Re: [PD] wiiremote for Mac OS X/PowerPC

2007-05-16 Thread Maik Hester
Hans-Christoph Steiner schrieb:
> I just merged in aka's most recent changes and got it building.  I  
> have neither bluetooth nor a wiiremote, so it up to y'all to figure  
> out if it actually works:
>
> http://idmi.poly.edu/pdlab/wiiremote.pd_darwin-PowerPC.zip
>
> I'll try to put out a Mac/Intel version tomorrow if there is interest.
>
> .hc
Since I have unsucsessfully tried to get wiiremote.pd_darwin running on 
an Intel Mac, this would be great.

Thanks, Maik.

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[PD] wiiremote for Mac OS X/PowerPC

2007-05-16 Thread Hans-Christoph Steiner

I just merged in aka's most recent changes and got it building.  I  
have neither bluetooth nor a wiiremote, so it up to y'all to figure  
out if it actually works:

http://idmi.poly.edu/pdlab/wiiremote.pd_darwin-PowerPC.zip

I'll try to put out a Mac/Intel version tomorrow if there is interest.

.hc

 


Man has survived hitherto because he was too ignorant to know how to  
realize his wishes.  Now that he can realize them, he must either  
change them, or perish.-William Carlos Williams



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[PD] what is compiling?

2007-05-16 Thread ariel b
respectful list

i come from the max msp world and i have listen alot the words like  
compiling, porting, etc, words that i'm not used to use so now i ask
there is any paper, tutorial etc, around there that explain what its  
compiling and how to do that specifically to compile a source code  
around there (wii remote)

everything in mac 10.4

thanks

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Re: [PD] Fwd: pda_gumstix.tar

2007-05-16 Thread Hans-Christoph Steiner

On May 17, 2007, at 12:14 AM, august wrote:

>> Fun stuff, I am diving into PDa these days.  I just got it working on
>> an iPAQ H3835 and a board from these guys:
>>
>> http://www.embeddedarm.com/
>
> Hans,
>
> how is the audio device on that thing?

Donno yet, I'll try to get more details on the hardware.

> does it sound ok?

Sounds pretty good.  The project uses these amazing $2 speakers that  
are surprisingly loud.

> have you tested PD at all?  Any limitations there?

Well, it's not Pd per se, it's PDa, so it has all those limitations.   
But it seems to be doing pretty good so far.

This project will be public by August, then I'll post all the  
details, and the location, of course, so you can check it out if in NYC.

.hc

>
> -august.
>




 


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Re: [PD] Fwd: pda_gumstix.tar

2007-05-16 Thread august
> Fun stuff, I am diving into PDa these days.  I just got it working on  
> an iPAQ H3835 and a board from these guys:
> 
> http://www.embeddedarm.com/

Hans,

how is the audio device on that thing?

does it sound ok?

have you tested PD at all?  Any limitations there?

-august.
 

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Re: [PD] pdp quicktime support

2007-05-16 Thread Hans-Christoph Steiner

I am trying to get to the point where everything is included.  Looks  
like I am not quite there yet.  libquicktime is included in the  
package, but the libquicktime plugins are not.  That's another tricky  
thing to get working...

I think I figured it out, I have set LIBQUICKTIME_PLUGIN_DIR to the  
location of the plugins from u_main.tk.  Works from my testing.  I am  
going to try to get all this working tonight so tomorrow's auto- 
builds should have working libquicktime support.

.hc

On May 16, 2007, at 9:16 AM, <[EMAIL PROTECTED]>  
<[EMAIL PROTECTED]> wrote:

> Thanks. I'll give it a go. According to Hans if you use the Pd  
> extended you should not need FINK for
> pdp or pidip because he included all the necessary dylibs within  
> Pd.  If you look in the app contents/
> lib there are all the libs that all the externals should be using.  
> Last time I asked if I needed FINK to run
> pdp on Pd extended I got a big NO from h.c.  But if this is the  
> only way for now I guess I'll just go that
> route.  The ploblem is if I go to a computer that doesnt have FINK  
> installed then my patches wont
> work.
> Alain
>
>>
>> From: "Pagano, Patrick" <[EMAIL PROTECTED]>
>> Date: 2007/05/15 Tue PM 10:30:36 EDT
>> To: <[EMAIL PROTECTED]>,
>>  
>> Subject: RE: RE: [PD] pdp quicktime support
>>
>> okay hopefully this will help
>> btw have you installed FINK?
>>
>> if not you have to install fink.
>>
>> these files go in /sw/lib
>>
>> NOT in /sw/lib/libquicktime
>>
>> good luck and let me know how you make out
>>
>> pp
>>
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
>> Sent: Tue 5/15/2007 4:21 PM
>> To: Pagano, Patrick; pd-list@iem.at
>> Subject: Re: RE: [PD] pdp quicktime support
>>
>> I tried replacing the libquicktime.0.dylib with the one from the  
>> pidip .zip but it still wont recognize
> jpec
>> codec or any other codec.  If you can help I would apreciate it.
>> Alain
>>>
>>> From: "Pagano, Patrick" <[EMAIL PROTECTED]>
>>> Date: 2007/05/15 Tue PM 03:47:28 EDT
>>> To: <[EMAIL PROTECTED]>,
>>> 
>>> Subject: RE: [PD] pdp quicktime support
>>>
>>> JPEG CODEC
>>>
>>> And again, after install replace the libquicktime.dylib from sevvy's
>>> release wity the one you have now
>>> Make sure you back em up etc.
>>> I will send you my working dylib for you to try tonight if you do  
>>> not
>>> succeed
>>>
>>> pp
>>>
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On  
>>> Behalf
>>> Of [EMAIL PROTECTED]
>>> Sent: Tuesday, May 15, 2007 2:26 PM
>>> To: pd-list@iem.at
>>> Subject: [PD] pdp quicktime support
>>>
>>> I have tried the most recent version of Pd extended for os x on a  
>>> ppc
>>> from the autobuilds and it looks like pdp_qt and pdp_yqt still  
>>> give the
>>> unsupported video codec error.  I have tried with different  
>>> codecs but I
>>> still get the error.  Does someone know of a particular one that has
>>> worked?  This build loaded up pdp and pidip which I have not got  
>>> to load
>>> up before so things are looking good.
>>> Thanks,
>>> Alain
>>>
>>>
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>>
>>
>>
>>
>>



 


As we enjoy great advantages from inventions of others, we should be  
glad of an opportunity to serve others by any invention of ours; and  
this we should do freely and generously. - Benjamin Franklin



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Re: [PD] fixing distortion on surface

2007-05-16 Thread marius schebella
maybe there is a possibility to use shaders to combine the images with 
something like a bumpmap. some game engines like quake3 use similar 
techniques (it has to do with normals).
but I have absolutely no idea how that is done.
marius.

chris clepper wrote:
> If you have accurately measured the distortion you can correct it by 
> rendering the entire scene offscreen then mapping it onto corrected 
> geometry.  You could also do it by sight with less exact results.
> 
> I have seen this done perfectly once for a hemispherical projection 
> system designed for DoD weapons simulations.  The guys who made the 
> system are/were some of the top optics engineers in the world, so they 
> made it look easy.
> 
> On 5/16/07, *punchik punchik* <[EMAIL PROTECTED] 
> > wrote:
> 
> hi is there any way of fixing the distorion i get when
> i project gem
> visuals in curved or irregular surfaces?
> is there any trick?
> 
> thanks
> 
> 
> pun
> 
> 
> 
> 
> Be
> a better Heartthrob. Get better relationship answers from someone
> who knows. Yahoo! Answers - Check it out.
> http://answers.yahoo.com/dir/?link=list&sid=396545433
> 
> 
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Re: [PD] fixing distortion on surface

2007-05-16 Thread chris clepper

If you have accurately measured the distortion you can correct it by
rendering the entire scene offscreen then mapping it onto corrected
geometry.  You could also do it by sight with less exact results.

I have seen this done perfectly once for a hemispherical projection system
designed for DoD weapons simulations.  The guys who made the system are/were
some of the top optics engineers in the world, so they made it look easy.

On 5/16/07, punchik punchik <[EMAIL PROTECTED]> wrote:


hi is there any way of fixing the distorion i get when
i project gem
visuals in curved or irregular surfaces?
is there any trick?

thanks


pun



Be
a better Heartthrob. Get better relationship answers from someone who knows.
Yahoo! Answers - Check it out.
http://answers.yahoo.com/dir/?link=list&sid=396545433

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[PD] fixing distortion on surface

2007-05-16 Thread punchik punchik
hi is there any way of fixing the distorion i get when
i project gem
visuals in curved or irregular surfaces?
is there any trick?

thanks


pun


   
Be
 a better Heartthrob. Get better relationship answers from someone who knows. 
Yahoo! Answers - Check it out. 
http://answers.yahoo.com/dir/?link=list&sid=396545433

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Re: [PD] Fwd: pda_gumstix.tar

2007-05-16 Thread Hans-Christoph Steiner


Fun stuff, I am diving into PDa these days.  I just got it working on  
an iPAQ H3835 and a board from these guys:


http://www.embeddedarm.com/

.hc

On May 15, 2007, at 2:47 PM, alejo d wrote:

i just had the chance to finally testy port of puredata for the PDA  
called pda by gunter geiger, i can report that the gumstix connex  
400mhz using a gpstix reports that i manage to make a god port:


# ./pd_ok -nogui -nomidi -verbose
Pd version 0.37.4
compiled 23:12:25 Apr 23 2007
opened 0 MIDI input device(s) and 0 MIDI output device(s).
input channels = 2, output channels = 2
opened /dev/dsp for reading and writing

opened audio output on /dev/dsp; got 2 channels
bytes per sample = 2
setting nfrags = 8, fragsize 1024

audiobuffer set to 50 msec
OSS: requested audio buffer size 8816 limited to 8192
opened audio input device /dev/dsp; got 2 channels
bytes per sample = 2
OSS: issuing first ADC 'read' ... ...done.

the bin is attached in case anyone want to help me test it.

/a

-- Forwarded message --
From: alejo d <[EMAIL PROTECTED]>
Date: May 15, 2007 8:39 PM
Subject: pda_gumstix.tar
To: alejo d <[EMAIL PROTECTED] >

pda_gumstix.tar

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  http://at.or.at/hans/


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[PD] call for GNOME, KDE, and Windows icons

2007-05-16 Thread Hans-Christoph Steiner


Now that we have a pretty icon image thanks to Luke Iannini, it would  
be nice to use this file on GNOME, KDE, and Windows.  Anyone one to  
give any one of these a shot?  I made the previous ugly Windows  
icon.  I haven't gotten an icon working on GNOME before but have  
messed with it. I've never worked with KDE.


(I attached the icon image).

.hc

<>


 



If you are not part of the solution, you are part of the problem.


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[PD] fonts on GNU/Linux

2007-05-16 Thread Hans-Christoph Steiner

Has anyone been able to get the DejaVu font to work with Pd-extended  
on GNU/Linux?  I just switched the default font to Bitstream Vera,  
which comes with GNOME and maybe KDE.  I can't get that to work either.

I was just testing today on Ubuntu Edgy 6.10 and yesterday on Debian  
etch 4.0.

(hint: the easy way to spot Bitstream Vera/DejaVu is the bottom of  
the lowercase l curves to the right in a big way).

.hc


 


Terrorism is not an enemy.  It cannot be defeated.  It's a tactic.   
It's about as sensible to say we declare war on night attacks and  
expect we're going to win that war.  We're not going to win the war  
on terrorism.- retired U.S. Army general, William Odom



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Re: [PD] Looping samples with tabread4~

2007-05-16 Thread Kyle Klipowicz
Very nice patch. It's clean and efficient! Thanks for sharing.

~Kyle

On 5/16/07, Frank Barknecht <[EMAIL PROTECTED]> wrote:
> Hallo,
> Mikael Gunnerås hat gesagt: // Mikael Gunnerås wrote:
>
> > My ideas have been:
> > 1.Should I try generating the sample clock driver using two
> > phasor~ objects where one phasor~ handles sample-start  til loop-end and
> > let the other one (loop-start  til loop-end) kick in once the first one
> > has completed it s first and single run.
> > 2.Perhaps using a vline~ for the first part instead of a phasor~
> > 3.Simply using one phasor~ object and offsetting the start value
> > of it s second cycle to the loop-start position
> > 4.Simply using a vline~ object and  loop it  with a different
> > start position the second time onwards.
>
> I'd simply do 4).
>
> With a phasor~ it will be harder to get the starting time of the
> sample-playing correct, as the phase-inlet of phasor~ is
> block-quantized, and starting to play a sample exactly in time often
> is important.
>
> I attached a slightly unfinished alternate version of [play-samp~]
> from RTC-lib that lets you set a starting position to play a sample.
> This is just as an example.
>
> Ciao
> --
>  Frank Barknecht _ __footils.org_ __goto10.org__
>
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[PD] s-abstractions download not working! (was Re: Looping samples with tabread4~)

2007-05-16 Thread Kyle Klipowicz

On that note, I could not download s-abs from Chris' site!

~Kyle

On 5/16/07, Luigi Rensinghoff <[EMAIL PROTECTED]> wrote:


Have a look at s-bitcrusher

http://mccormick.cx/projects/s-abstractions/page/abstractions

just as an inspiration for a GUI maybe, its not exactly what you want, but
its worth a look


Luigi


Am 16.05.2007 um 23:08 schrieb [EMAIL PROTECTED]:

You're on exactly the right track and thinking all the right things.

An important value to grab is the length of the sample (in samples)

which you can get from [soundfiler]. Multiply your [phasor~] by the

magnitude of the loop and add it to an offset in samples and that should

be the table index you need.

(please excuse awful html formatting , using webmailer )

andy





Hi!

Maybe I haven't looked hard enough but I just haven't been able to find
any examples on building a sample playback engine  that will allow for
sample-start, loop-start and loop-end positions to be set. The question is
what would be the easiest way to achieve this.

I have been thinking about ways to achieve the sample clock driver but
since I'm new to PD perhaps my thinking is too complex.

My ideas have been:

   1. Should I try generating the sample clock driver using two phasor~
   objects where one phasor~ handles sample-start 'til loop-end and let the
   other one (loop-start 'til loop-end) kick in once the first one has
   completed it's first and single run.
   2. Perhaps using a vline~ for the first part instead of a phasor~
   3. Simply using one phasor~ object and offsetting the start value of
   it's second cycle to the loop-start position
   4. Simply using a vline~ object and "loop it" with a different start
   position the second time onwards.



I suppose I would have to use the samphold~ object to make the shift
between phasor~ or vline~ or just to offset the start position of a phasors~
second cycle.

Any ideas or examples on how to best achieve this would be more than
welcome.


/Mikael
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Re: [PD] Looping samples with tabread4~

2007-05-16 Thread Derek Holzer
Hi Mikael,

I was  just messing around with this last week on the list here. Look up 
the "mod~" thread in the archives, perhaps even the one marked FIXED, 
and you'll find some solutions based on phasor~ which will do what you want.

best,
d.

Mikael Gunnerås wrote:
> Hi!
> 
> Maybe I haven’t looked hard enough but I just haven’t been able to find 
> any examples on building a sample playback engine  that will allow for 
> sample-start, loop-start and loop-end positions to be set. 

-- 
derek holzer ::: http://www.umatic.nl
---Oblique Strategy # 145:
"Slow preparation, fast execution"

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Re: [PD] Looping samples with tabread4~

2007-05-16 Thread Luigi Rensinghoff

Have a look at s-bitcrusher

http://mccormick.cx/projects/s-abstractions/page/abstractions

just as an inspiration for a GUI maybe, its not exactly what you  
want, but its worth a look



Luigi


Am 16.05.2007 um 23:08 schrieb [EMAIL PROTECTED]:


You're on exactly the right track and thinking all the right things.

An important value to grab is the length of the sample (in samples)

which you can get from [soundfiler]. Multiply your [phasor~] by the

magnitude of the loop and add it to an offset in samples and that  
should


be the table index you need.

(please excuse awful html formatting , using webmailer )

andy





Hi!

Maybe I haven’t looked hard enough but I just haven’t been able to  
find any examples on building a sample playback engine  that will  
allow for sample-start, loop-start and loop-end positions to be  
set. The question is what would be the easiest way to achieve this.


I have been thinking about ways to achieve the sample clock driver  
but since I’m new to PD perhaps my thinking is too complex.


My ideas have been:

Should I try generating the sample clock driver using two phasor~  
objects where one phasor~ handles sample-start ‘til loop-end and  
let the other one (loop-start ‘til loop-end) kick in once the first  
one has completed it’s first and single run.

Perhaps using a vline~ for the first part instead of a phasor~
Simply using one phasor~ object and offsetting the start value of  
it’s second cycle to the loop-start position
Simply using a vline~ object and “loop it” with a different start  
position the second time onwards.


I suppose I would have to use the samphold~ object to make the  
shift between phasor~ or vline~ or just to offset the start  
position of a phasors~ second cycle.


Any ideas or examples on how to best achieve this would be more  
than welcome.



/Mikael

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Re: [PD] Looping samples with tabread4~

2007-05-16 Thread padawan12


You're on exactly the right track and thinking all the right things. 
An important value to grab is the length of the sample (in samples)
which you can get from [soundfiler]. Multiply your [phasor~] by the
magnitude of the loop and add it to an offset in samples and that should
be the table index you need.
(please excuse awful html formatting , using webmailer )
andy
 



 




Hi!
Maybe I haven’t looked hard enough but I just haven’t been able to find any examples on building a sample playback engine  that will allow for sample-start, loop-start and loop-end positions to be set. The question is what would be the easiest way to achieve this.
I have been thinking about ways to achieve the sample clock driver but since I’m new to PD perhaps my thinking is too complex.
My ideas have been:

Should I try generating the sample clock driver using two phasor~ objects where one phasor~ handles sample-start ‘til loop-end and let the other one (loop-start ‘til loop-end) kick in once the first one has completed it’s first and single run. 
Perhaps using a vline~ for the first part instead of a phasor~ 
Simply using one phasor~ object and offsetting the start value of it’s second cycle to the loop-start position 
Simply using a vline~ object and “loop it” with a different start position the second time onwards. 
 
I suppose I would have to use the samphold~ object to make the shift between phasor~ or vline~ or just to offset the start position of a phasors~ second cycle.
Any ideas or examples on how to best achieve this would be more than welcome.
 
/Mikael

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Re: [PD] Looping samples with tabread4~

2007-05-16 Thread Frank Barknecht
Hallo,
Mikael Gunnerås hat gesagt: // Mikael Gunnerås wrote:

> My ideas have been:
> 1.Should I try generating the sample clock driver using two
> phasor~ objects where one phasor~ handles sample-start ‘til loop-end and
> let the other one (loop-start ‘til loop-end) kick in once the first one
> has completed it’s first and single run.
> 2.Perhaps using a vline~ for the first part instead of a phasor~
> 3.Simply using one phasor~ object and offsetting the start value
> of it’s second cycle to the loop-start position
> 4.Simply using a vline~ object and “loop it” with a different
> start position the second time onwards.

I'd simply do 4).

With a phasor~ it will be harder to get the starting time of the
sample-playing correct, as the phase-inlet of phasor~ is
block-quantized, and starting to play a sample exactly in time often
is important.

I attached a slightly unfinished alternate version of [play-samp~]
from RTC-lib that lets you set a starting position to play a sample.
This is just as an example.

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__


play-samp-start~.pd
Description: application/puredata


play-samp-start~-test.pd
Description: application/puredata
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Re: [PD] Looping samples with tabread4~

2007-05-16 Thread Kevin McCoy

If you are interested in saving yourself the headache (I was wanting to do
the same thing last summer) you can just use the susloop~ external from
bsaylor.

On 5/16/07, Mikael Gunnerås <[EMAIL PROTECTED]> wrote:


 Hi!

Maybe I haven't looked hard enough but I just haven't been able to find
any examples on building a sample playback engine  that will allow for
sample-start, loop-start and loop-end positions to be set. The question is
what would be the easiest way to achieve this.

I have been thinking about ways to achieve the sample clock driver but
since I'm new to PD perhaps my thinking is too complex.

My ideas have been:

   1. Should I try generating the sample clock driver using two phasor~
   objects where one phasor~ handles sample-start 'til loop-end and let the
   other one (loop-start 'til loop-end) kick in once the first one has
   completed it's first and single run.
   2. Perhaps using a vline~ for the first part instead of a phasor~
   3. Simply using one phasor~ object and offsetting the start value of
   it's second cycle to the loop-start position
   4. Simply using a vline~ object and "loop it" with a different start
   position the second time onwards.



I suppose I would have to use the samphold~ object to make the shift
between phasor~ or vline~ or just to offset the start position of a phasors~
second cycle.

Any ideas or examples on how to best achieve this would be more than
welcome.



/Mikael

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Re: [PD] pix_multiblob cpu usage

2007-05-16 Thread nosehair911
I was wrong. Opencv is optimized for intel procesors but it works on any 
procesor.  It would be great if 
opencv was implemented somehow within Gem. At least for the motion tracking 
stuff. Does anyone 
know how to get started.  Does one have to know C well or can a complete C noob 
have a go at it.  It 
would be great if implemented as pix objects.
Alain
> 
> From: <[EMAIL PROTECTED]>
> Date: 2007/05/15 Tue AM 09:21:34 EDT
> To: Tim Boykett <[EMAIL PROTECTED]>, "Kyle Klipowicz" <[EMAIL PROTECTED]>
> CC: Pure Data List 
> Subject: Re: [PD] pix_multiblob cpu usage
> 
> The buigest problem with opencv (a great option I believe) is that it only 
> works on intell processors, 
so 
> anyone on an amd or a ppc (like me) would be screwed.  If there was something 
> like that for all 
> processors it would be awsome.  I think this kind of computer vision 
> framework is needed in PD, 
> specially concidering how easy an FTIR setup is to build and the 
> possibilities it could open.
> Alain
> > 
> > From: Tim Boykett <[EMAIL PROTECTED]>
> > Date: 2007/05/15 Tue AM 07:41:45 EDT
> > To: "Kyle Klipowicz" <[EMAIL PROTECTED]>
> > CC: "Nose Hair" <[EMAIL PROTECTED]>, 
> >  Pure Data List 
> > Subject: Re: [PD] pix_multiblob cpu usage
> > 
> > 
> > Of course the "obvious" solution is to port the OpenCV bits and pieces
> > to PD/Gem externals :-) We did some last year for , using some  
> > existing
> > framework, it worked within one day or so.
> > 
> > There are several vision/video external frameworks out there; are any
> > of them in Gem or elsewhere in PD (pdp, gridflow, etc)?
> > 
> > tim
> > 
> > 
> > On 15/05/2007, at 12:36 PM, Kyle Klipowicz wrote:
> > 
> > > On 5/14/07, Nose Hair <[EMAIL PROTECTED]> wrote:
> > >> I tried running it with a low res 400x300 clip and it still did  
> > >> the same
> > >> thing.  I am trying to get a game going using an FTIR setup. Here  
> > >> is a
> > >> reference:
> > >> http://cs.nyu.edu/~jhan/ftirsense/
> > >
> > > Jeff Han, sweet reference of course.
> > >
> > >> pix_mutiblob is way to slow, I cant get gridflow compiled, and  
> > >> pidip is not
> > >> working currently on the extended version.  Is there another  
> > >> option to do
> > >> functional multitracking on a mac with pure data?  I really cant  
> > >> fork over
> > >> the dough for max/msp/jitter, but there is a free jitter plugin  
> > >> called
> > >> cv.jit that looks great:
> > >> http://www.iamas.ac.jp/~jovan02/cv/
> > >> Is there a posibility that anyone will port this over to PD I wonder?
> > >
> > > I dunno if this will happen or if it is possible to port directly from
> > > Jitter to Pd (maybe Gridflow or PDP/PIDIP?), but I think we could all
> > > benefit with some super DSP-geek "keeping up with the Joneses" on many
> > > fronts!
> > >
> > > ~Kyle
> > > -- 
> > >
> > > http://theradioproject.com
> > > http://perhapsidid.blogspot.com
> > >
> > > (()()()(()))()()())(
> > > (())(())()(((
> > > ))(__
> > > _())(()))___
> > > (((000)))oOO
> > >
> > > ___
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> > > UNSUBSCRIBE and account-management -> http://lists.puredata.info/ 
> > > listinfo/pd-list



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[PD] Looping samples with tabread4~

2007-05-16 Thread Mikael Gunnerås
Hi!
Maybe I haven’t looked hard enough but I just haven’t been able to find
any examples on building a sample playback engine  that will allow for
sample-start, loop-start and loop-end positions to be set. The question
is what would be the easiest way to achieve this.
I have been thinking about ways to achieve the sample clock driver but
since I’m new to PD perhaps my thinking is too complex.
My ideas have been:
1.  Should I try generating the sample clock driver using two
phasor~ objects where one phasor~ handles sample-start ‘til loop-end and
let the other one (loop-start ‘til loop-end) kick in once the first one
has completed it’s first and single run.
2.  Perhaps using a vline~ for the first part instead of a phasor~
3.  Simply using one phasor~ object and offsetting the start value
of it’s second cycle to the loop-start position
4.  Simply using a vline~ object and “loop it” with a different
start position the second time onwards.
 
I suppose I would have to use the samphold~ object to make the shift
between phasor~ or vline~ or just to offset the start position of a
phasors~ second cycle.
Any ideas or examples on how to best achieve this would be more than
welcome.
 
/Mikael
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Re: [PD] Realtime-version of I07.phase.vocoder.pd

2007-05-16 Thread Steffen

On 16/05/2007, at 14.34, Damian Stewart wrote:

> interesting.

I think it's interesting why Tunderbird and IceDove send Pd patches  
as inline text rather the attachments. Or rather why I receive them  
as inline while I receive attachments when sent from other clients.  
end-of-rant.

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Re: [PD] camera lens angle

2007-05-16 Thread Roman Haefeli
On Wed, 2007-05-16 at 09:20 -0400, marius schebella wrote:
> Hi,
> I just found out that by changing the clipping plane with [perspec ...( 
> it is possible to change the lens angle of the gem camera.
> -1 1 -1 1 1 4 (left, right, bottom, top, front, back)
> gives an angle of 90 degrees,  -0.5 0.5 -0.5 0.5 1 4 gives an angle of 
> ~53 and so on. alpha=asin(x/sqrt(x^2 + 1)).
> (I just post that because I think it is not so well documented.)
> marius.

actually, i thought about that it could be changed with the 'perspec'
message, though i didn't figure it out myself. thanks a lot for making
this clear.

roman



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[PD] camera lens angle

2007-05-16 Thread marius schebella
Hi,
I just found out that by changing the clipping plane with [perspec ...( 
it is possible to change the lens angle of the gem camera.
-1 1 -1 1 1 4 (left, right, bottom, top, front, back)
gives an angle of 90 degrees,  -0.5 0.5 -0.5 0.5 1 4 gives an angle of 
~53 and so on. alpha=asin(x/sqrt(x^2 + 1)).
(I just post that because I think it is not so well documented.)
marius.

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Re: [PD] pdp quicktime support

2007-05-16 Thread nosehair911
Thanks. I'll give it a go. According to Hans if you use the Pd extended you 
should not need FINK for 
pdp or pidip because he included all the necessary dylibs within Pd.  If you 
look in the app contents/
lib there are all the libs that all the externals should be using. Last time I 
asked if I needed FINK to run 
pdp on Pd extended I got a big NO from h.c.  But if this is the only way for 
now I guess I'll just go that 
route.  The ploblem is if I go to a computer that doesnt have FINK installed 
then my patches wont 
work.
Alain

> 
> From: "Pagano, Patrick" <[EMAIL PROTECTED]>
> Date: 2007/05/15 Tue PM 10:30:36 EDT
> To: <[EMAIL PROTECTED]>, 
>   
> Subject: RE: RE: [PD] pdp quicktime support
> 
> okay hopefully this will help
> btw have you installed FINK?
> 
> if not you have to install fink.
> 
> these files go in /sw/lib 
> 
> NOT in /sw/lib/libquicktime
> 
> good luck and let me know how you make out 
> 
> pp
> 
> 
> 
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> Sent: Tue 5/15/2007 4:21 PM
> To: Pagano, Patrick; pd-list@iem.at
> Subject: Re: RE: [PD] pdp quicktime support
>  
> I tried replacing the libquicktime.0.dylib with the one from the pidip .zip 
> but it still wont recognize 
jpec 
> codec or any other codec.  If you can help I would apreciate it.
> Alain
> > 
> > From: "Pagano, Patrick" <[EMAIL PROTECTED]>
> > Date: 2007/05/15 Tue PM 03:47:28 EDT
> > To: <[EMAIL PROTECTED]>, 
> > 
> > Subject: RE: [PD] pdp quicktime support
> > 
> > JPEG CODEC
> > 
> > And again, after install replace the libquicktime.dylib from sevvy's
> > release wity the one you have now
> > Make sure you back em up etc.
> > I will send you my working dylib for you to try tonight if you do not
> > succeed
> > 
> > pp
> >  
> > 
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf
> > Of [EMAIL PROTECTED]
> > Sent: Tuesday, May 15, 2007 2:26 PM
> > To: pd-list@iem.at
> > Subject: [PD] pdp quicktime support
> > 
> > I have tried the most recent version of Pd extended for os x on a ppc
> > from the autobuilds and it looks like pdp_qt and pdp_yqt still give the
> > unsupported video codec error.  I have tried with different codecs but I
> > still get the error.  Does someone know of a particular one that has
> > worked?  This build loaded up pdp and pidip which I have not got to load
> > up before so things are looking good.
> > Thanks,
> > Alain
> > 
> > 
> > ___
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> > 
> 
> 
> 
> 
> 


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Re: [PD] Realtime-version of I07.phase.vocoder.pd

2007-05-16 Thread Damian Stewart

hard off wrote:

could you post that again as an attachment?  my email gives me > signs
before every line, so ti can't make it into a pd patch.


interesting.

try this.



--
Damian Stewart

f r e y
live music with machines
http://www.frey.co.nz
http://www.myspace.com/freyed
#N canvas 50 31 1101 773 12;
#X floatatom 486 370 5 0 0 0 - #0-transpo-set -;
#X floatatom 164 424 3 0 0 0 - #0-speed-set -;
#X floatatom 52 426 7 0 0 0 - #0-location-set -;
#X text 161 405 hundredths;
#X text 490 335 in cents;
#X text 415 362 normal;
#N canvas 0 110 569 458 hann-window 0;
#N canvas 0 22 450 300 (subpatch) 0;
#X array \$0-hann 2048 float 0;
#X coords 0 1 2047 0 300 100 1;
#X restore 82 311 graph;
#X obj 378 165 osc~;
#X obj 378 190 *~ -0.5;
#X obj 378 214 +~ 0.5;
#X obj 331 247 tabwrite~ \$0-hann;
#X obj 38 173 /;
#X obj 127 142 samplerate~;
#X obj 177 204 swap;
#X obj 177 228 /;
#X obj 49 201 * 1000;
#X obj 38 115 t f b f;
#X msg 173 92 resize \$1;
#X obj 173 116 s \$0-hann;
#X msg 382 130 0;
#X obj 330 131 t f b;
#X text 15 8 calculate Hann window table (variable window size) and
constants window-hz (fundamental frequency of analysis) \, window-sec
and window-msec (analysis window size in seconds and msec).;
#X obj 37 88 r \$0-window-size;
#X obj 330 105 r \$0-window-hz;
#X obj 177 252 s \$0-window-hz;
#X obj 48 228 s \$0-window-msec;
#X obj 38 251 s \$0-window-sec;
#X connect 1 0 2 0;
#X connect 2 0 3 0;
#X connect 3 0 4 0;
#X connect 5 0 9 0;
#X connect 5 0 20 0;
#X connect 6 0 5 1;
#X connect 6 0 7 1;
#X connect 7 0 8 0;
#X connect 7 1 8 1;
#X connect 8 0 18 0;
#X connect 9 0 19 0;
#X connect 10 0 5 0;
#X connect 10 0 7 0;
#X connect 10 1 6 0;
#X connect 10 2 11 0;
#X connect 11 0 12 0;
#X connect 13 0 1 1;
#X connect 14 0 1 0;
#X connect 14 1 4 0;
#X connect 14 1 13 0;
#X connect 16 0 10 0;
#X connect 17 0 14 0;
#X restore 436 570 pd hann-window;
#N canvas 430 22 805 756 insample 0;
#N canvas 0 22 450 300 (subpatch) 0;
#X array \$0-sample-r 4e+06 float 0;
#X coords 0 1 4e+06 -1 400 150 1;
#X restore 277 187 graph;
#X obj 27 401 unpack s f;
#X obj 27 574 soundfiler;
#X text 358 355 read a sample;
#X obj 281 355 loadbang;
#X obj 112 367 44100;
#X obj 27 366 t a b;
#X obj 37 598 s \$0-samplength;
#X obj 124 401 s \$0-insamprate;
#X obj 27 651 /;
#X obj 27 675 * 1000;
#X obj 27 698 s \$0-samp-msec;
#X obj 65 651 r \$0-insamprate;
#X obj 8 71 hip~ 5;
#X obj 8 10 inlet;
#X obj 128 33 samplerate~;
#X obj 128 57 s \$0-insamprate;
#X msg 281 384 ../soud/voice.wav;
#X obj 281 414 s \$0-read-sample;
#X obj 28 160 r \$0-read-sample;
#X obj 27 516 pack s s s;
#X obj 27 481 t s b b;
#X obj 99 483 symbol \$0-sample-l;
#N canvas 0 22 450 300 (subpatch) 0;
#X array \$0-sample-l 4e+06 float 0;
#X coords 0 1 4e+06 -1 400 150 1;
#X restore 276 19 graph;
#X obj 119 502 symbol \$0-sample-r;
#X obj 9 97 tabwrite~ \$0-sample-l;
#X obj 8 46 adc~ 1;
#X obj 66 49 adc~ 2;
#X obj 69 74 hip~ 5;
#X obj 70 124 tabwrite~ \$0-sample-r;
#X obj 27 622 moses 1;
#X msg 76 325 44100;
#X obj 197 306 sel mono;
#X obj 331 572 soundfiler;
#X obj 341 596 s \$0-samplength;
#X obj 331 649 /;
#X obj 331 673 * 1000;
#X obj 331 696 s \$0-samp-msec;
#X obj 369 649 r \$0-insamprate;
#X obj 331 523 pack s s s;
#X obj 331 488 t s b b;
#X obj 403 490 symbol \$0-sample-l;
#X obj 423 509 symbol \$0-sample-r;
#X obj 331 620 moses 1;
#X msg 331 548 read -resize \$1 \$2 \, read -resize \$1 \$3;
#X text 395 454 read mono;
#X text 157 444 read stereo;
#X obj 27 225 unpack s f s;
#X obj 27 443 demultiplex 0 1;
#X msg 161 327 0;
#X msg 201 331 1;
#X obj 22 269 t b a;
#X msg 27 547 read -resize \$1 \$2 \$3;
#X text 11 286 reset for next time;
#X text 53 202 file [samplerate] [mono];
#X connect 1 0 48 0;
#X connect 1 1 8 0;
#X connect 2 0 7 0;
#X connect 2 0 30 0;
#X connect 4 0 17 0;
#X connect 5 0 8 0;
#X connect 6 0 1 0;
#X connect 6 1 5 0;
#X connect 9 0 10 0;
#X connect 10 0 11 0;
#X connect 12 0 9 1;
#X connect 13 0 25 0;
#X connect 14 0 15 0;
#X connect 14 0 26 0;
#X connect 14 0 27 0;
#X connect 15 0 16 0;
#X connect 17 0 18 0;
#X connect 19 0 47 0;
#X connect 20 0 52 0;
#X connect 21 0 20 0;
#X connect 21 1 22 0;
#X connect 21 2 24 0;
#X connect 22 0 20 1;
#X connect 24 0 20 2;
#X connect 26 0 13 0;
#X connect 27 0 28 0;
#X connect 28 0 29 0;
#X connect 30 1 9 0;
#X connect 31 0 5 1;
#X connect 32 0 50 0;
#X connect 33 0 34 0;
#X connect 33 0 43 0;
#X connect 35 0 36 0;
#X connect 36 0 37 0;
#X connect 38 0 35 1;
#X connect 39 0 44 0;
#X connect 40 0 39 0;
#X connect 40 1 41 0;
#X connect 40 2 42 0;
#X connect 41 0 39 1;
#X connect 42 0 39 2;
#X connect 43 1 35 0;
#X connect 44 0 33 0;
#X connect 47 0 51 0;
#X connect 47 1 5 1;
#X connect 47 2 32 0;
#X connect 48 0 21 0;
#X connect 48 1 40 0;
#X connect 49 0 48 1;
#X connect 50 0 48 1;
#X connect 51 0 31 0;
#X connect 51 0 49 0;
#X connect 51 1 6 0;
#X connect 52 0 2 0;
#X restore 437 522 pd insample;
#X floatatom 548 522 10 0 0 0 - #0-samp-msec -;
#X msg 231 509 ../sound/bell.aiff;
#X msg 231 534 ../sound/voice.wav

[PD] gemwin size and video formats questions

2007-05-16 Thread altern
hi

couple of more questions about GEM...

I noticed that in my laptop and another machine opening a window bigger 
than 640x450 causes gem to have problems to render. It gets kind of 
frozen. I am rendering some videos and I tried with couple of different 
videos getting the same problem. This is under windows with pd 
39.2-extended-rc1

another question is about video formats, we tried few different video 
formats that used different codecs, ideally we need to use DV avi files 
but we were wondering if there is a specific video format or/and codec 
gem is more happy with.

and finally, i have been looking for a tutorial/description of all 
objects in gem apart from the reference files in pd format, i would need 
to have it printed on a paper, something like that pd object list txt 
file. is there anything like this or similar?

thanks!

enrike

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Re: [PD] Sending data from PD to another program

2007-05-16 Thread Frank Barknecht
Hallo,
Frank Barknecht hat gesagt: // Frank Barknecht wrote:

> Yep, the real solution should be a different triggering. The left part
> of the patch now does the choice by looking up an element in a list of
> choices by position. The choice is send to the right part, which looks
> up a new pair of possible choices and sends it back to the left part,
> using [list]'s cold inlet to just store the choice. 

Now the missing text-files for testing.

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__
9 1
0 2
1 3
2 4
3 5
4 6
5 7
6 8
7 9
8 0Zero
One
Two
Three
Four
Five
Six
Seven
Eight
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Re: [PD] Sending data from PD to another program

2007-05-16 Thread Frank Barknecht
Hallo,
[EMAIL PROTECTED] hat gesagt: // [EMAIL PROTECTED] wrote:

> So as I was saying, the 'next possible state transition' boxes seemt to
> lag behind the current state. By placing an extra [del 10] inlet to send
> each choice twice, this upates the next possible states correctly.

Just a note: What actually should be changed with my patch is the
order, in which messages are triggered and their number. For this you
should use [trigger] or [t ...] , and not [delay]. [del] may
have a similar result in this case, but [del] should be used for
timing things, not for ordering things.

> However, it requires an initial message of '0' to [t b a] to initialize
> the rest of the state machine to the proper location on the list. Then,
> each subsequent choice can be made from the radio toggle.
> 
> This becomes problematic because I would like to use the next possible
> state transitions to display the voting choices. However, using the
> workaround of [del 10] to send the choice twice means that the display for
> the next possible state transition is actually changing twice (albiet very
> quickly). I can imagine another hack-ish workaround involving a toggle to
> allow or prevent the message being passed from the next possible state
> transition(s) to the display, but I'd rather not have to do that if it's
> not necessary.

Yep, the real solution should be a different triggering. The left part
of the patch now does the choice by looking up an element in a list of
choices by position. The choice is send to the right part, which looks
up a new pair of possible choices and sends it back to the left part,
using [list]'s cold inlet to just store the choice. 

Displaying the choices also is done in the right part of the patch.

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__


state-machine-reworked.pd
Description: application/puredata
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Re: [PD] pix_multiblob cpu usage

2007-05-16 Thread Tim Boykett

chris, are you using it on OSX? Was it hard to compile?

I am trying to stick with the autobuilds and installers from .hc  
because I
want to be using the same system that colleagues, students, etc can
use without major compilation hassles. Is it likely that we can get
this into the standard GEM build, or are there reasons not to?

Cheers,

tim


On 15/05/2007, at 6:34 PM, chris clepper wrote:

> pix_artoolkit builds and appears to run.  I have no idea how to  
> effectively use it though.
>
> On 5/15/07, Tim Boykett < [EMAIL PROTECTED]> wrote:
> wiouw!
>
> pix_artoolkit would be very cool. I have seen some of the ARtoolKit
> stuff and
> it looks good. I am currently in OSX land, does anyone know whether
> the building of pix_artoolkit for OSX can be done?
>
> chrz,
>
> tm
>
>
>


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Re: [PD] wii remote for pd os x?

2007-05-16 Thread a.vca
jhonet b wrote:
> wii remote for pd os x?
>
> Thanks.
ah, the beauty of a proper sentence

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Re: [PD] Realtime-version of I07.phase.vocoder.pd

2007-05-16 Thread hard off
could you post that again as an attachment?  my email gives me > signs
before every line, so ti can't make it into a pd patch.

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Re: [PD] Highlight modified abstraction instances with red

2007-05-16 Thread Steffen

On 15/05/2007, at 20.57, Frank Barknecht wrote:

> a new filetype: *.pdt which is a tar-archive that gets unpacked by Pd
> when loading, and gets packed by Pd when saving a file as *.pdt

Should it
- be unpacked by Pd into a /tmp folder or into a folder next to  
file.pdt or something else, like only virtually be unpacked?
- include externals/binary file? (I think that would be a mess due to  
different platforms)
- take care of the start up options you did or the preferences you've  
set or add declares or something likewise to make sure it runs  
smoothly wrt. loading especially externals used.
- "flatspace" anything in the *.pdt file that is used in the mother- 
patch that is saved as *.pdt and handle name classes by adding a  
prefix or something more appropriate?

Well, while I'm not a programmer and am not the one going to  
implement it I still think it's not as straight forward as manually  
doing it. Or carefully pack things up in a tar ball and use [declare]  
to load a ./local abstraction-lib if needed be. Or just writing a  
proper Readme.txt file.

my 2 cent.

Happy hacking.

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Re: [PD] wiiremote: working binaries for mac/intel ?

2007-05-16 Thread Steffen

On 15/05/2007, at 23.22, Maik Hester wrote:

> 1. pd tells me that i've got the wrong architecture

Hans properly compiled it on a ppc-mac, so my guess is that you use a  
intel-mac. right? Hence there is a mismatch.

> 2. The "io" library in the import object is not found ... (maybe the
> "hidio" library ? i don't know)

The object has been tried to load, since you get to know the arch is  
wrong. So I don't think that error matters much. Did you put the wii- 
object in to Pd.app/Contents/Resources/extra/io/ ? I'm guessing  
not.

> do i have to compile it myself (actually never done that on a mac...)
> ... or is there a working binary or am i doing something wrong and  
> don't
> notice ??

 From all the traffic on the list about wiimote ("is there a wiimote  
for mac?" etc), it don't seam there is another binary for mac. And  
Hans said it's not in the extended buildsystem for now. So compiling  
your self would be my best guess for a solution.
I'm quite sure people will help when/if you run into problems as long  
as your elaborate.



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