Re: [PD] Strange bug in my patch

2010-02-26 Thread Roman Haefeli
The patch uses dynamic creation of objects and when dynamically creating
signal-processing objects or abstractions, the dsp graph is not
automatically recompiled (I hope I use the right words here).
Recompilation of the graph can be forced by switching dsp off and on
again. This is a known issue and has been discussed on the list. I can't
recall if it is considered a feature or a bug, but probably it doesn't
matter, since dynamic object creation is not officially supported). 


On Thu, 2010-02-25 at 21:23 -0800, William Brent wrote:
 I think I can get you a step closer to finding your problem...  If you
 run Pd in its 1st debug mode (pd -d 1), you'll see posts showing that
 creating or deleting an object quickly deactivates/reactivates DSP.
 So once you've loaded your sound file, set parameters and clicked
 Start, manually toggling DSP on, off, then on solves the problem as
 well.
 
 I didn't put in the time to see why DSP needed to be toggled in that
 way for your particular case though.  Can you think of anything in
 your patch that might be linked to something like that?  Just a guess
 (I haven't chased down all your sends and receives), but since this is
 isolated to cases where density equals 1, it seems pretty likely a
 patching logic bug is preventing a parameter from getting to a DSP
 object until after the Start button is pushed.  Then, re-initializing
 DSP is refreshing that object's settings and all is well.

Actually, when creating a tilde object or an abstraction, that processes
signals, dynamically it's not taken into account for the currently used
dsp graph. However, when you create the second instance (or any other
tilde object), the first one is taken into account, but not the second.
So even if it seems to work for densities  1, you actually hear only
n-1 instances. 

Roman

 
 
 Hope it helps,
 William
 
 
 
 
 On Thu, Feb 25, 2010 at 6:58 PM, Caio Barros caio.bar...@gmail.com wrote:
  Hi,
  I'm working in this patch for a composition of mine but I keep getting a bug
  and don't know what is wrong.
  What my patch does is to load sound files and play them back at random
  intervals of time. If you load enough samples, it can create a very dense
  and granular sound texture, hence the name Texgen (texture generator). When
  I load a sample I can control the minimum and maximum interval between
  attacks, degree of tranposition (or pitch shift) and the density of the play
  back wich is just how many times the same sample is loaded so it can be
  played more times simultaneously.
  The problem I'm having is that when I load a sample with density = 1 the
  sound doesn't comes out and, that's the strange part, if a creat and object
  like, say, a bang button and delete it, the sound magicaly pops out of the
  loudspeakers.
  I know this is a little inconvenient thig to ask, but can someone help me? I
  don't know where else i could look for help.
 
  I attached the patch in this e-mail, and it can be also downloaded here:
  http://puredata.info/Members/caiobarros/texgen/
  together with a sound for testing it. Just put everything in the same folder
  and it should work exept for this bug.
 
  Again sorry for any inconveniences, and thanks for the help.
 
  Caio Barros
 
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Re: [PD] Strange bug in my patch

2010-02-26 Thread Matteo Sisti Sette
I remember a bug in PD that if you create an instance of an abstraction 
(even by hand with ctrl+1) which contains dsp objects, its content 
doesn't start doing dsp processing until one more object is created 
(i.e. it is not added to the dsp chain when it should).


If more than one object (abstraction instances) are created in one 
message-tree (i.e. triggered by one bang), _maybe_ all of them will be 
mute until the creation of any new object in a separate message tree.


So a workaround in your case could be to programmatically create some 
dummy object after creating new attack generators and pitch 
shifter. If the guess I have exposed in the second paragraph is 
correct, you will need at least a [delay 0] before the creation of the 
dummy object.



However I think you could implement the whole thing without dynamically 
creating objects, by acurately arranging sends, receives (with and 
without tilde), throw~s, catch~s, statically creating a big number of 
allocatable objects (capable of playing one table now, another one 
later etc according to messages they receive), managing polyphony (maybe 
with [poly]) and of course, switch~ing off every object that is not 
playing...


By the way I don't see anything inconvenient at all in what you asked :)

ciao
m.

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http://www.matteosistisette.com

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Re: [PD] looking for video of performance

2010-02-26 Thread Marco Donnarumma
Yes, please :)
In 30 minutes I'm going to show your work to some students of mine in
Cagliari Music of School, Sardinia, Italy.
Cheers,


Thanks!

 a new interfacepiece are on the way...
 I'll post a video when I have it.

 J


-- 
Marco Donnarumma aka TheSAD


Independent New Media Arts Professional, Performer, Teacher - Edinburgh, UK

LAB: http://www.thesaddj.com | http://cntrl.sourceforge.net |
http://www.flxer.net

EVENT: http://www.liveperformersmeeting.net
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[PD] [PD-announce] LiWoLi 2010 - Open Call

2010-02-26 Thread IOhannes m zmoelnig
Open Call LiWoLi 2010 Linz!

We are happy that we are able to announce that LiWoLi 2010 is taking
place once again at the Kunstuniversitaet Linz 15 - 17 April 2010!

We are looking forward getting your contributions along our this
years topic The Art of 'doing it togehter' (DIT)

Please read the submission guidelines before filling
out the form for Liwoli 2010 until 19/03/2010 and send it to:
call2010-liw...@servus.at

Submission form: http://linz.linuxwochen.at/content/open-call
Submission form:  http://linz.linuxwochen.at/de/content/open-call

Your LiWoLi Team!

Plain Text Version english

  / /(_) / /\ \ \___   / /(_)   
 / / | \ \/  \/ / _ \ / / | |   
/ /__| |\  /\  / (_) / /__| |   
\/_| \/  \/ \___/\/_|   2010

The Art of 'doing it togehter' (DIT)
15 - 17 April 2010 - Kunstuniversitaet Linz

LiWoLi 2010 is an open lab focusing on Free /Open Source Software
(FLOSS), Open Hardware and open contents in digital art and culture.
This event will offer workshops, lectures, presentations and
performances. For anyone interested in these subjects, participation
in the entire program is free.

* * * * * * * * * * * * * * * * * * *
O P E N   C A L L
* * * * * * * * * * * * * * * * * * *

The Art of 'doing it together' (DIT)
With the development and the use of free and Open Source Software
and Hardware the cultural practice of DIY (Do it yourself) emerges.
DIY often means to those who practice it to see one's self-believe
and the own strength as a driving force for changes.

LiWoLi raises the question of whether a practice of 'doing it
together' (DIT) might be a more successful formula for developing
free tools (FLOSS tools) for art  culture, learning  teaching.
This also implies examining the motivation of active producers and
making room for the aspect of unpaid work.

We are interested in contributions from groups that have realized
projects 'successfully' or even 'less successfully' under the aspect
of DIT in the field of Free and Open Source Software (FLOSS), open
hardware, art  culture, learning  teaching, and want to make their
'tools and works' freely available and distribute them.


* * * * * * * * * * * * * * * * * * *
C a t e g o r i e s
* * * * * * * * * * * * * * * * * * *

Free and Open Source Tools

# FLOSS (free/libre Open Source Software), Open Hardware tools.
Projects developed by groups or projects in search for cooperation

# Free and Open Source Software - Sharing, Learning  Teaching
Models and forms of organization for cooperation in Open Source
Software and Open Hardware at universities, within organizations or
companies and outside of institutions.

# Hack Reality
Pointed as well as entertaining contributions on the subject of art,
plagiarism, the end of art, interventions analog or digital,
plagiarism copyright / copyfight, existence, world improvement,...

Fill out the Submission Form
english Version: http://linz.linuxwochen.at/content/open-call
german Version:  http://linz.linuxwochen.at/de/content/open-call
--
LiWoLi 2010 is supportet by: BM:UKK, Kunstuniversitaet Linz





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[PD] Textfile vs. Lists vs. Arrays vs. ?

2010-02-26 Thread saint
Hi all,

I've a pd system that involves the playing back of sequences and patterns.

I store the pattern data in lots of separate text files which the system reads 
on the fly once the next pattern is called upon.

My problem is that I get audio dropouts when changing some patterns, usually 
ones that call on a lot of text files. (I've put all the graphic-heavy stuff 
into a subpatch which remains closed during live playback as my initial feeling 
was the glitches were caused by graphical stuff as is usual with pd. But surely 
once in a subpatch and closed there's no overhead?)

I suppose what I'm asking is, would I get better performance if I wasn't 
constantly calling upon text files on the hard disk?

Say, saving the strings of numbers to lists or arrays?

What would the best way to go about that if so?

The reason I went for the text file route was that it was simple to re-order 
the sequences via a file manager and just generally easier to track down 
problems by inspecting the files rather than poking around in lists and arrays. 
But audio always has final say!


Thanks in advance as always,

John.


  

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[PD] GEM: gemwin perspec strange behavior

2010-02-26 Thread Dario Pedrioli
Hi all,

I'm triyng to play with perspec message.

I notice that if I send a normal message to gemwin, everything works ok.

But if I send the same message compiled from a message or a number box (or
whatever), the center of the scene go to the left bottom point.

OK:

[perspec -2 2 -2 2 1 20
|
[gemwin]

KO:

[2
|
[perspec -$1 $1 -$1 $1 1 20

My sistem is a ubuntu 64bit - GEM: ver: 0.92.2 - nvidia GTX 260 with closed
source drivers

Someone noticed this?
It's only on my machine?

Thanks.

PS: below a patch that shows the behavior (for me).

#N canvas 632 391 450 300 10;
#X obj 42 71 gemwin;
#X msg 42 31 create \, 1;
#X obj 40 167 gemhead;
#X obj 40 193 cube;
#X floatatom 231 126 5 0 0 0 - - -;
#X msg 231 144 perspec -\$1 \$1 -\$1 \$1 1 20;
#X msg 109 31 0 \, destroy;
#X msg 227 26 perspec -1 1 -1 1 1 20;
#X msg 273 123 2;
#X msg 228 48 perspec -2 2 -2 2 1 20;
#X text 230 3 OK;
#X text 235 100 KO;
#X connect 1 0 0 0;
#X connect 2 0 3 0;
#X connect 4 0 5 0;
#X connect 5 0 0 0;
#X connect 6 0 0 0;
#X connect 7 0 0 0;
#X connect 8 0 5 0;
#X connect 9 0 0 0;
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[PD] GEM great framerate instability unless -noaudio

2010-02-26 Thread Matteo Sisti Sette

Hi,

On my Vista machine, I get an enormous instability of the framerate with 
Gem, even if dsp is switched off. However, if I run PD with the 
-noaudio flag, then the framerate is perfectly stable.


Is it normal?

When I say enormous I mean the time elapsed between a frame and the 
next one often goes below one millisecond and above 80ms, though an 
avarage of 40ms is always maintained.


I am testing this with the attached patch, which has only a gemhead and 
a [realtime], so there's no actual processing of image or video.


If anyone doubts that it can be just the time shown by [realtime] that 
is unreliable, note that if I run Pd with -noaudio the measured 
framerate actually _is_ much more stable (rarely below 37ms or above 
43ms a frame) and also, I have tried it with a simple video (homer.avi) 
and I could note the jerky playing.


Isn't it strange that turning off DSP does not change anything while 
running Pd with -noaudio does??


thanks
m.


--
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matteosistise...@gmail.com
http://www.matteosistisette.com
#N canvas 386 43 829 662 12;
#X obj 94 82 gemhead;
#X obj 94 114 t b b;
#X obj 95 145 timer;
#X obj 95 175 t b f;
#X obj 98 241 /;
#X msg 74 214 1000;
#X floatatom 90 286 5 0 0 0 - - -;
#X obj 293 72 gemhead;
#X obj 293 104 t b b;
#X obj 294 165 t b f;
#X obj 297 231 /;
#X msg 273 204 1000;
#X floatatom 289 276 5 0 0 0 - - -;
#X obj 498 151 gemwin;
#X msg 537 63 destroy;
#X msg 469 107 frame 25 \, create \, 1 \, frame 25;
#X obj 294 135 realtime;
#X floatatom 346 464 5 0 0 0 - - -;
#X obj 661 270 t f b;
#X obj 703 308 f;
#X obj 679 400 +;
#X obj 679 429 t f f;
#X obj 714 354 * 0.99;
#X obj 641 355 * 0.01;
#X obj 696 460 t b f;
#X obj 699 526 /;
#X msg 675 499 1000;
#X floatatom 691 571 5 0 0 0 - - -;
#X floatatom 393 141 5 0 0 0 - - -;
#X floatatom 477 335 5 0 0 0 - - -;
#X floatatom 461 229 5 0 0 0 - - -;
#X obj 366 220 moses 38;
#X obj 419 277 moses 42;
#X obj 326 430 moses 1;
#X floatatom 386 337 5 0 0 0 - - -;
#X connect 0 0 1 0;
#X connect 1 0 2 0;
#X connect 1 1 2 1;
#X connect 2 0 3 0;
#X connect 3 0 5 0;
#X connect 3 1 4 1;
#X connect 4 0 6 0;
#X connect 5 0 4 0;
#X connect 7 0 8 0;
#X connect 8 0 16 0;
#X connect 8 1 16 1;
#X connect 9 0 11 0;
#X connect 9 1 10 1;
#X connect 9 1 18 0;
#X connect 9 1 31 0;
#X connect 10 0 12 0;
#X connect 11 0 10 0;
#X connect 14 0 13 0;
#X connect 15 0 13 0;
#X connect 16 0 9 0;
#X connect 18 0 23 0;
#X connect 18 1 19 0;
#X connect 19 0 22 0;
#X connect 20 0 21 0;
#X connect 21 0 24 0;
#X connect 21 1 19 1;
#X connect 22 0 20 1;
#X connect 23 0 20 0;
#X connect 24 0 26 0;
#X connect 24 1 25 1;
#X connect 25 0 27 0;
#X connect 26 0 25 0;
#X connect 28 0 31 1;
#X connect 30 0 32 1;
#X connect 31 0 33 0;
#X connect 31 1 32 0;
#X connect 32 1 29 0;
#X connect 33 0 17 0;
#X connect 33 1 34 0;
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Re: [PD] GEM: gemwin perspec strange behavior

2010-02-26 Thread Jack
Same problem here on Ubuntu 9.10 with Pd-ext 0.41.4 and GEM 0.92.2.
Using a [t f f], [* -1], [pack f f] and [perspec $2 $1 $2 $1 1 20]
resolves the problem.
++

Jack



Le vendredi 26 février 2010 à 16:51 +0100, Dario Pedrioli a écrit :
 Hi all,
 
 I'm triyng to play with perspec message.
 
 I notice that if I send a normal message to gemwin, everything works
 ok.
 
 But if I send the same message compiled from a message or a number
 box (or whatever), the center of the scene go to the left bottom
 point. 
 
 OK:
 
 [perspec -2 2 -2 2 1 20
 |
 [gemwin]
 
 KO:
 
 [2
 |
 [perspec -$1 $1 -$1 $1 1 20
 
 My sistem is a ubuntu 64bit - GEM: ver: 0.92.2 - nvidia GTX 260 with
 closed source drivers
 
 Someone noticed this?
 It's only on my machine?
 
 Thanks.
 
 PS: below a patch that shows the behavior (for me).
 
 #N canvas 632 391 450 300 10;
 #X obj 42 71 gemwin;
 #X msg 42 31 create \, 1;
 #X obj 40 167 gemhead;
 #X obj 40 193 cube;
 #X floatatom 231 126 5 0 0 0 - - -;
 #X msg 231 144 perspec -\$1 \$1 -\$1 \$1 1 20;
 #X msg 109 31 0 \, destroy;
 #X msg 227 26 perspec -1 1 -1 1 1 20;
 #X msg 273 123 2;
 #X msg 228 48 perspec -2 2 -2 2 1 20;
 #X text 230 3 OK;
 #X text 235 100 KO;
 #X connect 1 0 0 0;
 #X connect 2 0 3 0;
 #X connect 4 0 5 0;
 #X connect 5 0 0 0;
 #X connect 6 0 0 0;
 #X connect 7 0 0 0;
 #X connect 8 0 5 0;
 #X connect 9 0 0 0;
 
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Re: [PD] GEM: gemwin perspec strange behavior

2010-02-26 Thread Dario Pedrioli
Hi jack,

thanks, the workaraound works!

Strange behavior.

ciao.

2010/2/26 Jack j...@rybn.org

 Same problem here on Ubuntu 9.10 with Pd-ext 0.41.4 and GEM 0.92.2.
 Using a [t f f], [* -1], [pack f f] and [perspec $2 $1 $2 $1 1 20]
 resolves the problem.
 ++

 Jack



 Le vendredi 26 février 2010 à 16:51 +0100, Dario Pedrioli a écrit :
  Hi all,
 
  I'm triyng to play with perspec message.
 
  I notice that if I send a normal message to gemwin, everything works
  ok.
 
  But if I send the same message compiled from a message or a number
  box (or whatever), the center of the scene go to the left bottom
  point.
 
  OK:
 
  [perspec -2 2 -2 2 1 20
  |
  [gemwin]
 
  KO:
 
  [2
  |
  [perspec -$1 $1 -$1 $1 1 20
 
  My sistem is a ubuntu 64bit - GEM: ver: 0.92.2 - nvidia GTX 260 with
  closed source drivers
 
  Someone noticed this?
  It's only on my machine?
 
  Thanks.
 
  PS: below a patch that shows the behavior (for me).
 
  #N canvas 632 391 450 300 10;
  #X obj 42 71 gemwin;
  #X msg 42 31 create \, 1;
  #X obj 40 167 gemhead;
  #X obj 40 193 cube;
  #X floatatom 231 126 5 0 0 0 - - -;
  #X msg 231 144 perspec -\$1 \$1 -\$1 \$1 1 20;
  #X msg 109 31 0 \, destroy;
  #X msg 227 26 perspec -1 1 -1 1 1 20;
  #X msg 273 123 2;
  #X msg 228 48 perspec -2 2 -2 2 1 20;
  #X text 230 3 OK;
  #X text 235 100 KO;
  #X connect 1 0 0 0;
  #X connect 2 0 3 0;
  #X connect 4 0 5 0;
  #X connect 5 0 0 0;
  #X connect 6 0 0 0;
  #X connect 7 0 0 0;
  #X connect 8 0 5 0;
  #X connect 9 0 0 0;
 
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Re: [PD] GEM: gemwin perspec strange behavior

2010-02-26 Thread Roman Haefeli
On Fri, 2010-02-26 at 16:51 +0100, Dario Pedrioli wrote:

 [2
 |
 [perspec -$1 $1 -$1 $1 1 20

The output is correct, but it doesn't produce what you might want.

[-$1( 

It does _not_ produce a negative float, but instead it produces a symbol
element without selector. Try to feed it with negative numbers, you will
see something like:

--12

instead of:

12.

You cannot use arithmetic operators that way. You would have to do the
change the sign beforehand

[2(
|
[* -1]
|
[$1(

Roman

 


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Re: [PD] Textfile vs. Lists vs. Arrays vs. ?

2010-02-26 Thread Oli44
I solved this problem by copying the files in RAM, on a virtual disk, 
prior to  playing from the patch.


On Linux, I have a shell script that copies  to  /dev/shm  then symlink  
to the folder where the patch resides, then start pd and it runs smoothly.


As long as your files dont take up much space in memory, it's fine. 
Otherwise, they shouldn't sum up more than half the total RAM of your 
machine, otherwise it swaps.


I have no idea how to use this technique with Win/Mac.
++
O.

saint wrote:

Hi all,

I've a pd system that involves the playing back of sequences and patterns.

I store the pattern data in lots of separate text files which the system reads 
on the fly once the next pattern is called upon.

My problem is that I get audio dropouts when changing some patterns, usually 
ones that call on a lot of text files. (I've put all the graphic-heavy stuff 
into a subpatch which remains closed during live playback as my initial feeling 
was the glitches were caused by graphical stuff as is usual with pd. But surely 
once in a subpatch and closed there's no overhead?)

I suppose what I'm asking is, would I get better performance if I wasn't 
constantly calling upon text files on the hard disk?

Say, saving the strings of numbers to lists or arrays?

What would the best way to go about that if so?

The reason I went for the text file route was that it was simple to re-order 
the sequences via a file manager and just generally easier to track down 
problems by inspecting the files rather than poking around in lists and arrays. 
But audio always has final say!


Thanks in advance as always,

John.


  


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Re: [PD] GEM: gemwin perspec strange behavior

2010-02-26 Thread Roman Haefeli
On Fri, 2010-02-26 at 17:18 +0100, Dario Pedrioli wrote:
 Hi jack,
 
 thanks, the workaraound works!
 
 Strange behavior.

It is not. If you're familiar with compiling, compile the zexy external
from the svn source and checkout [rawprint] (It was added just two days
ago). It will make clear, that '-12' and '-12' are not the same, but
only _look_ the same, when printed with [print].

Roman

p.s.:
Contrary to its author, I find that object very illustrative and useful 
wink
wink 


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Re: [PD] GEM great framerate instability unless -noaudio

2010-02-26 Thread cyrille henry



Matteo Sisti Sette a écrit :

Hi,

On my Vista machine, I get an enormous instability of the framerate with 
Gem, even if dsp is switched off. However, if I run PD with the 
-noaudio flag, then the framerate is perfectly stable.


Is it normal?

When I say enormous I mean the time elapsed between a frame and the 
next one often goes below one millisecond and above 80ms, though an 
avarage of 40ms is always maintained.

wow.
look like windows is still not very good with real time applications.
try upgrading to a better OS.

with linux, i don't have anything under 32, and nothing above 42.




I am testing this with the attached patch, which has only a gemhead and 
a [realtime], so there's no actual processing of image or video.


If anyone doubts that it can be just the time shown by [realtime] that 
is unreliable,

i do trust realtime.

note that if I run Pd with -noaudio the measured 
framerate actually _is_ much more stable (rarely below 37ms or above 
43ms a frame) and also, I have tried it with a simple video (homer.avi) 
and I could note the jerky playing.


Isn't it strange that turning off DSP does not change anything while 
running Pd with -noaudio does??

no.
-noaudio is not the same thing than dsp off.

cyrille




thanks
m.





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[PD] PD FLOSS manual and help patch corrections

2010-02-26 Thread Ben Baker-Smith
The last line on
http://en.flossmanuals.net/PureData/GEMImagesMoviesAndVideo says to
check out the [sig2pix~] object. The object is actually
[pix_sig2pix~].

Separately, in the help patch for [pix_movie] it recommends using the
same [colorspace RGBA( messages that work with [pix_film], but these
messages return the error:
pix_movieDarwin: no method for 'colorspace'

I wasn't sure who to send these corrections to, but I figured whoever
it was is probably on the list.

Thanks!

-Ben

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[PD] gemframebuffer and video OR multiple shaders

2010-02-26 Thread Ben Baker-Smith
Hello,

I'm working on porting Andrew Benson's optical flow glsl shaders over
to PD. I've got the primary shader working, but need to send the
output to the second shader. I figured that the best way to deal with
this would be to use [gemframebuffer] to send the results of my first
chain (including [pix_video] and the first shader) to a second chain
to be processed with the second shader.

My first problem is that I cannot seem to get [gemframebuffer] to work
with [pix_video] or with [pix_film] for that matter. Is this the
appropriate tool?

Alternately, if someone knows how to use multiple shaders in the same
render chain then I wouldn't have to use [gemframebuffer] at all.

-Ben

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Re: [PD] gemframebuffer and video OR multiple shaders

2010-02-26 Thread cyrille henry

hello,

you have to use frambuffer in order to chain multiple shader.
there are example for this in the glsl section of Gem help.

the most common problem with gemframbuffer is that you need to add a 
translateXYZ 0 0 -4 after the gemhead in order to have the same vision point 
than without the frambuffer.

Cyrille


Ben Baker-Smith a écrit :

Hello,

I'm working on porting Andrew Benson's optical flow glsl shaders over
to PD. I've got the primary shader working, but need to send the
output to the second shader. I figured that the best way to deal with
this would be to use [gemframebuffer] to send the results of my first
chain (including [pix_video] and the first shader) to a second chain
to be processed with the second shader.

My first problem is that I cannot seem to get [gemframebuffer] to work
with [pix_video] or with [pix_film] for that matter. Is this the
appropriate tool?

Alternately, if someone knows how to use multiple shaders in the same
render chain then I wouldn't have to use [gemframebuffer] at all.

-Ben

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Re: [PD] gemframebuffer and video OR multiple shaders

2010-02-26 Thread Ben Baker-Smith
Thanks so much! [translateXYZ 0 0 -4] is just what I needed. I realize
now that last time I needed to use [gemframebuffer] I went through
this same period of confusion.

Can someone update the [gemframebuffer] help patch to explain this anomaly?

-Ben

On Fri, Feb 26, 2010 at 12:37 PM, cyrille henry c...@chnry.net wrote:
 hello,

 you have to use frambuffer in order to chain multiple shader.
 there are example for this in the glsl section of Gem help.

 the most common problem with gemframbuffer is that you need to add a
 translateXYZ 0 0 -4 after the gemhead in order to have the same vision point
 than without the frambuffer.

 Cyrille


 Ben Baker-Smith a écrit :

 Hello,

 I'm working on porting Andrew Benson's optical flow glsl shaders over
 to PD. I've got the primary shader working, but need to send the
 output to the second shader. I figured that the best way to deal with
 this would be to use [gemframebuffer] to send the results of my first
 chain (including [pix_video] and the first shader) to a second chain
 to be processed with the second shader.

 My first problem is that I cannot seem to get [gemframebuffer] to work
 with [pix_video] or with [pix_film] for that matter. Is this the
 appropriate tool?

 Alternately, if someone knows how to use multiple shaders in the same
 render chain then I wouldn't have to use [gemframebuffer] at all.

 -Ben

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[PD] Drawing a sound volume

2010-02-26 Thread meino . cramer

Hi,

 I want to control the sound volume of a couple of [osc~]'s
 and I want to draw it.
 I saw a synth (example/demo) where the amplitude of a
 wave was draw with the mouse in a little scope and
 I am curious to know whether is possible for regulating
 two hand full of osc?

 Kind regards,
 mcc






-- 
Please don't send me any Word- or Powerpoint-Attachments
unless it's absolutely neccessary. - Send simply Text.
See http://www.gnu.org/philosophy/no-word-attachments.html
In a world without fences and walls nobody needs gates and windows.


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Re: [PD] Textfile vs. Lists vs. Arrays vs. ?

2010-02-26 Thread Frank Barknecht
Hallo,
saint hat gesagt: // saint wrote:

 I suppose what I'm asking is, would I get better performance if I wasn't
 constantly calling upon text files on the hard disk?

Yes. Hard disk access is a real latency killer and it's only save if done in a
separate thread like readsf~ does it. 

So either use some kind of memory disk as suggested here as well, or load
files into memory in whatever fashion suits you.

Ciao
-- 
Frank

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Re: [PD] GEM: gemwin perspec strange behavior

2010-02-26 Thread Dario Pedrioli
Thanks to all... now it's clear!

I think [rawprint] is very handy in some cases!

ciao

2010/2/26 Roman Haefeli reduzie...@yahoo.de

 On Fri, 2010-02-26 at 17:18 +0100, Dario Pedrioli wrote:
  Hi jack,
 
  thanks, the workaraound works!
 
  Strange behavior.

 It is not. If you're familiar with compiling, compile the zexy external
 from the svn source and checkout [rawprint] (It was added just two days
 ago). It will make clear, that '-12' and '-12' are not the same, but
 only _look_ the same, when printed with [print].

 Roman

 p.s.:
 Contrary to its author, I find that object very illustrative and useful
 wink
 wink


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Re: [PD] Strange bug in my patch

2010-02-26 Thread Caio Barros
First of all, thank you for the support. This patch already gave me some
headaches, but with this problem I just couldn't figure out what was going
on. For what I understood, the problem is in Pd itself (I didn't understand
if that is a pd bug or not though). But, Matteo, if the patch don't create
objects dynamically It will always be limited by the number of allocable
objects, isn't it? The other solution could work, and I'll probably do
something like that since right now is much more important for me to get my
piece done, although I can't help having a sensation of cheating (but this
is of course just my compulsive neurosis).

But why again dynamic object creation is not officially supported? It works
fine in pd vanilla, wich was the one I used to build this patch, but it does
have some problems. Isn't it usefull?

Anyway, what you guys said was very very helpfull. And about the
inconvenience, I was woried that I could not explain my problem in the
subject and did not know how to search in the archive about this. So someone
would have to look at my patch to understand what I was saying wich I find a
little boring. Like all newbies, I was just worried of making a stupid
question.

Bye
Caio Barros

2010/2/26 Matteo Sisti Sette matteosistise...@gmail.com

  when dynamically creating
  signal-processing objects or abstractions, the dsp graph is not
  automatically recompiled
 [...]
  I can't
  recall if it is considered a feature or a bug, but probably it
  doesn't matter, since dynamic object creation is not officially
  supported.
 [...]

  Actually, when creating a tilde object or an abstraction, that
  processes
  signals, dynamically it's not taken into account for the currently
  used
  dsp graph. However, when you create the second instance (or any other
  tilde object), the first one is taken into account, but not the
  second.

 This is _not_ only with dynamically created objects.
 It also happens with manually-created instances of abstractions containing
 dsp objects.

 See the attached patch: open test.pd, it contains a [catch~ audio]
 connected to the dac.
 Then create in it an instance of [myabs~ 500]: it contains an osc connected
 to a [throw~ audio], and $1 is used as the frequency.

 You will hear nothing.

 Then create a [myabs~ 700]: now you'll start to hear the previously created
 one, but not the second. And so on.


 So the bug also affects officially supported patching and it does matter,
 though only for live patching (everything works fine when you load a saved
 patch). When you know it it's not a major issue (or an issue at all), but
 until you realise it, it can be quite confusing when editing the patch and
 try to figure out what's going on...


 --
 Matteo Sisti Sette
 matteosistise...@gmail.com
 http://www.matteosistisette.com

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Re: [PD] Drawing a sound volume

2010-02-26 Thread Andrew Faraday

Hey
The best I can think of is:
3.audio.examples/D08.table.spectrum.pd
On the help browserThat's a bank of oscillators which reference their volumes 
against an array, you might want something like that. Otherwise you could 
easily use a smaller array and just reference one point to each of your 
oscillators to it, or alternatively some vertical sliders side-by-side with 
sends to vary each of your partials. 
Hope this helps.
Andrew


 Date: Fri, 26 Feb 2010 20:21:52 +0100
 From: meino.cra...@gmx.de
 To: pd-list@iem.at
 Subject: [PD] Drawing a sound volume
 
 
 Hi,
 
  I want to control the sound volume of a couple of [osc~]'s
  and I want to draw it.
  I saw a synth (example/demo) where the amplitude of a
  wave was draw with the mouse in a little scope and
  I am curious to know whether is possible for regulating
  two hand full of osc?
 
  Kind regards,
  mcc
 
 
 
 
 
 
 -- 
 Please don't send me any Word- or Powerpoint-Attachments
 unless it's absolutely neccessary. - Send simply Text.
 See http://www.gnu.org/philosophy/no-word-attachments.html
 In a world without fences and walls nobody needs gates and windows.
 
 
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[PD] Fontsizes

2010-02-26 Thread meino . cramer

Hi,

I am still unsure, whether I have installed puredata correctly...
Being on Gentoo-Linux, which I periodically update, I use a so
called overlay especially made for gentoo to install pd-extended.

When I start pd, the initial dialog (that one with the console) came
up with a microscopic font size.

Loading any patch also results in dialog, which came up with that 
too small font. Now I am able to change it to a bigger size, which
often mess up the laout of that patch.

I tried to set the font size globally in ~/.pdsettings, which does not
work, though pd repports in startup flags my setting. I also
can set to that fontsize by hand.

When starting pd from the command line it reports:
Pd version 0.41-4extended
compiled 14:14:02 Feb 21 2010
port 5401
TCL_LIBRARY=/usr/lib/pd/tcl/library TK_LIBRARY=/usr/lib/pd/tk/library   
   /usr/lib/pd/bin/pd-gui 5401
Waiting for connection request...
... connected

Is there any way to increase the complete pd-display by a factor to
make things readable?

Any othe hint?

Thank you very much in advance for any help! :)

Have a nice weekend!
Best regards,
mcc

-- 
Please don't send me any Word- or Powerpoint-Attachments
unless it's absolutely neccessary. - Send simply Text.
See http://www.gnu.org/philosophy/no-word-attachments.html
In a world without fences and walls nobody needs gates and windows.


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Re: [PD] Fontsizes

2010-02-26 Thread Jonathan Wilkes
Same problem with small fonts on winxp with Pd version 0.42.5-extended 
20100217 (audio menu, MIDI menu, properties dialogue, browser).

-Jonathan

--- On Sat, 2/27/10, meino.cra...@gmx.de meino.cra...@gmx.de wrote:

 From: meino.cra...@gmx.de meino.cra...@gmx.de
 Subject: [PD] Fontsizes
 To: pd-list@iem.at
 Date: Saturday, February 27, 2010, 5:15 AM
 
 Hi,
 
 I am still unsure, whether I have installed puredata
 correctly...
 Being on Gentoo-Linux, which I periodically update, I use a
 so
 called overlay especially made for gentoo to install
 pd-extended.
 
 When I start pd, the initial dialog (that one with the
 console) came
 up with a microscopic font size.
 
 Loading any patch also results in dialog, which came up
 with that 
 too small font. Now I am able to change it to a bigger
 size, which
 often mess up the laout of that patch.
 
 I tried to set the font size globally in ~/.pdsettings,
 which does not
 work, though pd repports in startup flags my setting. I
 also
 can set to that fontsize by hand.
 
 When starting pd from the command line it reports:
 Pd version 0.41-4extended
 compiled 14:14:02 Feb 21 2010
 port 5401
 TCL_LIBRARY=/usr/lib/pd/tcl/library
 TK_LIBRARY=/usr/lib/pd/tk/library     
            
 /usr/lib/pd/bin/pd-gui 5401
 Waiting for connection request...
 ... connected
 
 Is there any way to increase the complete pd-display by a
 factor to
 make things readable?
 
 Any othe hint?
 
 Thank you very much in advance for any help! :)
 
 Have a nice weekend!
 Best regards,
 mcc
 
 -- 
 Please don't send me any Word- or Powerpoint-Attachments
 unless it's absolutely neccessary. - Send simply Text.
 See http://www.gnu.org/philosophy/no-word-attachments.html
 In a world without fences and walls nobody needs gates and
 windows.
 
 
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 mailing list
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Re: [PD] Puredata on maemo

2010-02-26 Thread Umberto


  Hi Hans, Koray  i installed pda 0.6-4 armel.deb on Meaemo 5, the application  
runs but i cant get any sound
 i have 2 audio drivers OSS and ESD when i try OSS i get this in the shell OSS:
  SNDCTL_DSP_CHANNELS failed /dev/dps

  and with ESD i get this :
  error at esd open:0

  when the input and output channel on esd to 1 i dont get any error message , 
but
  pd is still not making any sound.

  Any idea?

  Koray did you had any luck ?

Ive also tried pureda 0.42.5-3 without any luck , it doesnt compile 


 - Original message -
 
  You should be able to run the armel version from Debian
 
  http://packages.debian.org/sid/puredata
 
  .hc
 
  On Feb 18, 2010, at 4:44 AM, Koray Tahiroğlu wrote: 
  
   Hei Hans, Umberto,
  
  
   At the moment I am trying to install vanilla on Maemo 5, I have some 
   problems with other dependencies, but lets see if it will be 
   possible to install Pd vanilla directly to Maemo, I will try your 
   current release as well.
  
   Koray
  
  
   On Feb 18, 2010, at 11:05 AM, pd-list-requ...@iem.at wrote:
  
Message: 5
Date: Thu, 18 Feb 2010 02:33:43 -0500
From: Hans-Christoph Steiner h...@at.or.at
Subject: Re: [PD] Puredata on maemo
To: Umberto umberto.tor...@gmail.com
Cc: Pd list pd-list@iem.at
Message-ID: fea18c1c-a12a-468b-ba63-c06ebb27f...@at.or.at
Content-Type: text/plain; charset=US-ASCII; format=flowed; delsp=yes
   
   
Hey Umberto,
   
welcome!  You can run Pd on Maemo 4.1 so it should work on Maemo 5.
We're working on updating the mobile version of Pd, so perhaps a 
Maemo
5 build will come out of that.  Here's the current release:
   
http://pd-anywhere.sourceforge.net/release/maemo/
   
.hc
   
On Feb 15, 2010, at 3:07 AM, Umberto wrote:
   
 Hi, im new in the list , i would like to know if its possible to run
 pd linux mobile devices like maemo 5 or android ,do anybody have
 tried that , if not how difficult would it be?

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   -
   M.Koray Tahiroğlu
   Media Lab,
   Aalto University,
   School of Art and Design
   http://mlab.taik.fi/~korayt
   tel: +358 45 233 6272
  
  
  
  
 
 
 
 
 
  
 
  Free software means you control what your computer does. Non-free 
  software means someone else controls that, and to some extent controls 
  you. - Richard M. Stallman
 
 


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