hush(...) --- Silence Sound
hush() stops every sound on this client, the same as the stop button.
hush(uid:...) stops only the sounds with that name. hush(s2, 6) fades
s2 out over 6 beats.
To fade a sound without stopping it -- to bring it back, or crossfade it
with another -- use level() and xfade(). hush()
puts the faders of the sounds it stops back to 1.
Syntax
hush() hush(NAME) hush(NAME, BEATS) hush(uid:NAME) hush(uid:[NAME, NAME], rel:BEATS)
Parameters
| param | required | description |
|---|---|---|
uid |
✖ | The sound to stop, or a list. Without it, everything stops. |
rel |
✖ | Release time in beats: the sound fades to silence over it. Each kind of sound has its own default. After a bare name it can go bare too: hush(s2, 6) is hush(uid:s2, rel:6). |
Behaviour
uid:finds the sound whatever made it:synth()(with all itspoly:voices),audio(),audioPool()oraudioImpulse()- bare
hush()also clears the live scopes and waveforms - a fading sound is let go at once: running its cue again during the fade starts a new voice, which comes in as the old one goes
- the transport is not touched: use
stop()for that
In the live console, Ctrl+. runs hush(),
and running a commented-out sound cue hushes its uid, as does Ctrl+Shift+.
on the line.
hush() is for the ear. For the eye there is still() (Ctrl+,, then
Enter): every animation stops where it has got to, every text() goes, the
stayed ones too -- with what they were saying (say:1), and any word still
being made for them -- and the console's trig: lines that draw stop
watching. Nothing of them comes back. The sound plays on.
still(all) (Ctrl+Shift+,, then Enter) does that and puts the screen back
to plain: screen(off), every gui()'s own effects off -- kaleido, mirror,
tile, blur, warp and the rest, with any follow() driving them -- and the
trails wiped. Sizes, places, colours and views stay.
Examples
hush() hush(uid:drone) hush(drone, 6) // fade the drone out over 6 beats hush(uid:[pad, rain], rel:4)
Related
level(),xfade()— a sound's fader: fade and keep it runninghold()— freeze a sound's patterns, keep it playinggate()— let a sound go (its reverb rings on) and bring it backstop()— the transport, not soundsynth(),audio()
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