation COMP to the timeline (ie. it stays locked to timeline instead of you manually triggering or driving it) then make your timeline length equal to 1500 frames.

I think you can use this method for your second example too.

Hey, that Animation COMP was what i needed indeed!:slight_smile: No math, just animation, with precise control of the keyframes. Thank you, Ben!

P.S. : Just to let you know, every time when i try to switch the Function on a Channel in Animation Editor to “match()”, TD is getting not responding (it don’t crashes with CrashAutosave, it just stops). And I tried to switch it when all of my synth is in a pause mode, and the Null of Animation Comp is not exporting it’s CHOP to nothing… May be it happens just to me, or may be because of some other reason… But anyway, this is not a big deal, i really like TD!

I’ll have a look at that match() function. It’s a pretty obsolete function so it may not have been tested in a while.
Cheers,
Rob.

FYI, the match() functions were indeed buggy and obsolete and have now been removed.
-Rob