Building my patch: The input handling unit.
Naturally, the starting point for my final project was the input handling unit. I therefore began my project by creating the object 'loadbang' which I connected to an 'adstatus driver', an 'adstatus option 0' and an 'adstatus input 1'. These represented the audio driver, audio option and the audio input, which would be connected to the Core Audio, Built-in microphone and 'input 1', thus allowing for playout, mic input as well as an optional additional input.
Given that I was relatively unfamiliar with the use of the 'adstatus' object and its uses, I used the template from the help patches so as to ensure that my patch worked correctly.
Once I'd connected the loadbang to the 'driver', 'option 0' and 'input 1', I created a sub-patch for them to be placed in so as to avoid clutter on my patch and therefore improve usability. In this sub-patch, I also placed an 'adc~' object so that I could monitor the audio status within my patch.
In my input handling unit, as well as controlling the digital sound processing, I also wanted to control the gain level of my audio input. I therefore connected my 'input handler' to a '*~' object and then to a scale object, allowing me to not only use the normal gain levels of 0-127, but also to a scale that goes from 0-2, i.e.from silent to double the volume. Using a 'loadmess' object with a 64ms reaction time and a Gain dial, gave me a suitable level of control over my top-end gain. I made the gain dial green, with a white needle, so that it would be easy to identify and therefore simply to use. At this point I felt as though my interface looked very tidy, and though I may change it once my project was completed, I felt satisfied with the layout.
I finally connected my '*~' object to a 'recieve~ test' object and a level meter, so that the audio could easily be tested, and that any auio output that peaked would be displayed by the level indicator, once again improving usability.
I felt suitably pleased with my input handling unit and so was ready to start work on the individual effect units that I would make up the rest of my processing rig.
