Re: [PD] displaying a filename

2008-08-07 Thread David Schaffer



Here's an old patch of mine that does this (as far as I remember! I'm not at 
home so I don't have Pd working to check). Hope it helps.

David


http://www.flickr.com/photos/schafferdavid/
http://audioblog.arteradio.com/David_Schaffer/


 Date: Wed, 6 Aug 2008 13:31:24 +0200
 From: [EMAIL PROTECTED]
 To: pd-list@iem.at
 Subject: [PD] displaying a filename

 Hi

 I have an abstraction that has loaded a sample with openpanel. Is there
 a way to display this filename in the abstraction (for visual fedback),
 preferrably only the filename (without path)?

 Any pointers appreciated!

 --
 peace, love  harmony
 Atte

 http://atte.dk   | http://myspace.com/attejensen
 http://anagrammer.dk | http://modlys.dk

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Re: [PD] adapting wiimote_navigation_example patch with osculator

2008-08-07 Thread Luigi Rensinghoff

Hi

have a look at the mapping abstractions they are very useful in  
this context


For the actual point, i usually use autoscale to find out what the  
range should be, but then expr (if you know exactly how you have to  
scale


is good for adjusting the range.

The x-y coordinates might be the other way around in osculator, check  
carefully (timeline is a good tool to check the OSC data)




Luigi

Am 07.08.2008 um 01:41 schrieb punchik punchik:

hello im trying to use the wiimote_navigation_example patch but  
since im on macosx, im trying to use osculator instead of the  
wiimote object for linux.
I can receive my wiimote data in pd with osculator without any  
problems.
But it seems the second outlet of the wiimote object outputs the  
acceleraion data in a diferent scale than osculator. The  
acceleration x y z varialbes that i get from osculator goes from 0  
to 0.9  and when i use them in the patch instead of the wiimote  
object everything begins to spin very fast and never stops



any idea how to fix this??

thanks

p.




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---

Luigi Rensinghoff
[EMAIL PROTECTED]
skype:gigischinke
ichat:gigicarlo




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Re: [PD] [PD-announce] [Gridflow-dev] GridFlow 0.9.4

2008-08-07 Thread Michal Seta
Hi,

sudo apt-get install libquicktime-dev works for me (but I am on Ubuntu
7.10, perhaps something has changed in 8.04)

./MiS

On Thu, Aug 7, 2008 at 5:30 AM, olsen wolf
[EMAIL PROTECTED] wrote:
 Hi
 i'm trying to install gridflow 0.9.4 on a fresh ubuntustudio(8.04) box
 - offering me an obstacle by gettin the quicktime aka quicktime.h to
 be found. libquicktimehv-dev + dependencies installed from
 http://akirad.cinelerra.org as mentioned on cinelerra
 http://cvs.cinelerra.org/getting_cinelerra.php
 i added

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[PD] physical modelling/general pd - mentor/tuition sought (money offered)

2008-08-07 Thread Julian Brooks
Hi all,

 

I have a 12 month project as part of a masters degree, where I wish to build
a physical model of a wind chime.  I then want to use the interface to play
some of my indeterminate compositions.  I was going to attempt it for my
undergraduate degree but realised that it was far too complex for the
available time that I had then.

 

I have been using pd for a few years now, list lurking, working through
basic examples, building simple tools, using other peoples patches etc.  But
this is too complex for me to do on my own.  At my uni there isn't anyone
with better skills than me and I don't know of any local fellow patchers.

 

Now as a musician, when I need to up my skills, I will look to find some
lessons when I have got as far as I can on my own.

 

So here goes...

 

Is there anyone with an hour a week to spare who can offer some
mentoring/tuition for what we can deem to be the 'going rate'.  I am more
than happy to do this remotely/online, I'm sure there is a way we can work
it out.  There would be full credit given of course.  

 

Pmpd seems like the way to go with this.  I have worked through the
examples, and, although I have my eye on what examples I would presume to be
the best starting points, I'm struggling to get started.  The physical
modelling is where I first need to start but there's loads of pd stuff I
would like to be able to work through with someone, so this could be a (me
love you)longtime regular small money earner, if anyone's interested.

 

I am in Hebden Bridge, West Yorkshire, UK, by the way.  Any pd'ers local,
give us a shout.

 

Best wishes to all,

 

Jb

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[PD] wind - an outdoor installation

2008-08-07 Thread Damian Stewart
hey,

i've just uploaded some documentation for my project 'Wind', which uses Pd 
and a custom computer vision tool to sonify video footage of the motion of 
leaves or grass blowing in the wind.

check it out at

http://www.frey.co.nz/projects/wind/

and do let me know what you think ;-)

thanks
d

-- 
damian stewart | +31 6 8178 5197 |  [EMAIL PROTECTED]
frey | live art with machines | http://www.frey.co.nz

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Re: [PD] a full-featured sampleplayer

2008-08-07 Thread Roman Haefeli
hi all

i think there is tons of such abstractions around. anyway, i like to
re-implement it again and again everytime i need it, because there is
always little things that i would like to have different from the
current implementation and also it is always a good exercise (and
probably i do better this time than last time). but sorry, i don't have
anything at hand, that matches your needs. i only have a recommendation
(and i wonder, if others agree on that):

i wouldn't make your abstraction [phasor~] based, because of the problem
you already sketched out: if you change the rate during the playback,
you don't know when it is finished. that is why i propose to make any
table based sampleplayer based on [vline~]. since you need to calculate
the start-, endpoint and duration, you know at any time, where the index
currently is (by calculating the current position from [timer] output
and the three values i mentioned above). this way you can change the
rate at any time you want, you just need to recalculate start, end and
duration for [vline~]. it looks more complicated at the beginning, but
it is the cleanest solution i can think of.

there is one disadvantage of the [vline~]-approach compared to the
[phasor~]: you cannot continuously change the playback speed. so it is
yours to decide, which way to go.

roman


On Thu, 2008-08-07 at 17:39 +0200, Atte André Jensen wrote:
 Hi
 
 I've build a sample player abstraction, and now I just thought of one 
 more feature it needs, and that makes me think I need to redo it again. 
 So here goes:
 
 I need a sample player motor that is flexible enough to handle any 
 (most) things I throw at it, at least:
 
 * Handles stereo/mono, various sample rates and bit depths transparently.
 * Allow changing of playback rate during playback
 * Both lopping and non-looping mode
 * Optional crossfade looping with configurable crossfade length.
 
 First: Is there such a thing outthere already (before I redo it all again)?
 
 Second: If not, a thing that I can't figure out is the cross-fade part. 
 I thought about having two phasors, and every SAMPLELENGTH-XFADETIME 
 restarting the idle one, and fading it up in XFADETIME while fading the 
 running one down. Problem is that if the playback rate has changed since 
 last cycle the switch will not be at the end of the running sample. 
 Instead I guess the way to go is to look at the output of phasor~ and 
 from it's output determine when it's time to start the fade, which 
 should occur at (SAMPLELENGTH-XFADETIME)/SAMPLELENGTH. How can I inspect 
 an audiosignal and get bang'ed when it's it reaches some value? I looked 
 at [~], but it seems to output audio, so I guess I can't use that. Or 
 am I totally off in my approach?
 
 Any input appreciated...
 



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[PD] Ultrasonic 'theremin' patch

2008-08-07 Thread Ico Doornekamp

Hi all,

Yesterday I found out that modern audio cards can do much higher sample
rates then 48000, which allows for entertaining experiments with
ultrasound. 

I'm not sure if this has been done before, but I'm pretty happy with the
results so far.

I've created a patch running on a samplerate of 88200 Hz, which sends
out high-frequency chirps over two laptop speakers. The chirps are
reflected back to the bultin mic using both hands. The reflection is
correlated with the outgoing chirps to calculate the time the sound
waves needed to return to the mic, thus measuring the distance to the
hands or any objects hovering above the laptop.

This particular patch just drives two tone generators whose frequencies
depend on the measured distances, which are played back over the same
speakers as the high-frequency chirps. The result is a
two-tone-polyphonic theremin-like instrument. 

If only I could play this thing in tune...

A simple demonstration video and the patch can be found at
  
  http://zevv.nl/play/code/ultrasonic-theremin/

This patch just a first test using ultrasound, I'm sure much more
interesting things can be done using this technique.

The patch is not very well documented at this time, and I think getting
things to work needs a fair amount of tweaking for each different setup.
Things that need to be setup properly are output level of the soundcard,
a magic gain factor after the correlation, and the range that should be
inspected for echo peaks to avoid detecing of reflections from the
ceiling.  I think it would be possible to make the patch do some
auto-detection of some of the paremeters like ceiling height and gain
factors, which would make a nice addition for future versions.

Enjoy,

Ico

-- 
:wq
^X^Cy^K^X^C^C^C^C

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Re: [PD] Ultrasonic 'theremin' patch

2008-08-07 Thread Luigi Rensinghoff
Thats very cool...

i heard of someone implementing that with a nord-modular

If you browse the forums maybe you can find it...

Its a cool thing to have for Sound-Installations...

Best

Luigi

Am 07.08.2008 um 21:16 schrieb Ico Doornekamp:


 Hi all,

 Yesterday I found out that modern audio cards can do much higher  
 sample
 rates then 48000, which allows for entertaining experiments with
 ultrasound.

 I'm not sure if this has been done before, but I'm pretty happy  
 with the
 results so far.

 I've created a patch running on a samplerate of 88200 Hz, which sends
 out high-frequency chirps over two laptop speakers. The chirps are
 reflected back to the bultin mic using both hands. The reflection is
 correlated with the outgoing chirps to calculate the time the sound
 waves needed to return to the mic, thus measuring the distance to the
 hands or any objects hovering above the laptop.

 This particular patch just drives two tone generators whose  
 frequencies
 depend on the measured distances, which are played back over the same
 speakers as the high-frequency chirps. The result is a
 two-tone-polyphonic theremin-like instrument.

 If only I could play this thing in tune...

 A simple demonstration video and the patch can be found at

   http://zevv.nl/play/code/ultrasonic-theremin/

 This patch just a first test using ultrasound, I'm sure much more
 interesting things can be done using this technique.

 The patch is not very well documented at this time, and I think  
 getting
 things to work needs a fair amount of tweaking for each different  
 setup.
 Things that need to be setup properly are output level of the  
 soundcard,
 a magic gain factor after the correlation, and the range that  
 should be
 inspected for echo peaks to avoid detecing of reflections from the
 ceiling.  I think it would be possible to make the patch do some
 auto-detection of some of the paremeters like ceiling height and gain
 factors, which would make a nice addition for future versions.

 Enjoy,

 Ico

 -- 
 :wq
 ^X^Cy^K^X^C^C^C^C

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Re: [PD] physical modelling/general pd - mentor/tuition sought (money offered)

2008-08-07 Thread Julian Brooks
Julian and Marius, 

Many thanks for your advice.

I will defo take you up, Julian, on your kind offer. I will be getting in
touch soon.

Isn't Obi wb gonna be hard to contact, I am quite well in with the sand
people tho', maybe they can put in a good word for me:0

Best 2 ALL,

jB

-Original Message-
From: marius schebella [mailto:[EMAIL PROTECTED] 
Sent: 07 August 2008 16:18
To: Julian Brooks
Subject: Re: [PD] physical modelling/general pd - mentor/tuition sought
(money offered)

Hi Julian,
you should ask andy farnell, he is in GB and is writing a book about 
physical modelling. I think that will have most of the stuff you will need.
marius.


Julian Brooks wrote:
 Hi all,
 
  
 
 I have a 12 month project as part of a masters degree, where I wish to 
 build a physical model of a wind chime.  I then want to use the 
 interface to play some of my indeterminate compositions.  I was going to 
 attempt it for my undergraduate degree but realised that it was far too 
 complex for the available time that I had then.
 
  
 
 I have been using pd for a few years now, list lurking, working through 
 basic examples, building simple tools, using other peoples patches etc.  
 But this is too complex for me to do on my own.  At my uni there isn't 
 anyone with better skills than me and I don't know of any local fellow 
 patchers.
 
  
 
 Now as a musician, when I need to up my skills, I will look to find some 
 lessons when I have got as far as I can on my own.
 
  
 
 So here goes...
 
  
 
 Is there anyone with an hour a week to spare who can offer some 
 mentoring/tuition for what we can deem to be the 'going rate'.  I am 
 more than happy to do this remotely/online, I'm sure there is a way we 
 can work it out.  There would be full credit given of course. 
 
  
 
 Pmpd seems like the way to go with this.  I have worked through the 
 examples, and, although I have my eye on what examples I would presume 
 to be the best starting points, I'm struggling to get started.  The 
 physical modelling is where I first need to start but there's loads of 
 pd stuff I would like to be able to work through with someone, so this 
 could be a (me love you)longtime regular small money earner, if anyone's 
 interested.
 
  
 
 I am in Hebden Bridge, West Yorkshire, UK, by the way.  Any pd'ers 
 local, give us a shout.
 
  
 
 Best wishes to all,
 
  
 
 Jb
 
 
 
 
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Re: [PD] a full-featured sampleplayer

2008-08-07 Thread Atte André Jensen
Roman Haefeli wrote:

Thanks for your input!

 i think there is tons of such abstractions around. anyway, i like to
 re-implement it again and again everytime i need it, because there is
 always little things that i would like to have different from the
 current implementation and also it is always a good exercise (and
 probably i do better this time than last time).

Hmm, I get your point. I had hope to do the sample_player to end all 
sample_players (and then make some music with it) :-)

 i wouldn't make your abstraction [phasor~] based, because of the problem
 you already sketched out: if you change the rate during the playback,
 you don't know when it is finished. that is why i propose to make any
 table based sampleplayer based on [vline~]. since you need to calculate
 the start-, endpoint and duration, you know at any time, where the index
 currently is (by calculating the current position from [timer] output
 and the three values i mentioned above). this way you can change the
 rate at any time you want,

I don't understand. Below you state that you cannot continuously change 
the playback speed, what's the difference?

 you just need to recalculate start, end and
 duration for [vline~]. it looks more complicated at the beginning, but
 it is the cleanest solution i can think of.
 
 there is one disadvantage of the [vline~]-approach compared to the
 [phasor~]: you cannot continuously change the playback speed. so it is
 yours to decide, which way to go.

I just know, one day, I'm gonna want to touch that pitch bender of 
modulate that playback rate...

-- 
peace, love  harmony
Atte

http://atte.dk   | http://myspace.com/attejensen
http://anagrammer.dk | http://modlys.dk

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[PD] Recording MIDI data with PD as synch master

2008-08-07 Thread Ignacio Viano
Hello. I'm sending an enormous quantity of note messages through a virtual
MIDI port out to some virtual orchestras. All messages are synchronized with
a PD metronome that may vary. I want all this into an as good as possible
written score. Even this idea may not work at all. Of course, I could do it
all manually by recording the raw MIDI messages, printing and transcribing
them into score, but it should be easier. Any ideas?
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[PD] accessing i variable in repeat object?

2008-08-07 Thread punchik punchik
is it possible to access to the increment variable in repeat?  when  i repeat a 
geo in gem having access to the i  variable allows me creating diferent 3d 
patterns

how can i do something like this with repeat?


for (i = 0; i = 10 ; i ++) {
if (i%5 ==0 continue;
cube 
translate (i * 2) 0 0;
}


thanls





  

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