Re: [PD] Patch for Akai EWI (was Reading and writing binary files)

2011-03-14 Thread David
Here's the finished patch. Any feedback is welcome. I don't have a web
site of my own, but if anyone knows of a suitable repository for
puredata code, let me know.

David.
#N canvas 394 89 607 557 12;
#X text 17 -207 Akai EWI Configuration Settings;
#N canvas 0 0 827 603 EWI-group1 0;
#X text 154 150 Saxophone;
#X text 154 166 Flute;
#X text 154 182 Oboe;
#X text 154 198 EVI Valve 1;
#X text 154 214 EVI Valve 2;
#X obj 132 140 vradio 15 1 0 6 empty empty empty 0 -8 0 10 -4034 -1
-1 0;
#X text 254 165 Transpose;
#X text 234 134 Midi Channel;
#X floatatom 329 135 5 1 16 1 - - -;
#X floatatom 329 165 5 -30 30 0 - - -;
#X obj 331 198 hsl 128 15 0 127 0 0 empty empty empty -20 -8 0 10 -4034
-1 -1 3200 0;
#X text 258 195 Velocity;
#X obj 194 443 pack float float float float;
#X text 154 134 EWI;
#X obj 523 283 t b f;
#X obj 524 326 t b f;
#X obj 524 368 t b f;
#X obj 666 97 list split 1;
#X obj 665 130 list split 1;
#X obj 663 164 list split 1;
#X obj 664 195 list split 1;
#X obj 575 171 - 64;
#X obj 449 267 + 64;
#X obj 626 65 list split 6;
#X text 246 215 (0=Dynamic);
#X floatatom 467 196 3 0 0 0 - - -;
#X obj 626 29 receive EWIsend;
#X obj 194 485 send EWI-1;
#X connect 5 0 14 0;
#X connect 8 0 12 0;
#X connect 9 0 22 0;
#X connect 10 0 16 0;
#X connect 10 0 25 0;
#X connect 12 0 27 0;
#X connect 14 0 12 0;
#X connect 14 1 12 1;
#X connect 15 0 12 0;
#X connect 15 1 12 2;
#X connect 16 0 12 0;
#X connect 16 1 12 3;
#X connect 17 0 8 0;
#X connect 17 1 18 0;
#X connect 18 0 5 0;
#X connect 18 1 19 0;
#X connect 19 0 21 0;
#X connect 19 1 20 0;
#X connect 20 0 10 0;
#X connect 21 0 9 0;
#X connect 22 0 15 0;
#X connect 23 1 17 0;
#X connect 26 0 23 0;
#X coords 0 0 1 1 380 130 2 120 120;
#X restore -36 -36 pd EWI-group1;
#N canvas 0 0 808 561 EWI-group2 0;
#X obj 137 135 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 6400 0;
#X obj 137 166 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 6400 0;
#X obj 137 198 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 6400 0;
#X obj 137 230 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 6400 0;
#X obj 137 262 hsl 128 15 0 15 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 6773 0;
#X text 305 136 Breath Gain;
#X text 305 166 Bite Gain;
#X text 304 198 Bite AC Gain;
#X text 304 228 Pitch Bend Gain;
#X text 304 259 Key Delay;
#X obj 551 247 t b f;
#X obj 551 284 t b f;
#X obj 550 321 t b f;
#X obj 550 360 t b f;
#X obj 658 82 list split 1;
#X obj 657 115 list split 1;
#X obj 655 149 list split 1;
#X obj 656 180 list split 1;
#X obj 655 214 list split 1;
#X obj 134 345 mod 16;
#X obj 654 335 list split 1;
#X obj 46 494 pack float float float float float float;
#X obj 654 389 list;
#X obj 134 305 + 0.5;
#X floatatom 273 135 3 0 0 0 - - -;
#X floatatom 273 166 3 0 0 0 - - -;
#X floatatom 273 197 3 0 0 0 - - -;
#X floatatom 273 230 3 0 0 0 - - -;
#X floatatom 273 261 3 0 0 0 - - -;
#X obj 658 29 receive EWIsend;
#X obj 46 536 send EWI-2;
#X connect 0 0 21 0;
#X connect 0 0 24 0;
#X connect 1 0 10 0;
#X connect 1 0 25 0;
#X connect 2 0 11 0;
#X connect 2 0 26 0;
#X connect 3 0 12 0;
#X connect 3 0 27 0;
#X connect 4 0 23 0;
#X connect 10 0 21 0;
#X connect 10 1 21 1;
#X connect 11 0 21 0;
#X connect 11 1 21 2;
#X connect 12 0 21 0;
#X connect 12 1 21 3;
#X connect 13 0 21 0;
#X connect 13 1 21 4;
#X connect 14 0 0 0;
#X connect 14 1 15 0;
#X connect 15 0 1 0;
#X connect 15 1 16 0;
#X connect 16 0 2 0;
#X connect 16 1 17 0;
#X connect 17 0 3 0;
#X connect 17 1 18 0;
#X connect 18 0 4 0;
#X connect 18 1 20 0;
#X connect 19 0 13 0;
#X connect 19 0 28 0;
#X connect 20 0 22 0;
#X connect 21 0 30 0;
#X connect 22 0 21 5;
#X connect 23 0 19 0;
#X connect 29 0 14 0;
#X coords 0 0 49 149 300 170 2 120 120;
#X restore 254 125 pd EWI-group2;
#N canvas 0 0 829 653 EWI-group3 0;
#X obj 129 138 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 200 0;
#X obj 129 169 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 0 0;
#X obj 129 201 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 12700 0;
#X obj 129 233 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 0 0;
#X obj 129 265 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 12400 0;
#X obj 129 298 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 12500 0;
#X text 296 135 Breath CC1;
#X text 297 168 Breath CC2;
#X text 297 200 Bite CC1;
#X text 296 232 Bite CC2;
#X text 296 260 Pitchbend Up;
#X text 296 293 Pitchbend Down;
#X obj 462 323 t b f;
#X obj 462 388 t b f;
#X obj 463 422 t b f;
#X obj 463 455 t b f;
#X obj 463 488 t b f;
#X obj 668 92 list split 1;
#X obj 667 125 list split 1;
#X obj 668 199 list split 1;
#X obj 669 230 list split 1;
#X obj 668 264 list split 1;
#X obj 668 298 list split 1;
#X obj 668 162 list split 1;
#X obj 20 559 pack float float float float float float float;
#X msg 464 354 0;
#X text 501 353 (unknown usage);
#X obj 628 58 list split 10;
#X floatatom 265 137 3 0 0 0 - - -;
#X floatatom 265 168 3 0 0 0 - - -;
#X 

Re: [PD] Patch for Akai EWI (was Reading and writing binary files)

2011-03-14 Thread Ingo
Are there any changes you've made from my original patch?
Looks pretty much identical to me.

Ingo


 -Ursprüngliche Nachricht-
 Von: David [mailto:dfket...@gmail.com]
 Gesendet: Montag, 14. März 2011 03:55
 An: Ingo
 Cc: pd-list@iem.at
 Betreff: Re: [PD] Patch for Akai EWI (was Reading and writing binary
 files)
 
 Here's the finished patch. Any feedback is welcome. I don't have a web
 site of my own, but if anyone knows of a suitable repository for
 puredata code, let me know.
 
 David.


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Re: [PD] Patch for Akai EWI (was Reading and writing binary files)

2011-03-14 Thread Ingo
Sorry, I was looking at the wrong patch.

Ingo

 -Ursprüngliche Nachricht-
 Von: Ingo [mailto:i...@miamiwave.com]
 Gesendet: Montag, 14. März 2011 11:04
 An: 'David'; 'Ingo'
 Cc: pd-list@iem.at
 Betreff: AW: [PD] Patch for Akai EWI (was Reading and writing binary
 files)
 
 Are there any changes you've made from my original patch?
 Looks pretty much identical to me.
 
 Ingo
 
 
  -Ursprüngliche Nachricht-
  Von: David [mailto:dfket...@gmail.com]
  Gesendet: Montag, 14. März 2011 03:55
  An: Ingo
  Cc: pd-list@iem.at
  Betreff: Re: [PD] Patch for Akai EWI (was Reading and writing binary
  files)
 
  Here's the finished patch. Any feedback is welcome. I don't have a web
  site of my own, but if anyone knows of a suitable repository for
  puredata code, let me know.
 
  David.


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Re: [PD] [pyext] sending a bang to an object

2011-03-14 Thread Yvan Volochine
On Sat, Mar 12, 2011 at 9:11 PM, Thomas Grill g...@g.org wrote:
 self._send(rcvname)
 currently sends an empty list message to the rcvname receiver which is often 
 interpreted but need not always be

 the correct way would be
 self._send(rcvname,bang,())
 which is equivalent to a message with selector bang and no further arguments 
 (empty tuple)

 since the former notation
 self._send(rcvname)
 is also used with pyext outlets as
 self._outlet(outletnum)
 to send a bang, i corrected the behavior in the py/pyext SVN to indeed send a 
 bang.
 However, this is not yet reflected in the binaries in circulation

hi Thomas,

latest svn and self._send(rcvname) does not work with [nbx] but
self._send(rcvname, bang, ()) does the trick and solves the [nbx]
issue at the same time =)

thanks !
_y

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[PD] [SHARE][PYEXT] preset management

2011-03-14 Thread Yvan Volochine
hallo,

after spending the w-end being curious about python in pd, I did as an
exercise a preset manager with excellent [pyext].
patch/abstractions txt files are parsed (sic =) to find UI objects
with valid send/receive symbols that are going to be saved.
it might not be the most elegant python code ever but anyway, for the
curious, you can grab the script and help file there:

http://github.com/gusano/pd_stuffs

note that this was only tested on pd-0.43.0test3, python 2.7 and
latest [py] svn on linux
comments and bug reports are welcome !

cheers,
_y

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Re: [PD] [ext] [pyext] [bug] nbx doesn't respond to bang sent by a py script

2011-03-14 Thread Yvan Volochine
On Sat, Mar 12, 2011 at 8:31 PM, Thomas Grill g...@g.org wrote:
 Hi Yvan,
 thanks for reporting - that seems to a bug, although hard to say where 
 situated. I'll look into it.

this is fixed by using self._send(rcvname, bang ())

cheers,
_y

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Re: [PD] cannot get pix_record to work

2011-03-14 Thread Matteo Sisti Sette
I've also tried with auto 1, with and without the bangs, and nothing 
changes.


On 03/13/2011 01:43 PM, Olivier Baudu wrote:

Hi,

I've recently tried all the codecs but without success... :-/
(pd-ext 0.42.5 // gem 0.92.3 // Ubuntu 10.04)

Sorry...

If someone knows a way to make it works, I'll be happy too...

Cheers...

01ivier



2011/3/12 Matteo Sisti Sette matteosistise...@gmail.com
mailto:matteosistise...@gmail.com

Some more detailed information of what happens:

1 I start Pd Extended
2 I open the patch which uses pix_record
3 send it codec 5
4 send it open filename.mov
5 send it record 1
6 send it a bang at every frame
7 send it record 0.

(it is always receiving the gemlist)

Result: it only records the first frame (not a black frame, an
actual frame).

If I repeat steps 4-7, i records only one frame again (overwriting
the file, as expected). If I repeat only steps 5-7, it does nothing,
doesn't even touch the file (this may be expected).

If I close the patch (but not Pd), and repeat steps 2-5, it crashes.


This is Pd Extended 0.42.5, gem 0.92.3 compiled sep 22 2010 (comes
with pd extended), Ubuntu 10.04


Apart from the crash which I can avoid, is there something I am
missing to have it record more than one frame??? Does anybody know
of a codec that gives less issues? (there are too many to try them all).

thanks
m.





On 03/12/2011 08:18 PM, Matteo Sisti Sette wrote:

Hi,

Time ago I succesfully used pix_record in Windows by trying
different
codecs until I found one that wouldn't make it crash.

Now I'm trying to use it in linux and I managed to create the output
file and it seems it records one black frame, but nothing more.
The file
seems to have the correct dimensions in pixels but it never grows to
more than a few Kb.

I use codec 5 which is ffmpeg mjpeg.

I have:

[gemhead 99]
|
[t b a]
| /
[pix_snap 500 500]
|
[t b a]
| /
[pix_record]

Well I'm simplifying it, because I have a spigot so that the
situation
is equivalent to the picture above only after I've sent the
record 1
message.

I send to pix_record, in this order:
file output.mov
record 1
... now for every frame I send it a bang (and the gemlist of course)
record 0
...now i stop banging it

I've verified that pix_snap is snapping as expected (I've tried
putting
a pix texture after it and using the texture on a square).

Any idea?

It prints this message to the console when it receives the
file message:
encoding as Quicktime (QT7 compatible)

but it doesn't print any message when it gets the record 1 and
record
0 messages.

thanks
m.



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Re: [PD] Patch for Akai EWI (was Reading and writing binary files)

2011-03-14 Thread Ingo
Hi David,

I have not tested your patch so far but:

Your default midi channel is 0 ???
Your velocity default is 32 instead of 120
default for breath_cc2 should be aftertouch and not 0
default key delay should be 7 (not that this matters at all) but...

pitchbend up / down needs to be 127 and not 124 / 125 as stated by
www.ewi-usb.com.

Didn't I mention there were errors on that website?

Although I told that some of the stuff is incorrect and provided you the
correct information you simply copy this wrong information and want to
publish it somewhere else with your own copyright???

Come on!

Ingo


 -Ursprüngliche Nachricht-
 Von: Ingo [mailto:i...@miamiwave.com]
 Gesendet: Montag, 14. März 2011 11:07
 An: 'Ingo'; 'David'
 Cc: pd-list@iem.at
 Betreff: AW: [PD] Patch for Akai EWI (was Reading and writing binary
 files)
 
 Sorry, I was looking at the wrong patch.
 
 Ingo
 
  -Ursprüngliche Nachricht-
  Von: Ingo [mailto:i...@miamiwave.com]
  Gesendet: Montag, 14. März 2011 11:04
  An: 'David'; 'Ingo'
  Cc: pd-list@iem.at
  Betreff: AW: [PD] Patch for Akai EWI (was Reading and writing binary
  files)
 
  Are there any changes you've made from my original patch?
  Looks pretty much identical to me.
 
  Ingo
 
 
   -Ursprüngliche Nachricht-
   Von: David [mailto:dfket...@gmail.com]
   Gesendet: Montag, 14. März 2011 03:55
   An: Ingo
   Cc: pd-list@iem.at
   Betreff: Re: [PD] Patch for Akai EWI (was Reading and writing binary
   files)
  
   Here's the finished patch. Any feedback is welcome. I don't have a web
   site of my own, but if anyone knows of a suitable repository for
   puredata code, let me know.
  
   David.


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Re: [PD] Workshop for beginners in Bordeaux, France.

2011-03-14 Thread Olivier Baudu
Thanks a lot for your compliments :-)

I'll see for the English version...
I spend quite some time to publish it in French... and my English isn't so
good...

To be continued...

01ivier


Le 12 mars 2011 19:11, Yvan Volochine yvan...@gmail.com a écrit :

 On Sat, Mar 12, 2011 at 5:51 PM, Mathieu Bouchard ma...@artengine.ca
 wrote:
 
  For curious, you can see my works with Pd-extended on my website :
  http://yamatierea.org/papatchs/
 
  ca mériterait d'être en anglais aussi :P
 
  Veux-tu dire que ça serait trop bon pour être écrit en français ? :P

 trop bon pour n'être écrit *que* en francais =)

 we want it in english
 queremos eso en español
 wir wollen das auf Deutsch
 etc...

 _y

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Re: [PD] Patch for Akai EWI (was Reading and writing binary files)

2011-03-14 Thread David
See below.

On Mon, Mar 14, 2011 at 7:36 AM, Ingo i...@miamiwave.com wrote:
 Hi David,

 I have not tested your patch so far but:

 Your default midi channel is 0 ???
 Your velocity default is 32 instead of 120
 default for breath_cc2 should be aftertouch and not 0
 default key delay should be 7 (not that this matters at all) but...

 pitchbend up / down needs to be 127 and not 124 / 125 as stated by
 www.ewi-usb.com.

 Didn't I mention there were errors on that website?

Yes, you did tell me there were errors, but you didn't say what they
all were. The only error you mentioned specifically was the need to
send the NRPN message (and thanks for that). However, I looked at the
files produced by the Garritan software, and they seemed to agree with
the defaults on that web site, as far as I can remember. Maybe it
depends on which version of the firmware and which version of the
Garritan software you're using, I don't really know. In any case, they
can be overridden, that's the whole purpose of writing this patch in
the first place.

As for the Midi channel, I'm not sure whether the first midi channel
is supposed to be 0 or 1. It's just the default anyway, it's going to
have to be changed, depending on how many midi devices you have
attached, and in what order.


 Although I told that some of the stuff is incorrect and provided you the
 correct information you simply copy this wrong information and want to
 publish it somewhere else with your own copyright???

The copyright isn't on the information from his web site (which I'm
not reproducing anyway), it's on my PureData code, so I don't really
understand what you're complaining about.


 Come on!

 Ingo



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Re: [PD] Patch for Akai EWI (was Reading and writing binary files)

2011-03-14 Thread David
P.S. Did you mean midi channel or midi port? The inlet to EWI-send is
for the midi port.

On Mon, Mar 14, 2011 at 8:23 AM, David dfket...@gmail.com wrote:
 See below.

 On Mon, Mar 14, 2011 at 7:36 AM, Ingo i...@miamiwave.com wrote:
 Hi David,

 I have not tested your patch so far but:

 Your default midi channel is 0 ???
 Your velocity default is 32 instead of 120
 default for breath_cc2 should be aftertouch and not 0
 default key delay should be 7 (not that this matters at all) but...

 pitchbend up / down needs to be 127 and not 124 / 125 as stated by
 www.ewi-usb.com.

 Didn't I mention there were errors on that website?

 Yes, you did tell me there were errors, but you didn't say what they
 all were. The only error you mentioned specifically was the need to
 send the NRPN message (and thanks for that). However, I looked at the
 files produced by the Garritan software, and they seemed to agree with
 the defaults on that web site, as far as I can remember. Maybe it
 depends on which version of the firmware and which version of the
 Garritan software you're using, I don't really know. In any case, they
 can be overridden, that's the whole purpose of writing this patch in
 the first place.

 As for the Midi channel, I'm not sure whether the first midi channel
 is supposed to be 0 or 1. It's just the default anyway, it's going to
 have to be changed, depending on how many midi devices you have
 attached, and in what order.


 Although I told that some of the stuff is incorrect and provided you the
 correct information you simply copy this wrong information and want to
 publish it somewhere else with your own copyright???

 The copyright isn't on the information from his web site (which I'm
 not reproducing anyway), it's on my PureData code, so I don't really
 understand what you're complaining about.


 Come on!

 Ingo




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[PD] sending audio panning with 4 speaker setup

2011-03-14 Thread J bz
Hey all,

So I'm still scratching my head with controlling audio panning in an x,y
grid using 4 speakers.

What, at first, seemed like a somewhat trivial problem, upon closer
inspection ain't necessarily so.

Does anyone have examples of panning with 4 speakers?  About the only things
I have found so far are:
Building upon Hans' [pan_core~]
[pan_quad~] from 'nSLAM', which seems to be unavailable for d/l
The 'pd-tutorial' patch
3-9-3-1-spatial-quadro.pdhttp://pd-tutorial.com/english/patches/3-9-3-1-spatial-quadro.pd

Anyone know about any others?

My stereo panning is built upon the square root example in Andy Farnell's
book, which I'm really happy with.  Ideally I would like to expand upon
that.

Then of course there is the whole vbap/ambisonics/cubemixer (possible
overkill) route too.  My concerns before diving into this are threefold.
1. If it's only going to work for the 2 people in the 'sweet-spot' then
what's the point?  If it makes any difference I'm using some Bose 180
degrees radiating speakers.

2. The piece is for a performer with electronics, with only the electronics
coming out of the speakers.  So I'm also wondering whether a 5.1 type setup
with the performer as the front centre speaker (as such), may be preferable?

3.  The piece requires 96 separate pan positions - how cpu intensive is that
going to be?  It currently works fine in stereo, which is why 2 lots of
stereo in an x,y fashion seems initially preferable.

I'm aware that it's pretty much impossible with this speaker setup to make
everyone in the room have a similar audio experience, and also to map my
visual masses from an msd swarm in the GEM window as audible points, but
surely it is possible to do this as an x,y grid.

I also admit that I don't understand the dsp theory necessary to make the
x,y, grid idea happen so if anyone has some pointers regarding that I would
be delighted.

Cheers,

Jb
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[PD] memento crashing in Pdextended 0.42-5 Ubuntu 10.10

2011-03-14 Thread John Harrison
Memento crashes  Pdextended 0.42-5 on Ubuntu 10.10. Steps to reproduce:
- open 5-tut.pd (in /usr/lib/pd-extended/extra/memento/manual)
- try to interact with the patch/tutorial in any way as instructed in the
patch

I got pool as a binary from here:
http://g.org/ext/beta/linux/pd/


-- 
John
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Re: [PD] sending audio panning with 4 speaker setup

2011-03-14 Thread Matt Barber
Ambisonics isn't necessarily overkill, but it only gets you direction,
not distance -- it's only a 1-dimensional solution, in the sense
that you'd be panning around the outside of a circle but not to
locations within that circle. It's not terribly CPU expensive.
If you do want distance as well you can use some combination of delay,
low-pass filtering, and wet-dry mix of any reverb you happen to be
using (and if you want to get really ambitious, you can also simulate
individual room reflections). This starts to get CPU intensive
especially if you're going to be moving sounds around. If they just
stay in place, it's not as bad (and the [delwrite~] [vd~]  model
doesn't actually model moving sources a certain distance from the
virtual microphone -- it models a moving microphone, so a simple Pd
solution isn't quite available).

Matt



 Hey all,

 So I'm still scratching my head with controlling audio panning in an x,y
 grid using 4 speakers.

 What, at first, seemed like a somewhat trivial problem, upon closer
 inspection ain't necessarily so.

 Does anyone have examples of panning with 4 speakers?  About the only things
 I have found so far are:
 Building upon Hans' [pan_core~]
 [pan_quad~] from 'nSLAM', which seems to be unavailable for d/l
 The 'pd-tutorial' patch
 3-9-3-1-spatial-quadro.pdhttp://pd-tutorial.com/english/patches/3-9-3-1-spatial-quadro.pd

 Anyone know about any others?

 My stereo panning is built upon the square root example in Andy Farnell's
 book, which I'm really happy with.  Ideally I would like to expand upon
 that.

 Then of course there is the whole vbap/ambisonics/cubemixer (possible
 overkill) route too.  My concerns before diving into this are threefold.
 1. If it's only going to work for the 2 people in the 'sweet-spot' then
 what's the point?  If it makes any difference I'm using some Bose 180
 degrees radiating speakers.

 2. The piece is for a performer with electronics, with only the electronics
 coming out of the speakers.  So I'm also wondering whether a 5.1 type setup
 with the performer as the front centre speaker (as such), may be preferable?

 3.  The piece requires 96 separate pan positions - how cpu intensive is that
 going to be?  It currently works fine in stereo, which is why 2 lots of
 stereo in an x,y fashion seems initially preferable.

 I'm aware that it's pretty much impossible with this speaker setup to make
 everyone in the room have a similar audio experience, and also to map my
 visual masses from an msd swarm in the GEM window as audible points, but
 surely it is possible to do this as an x,y grid.

 I also admit that I don't understand the dsp theory necessary to make the
 x,y, grid idea happen so if anyone has some pointers regarding that I would
 be delighted.

 Cheers,

 Jb

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Re: [PD] Patch for Akai EWI (was Reading and writing binary files)

2011-03-14 Thread Ingo
Hi David,

 P.S. Did you mean midi channel or midi port? The inlet to EWI-send is
 for the midi port.

The midi port depends on your hardware. That cannot be known.
The midi channel is 1 (like in Pd) however the EWI needs numbers between 0
and 15 while the common use of midi channels goes from 1-16 (like in Pd).

So the patch needs to show 1 while it is transmitting 0 to the EWI.

As far as the default values in general: Only a few of them are important to
be set to a specific value. Two of them are the pitchbend settings which
need to be set to 127. They do nothing at 124 or 125. I thought you tested
this?
(Although I have to admit that I have not updated the firmware or software
within the last 6 months.)

Ingo


 -Ursprüngliche Nachricht-
 Von: David [mailto:dfket...@gmail.com]
 Gesendet: Montag, 14. März 2011 13:35
 An: Ingo
 Cc: pd-list@iem.at
 Betreff: Re: [PD] Patch for Akai EWI (was Reading and writing binary
 files)
 
 
 On Mon, Mar 14, 2011 at 8:23 AM, David dfket...@gmail.com wrote:
  See below.
 
  On Mon, Mar 14, 2011 at 7:36 AM, Ingo i...@miamiwave.com wrote:
  Hi David,
 
  I have not tested your patch so far but:
 
  Your default midi channel is 0 ???
  Your velocity default is 32 instead of 120
  default for breath_cc2 should be aftertouch and not 0
  default key delay should be 7 (not that this matters at all) but...
 
  pitchbend up / down needs to be 127 and not 124 / 125 as stated by
  www.ewi-usb.com.
 
  Didn't I mention there were errors on that website?
 
  Yes, you did tell me there were errors, but you didn't say what they
  all were. The only error you mentioned specifically was the need to
  send the NRPN message (and thanks for that). However, I looked at the
  files produced by the Garritan software, and they seemed to agree with
  the defaults on that web site, as far as I can remember. Maybe it
  depends on which version of the firmware and which version of the
  Garritan software you're using, I don't really know. In any case, they
  can be overridden, that's the whole purpose of writing this patch in
  the first place.
 
  As for the Midi channel, I'm not sure whether the first midi channel
  is supposed to be 0 or 1. It's just the default anyway, it's going to
  have to be changed, depending on how many midi devices you have
  attached, and in what order.
 
 
  Although I told that some of the stuff is incorrect and provided you
 the
  correct information you simply copy this wrong information and want to
  publish it somewhere else with your own copyright???
 
  The copyright isn't on the information from his web site (which I'm
  not reproducing anyway), it's on my PureData code, so I don't really
  understand what you're complaining about.
 
 
  Come on!
 
  Ingo
 
 
 


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Re: [PD] sending audio panning with 4 speaker setup

2011-03-14 Thread J bz
Hey Matt,

Thanks for pushing my understanding along...

I should have said that the pan positions are constantly shifting for 48
separate points within the x-y grid so would be, I presume, heavily cpu
intensive with some of the solutions you propose.  The patch is running off
the performers lappy and is already doing a lot within Pd.

My supervisor, the composer Aaron Cassidy, thought that as the GEM window is
projected as part of the performance with the msd swarm, that it is somewhat
'dishonest' to only have a stereo field when the visuals are obviously
moving on the y plane as well.  And annoyingly I have to agree with him.
You know when someone has said something and one feels (me in this case)
that the genie is out of the bag and there is no going back.

Cheers,

Julian


On 14 March 2011 13:48, Matt Barber brbrof...@gmail.com wrote:

 Ambisonics isn't necessarily overkill, but it only gets you direction,
 not distance -- it's only a 1-dimensional solution, in the sense
 that you'd be panning around the outside of a circle but not to
 locations within that circle. It's not terribly CPU expensive.
 If you do want distance as well you can use some combination of delay,
 low-pass filtering, and wet-dry mix of any reverb you happen to be
 using (and if you want to get really ambitious, you can also simulate
 individual room reflections). This starts to get CPU intensive
 especially if you're going to be moving sounds around. If they just
 stay in place, it's not as bad (and the [delwrite~] [vd~]  model
 doesn't actually model moving sources a certain distance from the
 virtual microphone -- it models a moving microphone, so a simple Pd
 solution isn't quite available).

 Matt



  Hey all,
 
  So I'm still scratching my head with controlling audio panning in an x,y
  grid using 4 speakers.
 
  What, at first, seemed like a somewhat trivial problem, upon closer
  inspection ain't necessarily so.
 
  Does anyone have examples of panning with 4 speakers?  About the only
 things
  I have found so far are:
  Building upon Hans' [pan_core~]
  [pan_quad~] from 'nSLAM', which seems to be unavailable for d/l
  The 'pd-tutorial' patch
  3-9-3-1-spatial-quadro.pd
 http://pd-tutorial.com/english/patches/3-9-3-1-spatial-quadro.pd
 
  Anyone know about any others?
 
  My stereo panning is built upon the square root example in Andy Farnell's
  book, which I'm really happy with.  Ideally I would like to expand upon
  that.
 
  Then of course there is the whole vbap/ambisonics/cubemixer (possible
  overkill) route too.  My concerns before diving into this are threefold.
  1. If it's only going to work for the 2 people in the 'sweet-spot' then
  what's the point?  If it makes any difference I'm using some Bose 180
  degrees radiating speakers.
 
  2. The piece is for a performer with electronics, with only the
 electronics
  coming out of the speakers.  So I'm also wondering whether a 5.1 type
 setup
  with the performer as the front centre speaker (as such), may be
 preferable?
 
  3.  The piece requires 96 separate pan positions - how cpu intensive is
 that
  going to be?  It currently works fine in stereo, which is why 2 lots of
  stereo in an x,y fashion seems initially preferable.
 
  I'm aware that it's pretty much impossible with this speaker setup to
 make
  everyone in the room have a similar audio experience, and also to map my
  visual masses from an msd swarm in the GEM window as audible points, but
  surely it is possible to do this as an x,y grid.
 
  I also admit that I don't understand the dsp theory necessary to make the
  x,y, grid idea happen so if anyone has some pointers regarding that I
 would
  be delighted.
 
  Cheers,
 
  Jb

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Re: [PD] sending audio panning with 4 speaker setup

2011-03-14 Thread Matt Barber
Can you describe your 2d space a little? Is there a reason for wanting
48 discrete spots rather than one continuous space? I actually think
the 48 spots could work, but I'm curious how it is supposed to sound
when something moves through the space (or do sounds just pop up
periodically at those discrete spots)?

There is another ambisonic trick I have heard of but haven't yet
tried, which is to add a 3rd dimension in the encoding but still
decode to a 2d space. The space then becomes a kind of projection of
the 3d space onto a 2d space, so you can move closer to the center
by increasing the elevation of the direction. Directly upwards in
the encoding sends the same signal to all 4 speakers on decode, so
that it sounds in the middle of the space.

Matt


On Mon, Mar 14, 2011 at 10:22 AM, J bz jbee...@gmail.com wrote:
 Hey Matt,

 Thanks for pushing my understanding along...

 I should have said that the pan positions are constantly shifting for 48
 separate points within the x-y grid so would be, I presume, heavily cpu
 intensive with some of the solutions you propose.  The patch is running off
 the performers lappy and is already doing a lot within Pd.

 My supervisor, the composer Aaron Cassidy, thought that as the GEM window is
 projected as part of the performance with the msd swarm, that it is somewhat
 'dishonest' to only have a stereo field when the visuals are obviously
 moving on the y plane as well.  And annoyingly I have to agree with him.
 You know when someone has said something and one feels (me in this case)
 that the genie is out of the bag and there is no going back.

 Cheers,

 Julian


 On 14 March 2011 13:48, Matt Barber brbrof...@gmail.com wrote:

 Ambisonics isn't necessarily overkill, but it only gets you direction,
 not distance -- it's only a 1-dimensional solution, in the sense
 that you'd be panning around the outside of a circle but not to
 locations within that circle. It's not terribly CPU expensive.
 If you do want distance as well you can use some combination of delay,
 low-pass filtering, and wet-dry mix of any reverb you happen to be
 using (and if you want to get really ambitious, you can also simulate
 individual room reflections). This starts to get CPU intensive
 especially if you're going to be moving sounds around. If they just
 stay in place, it's not as bad (and the [delwrite~] [vd~]  model
 doesn't actually model moving sources a certain distance from the
 virtual microphone -- it models a moving microphone, so a simple Pd
 solution isn't quite available).

 Matt



  Hey all,
 
  So I'm still scratching my head with controlling audio panning in an x,y
  grid using 4 speakers.
 
  What, at first, seemed like a somewhat trivial problem, upon closer
  inspection ain't necessarily so.
 
  Does anyone have examples of panning with 4 speakers?  About the only
  things
  I have found so far are:
  Building upon Hans' [pan_core~]
  [pan_quad~] from 'nSLAM', which seems to be unavailable for d/l
  The 'pd-tutorial' patch
 
  3-9-3-1-spatial-quadro.pdhttp://pd-tutorial.com/english/patches/3-9-3-1-spatial-quadro.pd
 
  Anyone know about any others?
 
  My stereo panning is built upon the square root example in Andy
  Farnell's
  book, which I'm really happy with.  Ideally I would like to expand upon
  that.
 
  Then of course there is the whole vbap/ambisonics/cubemixer (possible
  overkill) route too.  My concerns before diving into this are threefold.
  1. If it's only going to work for the 2 people in the 'sweet-spot' then
  what's the point?  If it makes any difference I'm using some Bose 180
  degrees radiating speakers.
 
  2. The piece is for a performer with electronics, with only the
  electronics
  coming out of the speakers.  So I'm also wondering whether a 5.1 type
  setup
  with the performer as the front centre speaker (as such), may be
  preferable?
 
  3.  The piece requires 96 separate pan positions - how cpu intensive is
  that
  going to be?  It currently works fine in stereo, which is why 2 lots of
  stereo in an x,y fashion seems initially preferable.
 
  I'm aware that it's pretty much impossible with this speaker setup to
  make
  everyone in the room have a similar audio experience, and also to map my
  visual masses from an msd swarm in the GEM window as audible points, but
  surely it is possible to do this as an x,y grid.
 
  I also admit that I don't understand the dsp theory necessary to make
  the
  x,y, grid idea happen so if anyone has some pointers regarding that I
  would
  be delighted.
 
  Cheers,
 
  Jb



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Re: [PD] Problems going fullscreen on external projector

2011-03-14 Thread Mathieu Bouchard

On Thu, 10 Mar 2011, Antonio Roberts wrote:

I've made a simple video mixer in Gridflow (9.13) and I want to send the 
output to an external projector. I've set up my computer so that I can 
drag windows to the second screen, but when I attempt to go full screen 
using [#out sdl] and then pressing Esc it goes fullscreen on both 
screens.


Sounds like the kind of problem that can't be solved in GridFlow. It's a 
SDL issue.


If I use an [#out window] object, which I believe is an x11 window, 
there's no way (that I can find) to go full screen, so I'm stuck at with 
an 800x600 window on a 1366x768 screen. I did attempt to use a 
[#scale_to (768 1366)] object to emulate being full screen but the 
scaling causes a massive drop in framerate.


Changing the screen resolution is a sure way to avoid even having to 
scale.


[#scale_to] is a simple abstraction not meant to be fast or fancy. It 
would be a good thing to make a much better software scaler for GridFlow 
(interpolating and faster), but it wouldn't be as fast as a 
hardware-accelerated scaler, or simply changing the screen resolution.


Changing screen resolution also gives you the best image quality when 
using a CRT, whereas on a LCD it just means you're getting the LCD monitor 
to do the scaling for you.



Can anyone suggest how to go fullscreen on only one screen, how to go
fullscreen using an x11 window or some other way to do this?


There is the border method for removing the border, the move method to 
put a window wherever you want (compute window coordinates to match the 
way the mouse travels from one screen to the other).


I say that again in an email, because most people don't read the chat.

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[PD] [PD-announce] Non-Bio Boom Premiere - Musicircus for Xth Sense Biosensing Wearable Tech

2011-03-14 Thread Marco Donnarumma
(sorry for x-post)

Dear all,
I'm glad to inform you about this event.
At the moment I'm artist in residence at Inspace, Edinburgh, developing a
site specific, multichannel and participatory work for 10 biosensing
wearable devices (Xth Sense).
The piece will be premiered tomorrow Tuesday along with my other work for
biosensing device Music for Flesh II; further info below.

~~~

Inspace is a laboratory that explores the cultural significance of
informatics and new media practice.
Inspace is home to a joint research partnership between the School of
Informatics and New Media Scotland.

Tuesday 15th March 2011, 7.30 for 8pm.
Inspace, 1 Crichton Street, Edinburgh EH8 9AB

As a part of our Non-Bio Boom season we are delighted to host a new work
development residency by Marco Donnarumma, with Brendan F Doyle (Production
Sound Engineering). The residency will conclude with two concerts over the
course of one evening for bio-sensing wearable technologies.

The first concert will include Music for Flesh II (http://bit.ly/etX0N1), a
new solo piece by Marco Donnarumma; the second concert will be the premiere
of a multi-channel work specifically created by the artist for Inspace,
which will actively involve the audience in an augmented Cagean Musicircus.

Admission free, but on-line booking is required:
http://xthsense.eventbrite.com/

Xth Sense is an ongoing research project which investigates experimental
applications of Open Source based, bio-sensing technologies for musical
performance and responsive milieux.
The Xth Sense software framework is implemented in Pd.

Further information: http://res.marcodonnarumma.com/projects/xth-sense/

Marco Donnarumma is a performer, new media and sonic artist currently
interested in critical analysis and development of experimental paradigms
for embodied interaction in performative environments.
http://marcodonnarumma.com

~~~

Best wishes,


-- 
Marco Donnarumma
Independent New Media and Sonic Arts Professional, Performer, Instructor
ACE, Sound Design MSc by Research (ongoing)
The University of Edinburgh, UK
~
Portfolio: http://marcodonnarumma.com
Lab: http://www.thesaddj.com | http://cntrl.sourceforge.net |
http://www.flxer.net
Event: http://www.liveperformersmeeting.net
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Re: [PD] sending audio panning with 4 speaker setup

2011-03-14 Thread J bz
I probably haven't described the space particularly well, I attach a picture
to hopefully explain a little clearer.

It's a 'swarm' of [msd] masses and links, with only the masses visible.  The
swarm is in a zero gravity space so they just float around.  The space
receives bangs/force at various points on the x-y grid triggered by an
accelerometer attached to the performers instrument.  So the swarm is in
constant motion, sorry if that wasn't clear.

At the moment I'm just using the coordinates on the x plane of each mass,
which msd handily spits out.  I have patched in the option of using the y
coordinates but I haven't used them as of yet.  Each mass controls the pan
position of a partial (of which there are 48) from the instrumentalist and
fed into [sigmund~].So the pan position of each mass/partial is slightly
different in the (currently) stereo field across 0-1.

Hope that helps,

Jb

On 14 March 2011 14:55, Matt Barber brbrof...@gmail.com wrote:

 Can you describe your 2d space a little? Is there a reason for wanting
 48 discrete spots rather than one continuous space? I actually think
 the 48 spots could work, but I'm curious how it is supposed to sound
 when something moves through the space (or do sounds just pop up
 periodically at those discrete spots)?

 There is another ambisonic trick I have heard of but haven't yet
 tried, which is to add a 3rd dimension in the encoding but still
 decode to a 2d space. The space then becomes a kind of projection of
 the 3d space onto a 2d space, so you can move closer to the center
 by increasing the elevation of the direction. Directly upwards in
 the encoding sends the same signal to all 4 speakers on decode, so
 that it sounds in the middle of the space.

 Matt


 On Mon, Mar 14, 2011 at 10:22 AM, J bz jbee...@gmail.com wrote:
  Hey Matt,
 
  Thanks for pushing my understanding along...
 
  I should have said that the pan positions are constantly shifting for 48
  separate points within the x-y grid so would be, I presume, heavily cpu
  intensive with some of the solutions you propose.  The patch is running
 off
  the performers lappy and is already doing a lot within Pd.
 
  My supervisor, the composer Aaron Cassidy, thought that as the GEM window
 is
  projected as part of the performance with the msd swarm, that it is
 somewhat
  'dishonest' to only have a stereo field when the visuals are obviously
  moving on the y plane as well.  And annoyingly I have to agree with him.
  You know when someone has said something and one feels (me in this case)
  that the genie is out of the bag and there is no going back.
 
  Cheers,
 
  Julian
 
 
  On 14 March 2011 13:48, Matt Barber brbrof...@gmail.com wrote:
 
  Ambisonics isn't necessarily overkill, but it only gets you direction,
  not distance -- it's only a 1-dimensional solution, in the sense
  that you'd be panning around the outside of a circle but not to
  locations within that circle. It's not terribly CPU expensive.
  If you do want distance as well you can use some combination of delay,
  low-pass filtering, and wet-dry mix of any reverb you happen to be
  using (and if you want to get really ambitious, you can also simulate
  individual room reflections). This starts to get CPU intensive
  especially if you're going to be moving sounds around. If they just
  stay in place, it's not as bad (and the [delwrite~] [vd~]  model
  doesn't actually model moving sources a certain distance from the
  virtual microphone -- it models a moving microphone, so a simple Pd
  solution isn't quite available).
 
  Matt
 
 
 
   Hey all,
  
   So I'm still scratching my head with controlling audio panning in an
 x,y
   grid using 4 speakers.
  
   What, at first, seemed like a somewhat trivial problem, upon closer
   inspection ain't necessarily so.
  
   Does anyone have examples of panning with 4 speakers?  About the only
   things
   I have found so far are:
   Building upon Hans' [pan_core~]
   [pan_quad~] from 'nSLAM', which seems to be unavailable for d/l
   The 'pd-tutorial' patch
  
   3-9-3-1-spatial-quadro.pd
 http://pd-tutorial.com/english/patches/3-9-3-1-spatial-quadro.pd
  
   Anyone know about any others?
  
   My stereo panning is built upon the square root example in Andy
   Farnell's
   book, which I'm really happy with.  Ideally I would like to expand
 upon
   that.
  
   Then of course there is the whole vbap/ambisonics/cubemixer (possible
   overkill) route too.  My concerns before diving into this are
 threefold.
   1. If it's only going to work for the 2 people in the 'sweet-spot'
 then
   what's the point?  If it makes any difference I'm using some Bose 180
   degrees radiating speakers.
  
   2. The piece is for a performer with electronics, with only the
   electronics
   coming out of the speakers.  So I'm also wondering whether a 5.1 type
   setup
   with the performer as the front centre speaker (as such), may be
   preferable?
  
   3.  The piece requires 96 separate pan positions - how cpu 

Re: [PD] [PD-announce] Non-Bio Boom Premiere - Musicircus for Xth Sense Biosensing Wearable Tech

2011-03-14 Thread Husk 00
On Mon, Mar 14, 2011 at 4:29 PM, Marco Donnarumma de...@thesaddj.com wrote:
 (sorry for x-post)
 Dear all,
 I'm glad to inform you about this event.
 At the moment I'm artist in residence at Inspace, Edinburgh, developing a
 site specific, multichannel and participatory work for 10 biosensing
 wearable devices (Xth Sense).
 The piece will be premiered tomorrow Tuesday along with my other work for
 biosensing device Music for Flesh II; further info below.
[big cut]

Ehy Marco,
seems very cool!
it's a shame I can't partecipate
but I look forward to test your device
husk
-- 
when Art become pratical
we call it technology.

When Technology become useless
we call it Art

www.estereotips.net

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Re: [PD] sending audio panning with 4 speaker setup

2011-03-14 Thread Matt Barber
Swarms are in! A pal of mine is doing something very similar:
http://www.youtube.com/watch?v=Ao258ciSMSg

I misunderstood your space before -- you have 48 things that you want
to pan around a 2d space, but I thought you meant you wanted to pan
stuff around a 2d grid which itself had 48 points. If it were me I'd
almost certainly use ambisonics with the projection I mentioned
before, but you'd have to do some trigonometry to map x-y to the
surface of a half-sphere above the space, and I think you'd have to
figure out a way to scale to keep the power the same. The reason I'd
use ambisonics is that I would not want to have to redo the engine for
a different speaker setup -- I could just throw the encoded stream to
another decoder.

On the other hand, there are other, simpler ways of doing 4-channel
panning if you're committed to a 4-channel setup. There are probably
externals I don't know about, or you could model it after something
like the Pan4 UGEn in SuperCollider, which uses a simple product of
two equal-power curves (using trig functions), one for left-right and
one for front-back, such that the front-left speaker gets
left*front*input, the back right gets right*back*input, and so forth.


The thing about moving stuff around in space like this is that there
are some situations (probably not this one) in which you'd want to
also simulate doppler shifts. Panning doesn't do this, but you can
simulate all that stuff with delay lines (and again, if you really
wanted to do it, you'd need a variable delwrite~ rather than a
variable delread~ == vd~).




On Mon, Mar 14, 2011 at 11:41 AM, J bz jbee...@gmail.com wrote:
 I probably haven't described the space particularly well, I attach a picture
 to hopefully explain a little clearer.

 It's a 'swarm' of [msd] masses and links, with only the masses visible.  The
 swarm is in a zero gravity space so they just float around.  The space
 receives bangs/force at various points on the x-y grid triggered by an
 accelerometer attached to the performers instrument.  So the swarm is in
 constant motion, sorry if that wasn't clear.

 At the moment I'm just using the coordinates on the x plane of each mass,
 which msd handily spits out.  I have patched in the option of using the y
 coordinates but I haven't used them as of yet.  Each mass controls the pan
 position of a partial (of which there are 48) from the instrumentalist and
 fed into [sigmund~].So the pan position of each mass/partial is slightly
 different in the (currently) stereo field across 0-1.

 Hope that helps,

 Jb

 On 14 March 2011 14:55, Matt Barber brbrof...@gmail.com wrote:

 Can you describe your 2d space a little? Is there a reason for wanting
 48 discrete spots rather than one continuous space? I actually think
 the 48 spots could work, but I'm curious how it is supposed to sound
 when something moves through the space (or do sounds just pop up
 periodically at those discrete spots)?

 There is another ambisonic trick I have heard of but haven't yet
 tried, which is to add a 3rd dimension in the encoding but still
 decode to a 2d space. The space then becomes a kind of projection of
 the 3d space onto a 2d space, so you can move closer to the center
 by increasing the elevation of the direction. Directly upwards in
 the encoding sends the same signal to all 4 speakers on decode, so
 that it sounds in the middle of the space.

 Matt


 On Mon, Mar 14, 2011 at 10:22 AM, J bz jbee...@gmail.com wrote:
  Hey Matt,
 
  Thanks for pushing my understanding along...
 
  I should have said that the pan positions are constantly shifting for 48
  separate points within the x-y grid so would be, I presume, heavily cpu
  intensive with some of the solutions you propose.  The patch is running
  off
  the performers lappy and is already doing a lot within Pd.
 
  My supervisor, the composer Aaron Cassidy, thought that as the GEM
  window is
  projected as part of the performance with the msd swarm, that it is
  somewhat
  'dishonest' to only have a stereo field when the visuals are obviously
  moving on the y plane as well.  And annoyingly I have to agree with him.
  You know when someone has said something and one feels (me in this case)
  that the genie is out of the bag and there is no going back.
 
  Cheers,
 
  Julian
 
 
  On 14 March 2011 13:48, Matt Barber brbrof...@gmail.com wrote:
 
  Ambisonics isn't necessarily overkill, but it only gets you direction,
  not distance -- it's only a 1-dimensional solution, in the sense
  that you'd be panning around the outside of a circle but not to
  locations within that circle. It's not terribly CPU expensive.
  If you do want distance as well you can use some combination of delay,
  low-pass filtering, and wet-dry mix of any reverb you happen to be
  using (and if you want to get really ambitious, you can also simulate
  individual room reflections). This starts to get CPU intensive
  especially if you're going to be moving sounds around. If they just
  stay in place, 

[PD] jack audio pilot

2011-03-14 Thread Coralie Diatkine
Hi everyone
I'm a beginner with puredata, and I'm trying to record sounds from other
applications via the line input.
I'm on os X.6.6, and I use pd-extended.

I've downloaded jack os X, and the configuration seems ok to me. I've
started jack pilot and launched pd, and every time I try to select an audio
pilot (jack or audio port), or when I try to trigger the audio test, pd
quits.

Does someone have an explanation ?
Thanks
Coralie

-- 
Coralie Diatkine
96 cours Victor Hugo
33000 Bordeaux
06 35 58 68 27
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Re: [PD] sending audio panning with 4 speaker setup

2011-03-14 Thread J bz
Hey Matt,

Well, good to hear the zeitgeist hasn't completely deserted me then:)

Yes I'm sorry, I wasn't very clear on what it is I'm working with.  That
thing of, I've been working for ages on this and can't quite understand why
it's not bleedin' obvious to everyone else...

So, ambisonics then - eek!

Well I have to say my trigonometry is dreadful, not something I'm proud of,
just wish I had paid a little more attention in maths classes as a teenager
- too busy dreaming of pop stardom and how I would never need any of this
stuff.  Many is the time when I have heard the ghost of my maths teacher
snickering over my shoulder since I got into Pd.

I'm gonna do some experimenting and reading up before I dive into anything.
There seems to be the Holzmann tutorial, plus all the iem stuff to wade
through.  The Cubemixer looks interesting but also hefty (back to the
possible overkill) and also as msd doesn't work on my usual Puredyne OS I'm
moonlighting in W7, so super unsure about compiling stuff in W7 plus the
performer runs on a mac, so then setting it up for his machine as well.
Aaargh.  Plus the 1st performance is now only 2 weeks away!

I think the simpler the better basically.

Cheers for weighing in though Matt, hopefully speak soon.

All the best,

Julian



On 14 March 2011 17:12, Matt Barber brbrof...@gmail.com wrote:

 Swarms are in! A pal of mine is doing something very similar:
 http://www.youtube.com/watch?v=Ao258ciSMSg

 I misunderstood your space before -- you have 48 things that you want
 to pan around a 2d space, but I thought you meant you wanted to pan
 stuff around a 2d grid which itself had 48 points. If it were me I'd
 almost certainly use ambisonics with the projection I mentioned
 before, but you'd have to do some trigonometry to map x-y to the
 surface of a half-sphere above the space, and I think you'd have to
 figure out a way to scale to keep the power the same. The reason I'd
 use ambisonics is that I would not want to have to redo the engine for
 a different speaker setup -- I could just throw the encoded stream to
 another decoder.

 On the other hand, there are other, simpler ways of doing 4-channel
 panning if you're committed to a 4-channel setup. There are probably
 externals I don't know about, or you could model it after something
 like the Pan4 UGEn in SuperCollider, which uses a simple product of
 two equal-power curves (using trig functions), one for left-right and
 one for front-back, such that the front-left speaker gets
 left*front*input, the back right gets right*back*input, and so forth.


 The thing about moving stuff around in space like this is that there
 are some situations (probably not this one) in which you'd want to
 also simulate doppler shifts. Panning doesn't do this, but you can
 simulate all that stuff with delay lines (and again, if you really
 wanted to do it, you'd need a variable delwrite~ rather than a
 variable delread~ == vd~).




 On Mon, Mar 14, 2011 at 11:41 AM, J bz jbee...@gmail.com wrote:
  I probably haven't described the space particularly well, I attach a
 picture
  to hopefully explain a little clearer.
 
  It's a 'swarm' of [msd] masses and links, with only the masses visible.
 The
  swarm is in a zero gravity space so they just float around.  The space
  receives bangs/force at various points on the x-y grid triggered by an
  accelerometer attached to the performers instrument.  So the swarm is in
  constant motion, sorry if that wasn't clear.
 
  At the moment I'm just using the coordinates on the x plane of each mass,
  which msd handily spits out.  I have patched in the option of using the y
  coordinates but I haven't used them as of yet.  Each mass controls the
 pan
  position of a partial (of which there are 48) from the instrumentalist
 and
  fed into [sigmund~].So the pan position of each mass/partial is slightly
  different in the (currently) stereo field across 0-1.
 
  Hope that helps,
 
  Jb
 
  On 14 March 2011 14:55, Matt Barber brbrof...@gmail.com wrote:
 
  Can you describe your 2d space a little? Is there a reason for wanting
  48 discrete spots rather than one continuous space? I actually think
  the 48 spots could work, but I'm curious how it is supposed to sound
  when something moves through the space (or do sounds just pop up
  periodically at those discrete spots)?
 
  There is another ambisonic trick I have heard of but haven't yet
  tried, which is to add a 3rd dimension in the encoding but still
  decode to a 2d space. The space then becomes a kind of projection of
  the 3d space onto a 2d space, so you can move closer to the center
  by increasing the elevation of the direction. Directly upwards in
  the encoding sends the same signal to all 4 speakers on decode, so
  that it sounds in the middle of the space.
 
  Matt
 
 
  On Mon, Mar 14, 2011 at 10:22 AM, J bz jbee...@gmail.com wrote:
   Hey Matt,
  
   Thanks for pushing my understanding along...
  
   I should have said that the pan positions are 

Re: [PD] sending audio panning with 4 speaker setup

2011-03-14 Thread Matt Barber
Probably the best bet would be to make an abstraction for spatializing
an individual partial that has the panner built in at the tail which
would throw~ the 4 channels to catch~es elsewhere in the patch. Then
it wouldn't take much work at all to swap it out with an ambisonic
panner later that took the same input sound, X, and Y inputs at a
later date. With that deadline maybe I would then make some kind of
equal-power quad panner (e.g. the product of a front-back and
left-right panner like supercollider's Pan4) or use an external.

There's still the CPU question, which might be rather severe with 48
of these going on at once, plus whatever else is going on. I have once
in a while needed to sync up two computers via lightpipe and netsend,
doing all the control and initial processing on one end and then final
processing on the other end... and it's good if timing doesn't have to
be sample-perfect. Of course you can't send 48 channels across
lightpipe, so maybe you could have one computer calculate all the
swarm stuff, do anything with the accelerometer, and run Gem, and just
send info via netsend/netreceive to the other which would be running
your sigmund~ setup and the spatialization. Note that you're going to
have to use line~ for the X and Y panning coordinates so that you
don't get discrete jumps in the panning location.

Too many options!

Matt

On Mon, Mar 14, 2011 at 4:40 PM, J bz jbee...@gmail.com wrote:
 Hey Matt,

 Well, good to hear the zeitgeist hasn't completely deserted me then:)

 Yes I'm sorry, I wasn't very clear on what it is I'm working with.  That
 thing of, I've been working for ages on this and can't quite understand why
 it's not bleedin' obvious to everyone else...

 So, ambisonics then - eek!

 Well I have to say my trigonometry is dreadful, not something I'm proud of,
 just wish I had paid a little more attention in maths classes as a teenager
 - too busy dreaming of pop stardom and how I would never need any of this
 stuff.  Many is the time when I have heard the ghost of my maths teacher
 snickering over my shoulder since I got into Pd.

 I'm gonna do some experimenting and reading up before I dive into anything.
 There seems to be the Holzmann tutorial, plus all the iem stuff to wade
 through.  The Cubemixer looks interesting but also hefty (back to the
 possible overkill) and also as msd doesn't work on my usual Puredyne OS I'm
 moonlighting in W7, so super unsure about compiling stuff in W7 plus the
 performer runs on a mac, so then setting it up for his machine as well.
 Aaargh.  Plus the 1st performance is now only 2 weeks away!

 I think the simpler the better basically.

 Cheers for weighing in though Matt, hopefully speak soon.

 All the best,

 Julian



 On 14 March 2011 17:12, Matt Barber brbrof...@gmail.com wrote:

 Swarms are in! A pal of mine is doing something very similar:
 http://www.youtube.com/watch?v=Ao258ciSMSg

 I misunderstood your space before -- you have 48 things that you want
 to pan around a 2d space, but I thought you meant you wanted to pan
 stuff around a 2d grid which itself had 48 points. If it were me I'd
 almost certainly use ambisonics with the projection I mentioned
 before, but you'd have to do some trigonometry to map x-y to the
 surface of a half-sphere above the space, and I think you'd have to
 figure out a way to scale to keep the power the same. The reason I'd
 use ambisonics is that I would not want to have to redo the engine for
 a different speaker setup -- I could just throw the encoded stream to
 another decoder.

 On the other hand, there are other, simpler ways of doing 4-channel
 panning if you're committed to a 4-channel setup. There are probably
 externals I don't know about, or you could model it after something
 like the Pan4 UGEn in SuperCollider, which uses a simple product of
 two equal-power curves (using trig functions), one for left-right and
 one for front-back, such that the front-left speaker gets
 left*front*input, the back right gets right*back*input, and so forth.


 The thing about moving stuff around in space like this is that there
 are some situations (probably not this one) in which you'd want to
 also simulate doppler shifts. Panning doesn't do this, but you can
 simulate all that stuff with delay lines (and again, if you really
 wanted to do it, you'd need a variable delwrite~ rather than a
 variable delread~ == vd~).




 On Mon, Mar 14, 2011 at 11:41 AM, J bz jbee...@gmail.com wrote:
  I probably haven't described the space particularly well, I attach a
  picture
  to hopefully explain a little clearer.
 
  It's a 'swarm' of [msd] masses and links, with only the masses visible.
  The
  swarm is in a zero gravity space so they just float around.  The space
  receives bangs/force at various points on the x-y grid triggered by an
  accelerometer attached to the performers instrument.  So the swarm is in
  constant motion, sorry if that wasn't clear.
 
  At the moment I'm just using the coordinates on the x 

Re: [PD] jack audio pilot

2011-03-14 Thread Dominique Fober
Hi,

I'm also using Pd on Mac OS 10.6.6 and it works correctly with jack.
I'm using the latest jack os X version 0.87 and I guess you too. My pd version 
is 0.41.4-extended.
Could you check your versions and send more details concerning the problem (a 
crash report could help, if any).
--
Dominique


Le 14 mars 2011 à 20:14, Coralie Diatkine a écrit :

 Hi everyone
 I'm a beginner with puredata, and I'm trying to record sounds from other 
 applications via the line input.
 I'm on os X.6.6, and I use pd-extended.
 
 I've downloaded jack os X, and the configuration seems ok to me. I've started 
 jack pilot and launched pd, and every time I try to select an audio pilot 
 (jack or audio port), or when I try to trigger the audio test, pd quits.
 
 Does someone have an explanation ?
 Thanks
 Coralie
 
 -- 
 Coralie Diatkine
 96 cours Victor Hugo
 33000 Bordeaux 
 06 35 58 68 27
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[PD] pix_image can't open some tiffs

2011-03-14 Thread Matteo Sisti Sette

Hi,

I have a tiff image which was saved with Photoshop with the settings 
listed below (I would attach it, but my internet connection now is so 
bad that it fails to send the mail if I do it!!). Pix_image silently 
fails to read it (or maybe it reads it as an all-white image, but i 
think it's the former, since pix_info returns -1 as width and height); 
however I can see it correctly in Image Viewer (the default image viewer 
in Ubuntu) and in GIMP. If I open it in GIMP and save it again into 
tiff, pix_image reads it correctly. However GIMP doesn't offer as many 
settings as Photoshop.


Does anybody know which of these settings is not supported by pix_image 
(if any)? (do you know any kind of tiff inspector for Ubuntu?)


Here are the settings:

Image compression: LZW
Pixel Order: Interleaved (RGBRGB)
Byte order: IBM PC
Save Image Pyramid (checkbox): no
Save Transparency (checkbox): no
Layer Compression: RLE

I guess these are the default values in Photoshop (I don't have it, I 
was sent a screenshot of the settings they saved the image with).


Thanks
m.

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Re: [PD] sending audio panning with 4 speaker setup

2011-03-14 Thread J bz
Sorry, didn't reply to the list before.

I'm going to leave it as is but I have stuff to add...

Pd and its community is bloody marvellous.  A few hours ago I knew nothing
about vbap or ambisonics apart from going to some concerts/installations
where they have been used and occasional list-chatter.  I now have a basic
working knowledge, with some additional questions that I think I can locate
answers to fairly soon (well not today, I've pretty much had enough now).

Hopefully I can do some coding and get myself in a studio and hear what's
going on and code some more.  No doubt there will be more questions to come
but I at least feel I can get started.

Many thanks for holding my hand (so to speak) with this Matt and big props
to all the IEM bods, especially Georg Holzmann for his spatialisation
tutorials.

(Big aside here)
Speaking of IEM, I have an ongoing discussion/argument with a MaxMSP/IRCAM
advocate who is most disparaging about the whole FLOSS thing.  I think IEM
set an excellent example for what I like to think of as the right side to be
on, a real 'rebel alliance' if you will.  Like IRCAM are going to make their
no doubt millions of Euros worth of yearly funding back by selling a few Max
externals.

Rant over.  Calm is restored.

Cheers,

Julian




Right then Matt,

I'm going to pester you (chisel as we say in Northern England).  I have
attached my current stereo square root panner (I can make it equal power if
that's the best way to go) - am I right in thinking I need to add and
subtract 90 degrees to this signal to get the basic quad working.  If so,
how and where?

I'm sorry, I have looked at the supercollider code, and although it seems
quite straightforward, I have no idea how to implement that in Pd?

I am in the process of ripping my patch apart and using 2 instances of Pd to
help with the cpu load but I must admit to being wary of doing too much on
that front until I know what's happening with everything in the patch then
splitting the load when things are a little clearer.

Going through the Holzmann tutorials as we speak.  very good too.



On 14 March 2011 21:15, Matt Barber brbrof...@gmail.com wrote:

 Probably the best bet would be to make an abstraction for spatializing
 an individual partial that has the panner built in at the tail which
 would throw~ the 4 channels to catch~es elsewhere in the patch. Then
 it wouldn't take much work at all to swap it out with an ambisonic
 panner later that took the same input sound, X, and Y inputs at a
 later date. With that deadline maybe I would then make some kind of
 equal-power quad panner (e.g. the product of a front-back and
 left-right panner like supercollider's Pan4) or use an external.

 There's still the CPU question, which might be rather severe with 48
 of these going on at once, plus whatever else is going on. I have once
 in a while needed to sync up two computers via lightpipe and netsend,
 doing all the control and initial processing on one end and then final
 processing on the other end... and it's good if timing doesn't have to
 be sample-perfect. Of course you can't send 48 channels across
 lightpipe, so maybe you could have one computer calculate all the
 swarm stuff, do anything with the accelerometer, and run Gem, and just
 send info via netsend/netreceive to the other which would be running
 your sigmund~ setup and the spatialization. Note that you're going to
 have to use line~ for the X and Y panning coordinates so that you
 don't get discrete jumps in the panning location.

 Too many options!

 Matt

 On Mon, Mar 14, 2011 at 4:40 PM, J bz jbee...@gmail.com wrote:
  Hey Matt,
 
  Well, good to hear the zeitgeist hasn't completely deserted me then:)
 
  Yes I'm sorry, I wasn't very clear on what it is I'm working with.  That
  thing of, I've been working for ages on this and can't quite understand
 why
  it's not bleedin' obvious to everyone else...
 
  So, ambisonics then - eek!
 
  Well I have to say my trigonometry is dreadful, not something I'm proud
 of,
  just wish I had paid a little more attention in maths classes as a
 teenager
  - too busy dreaming of pop stardom and how I would never need any of this
  stuff.  Many is the time when I have heard the ghost of my maths teacher
  snickering over my shoulder since I got into Pd.
 
  I'm gonna do some experimenting and reading up before I dive into
 anything.
  There seems to be the Holzmann tutorial, plus all the iem stuff to wade
  through.  The Cubemixer looks interesting but also hefty (back to the
  possible overkill) and also as msd doesn't work on my usual Puredyne OS
 I'm
  moonlighting in W7, so super unsure about compiling stuff in W7 plus the
  performer runs on a mac, so then setting it up for his machine as well.
  Aaargh.  Plus the 1st performance is now only 2 weeks away!
 
  I think the simpler the better basically.
 
  Cheers for weighing in though Matt, hopefully speak soon.
 
  All the best,
 
  Julian
 
 
 
  On 14 March 2011 17:12, Matt Barber 

Re: [PD] Patch for Akai EWI (was Reading and writing binary files)

2011-03-14 Thread David
I made the changes to the default values that you recommended (if
there are any more that are wrong, let me know). And I fixed the Midi
channel problem. That was just a dumb mistake on my part. Although I
set the range to be from 1 to 16 in the number box, I was initializing
it to zero!

Hope you like this version a little better.

David.
#N canvas 278 64 607 557 12;
#X text 17 -207 Akai EWI Configuration Settings;
#N canvas 0 0 776 634 EWI-group1 0;
#X text 154 150 Saxophone;
#X text 154 166 Flute;
#X text 154 182 Oboe;
#X text 154 198 EVI Valve 1;
#X text 154 214 EVI Valve 2;
#X obj 132 140 vradio 15 1 0 6 empty empty empty 0 -8 0 10 -4034 -1
-1 0;
#X text 254 165 Transpose;
#X text 234 134 Midi Channel;
#X floatatom 329 135 5 1 16 1 - - -;
#X floatatom 329 165 5 -30 30 0 - - -;
#X obj 331 198 hsl 128 15 0 127 0 0 empty empty empty -20 -8 0 10 -4034
-1 -1 12000 0;
#X text 258 195 Velocity;
#X obj 194 443 pack float float float float;
#X text 154 134 EWI;
#X obj 523 283 t b f;
#X obj 524 326 t b f;
#X obj 524 368 t b f;
#X obj 638 0 list split 1;
#X obj 637 33 list split 1;
#X obj 635 67 list split 1;
#X obj 636 98 list split 1;
#X obj 547 74 - 64;
#X obj 449 267 + 64;
#X obj 598 -32 list split 6;
#X text 246 215 (0=Dynamic);
#X floatatom 467 196 3 0 0 0 - - -;
#X obj 598 -68 receive EWIsend;
#X obj 194 485 send EWI-1;
#X obj 329 75 + 1;
#X obj 194 364 - 1;
#X connect 5 0 14 0;
#X connect 8 0 29 0;
#X connect 9 0 22 0;
#X connect 10 0 16 0;
#X connect 10 0 25 0;
#X connect 12 0 27 0;
#X connect 14 0 12 0;
#X connect 14 1 12 1;
#X connect 15 0 12 0;
#X connect 15 1 12 2;
#X connect 16 0 12 0;
#X connect 16 1 12 3;
#X connect 17 0 28 0;
#X connect 17 1 18 0;
#X connect 18 0 5 0;
#X connect 18 1 19 0;
#X connect 19 0 21 0;
#X connect 19 1 20 0;
#X connect 20 0 10 0;
#X connect 21 0 9 0;
#X connect 22 0 15 0;
#X connect 23 1 17 0;
#X connect 26 0 23 0;
#X connect 28 0 8 0;
#X connect 29 0 12 0;
#X coords 0 0 1 1 380 130 2 120 120;
#X restore -36 -36 pd EWI-group1;
#N canvas 0 0 808 561 EWI-group2 0;
#X obj 137 135 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 6400 0;
#X obj 137 166 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 6400 0;
#X obj 137 198 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 6400 0;
#X obj 137 230 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 6400 0;
#X obj 137 262 hsl 128 15 0 15 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 5927 0;
#X text 305 136 Breath Gain;
#X text 305 166 Bite Gain;
#X text 304 198 Bite AC Gain;
#X text 304 228 Pitch Bend Gain;
#X text 304 259 Key Delay;
#X obj 551 247 t b f;
#X obj 551 284 t b f;
#X obj 550 321 t b f;
#X obj 550 360 t b f;
#X obj 658 82 list split 1;
#X obj 657 115 list split 1;
#X obj 655 149 list split 1;
#X obj 656 180 list split 1;
#X obj 655 214 list split 1;
#X obj 134 345 mod 16;
#X obj 654 335 list split 1;
#X obj 46 494 pack float float float float float float;
#X obj 654 389 list;
#X obj 134 305 + 0.5;
#X floatatom 273 135 3 0 0 0 - - -;
#X floatatom 273 166 3 0 0 0 - - -;
#X floatatom 273 197 3 0 0 0 - - -;
#X floatatom 273 230 3 0 0 0 - - -;
#X floatatom 273 261 3 0 0 0 - - -;
#X obj 658 29 receive EWIsend;
#X obj 46 536 send EWI-2;
#X connect 0 0 21 0;
#X connect 0 0 24 0;
#X connect 1 0 10 0;
#X connect 1 0 25 0;
#X connect 2 0 11 0;
#X connect 2 0 26 0;
#X connect 3 0 12 0;
#X connect 3 0 27 0;
#X connect 4 0 23 0;
#X connect 10 0 21 0;
#X connect 10 1 21 1;
#X connect 11 0 21 0;
#X connect 11 1 21 2;
#X connect 12 0 21 0;
#X connect 12 1 21 3;
#X connect 13 0 21 0;
#X connect 13 1 21 4;
#X connect 14 0 0 0;
#X connect 14 1 15 0;
#X connect 15 0 1 0;
#X connect 15 1 16 0;
#X connect 16 0 2 0;
#X connect 16 1 17 0;
#X connect 17 0 3 0;
#X connect 17 1 18 0;
#X connect 18 0 4 0;
#X connect 18 1 20 0;
#X connect 19 0 13 0;
#X connect 19 0 28 0;
#X connect 20 0 22 0;
#X connect 21 0 30 0;
#X connect 22 0 21 5;
#X connect 23 0 19 0;
#X connect 29 0 14 0;
#X coords 0 0 49 149 300 170 2 120 120;
#X restore 254 125 pd EWI-group2;
#N canvas 0 0 829 653 EWI-group3 0;
#X obj 129 138 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 200 0;
#X obj 129 169 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 12700 0;
#X obj 129 201 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 12700 0;
#X obj 129 233 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 0 0;
#X obj 129 265 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 12700 0;
#X obj 129 298 hsl 128 15 0 127 0 0 empty empty empty 0 0 0 10 -4034
-1 -1 12700 0;
#X text 296 135 Breath CC1;
#X text 297 168 Breath CC2;
#X text 297 200 Bite CC1;
#X text 296 232 Bite CC2;
#X text 296 260 Pitchbend Up;
#X text 296 293 Pitchbend Down;
#X obj 462 323 t b f;
#X obj 462 388 t b f;
#X obj 463 422 t b f;
#X obj 463 455 t b f;
#X obj 463 488 t b f;
#X obj 668 92 list split 1;
#X obj 667 125 list split 1;
#X obj 668 199 list split 1;
#X obj 669 230 list split 1;
#X obj 668 264 list split 1;
#X obj 668 298 list 

[PD] Dynamic patching with audio - review

2011-03-14 Thread Jérôme Abel
Hi dynamic community,

I'm working on an open source multiuser game with a sound experimentation focus.
The choosen sound engine is our favorite one Pure Data. Let's imagine populate 
a 3D world with pd sound patchs ! 
The issue is to create/destroy audio abstractions (made by users/artists) and 
connect/disconnect them.
The audio path system must be compliant with paths in a 3D world. A sound pass 
through rooms and apertures :
http://abel.jerome.free.fr/newatlantis/AudioDynamicPatching/images/pathfinding.png

It must be dynamic like a game. I was enjoying doing this with pd, but ... my 
hair become more and more white. 
It's quite difficult. 

I propose here to write a little review of this issue. To be completed, to be 
rectified.
Don't forget that the best is the easiest way (less compilation, less 
dependancies, less bad tricks, etc.) and cross-platform (Linux/MacOSX/Win).

**
*** DYNAMIC PATCHING TESTS ***
**
All my tests and comments here (patchs, screenshots) :
http://abel.jerome.free.fr/newatlantis/AudioDynamicPatching.tar.gz

1 - PURE DATA
--
First, considering audio in Pd, we can read do not use dynamic patching !!
http://puredata.info/docs/tutorials/TipsAndTricks#how-to-avoid-audio-drop-outs

It's not very encouraging. So what ? Which tool use then ? 

A comparison of audio tools : 
http://en.wikipedia.org/wiki/Comparison_of_audio_synthesis_environments

2 - SUPERCOLLIDER
-
Supercollider seems to work well with dynamic audio connections. We can read 
Adding an Effect Dynamically and so on.
http://danielnouri.org/docs/SuperColliderHelp/Tutorials/Tutorial.html

It is an efficient and expressive dynamic programming language
http://en.wikipedia.org/wiki/SuperCollider

So, how interface it with a pd patch ? I know that it's ok with OSC messages, 
but could we imagine, Supercollider as a the connection manager and Pd as the 
sounds loader ? An audio communication between Supecollider and Pd.

3 - PYTHON
--
Some projects use Python to make dynamic patching. I don't know if those 
projects are really working with full functionnalities like a complete audio 
path system. I think the most advanced is Purity but may be not enough, see the 
roadmap. Any feedbacks in use ?

Purity is a Python library for Pure Data dynamic patching.
http://wiki.dataflow.ws/Purity

Pyata - a Library that allows you to use Pure Data inside Python
svn checkout http://pyata.googlecode.com/svn/trunk/ pyata-read-only 

Automata-topd is a small collection of Python classes to communicate with Pure 
Data sending FUDI messages by socket.
https://github.com/automata/topd

PuréeData is a browser-based PureData interface for a remote, central server 
that allows live, collaborative patching for anyone, anywhere.
https://github.com/virgildisgr4ce/PureeData

4 - PURE DATA - LIBPD
-
Let's come back with Pd. We know that Pd was used in a game Spore :
http://lists.puredata.info/pipermail/pd-list/2007-11/056212.html

It could be a solution to handle dynamic audio patching. Any feedbacks ?

Libpd turns Pd into an embeddable library, so you can use Pd as a sound engine 
in mobile phone apps, games, web pages, and art projects
http://puredata.info/community/projects/software/libpd/

How to use Pure Data as an API
http://jeraman.wordpress.com/2009/03/22/how-to-use-pure-data-as-a-api/

5 - PURE DATA - DYN~

This external allows the dynamic creation and deletion, connection and 
disconnection of standard Pd objects and abstractions.
But : dyn~ is bound to the PD version it is compiled for.
http://puredata.info/Members/thomas/dynext

I success compile it. It seems a good system. If we compile a binary for 3 or 
more plateforms, will it work just with the binaries ?
We must see advantages with my system (pd-messages + index + abstractions)
http://abel.jerome.free.fr/newatlantis/AudioDynamicPatching/images/dyn-audio-paths-dyn~.png

6 - PURE DATA - IEMGUTS
---
We know reflection in Pd with iemguts. I'm not comfortable with it. Any 
feedbacks about the issue ?
https://pure-data.svn.sourceforge.net/svnroot/pure-data/trunk/externals/iem/iemguts/
http://lac.linuxaudio.org/2009/cdm/Saturday/18_Zmoelnig/zmoelnig_pdreflection.pdf

7 - PURE DATA - PD MESSAGES
---
A review with pd internal messsages.
http://puredata.info/Members/eni/techniques

In Pd :
/usr/lib/pd-extended/doc/Pure Data/manuals/pd-msg

Basic tests :
http://abel.jerome.free.fr/newatlantis/AudioDynamicPatching/images/dyn-audio-paths-pd-msg.png

8 - PURE DATA - MATRIX~
---
'iemmatrix' provides a suite of matrix processing and linear algebra 
functionality.
http://puredata.info/community/projects/software/iemmatrix

The problem here, the numbers of rows and columns are fixed.

9 - PURE DATA - COORDS / WIRELESS
-
System with receive~/throw~ and catch~/send~ (many-to-many 

Re: [PD] Patch for Akai EWI (was Reading and writing binary files)

2011-03-14 Thread David
By the way, it seems I also have version 1 of the firmware, if you can
believe what it says in the EWI configuration panel. I'm not sure how
it would know that, unless there's a SysEx or NRPN message to query
the version number. As for the software, I have v1005 (?!) of the Akai
EWI USB software and v1.066 of the Aria software, for Windows x64. Is
that what you have?

On Mon, Mar 14, 2011 at 7:12 PM, David dfket...@gmail.com wrote:
 I made the changes to the default values that you recommended (if
 there are any more that are wrong, let me know). And I fixed the Midi
 channel problem. That was just a dumb mistake on my part. Although I
 set the range to be from 1 to 16 in the number box, I was initializing
 it to zero!

 Hope you like this version a little better.

 David.


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Re: [PD] Dynamic patching with audio - review

2011-03-14 Thread Jonathan Wilkes
Have you looked at the [switch~] object?  It doesn't allow you to 
create/destroy the abstractions, but it does allow you to turn off dsp in 
each of them as necessary.

-Jonathan

--- On Tue, 3/15/11, Jérôme Abel abel.jer...@free.fr wrote:

 From: Jérôme Abel abel.jer...@free.fr
 Subject: [PD] Dynamic patching with audio - review
 To: pd-list@iem.at
 Date: Tuesday, March 15, 2011, 12:07 AM
 Hi dynamic community,
 
 I'm working on an open source multiuser game with a sound
 experimentation focus.
 The choosen sound engine is our favorite one Pure Data.
 Let's imagine populate a 3D world with pd sound patchs ! 
 The issue is to create/destroy audio abstractions (made by
 users/artists) and connect/disconnect them.
 The audio path system must be compliant with paths in a 3D
 world. A sound pass through rooms and apertures :
 http://abel.jerome.free.fr/newatlantis/AudioDynamicPatching/images/pathfinding.png
 
 It must be dynamic like a game. I was enjoying doing this
 with pd, but ... my hair become more and more white. 
 It's quite difficult. 
 
 I propose here to write a little review of this issue. To
 be completed, to be rectified.
 Don't forget that the best is the easiest way (less
 compilation, less dependancies, less bad tricks, etc.) and
 cross-platform (Linux/MacOSX/Win).
 
 **
 *** DYNAMIC PATCHING TESTS ***
 **
 All my tests and comments here (patchs, screenshots) :
 http://abel.jerome.free.fr/newatlantis/AudioDynamicPatching.tar.gz
 
 1 - PURE DATA
 --
 First, considering audio in Pd, we can read do not use
 dynamic patching !!
 http://puredata.info/docs/tutorials/TipsAndTricks#how-to-avoid-audio-drop-outs
 
 It's not very encouraging. So what ? Which tool use then ?
 
 
 A comparison of audio tools : 
 http://en.wikipedia.org/wiki/Comparison_of_audio_synthesis_environments
 
 2 - SUPERCOLLIDER
 -
 Supercollider seems to work well with dynamic audio
 connections. We can read Adding an Effect Dynamically and
 so on.
 http://danielnouri.org/docs/SuperColliderHelp/Tutorials/Tutorial.html
 
 It is an efficient and expressive dynamic programming
 language
 http://en.wikipedia.org/wiki/SuperCollider
 
 So, how interface it with a pd patch ? I know that it's ok
 with OSC messages, but could we imagine, Supercollider as a
 the connection manager and Pd as the sounds loader ? An
 audio communication between Supecollider and Pd.
 
 3 - PYTHON
 --
 Some projects use Python to make dynamic patching. I don't
 know if those projects are really working with full
 functionnalities like a complete audio path system. I think
 the most advanced is Purity but may be not enough, see the
 roadmap. Any feedbacks in use ?
 
 Purity is a Python library for Pure Data dynamic patching.
 http://wiki.dataflow.ws/Purity
 
 Pyata - a Library that allows you to use Pure Data inside
 Python
 svn checkout http://pyata.googlecode.com/svn/trunk/ pyata-read-only
 
 
 Automata-topd is a small collection of Python classes to
 communicate with Pure Data sending FUDI messages by socket.
 https://github.com/automata/topd
 
 PuréeData is a browser-based PureData interface for a
 remote, central server that allows live, collaborative
 patching for anyone, anywhere.
 https://github.com/virgildisgr4ce/PureeData
 
 4 - PURE DATA - LIBPD
 -
 Let's come back with Pd. We know that Pd was used in a game
 Spore :
 http://lists.puredata.info/pipermail/pd-list/2007-11/056212.html
 
 It could be a solution to handle dynamic audio patching.
 Any feedbacks ?
 
 Libpd turns Pd into an embeddable library, so you can use
 Pd as a sound engine in mobile phone apps, games, web pages,
 and art projects
 http://puredata.info/community/projects/software/libpd/
 
 How to use Pure Data as an API
 http://jeraman.wordpress.com/2009/03/22/how-to-use-pure-data-as-a-api/
 
 5 - PURE DATA - DYN~
 
 This external allows the dynamic creation and deletion,
 connection and disconnection of standard Pd objects and
 abstractions.
 But : dyn~ is bound to the PD version it is compiled for.
 http://puredata.info/Members/thomas/dynext
 
 I success compile it. It seems a good system. If we compile
 a binary for 3 or more plateforms, will it work just with
 the binaries ?
 We must see advantages with my system (pd-messages + index
 + abstractions)
 http://abel.jerome.free.fr/newatlantis/AudioDynamicPatching/images/dyn-audio-paths-dyn~.png
 
 6 - PURE DATA - IEMGUTS
 ---
 We know reflection in Pd with iemguts. I'm not comfortable
 with it. Any feedbacks about the issue ?
 https://pure-data.svn.sourceforge.net/svnroot/pure-data/trunk/externals/iem/iemguts/
 http://lac.linuxaudio.org/2009/cdm/Saturday/18_Zmoelnig/zmoelnig_pdreflection.pdf
 
 7 - PURE DATA - PD MESSAGES
 ---
 A review with pd internal messsages.
 http://puredata.info/Members/eni/techniques
 
 In Pd :
 /usr/lib/pd-extended/doc/Pure 

Re: [PD] pix_image can't open some tiffs

2011-03-14 Thread Charles Goyard
Hi,

 Does anybody know which of these settings is not supported by
 pix_image (if any)? (do you know any kind of tiff inspector for
 Ubuntu?)

Pix_image uses imagemagick if installed.  Try opening the file with
display to see if magick can read it.

Charles

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