Audio Chaining
Audio objects connect together to form a signal chain — sound flows from sources through processors to output. Any object whose name ends with ~ is an audio object.

✨ Try this patch — FM synthesis using oscillators, expressions, gain control, and frequency analysis.
How It Works
Think of audio chaining like a hardware signal chain: oscillator → filter → amp → speaker. Each ~ object processes the signal and passes it to the next.
Two rules to remember:
- End your chain with
out~— nothing is audible until the signal reachesout~ - Use
gain~to control volume — connect it just beforeout~to avoid clipping
[osc~ 440] → [gain~ 0.5] → [out~]
Browse all audio objects in the object browser under the Audio category.
Try It
Exercise — Simple tone
- Create an
osc~ 440object (a 440 Hz sine wave) - Connect it to a
gain~ 0.3object - Connect
gain~toout~ - Press play in the transport — you should hear a tone
Exercise — Add a filter
- Insert a
lowpass~ 800betweenosc~andgain~ - Drag the frequency value up and down — hear the tone get brighter and darker
Monitoring Audio
Visualize what's happening in your audio chain:
- scope~ — oscilloscope, shows waveform shape in real time
- meter~ — level meter, shows loudness as a visual bar
- env~ — envelope follower, outputs loudness as a number you can route elsewhere
See Audio Reactivity to use audio data to drive visuals.
Fun Examples
Here's a patch by @kijjaz that generates a beat entirely from mathematical expressions:

Or build your own drum machine — try it out and use W A S D to play some drums:

Wireless Audio Routing
You don't always need a cable. Use send~ <channel> and recv~ <channel> to route audio wirelessly across the patch:
[osc~ 440] → [send~ synth] [recv~ synth] → [gain~ 0.5] → [out~]
This keeps complex patches readable by removing long-distance cables.
See Also
- Audio Reactivity — Drive visuals from audio data
- Video Chaining
- Data Types
- send~ — Send audio to a named channel
- recv~ — Receive audio from a named channel