title:: play
summary:: Start a process
categories:: Common methods

method:: play
The code::play:: message is of common use in sc. Different objects respond to it in various
ways, but the simple meaning is: strong::start a process::.
It is usually implemented by objects in contributed libraries as well.

play usually returns the playing object which might not be the same as the one
the message was sent to.

opposite: code::stop::

section:: Clocks, Routines, Streams and Patterns
For a full list of which classes that implements code::play::, see link::Overviews/Methods#play::

subsection:: clock.play (stream)
returns: the clock
code::
(
r = Routine.new({ "...playing".postln; 1.wait; "ok, that was it".postln });
SystemClock.play(r);
)
::
See link::Classes/Clock#*play::

subsection:: routine.play (clock)
returns: the routine
code::
Routine.new({ "...playing".postln; 1.wait; "ok, that was it".postln }).play;
::
See link::Classes/Routine#-play::

subsection:: stream.play (clock)
returns: the stream

the stream will loop until it returns nil
code::
FuncStream({ "ok, that was it".postln; 1 }).play;
::
See link::Classes/FuncStream#-play::

subsection:: pausestream.play (clock) / task.play (clock)
returns: the stream
code::
a = PauseStream.new(FuncStream.new({ "ok, that was it".postln; 1 }));
a.play;
a.stop;
a.play;
a.stop;

a = Task.new({ loop({ "ok, that was it".postln; 1.wait; }) });
a.play;
a.stop;
::
See link::Classes/Stream#-play:: and link::Classes/Task#-play::

subsection:: pattern.play (clock, protoEvent)
returns: an link::Classes/EventStreamPlayer::
code::
(
Pseq([
	Pbind(\freq, Pn(500, 1)),
	Pbind(\dur, Pn(0.1, 1))
], 2).play;
)
::
See link::Classes/Pattern#-play::

section:: Playing single Synths from SynthDefs on the server

The following play messages both cause a SynthDef to be written, send it to the server
and start a synth with it there.

note::
Some UGens are added in this process.
list::
## an link::Classes/Out:: UGen for playing the audio to the first audio busses. If the function returns an Out UGen, this is omitted. ##an envelope with a code::gate:: control for releasing and crossfading. If the function provides its own releasable envelope, this is omitted.
::
Also note that they should not be used in quickly running automated processes,
as there are more efficient alternatives ( see link::Guides/SynthDefsVsSynths:: )
::

subsection:: function.play (target, outbus, fadeTime, addAction, args)

returns: a link::Classes/Synth::
table::
## outbus || on what bus to play (default: 0)
## fadeTime || in what time to fade out when released (default: 0.02)
## addAction || where to add the node (\addToHead by default)
## args || controls to set when starting the synth
::


See link::Classes/Function#-play::

code::
a = { PinkNoise.ar([0.1, 0.1]) }.play;
a.release;

// setting argument
a = { |freq = 500| HPF.ar(PinkNoise.ar([1, 1] * 0.4), freq) }.play;
a.set(\freq, 1000)
a.release;

// passing argument with play:
a = { |freq = 500| HPF.ar(PinkNoise.ar([1, 1] * 0.4), freq) }.play(args: [\freq, 10000]);

// note that you can use Out ugens but you do not need to
{ Out.ar(1, PinkNoise.ar(0.1)) }.play;
{ XOut.ar(0, MouseX.kr(0,1), PinkNoise.ar(0.1*[1,1])) }.play; // mouse x controls level
::

subsection:: synthDef.play (target, args, addAction)
returns: a link::Classes/Synth::

Note that you need an out ugen to hear the result.
Examples of how to write to the busses in the helpfiles: link::Classes/Out:: / link::Classes/ReplaceOut:: / link::Classes/XOut:: / link::Classes/OffsetOut::

Nevertheless, synths can also run without any writing activity: (see e.g. link::Classes/SendTrig::)

Some operations provide an out ugen internally: see for example code::function.play::, which plays out
to a bus number provided in the argument passed to code::.play::

code::
(
x = SynthDef(\test, { arg out, amp=0.1;
	var sound;
	sound = PinkNoise.ar(amp * [1,1]);
	Out.ar(out, sound);
}).play;
)

//set the synth
x.set(\amp, 0.2);
//free the synth
x.free;
::
See link::Classes/SynthDef#-play::

note:: code::Synth.play(function):: is synonymous, for backwards compatibility with sc2 ::
