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#X text 147 448 2) float;
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#X text 169 367 float;
#X text 127 316 set <symbol>;
#X text 127 278 float/signal;
#X text 127 339 float/signal;
#X text 211 277 - values to write into an array;
#X text 211 317 - sets array name;
#X text 210 367 - sets the channel for the value being recorded, f 56;
#X text 147 429 1) symbol;
#X text 163 399 (none);
#X text 29 153 1;
#X text 23 245 -1;
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#X restore 43 156 graph;
#X text 213 429 - array name to write to;
#X text 115 296 list <f \, f \, f>;
#X text 211 296 - <value> \, <index> and <channel>;
#X obj 336 141 sig~ -1;
#X msg 275 138 1;
#X msg 282 162 2;
#X text 247 138 off;
#X text 258 162 on;
#N canvas 933 72 415 486 control 0;
#X obj 157 104 bng 15 250 50 0 empty empty empty 17 7 0 10 #dcdcdc #000000 #000000;
#X text 276 149 <= index;
#X text 184 103 write to array;
#X text 108 315 1;
#X text 102 425 -1;
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#N canvas 1 79 450 300 (subpatch) 0;
#X array \$0-table 44100 float 0;
#X coords 0 1.1 44099 -1.1 200 120 1 0 0;
#X restore 125 318 graph;
#X text 29 21 You can use control messages isntead of signals. In this way \, [poke~] behaves similarly to the [peek~] object. Note \, however \, that the left two inlets are reversed on [poke~] when compared to [peek~].;
#X obj 157 127 cyclone/uzi 44110 0;
#X obj 158 175 expr random(-1000 \, 1001)/1000.0;
#X obj 231 241 cyclone/poke~;
#X obj 52 159 symbol \$0-table;
#X obj 52 125 bng 15 250 50 0 empty empty empty 17 7 0 10 #fcfcfc #000000 #000000;
#X msg 52 184 set \$1;
#X obj 52 100 loadbang;
#X text 70 124 <= set table;
#X text 89 136 name;
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#X restore 484 215 pd control;
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#X msg 189 208 1;
#X msg 221 208 2;
#X msg 254 208 3;
#X msg 286 208 4;
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#X coords 0 1.1 99 -1.1 200 120 2 0 0;
#X restore 622 174 graph;
#X obj 56 265 cyclone/poke~ quadraphonic_\$0 1;
#X obj 56 228 noise~;
#X obj 147 177 cyclone/count~ 0 100 1;
#N canvas 207 34 366 264 (subpatch) 0;
#X obj 51 101 tgl 42 0 \$0-tgl-s \$0-tgl-r empty 1 8 1 9 #dcdcdc #7c7c7c #fcfcfc 0 1;
#X obj 215 68 route dsp;
#X obj 215 37 receive pd;
#N canvas 977 77 379 291 set_color 0;
#X obj 47 30 inlet;
#X obj 147 200 s \$0-cnv;
#X obj 47 83 select 0 1;
#X obj 47 220 s \$0-tgl-r;
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#X obj 490 220 * -1;
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#X obj 390 189 unpack f f f;
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#X obj 148 214 * -65536;
#X obj 225 215 * -256;
#X obj 291 215 * -1;
#X obj 210 351 - 1;
#X obj 191 184 unpack f f f;
#X obj 379 423 pack;
#X msg 395 152 124 124 124;
#X msg 203 154 220 220 220;
#X obj 238 121 t b b;
#X obj 238 81 inlet;
#X obj 378 485 outlet;
#X connect 0 0 1 1;
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#X connect 2 0 5 0;
#X connect 3 0 2 0;
#X connect 4 0 1 0;
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#X connect 6 0 3 0;
#X connect 6 1 4 0;
#X connect 6 2 0 0;
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#X connect 8 0 12 0;
#X connect 9 0 8 0;
#X connect 10 0 7 0;
#X connect 11 0 7 1;
#X connect 12 0 14 0;
#X connect 13 0 9 0;
#X connect 13 1 10 0;
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#X connect 14 0 19 0;
#X connect 15 0 6 0;
#X connect 16 0 13 0;
#X connect 17 0 16 0;
#X connect 17 1 15 0;
#X connect 18 0 17 0;
#X restore 47 113 pd off;
#X msg 47 180 color \$1 \$2 0;
#X msg 147 131 -4.86997e+06 -1.34937e+07;
#X msg 147 171 color \$1 0 \$2;
#X connect 0 0 2 0;
#X connect 2 0 4 0;
#X connect 2 1 6 0;
#X connect 4 0 5 0;
#X connect 4 0 7 0;
#X connect 5 0 3 0;
#X connect 6 0 7 0;
#X connect 6 0 5 0;
#X connect 7 0 1 0;
#X restore 215 165 pd set_color;
#X obj 135 122 r \$0-tgl-s;
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#X coords 0 -1 1 1 42 27 1 100 100;
#X restore 51 144 pd;
#X obj 226 139 s \$0-tgl-r;
#X msg 226 115 set \$1;
#X msg 135 177 \; pd dsp \$1;
#N canvas 256 32 278 194 load_check 0;
#X obj 136 53 sig~ 1;
#X obj 74 24 loadbang;
#X obj 136 86 snapshot~;
#X obj 91 52 del 5;
#X obj 136 151 outlet;
#X obj 74 103 tgl 15 0 empty empty empty 17 7 0 10 #fcfcfc #000000 #000000 0 1;
#X obj 74 126 switch~;
#X connect 0 0 2 0;
#X connect 1 0 3 0;
#X connect 1 0 5 0;
#X connect 2 0 4 0;
#X connect 3 0 2 0;
#X connect 3 0 5 0;
#X connect 5 0 6 0;
#X restore 51 72 pd load_check;
#X connect 1 0 3 0;
#X connect 1 0 7 0;
#X connect 2 0 1 0;
#X connect 4 0 8 0;
#X connect 4 0 3 0;
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#X restore 353 222 pd;
#X text 12 102 The name convention for multi channel arrays is the table name preceded by the channel number (starting from zero) and "-" \, such as: "0-" \, "1-" \, "2-" \, "3-" \, and so on...;
#X text 11 31 The [poke~] object also works with multi channel arrays (maximum 64). In this example we have 4 channels \, which can be accessed as an argument or a float input into the right inlet. No argument loads the first channel by default., f 60;
#X obj 549 345 cyclone/buffer~;
#X text 145 345 Please check the [buffer~] object for multichannel buffers =>, f 61;
#X text 237 376 Internally \, it creates buffers with the above mentioned naming convention.;
#X connect 2 0 13 2;
#X connect 3 0 2 0;
#X connect 4 0 2 0;
#X connect 5 0 2 0;
#X connect 6 0 2 0;
#X connect 14 0 13 0;
#X connect 15 0 13 1;
#X restore 454 238 pd multichannel;
#X text 77 92 [poke~] writes signals to an array at indexes specified by a signal.;
#X obj 211 193 osc~ 9.9;
#X obj 398 167 cyclone/count~ 0 22050 1;
#X obj 211 227 cyclone/poke~ \$0-array;
#X text 210 337 -;
#X text 213 448 - channel (default 1 \, maximum 64);
#X text 222 336 index to record to (if negative or larger than the buffer \, no data is written), f 54;
#X obj 499 69 cyclone/dsponoff~;
#X obj 2 4 ./header poke~;
#X text 23 65 Write to an array;
#X obj 275 192 cyclone/selector~ 2 2;
#X connect 24 0 41 1;
#X connect 25 0 41 0;
#X connect 26 0 41 0;
#X connect 32 0 34 0;
#X connect 33 0 41 2;
#X connect 41 0 34 1;
