Re: [PD] Rotating object rolling on irregular terrain

2008-03-09 Thread Uğur Güney
# Hi Andy,
# I have an idea but I think it is more CPU hungry than calculating
square roots, so it is useless :-)
# There should be three tables. First one keeps the last N samples of
the incoming signal (surface). It is like an oscilloscope which
updates at every sample. Second one is a static N sample table. It
includes the shape of the cylinder (bottom half part of the circle)
where the radius R of the circle is equal or less than N/2.
# At every sample you should let the cylinder fall from high above to
the ground in the vertical direction. When the curve of the half
circle meets the surface you get the vertical position of the
cylinder!
# But I can not find a good algorithm for this collision detection.
You can take the difference of every point in cylinder table from the
surface table. (Third table is this difference table) If a point have
a value zero or something that point is the point of intersection. You
now the initial height of the circle and how much you lowered it. The
last position is the output of this filter. So simple :-)
-ugur guney-

On Fri, Mar 7, 2008 at 10:23 AM, Andy Farnell
<[EMAIL PROTECTED]> wrote:
>
>  I'm trying to obtain a waveform for a rolling cylinder on an irregular
>  surface. The signature looks like the attached, or see this paper.
>
>  https://www.enactivenetwork.org/download.php?id=97
>
>  Rath gives a formula that uses a square root, which I want to avoid.
>
>  Several methods I've tried, based on samplehold and a parabolic
>  shaper almost get there, but I can't quite crack this one.
>
>  It is the circular motion of the cylinder rotating around the last
>  maxima and truncated by the intersection of the radius with the next
>  minima.
>
>  I want to generate it from a samplehold noise (step waveform) source
>  in real time, so no look ahead or tables (although delaying by
>  some blocks is okay)
>
>  I've tried integrating and shaping the step wave, but it's not right :(
>
>  Now I can't see the wood for the trees and think I'm missing something
>  really obvious.
>
>  Any geometry experts got an idea?
>
>  Preferably something only in the signal domain.
>
>  Cheers,
>
>  Andy
>
>
>  --
>  Use the source
>
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[PD] some objects in the extra folder do not load

2008-03-09 Thread Uğur Güney
# Hi,
# I just downloaded and installed the new Pd-extended 40.3 for
Windows. The new look is wonderful. Thanks for your effort!
# I encounter with a problem which I had before too. Some objects in
the "extra" folder does not load when I browse through the Pd Browser
under the "5. reference/". As a specific example in the "5.
reference/bassemu/bassemu-help~.pd" the [bassemu~]  object does not be
loaded. I look in my "C:\music\pd-ext40.3\extra\bassemu" folder and
there exist the "bassemu~.dll" file. So the file is there but PD does
not load it.
# Can you show me how I can handle this situation. This problem is
true for many other objects I really want to try, ie. sssad, memento,
boid2d, iemtab, msd etc.
-ugur-

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Re: [PD] some objects in the extra folder do not load

2008-03-09 Thread hard off
you will need to specify paths to subdirectories inside your extra folder
too.

ie, you will need to add   C:\music\pd-ext40.3\extra\bassemu
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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread Roman Haefeli
On Sat, 2008-03-08 at 21:25 +, Andy Farnell wrote:
> On Sat, 08 Mar 2008 16:08:45 -0500
> marius schebella <[EMAIL PROTECTED]> wrote:
> 
> > Frank Barknecht wrote:
> > > Hallo,
> > > Andy Farnell hat gesagt: // Andy Farnell wrote:
> > > 
> > >> Both use the same patch (the undulating diffraction effect). It's 
> > >> comparable because I translated the Csound version directly to Pd, both 
> > >> are 64 oscillator banks and it's clear that the Csound one sparkles while
> > >> the Pd one sounds a bit muddy.
> > > 
> > > Csound also is known as "CleanSound" in some circles.
> > 
> > so why is then "pure" data not equally clean?
> > marius.
> 
> 
> Because it's optimised for real-time performance.
> 
> Max/Pd strike a careful balance between for real-time capability.
> The amazing sound quality of Csound comes about because it was designed
> for offline rendering, and it got realtime by dint of increased CPU speeds.

sounds reasonable. however, i would be interested to have some
illustration of that. what is it, that makes the difference? i'd be most
interested to see examples on a rather low level (oscillators, ramp
generators etc). the code for both is open, so it should be feasible to
find some differences, if there are any.

basically, this means also, that it is not possible to generate any
intended signal with pd. is that true? 

roman






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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread Roman Haefeli
On Sat, 2008-03-08 at 14:15 -0500, Martin Peach wrote:
> Yeah but mp3s always sound muddy to me...

would it be possible to post some flac versions of those pieces?

roman


> Andy Farnell wrote:
> > 
> > I looked for some sounds that demonstrate the difference of oscillator
> > accuracy. All I could find are these two snips from tracks, but it's a 
> > fair comparison because;
> > 
> > 1) "Functions of Time" (1996) An all Csound composition.
> > http://www.obiwannabe.co.uk/sounds/FunctionsOfTime-track3.mp3
> > 
> > 2) "Look Ma, No hands!" (2005) An all Pd composition.
> > http://www.obiwannabe.co.uk/sounds/Nohands-short.mp3
> > 
> > Both use the same patch (the undulating diffraction effect). It's 
> > comparable because I translated the Csound version directly to Pd, both 
> > are 64 oscillator banks and it's clear that the Csound one sparkles while
> > the Pd one sounds a bit muddy.
> > 
> > It would be good to do a Max vs Pd comparison of the same someday.
> > 
> > a.
> > 
> > 
> > On Thu, 06 Mar 2008 21:02:00 -0500
> > marius schebella <[EMAIL PROTECTED]> wrote:
> > 
> >> what I experience sometimes when I do very basic stuff like using 
> >> phasors, is that I hear weird comb filtering of my environment after I 
> >> put down my headphones. similar as if you look into bright light and 
> >> then close the eyes, and you still see a review-image.
> >> regarding the difference between pd and max: are you talking about the 
> >> music that people produce or are you talking about the digital signal 
> >> process?
> >> m.
> >>
> >> Damian Stewart wrote:
> >>> hey,
> >>>
> >>> i was talking to a Portuguese musician tonight (Miguel Cardoso is his 
> >>> name) 
> >>> and he was saying that he thought that Pd sounded much better than Max - 
> >>> a 
> >>> fuller sound with the oscillators, he said.
> >>>
> >>> i hadn't really thought about this before, but i do know that to my ears 
> >>> my 
> >>> Pd patches sound a lot richer than most Max/MSP stuff that I've heard - 
> >>> not 
> >>> sure whether that's my source material or patches or whether it's at a 
> >>> deeper architectural level than that.
> >>>
> >>> anyone have any evidence, anecdotal or otherwise, to confirm this? 
> >>> reasons 
> >>> why this might be the case?
> >>>
> >>
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Re: [PD] Rotating object rolling on irregular terrain

2008-03-09 Thread hard off
i just did a simple load test on [sqrt~], which the documentation states is
a 'fast, approximate algorithm'...

i made:

[sig~ 5]
|
[sqrt~]

and copied that dozens of times with only a small jump in cpu usage.

is it the cpu usage that's the problem?  or something else?
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[PD] ERROR: can't load library in vbap_ext

2008-03-09 Thread robcanning
vbap error in pd-extended

[import]: ERROR: can't load library in vbap_ext

this is all i can find out from google but this is quite old and maybe 
not relevant
http://lists.puredata.info/pipermail/pd-cvs/2007-09/012699.html

Pd version 0.41-1extended-20080227
compiled 07:30:28 Feb 27 2008

thanks

rob c


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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread Kevin McCoy
>  When will they come up with the PD to CSound python conversion script?

Drizzly drol.. if it's ever possible

have a nice day
km

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Re: [PD] some objects in the extra folder do not load

2008-03-09 Thread Hans-Christoph Steiner


Or use [import bassemu] or just change the object name to [bassemu/ 
bassemu~]


.hc

On Mar 9, 2008, at 8:19 AM, hard off wrote:

you will need to specify paths to subdirectories inside your extra  
folder too.


ie, you will need to add   C:\music\pd-ext40.3\extra\bassemu


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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread Hans-Christoph Steiner

On Mar 8, 2008, at 11:00 PM, Chuckk Hubbard wrote:

> On Sat, Mar 8, 2008 at 4:59 AM, Andy Farnell  
> <[EMAIL PROTECTED]> wrote:
>
>>  You take as many sines as the system will handle, typically
>>  a thousand or so, and sum them. All must start on exactly the
>>  same phase. Now, if we had a series of _all_ frequencies it would
>>  give us an impulse, but instead set the difference between each
>>  oscillator to be 1 cycle + delta, where delta is very small, maybe
>>  1Hz or less.
>
> This is an interesting concept, thanks for passing it along.
>
>>  Hardly very scientific, but roughly from the few chances I've had
>>  to try it on different systems...
>>
>>  Csound - the King, all bow before Csound
>
> yeah boyee

To muddy the waters a bit, the most 'correct' sound isn't always the  
best sound.  Consider so many people's love of tube amps.  They have  
higher distorsion than transistor amps, yet so many people think they  
sound better.

.hc

 


All mankind is of one author, and is one volume; when one man dies,  
one chapter is not torn out of the book, but translated into a better  
language; and every chapter must be so translated -John Donne



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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread bsoisoi
Well, why couldn't Pd be as "clean", processors are fast enough these  
days, and one could always crank up the sample rates of their DSP  
blocks.  Isn't the internal resolution at least 32bit anyway (is it  
64bit under any circumstances?)

cheers,
~brandon


On Mar 8, 2008, at 4:25 PM, Andy Farnell wrote:

> On Sat, 08 Mar 2008 16:08:45 -0500
> marius schebella <[EMAIL PROTECTED]> wrote:
>
>> Frank Barknecht wrote:
>>> Hallo,
>>> Andy Farnell hat gesagt: // Andy Farnell wrote:
>>>
 Both use the same patch (the undulating diffraction effect). It's
 comparable because I translated the Csound version directly to  
 Pd, both
 are 64 oscillator banks and it's clear that the Csound one  
 sparkles while
 the Pd one sounds a bit muddy.
>>>
>>> Csound also is known as "CleanSound" in some circles.
>>
>> so why is then "pure" data not equally clean?
>> marius.
>
>
> Because it's optimised for real-time performance.
>
> Max/Pd strike a careful balance between for real-time capability.
> The amazing sound quality of Csound comes about because it was  
> designed
> for offline rendering, and it got realtime by dint of increased CPU  
> speeds.
>
> Like the difference between a 3D games engine and rendering a  
> raytracing
> scene in 3DMax.
>
> In a way, it's not really a fair comparison at all, or at least we  
> could
> say "what did you expect?!"
>
>
>
>
>
>>
>> ___
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> -- 
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>
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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread Hans-Christoph Steiner

It could be, it's just a matter of someone writing the code :)   
That's why I proposed the 'cleansound' library.

.hc

On Mar 9, 2008, at 2:01 PM, bsoisoi wrote:

> Well, why couldn't Pd be as "clean", processors are fast enough these
> days, and one could always crank up the sample rates of their DSP
> blocks.  Isn't the internal resolution at least 32bit anyway (is it
> 64bit under any circumstances?)
>
> cheers,
> ~brandon
>
>
> On Mar 8, 2008, at 4:25 PM, Andy Farnell wrote:
>
>> On Sat, 08 Mar 2008 16:08:45 -0500
>> marius schebella <[EMAIL PROTECTED]> wrote:
>>
>>> Frank Barknecht wrote:
 Hallo,
 Andy Farnell hat gesagt: // Andy Farnell wrote:

> Both use the same patch (the undulating diffraction effect). It's
> comparable because I translated the Csound version directly to
> Pd, both
> are 64 oscillator banks and it's clear that the Csound one
> sparkles while
> the Pd one sounds a bit muddy.

 Csound also is known as "CleanSound" in some circles.
>>>
>>> so why is then "pure" data not equally clean?
>>> marius.
>>
>>
>> Because it's optimised for real-time performance.
>>
>> Max/Pd strike a careful balance between for real-time capability.
>> The amazing sound quality of Csound comes about because it was
>> designed
>> for offline rendering, and it got realtime by dint of increased CPU
>> speeds.
>>
>> Like the difference between a 3D games engine and rendering a
>> raytracing
>> scene in 3DMax.
>>
>> In a way, it's not really a fair comparison at all, or at least we
>> could
>> say "what did you expect?!"
>>
>>
>>
>>
>>
>>>
>>> ___
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>>
>>
>> -- 
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>>
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"[W]e have invented the technology to eliminate scarcity, but we are  
deliberately throwing it away to benefit those who profit from  
scarcity."-John Gilmore



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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread Damian Stewart
Hans-Christoph Steiner wrote:

> To muddy the waters a bit, the most 'correct' sound isn't always the  
> best sound.  Consider so many people's love of tube amps.  They have  
> higher distorsion than transistor amps, yet so many people think they  
> sound better.

i remember reading about people recreating the Roland 303 and one of the 
things that made its distinctive sound was that the original power supply 
was a bit crappy and couldn't really handle it - in fact if you wound up 
one the filters' resonance too high it would be drawing more power than was 
available, which would lead to all sorts of fun distortion across the whole 
circuit.

one of my aims for the next little while is to build a pd external that 
tries to mathematically model the distortion that's going on when an analog 
(transistor or tube-based) circuit is overpowered, perhaps on a molecular 
level, to get a nicer sound when i push the delay feedback up too high 
(which i like to do).

lalala...

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[PD] [PD-announce] inside the wave

2008-03-09 Thread marius schebella
hi,
I did some Pd programming for an exhibition in the San Diego Museum of 
Art. http://www.sdmart.org/exhibition-future.html#inside-the-wave.
I worked with Nina Waisman from the "particle group" and the sound 
installation is part of a bigger concept about nanotechnology.
It is based on work we did last year for Berlin and will be up until 
June 22.
more information at nina's site http://www.ninawaisman.net including a 
demo video http://www.ninawaisman.net/nano/nanoEmbed.html.
marius.

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Re: [PD] [PD-announce] inside the wave

2008-03-09 Thread Jaime Oliver
Are you still in san diego?

On Sun, Mar 9, 2008 at 11:51 AM, marius schebella <
[EMAIL PROTECTED]> wrote:

> hi,
> I did some Pd programming for an exhibition in the San Diego Museum of
> Art. http://www.sdmart.org/exhibition-future.html#inside-the-wave.
> I worked with Nina Waisman from the "particle group" and the sound
> installation is part of a bigger concept about nanotechnology.
> It is based on work we did last year for Berlin and will be up until
> June 22.
> more information at nina's site http://www.ninawaisman.net including a
> demo video http://www.ninawaisman.net/nano/nanoEmbed.html.
> marius.
>
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-- 
Jaime E Oliver LR

[EMAIL PROTECTED]
www.realidadvisual.org/jaimeoliver
www-crca.ucsd.edu/
www.realidadvisual.org

9168 Regents Rd. Apt. G
La Jolla, CA 92037
USA
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Re: [PD] [PD-announce] inside the wave

2008-03-09 Thread marius schebella
no, I haven't been there at all! we met in NYC, and then I did the 
programming in new york, and nina set it up in san diego.
m.

Jaime Oliver wrote:
> Are you still in san diego?
> 
> On Sun, Mar 9, 2008 at 11:51 AM, marius schebella <
> [EMAIL PROTECTED]> wrote:
> 
>> hi,
>> I did some Pd programming for an exhibition in the San Diego Museum of
>> Art. http://www.sdmart.org/exhibition-future.html#inside-the-wave.
>> I worked with Nina Waisman from the "particle group" and the sound
>> installation is part of a bigger concept about nanotechnology.
>> It is based on work we did last year for Berlin and will be up until
>> June 22.
>> more information at nina's site http://www.ninawaisman.net including a
>> demo video http://www.ninawaisman.net/nano/nanoEmbed.html.
>> marius.
>>
>> ___
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> 
> 
> 
> 
> 
> 
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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread Brandon Zeeb
Why can't we simply have the option to turn up (or turn down!) the  
resolution of the objects we already have?  This is considerably less  
complex.
~Brandon


On Mar 9, 2008, at 2:08 PM, Hans-Christoph Steiner wrote:

>
> It could be, it's just a matter of someone writing the code :)   
> That's why I proposed the 'cleansound' library.
>
> .hc
>
> On Mar 9, 2008, at 2:01 PM, bsoisoi wrote:
>
>> Well, why couldn't Pd be as "clean", processors are fast enough these
>> days, and one could always crank up the sample rates of their DSP
>> blocks.  Isn't the internal resolution at least 32bit anyway (is it
>> 64bit under any circumstances?)
>>
>> cheers,
>> ~brandon
>>
>>
>> On Mar 8, 2008, at 4:25 PM, Andy Farnell wrote:
>>
>>> On Sat, 08 Mar 2008 16:08:45 -0500
>>> marius schebella <[EMAIL PROTECTED]> wrote:
>>>
 Frank Barknecht wrote:
> Hallo,
> Andy Farnell hat gesagt: // Andy Farnell wrote:
>
>> Both use the same patch (the undulating diffraction effect). It's
>> comparable because I translated the Csound version directly to
>> Pd, both
>> are 64 oscillator banks and it's clear that the Csound one
>> sparkles while
>> the Pd one sounds a bit muddy.
>
> Csound also is known as "CleanSound" in some circles.

 so why is then "pure" data not equally clean?
 marius.
>>>
>>>
>>> Because it's optimised for real-time performance.
>>>
>>> Max/Pd strike a careful balance between for real-time capability.
>>> The amazing sound quality of Csound comes about because it was
>>> designed
>>> for offline rendering, and it got realtime by dint of increased CPU
>>> speeds.
>>>
>>> Like the difference between a 3D games engine and rendering a
>>> raytracing
>>> scene in 3DMax.
>>>
>>> In a way, it's not really a fair comparison at all, or at least we
>>> could
>>> say "what did you expect?!"
>>>
>>>
>>>
>>>
>>>

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>>>
>>>
>>> -- 
>>> Use the source
>>>
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>>
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>
>
> 
>
> "[W]e have invented the technology to eliminate scarcity, but we are  
> deliberately throwing it away to benefit those who profit from  
> scarcity."-John Gilmore
>
>


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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread Martin Peach
You can already do that by setting the sample rate as high or low as 
your hardware will support and using the [block~] object to set the 
control rate to the resolution you want.
It would be interesting to try to build pd using doubles instead of 
floats, but it would necessitate changing the size of atoms... Max/MSP 
uses doubles everywhere for its 'floats'.

Martin

Brandon Zeeb wrote:
> Why can't we simply have the option to turn up (or turn down!) the  
> resolution of the objects we already have?  This is considerably less  
> complex.
> ~Brandon
> 
> 
> On Mar 9, 2008, at 2:08 PM, Hans-Christoph Steiner wrote:
> 
>> It could be, it's just a matter of someone writing the code :)   
>> That's why I proposed the 'cleansound' library.
>>
>> .hc
>>
>> On Mar 9, 2008, at 2:01 PM, bsoisoi wrote:
>>
>>> Well, why couldn't Pd be as "clean", processors are fast enough these
>>> days, and one could always crank up the sample rates of their DSP
>>> blocks.  Isn't the internal resolution at least 32bit anyway (is it
>>> 64bit under any circumstances?)
>>>
>>> cheers,
>>> ~brandon
>>>
>>>
>>> On Mar 8, 2008, at 4:25 PM, Andy Farnell wrote:
>>>
 On Sat, 08 Mar 2008 16:08:45 -0500
 marius schebella <[EMAIL PROTECTED]> wrote:

> Frank Barknecht wrote:
>> Hallo,
>> Andy Farnell hat gesagt: // Andy Farnell wrote:
>>
>>> Both use the same patch (the undulating diffraction effect). It's
>>> comparable because I translated the Csound version directly to
>>> Pd, both
>>> are 64 oscillator banks and it's clear that the Csound one
>>> sparkles while
>>> the Pd one sounds a bit muddy.
>> Csound also is known as "CleanSound" in some circles.
> so why is then "pure" data not equally clean?
> marius.

 Because it's optimised for real-time performance.

 Max/Pd strike a careful balance between for real-time capability.
 The amazing sound quality of Csound comes about because it was
 designed
 for offline rendering, and it got realtime by dint of increased CPU
 speeds.

 Like the difference between a 3D games engine and rendering a
 raytracing
 scene in 3DMax.

 In a way, it's not really a fair comparison at all, or at least we
 could
 say "what did you expect?!"





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 Use the source

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>>
>> "[W]e have invented the technology to eliminate scarcity, but we are  
>> deliberately throwing it away to benefit those who profit from  
>> scarcity."-John Gilmore
>>
>>
> 
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Re: [PD] [PD-announce] inside the wave

2008-03-09 Thread Jaime Oliver
I was about to offer you a beer... I've read you too much without actually
talking.
J

On Sun, Mar 9, 2008 at 12:16 PM, marius schebella <
[EMAIL PROTECTED]> wrote:

> no, I haven't been there at all! we met in NYC, and then I did the
> programming in new york, and nina set it up in san diego.
> m.
>
> Jaime Oliver wrote:
> > Are you still in san diego?
> >
> > On Sun, Mar 9, 2008 at 11:51 AM, marius schebella <
> > [EMAIL PROTECTED]> wrote:
> >
> >> hi,
> >> I did some Pd programming for an exhibition in the San Diego Museum of
> >> Art. http://www.sdmart.org/exhibition-future.html#inside-the-wave.
> >> I worked with Nina Waisman from the "particle group" and the sound
> >> installation is part of a bigger concept about nanotechnology.
> >> It is based on work we did last year for Berlin and will be up until
> >> June 22.
> >> more information at nina's site http://www.ninawaisman.net including a
> >> demo video http://www.ninawaisman.net/nano/nanoEmbed.html.
> >> marius.
> >>
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-- 
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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread Charles Henry
Most Pd objects (externals) use t_sample to define what gets passed to input
and output.  At compilation time, the externals code includes m_pd.h, which
defines t_sample as a float.  Which makes sense on 32-bit processors--Pd for
64-bit processors could potentially redefine t_sample as a double, with no
loss in performance (with nearly twice as much memory usage).

I am aware that there are some other problems involved with making Pd
accessible as either 32-bit or 64-bit resolution, but I'm not so deep into
the source code to tell you what they all are.

Chuck

On Sun, Mar 9, 2008 at 2:41 PM, Brandon Zeeb <[EMAIL PROTECTED]> wrote:

> Why can't we simply have the option to turn up (or turn down!) the
> resolution of the objects we already have?  This is considerably less
> complex.
> ~Brandon
>
>
> On Mar 9, 2008, at 2:08 PM, Hans-Christoph Steiner wrote:
>
> >
> > It could be, it's just a matter of someone writing the code :)
> > That's why I proposed the 'cleansound' library.
> >
> > .hc
> >
> > On Mar 9, 2008, at 2:01 PM, bsoisoi wrote:
> >
> >> Well, why couldn't Pd be as "clean", processors are fast enough these
> >> days, and one could always crank up the sample rates of their DSP
> >> blocks.  Isn't the internal resolution at least 32bit anyway (is it
> >> 64bit under any circumstances?)
> >>
> >> cheers,
> >> ~brandon
> >>
> >>
> >> On Mar 8, 2008, at 4:25 PM, Andy Farnell wrote:
> >>
> >>> On Sat, 08 Mar 2008 16:08:45 -0500
> >>> marius schebella <[EMAIL PROTECTED]> wrote:
> >>>
>  Frank Barknecht wrote:
> > Hallo,
> > Andy Farnell hat gesagt: // Andy Farnell wrote:
> >
> >> Both use the same patch (the undulating diffraction effect). It's
> >> comparable because I translated the Csound version directly to
> >> Pd, both
> >> are 64 oscillator banks and it's clear that the Csound one
> >> sparkles while
> >> the Pd one sounds a bit muddy.
> >
> > Csound also is known as "CleanSound" in some circles.
> 
>  so why is then "pure" data not equally clean?
>  marius.
> >>>
> >>>
> >>> Because it's optimised for real-time performance.
> >>>
> >>> Max/Pd strike a careful balance between for real-time capability.
> >>> The amazing sound quality of Csound comes about because it was
> >>> designed
> >>> for offline rendering, and it got realtime by dint of increased CPU
> >>> speeds.
> >>>
> >>> Like the difference between a 3D games engine and rendering a
> >>> raytracing
> >>> scene in 3DMax.
> >>>
> >>> In a way, it's not really a fair comparison at all, or at least we
> >>> could
> >>> say "what did you expect?!"
> >>>
> >>>
> >>>
> >>>
> >>>
> 
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> >>> --
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> >
> >
> 
> >
> > "[W]e have invented the technology to eliminate scarcity, but we are
> > deliberately throwing it away to benefit those who profit from
> > scarcity."-John Gilmore
> >
> >
>
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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread IOhannes m zmölnig
Brandon Zeeb wrote:
> Why can't we simply have the option to turn up (or turn down!) the  
> resolution of the objects we already have?  This is considerably less  
> complex.

yes, from a users point of view.
from a programmers point of view it is considerably more complex.


fmadsrö
IOhannes

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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread IOhannes m zmölnig
Hans-Christoph Steiner wrote:
> It could be, it's just a matter of someone writing the code :)   

well, it's almost done.
within the next month or 2, i will hopefully have all patches ready, to 
make Pd fully "double floating point" enabled (that is: you have to 
chose at compile time; all externals have to be recompiled for this; and 
no, i have no plans to get a dual-precision (both 32bit and 64bit) 
support into Pd)

what is more, just raising the precision won't necessarily boost the 
cleanness of the sound (btw, this is not the objective of my double Pd 
project);
Pd could have better oscillators even with 32bit, by using better 
interpolation/extrapolation algorithms.

mfga.dsr
IOhannes

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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread IOhannes m zmölnig
Charles Henry wrote:
> Most Pd objects (externals) use t_sample to define what gets passed to 
> input and output.  At compilation time, the externals code includes 
> m_pd.h, which defines t_sample as a float.  Which makes sense on 32-bit 
> processors--Pd for 64-bit processors could potentially redefine t_sample 
> as a double, with no loss in performance (with nearly twice as much 
> memory usage).

that's the theory.
in practice, even Pd-vanilla was using a wild mix of t_sample, t_float & 
float as sample-type until 0.41 (when i submitted a number of patches to 
clean that up)

i have a basically running version of Pd with 64bit double precision, 
basically only some oscillators have to be ported (osc~, phasor~,... use 
lowest level bitmanipulation in their core-routines)
playing soundfiles works fine :-)

fgmadsr
IOhannes

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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread IOhannes m zmölnig
Martin Peach wrote:
> It would be interesting to try to build pd using doubles instead of 
> floats, but it would necessitate changing the size of atoms... 

see my other post: this is basically done.
on 64bit OS the size of atoms would stay the same (it's at least 64bit 
because of the pointers)

fgadsmr,
IOhannes


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Re: [PD] searchpath inside patch

2008-03-09 Thread Achim Bornhoeft
Hi,
is the [declare] object only available in PD releases higher 0.40 ?
I'm using pd-extended 0.39.3.

Achim

Frank Barknecht schrieb:
> Hallo,
> Claude Heiland-Allen hat gesagt: // Claude Heiland-Allen wrote:
> 
>> I think recent Pd's have a system for adding paths in patches, but I've 
>> never used that feature.  
> 
> That system is [declare -path abs/]. It may currently not work inside
> abstractions.
> 
> Ciao

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Re: [PD] searchpath inside patch

2008-03-09 Thread Roman Haefeli
On Sun, 2008-03-09 at 22:06 +0100, Achim Bornhoeft wrote:
> Hi,
> is the [declare] object only available in PD releases higher 0.40 ?

yep, exactly.

roman





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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread Roman Haefeli
On Sun, 2008-03-09 at 21:05 +0100, IOhannes m zmölnig wrote:

> Pd could have better oscillators even with 32bit, by using better 
> interpolation/extrapolation algorithms.

yo.. would be interesting to hear (for non-dsp experts as me), _what_
could be improved, respectively _what_ is _not_ optimal in pd. could you
(or someone else) elaborate that a bit? are you saying, that [osc~] is
not generating a clean sine wave? what would you expect from a [phasor~]
differently from what it currently does? what kind of algorithms are you
talking about? what are they supposed to improve? 

roman






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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread Martin Peach
[osc~] seems to use a 512-float table with linear interpolation, so it 
could be made better by increasing the size and/or resolution of the 
table and/or using a better interpolation algorithm.

Martin

Roman Haefeli wrote:
> On Sun, 2008-03-09 at 21:05 +0100, IOhannes m zmölnig wrote:
> 
>> Pd could have better oscillators even with 32bit, by using better 
>> interpolation/extrapolation algorithms.
> 
> yo.. would be interesting to hear (for non-dsp experts as me), _what_
> could be improved, respectively _what_ is _not_ optimal in pd. could you
> (or someone else) elaborate that a bit? are you saying, that [osc~] is
> not generating a clean sine wave? what would you expect from a [phasor~]
> differently from what it currently does? what kind of algorithms are you
> talking about? what are they supposed to improve? 
> 
> roman
> 
> 
> 
> 
> 
>   
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Re: [PD] Pd sounds better than Max?

2008-03-09 Thread Robert Scott
On Sunday 09 March 2008 19:59, Charles Henry wrote:
> Pd for 64-bit processors could potentially redefine t_sample as
> a double, with no loss in performance (with nearly twice as much memory
> usage).

Mno...

It just so happens that x87s always compute a double, so it makes little 
difference there. What you're forgetting is that if you're using SIMD (for 
example SSE2) using doubles means you can only fit two samples into a vector 
register instead of four. Half the throughput. On top of that, if you check 
instruction tables, packed double instructions have a slightly higher latency 
than packed singles. For the core2 at least.

Not everything (even 64bit) uses an x87.


robert.

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