Re: [PD] Pd performance at TED

2011-06-21 Thread J bz
Well with a danger of this going completely OT...

My TOTP moments are:
1.  New Order always refused to mime and when they did Blue Monday they have
the distinction of being the only group to perform on TOTP and their song
going down the chart the next week, and then the week after it went back up
again.
2. The Human League 'don't you want me baby' being the xmas no1 and just as
Phil Oakey made a super pretentious pose into the camera a sneaky audience
member hit him full in the mouth and up his nose with loads of
'silly-string'.
3. For cultural capital the dancer out of Shalimar doing the 1st examples of
body-popping on British TV.  Everyone was going nuts at school the next day.
4.  KLF.

On 21 June 2011 14:16, Mathieu Bouchard  wrote:

> On Tue, 21 Jun 2011, Andy Farnell wrote:
>
>  Marco's disappointment is understandable (sorry if I misinterpret this
>> Marco). When I watched "Top of the pops" as a teenager, like many kids of
>> that age I was outraged that the performers mimed. Sometimes you could see
>> their instruments were just props. It is very insulting to someone who has
>> invested effort and emotion to an activity to see it trivialised to a banal
>> fashion statement. Like a soldier seeing their regimental badge worn as a
>> punk accessory.
>>
>
> That's why, conceptually, my favourite two performances are XTC's Making
> Plans for Nigel, in which they made a point of hitting a gong that doesn't
> sound like one, and... oh, the other one is actually from the similar show
> American Bandstand : Public Image Limited's Poptones, in which they get
> bored of miming halfway through the song, and just go dancing with the
> audience.
>
> (But then, I haven't seen so many clips from TOTP and/or ABS.)
>
>
>  __**__**
> ___
> | Mathieu Bouchard  tél: +1.514.383.3801  Villeray, Montréal, QC
>
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Re: [PD] Pd performance at TED

2011-06-21 Thread J bz
Tee hee

Welcome to the list Onyx, and well done for cracking open yet another
super-juicy can'o'worms for the list to chew on.

Props,

Jb

On 21 June 2011 13:10, Onyx Ashanti  wrote:

> I figured that I would chime in at this point.
>
> Every single note you hear, is being played, as in one at a time, as a horn
> player does, into a looper which I use to layer everything very quickly into
> an arrangement then deconstruct and reconstruct on a musically relevant
> trajectory. There was nothing pre recorded or preconceived. Simply a
> controller, a database of synthesizers and a looper with effects. I am
> playing every single solitary note. If that sounds like it is hard to do,
> you're right.
>
> As for not seeing how pd is used in this project,  The controller is merely
> 3 arduinos, running hans wonderful firmata/pduino software, connected
> wirelessly to puredata where I created the wind controller software and
> gestural systems. Without pd there is no system.  It's all documented from
> day one on my blog. No parodies involved.
>
> I would like an elaboration on how the system is "clunky" if you don't
> mind. First off, I feel that it is pretty streamlined for a first prototype
> made of cardboard that is only 3 months old. Two wireless hand units and a
> mouth unit. If you have suggestions as to how I might improve it at this
> stage, before my next stage or dev, I would love to hear it. @marco, how
> would you make this concept more "beautiful" or "efficient"? I am always a
> willing student in these regards. Do you have any examples of said
> efficiency? Being an instructor, I would have expected that you would have
> seen the blog link on the Ted profile and researched your position before
> simply asserting that my concept has no value.
>
> @Tyler. You are correct in that I don't care about making it rain granular
> algorithms (yet), I want to be able to express myself for fully using tools
> available to me. Hans and others were nice enough to help me with advice and
> code and it just happened that some people (Ted) other than my immediate
> fans found it interesting. Even now, I still busk, but this opportunity
> makes it a bit easier to realize some of these larger goals.
>
> The phone is used as a headup display for making sure all my sensors are
> doing what they are supposed to do.
>
> @richie. I have been a pro in electronic music for 15 years. Google it.
>
> One thing that I and other alternative controller artists are realizing is
> that we must be in the audience. Otherwise people can not see that you are
> actually playing. That is why when I play clubs I play from the dance floor
> and currently monitor with the club sound system which is hard but allows a
> flow of ideas that doesn't come from separating ones self from the audience.
> And from there people can see your fingers and gestures carve the sound.
>
> This form of performance blends my desire to connect with my space my music
> and my movements as intimately but, it should be noted as well, this is a 3
> month old prototype so that people are discussing it and I have even moved
> from beta stage yet, is encouraging.
>
>
> If you would like to hear what is possible with this concept, go to
> www.onyxashanti.bandcamp.com/album/onyx-Ashanti-full-promotional-package-download-2
>  Or
> feel free to ask me.
>
>
>
>
>
> Www.beatjazz.blogspot.com 
>
> --
> www.onyx-ashanti.ning.com
> www.beatjazz.blogspot.com
> onyxashanti.bandcamp.com
> twitter.com/onyxashanti
> facebook.com/onyxashanti
> Germany+49 176 3543 7859
>
>
>
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Re: [PD] Pd performance at TED

2011-06-21 Thread J bz
I think it's a shame that in this day and age we are still promoting the
concept of high and low culture and so protective of peoples narrow
definition of what Pd is and for.

I do a fair amount of improv with Pd and it's a hell of a simpler gig
playing to 18 chin-scratching middle class people aged 40+  sat on chairs (I
include myself in that description) than 400 braying clubbers demanding you
make them dance NOW!

During Hip Hop's more militant times people like Ice T would refuse to diss
someone like MC Hammer, for example.  They took the attitude that he was one
of them, doing his best, and making headway in an industry that was the site
of the real battleground.

Jb
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Re: [PD] Comport under Linux - baudbits question

2011-04-14 Thread J bz
Ok, so nothing to worry about then:)  I was worried that there was a
bottleneck somewhere.

Maybe I should have said but it's for interfacing with a pair of xbees
rather than an arduino.  Same kinda thing tho'.

Appreciate the comments.

Cheers,

Julian

On 13 April 2011 18:07,  wrote:

>
> > > Hi all,
> > >
> > > Just transferring a patch into Linux from W7 and I get this message in
> > > the console which I didn't previously:
> > > get_baud_ratebits: 115200
> > > set_baudrate baudbits: 4098
> > >
> > > Now I want the baudrate to be 115200, which is good but what does the
> > > baudbits info mean - for example is it telling me that data is only
> > > coming in at 4098? Which I don't want, or, seems a waste if the overall
> > > patch is expecting a much faster rate.
> > >
> >
> > I think the baud rate will be correct, the baudbits message is wrong.
> >
>
> Actually it's not wrong, it's just reporting the bits for the baud rate
> register, so it's not useful except for debugging. I will remove it.
>
> Martin
>
>
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[PD] Comport under Linux - baudbits question

2011-04-13 Thread J bz
Hi all,

Just transferring a patch into Linux from W7 and I get this message in the
console which I didn't previously:
get_baud_ratebits: 115200
set_baudrate baudbits: 4098

Now I want the baudrate to be 115200, which is good but what does the
baudbits info mean - for example is it telling me that data is only coming
in at 4098? Which I don't want, or, seems a waste if the overall patch is
expecting a much faster rate.

Cheers,

Julian
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Re: [PD] [PD-announce] new Pd music release on GOSUB10

2011-04-04 Thread J bz
Yes indeed,

Lovely, like this a lot.

Jb

On 4 April 2011 10:23, Philip Cunningham wrote:

> Chun,
>
> This is awesome. I've never heard PD used in this way. Sounds like PD
> micro/chipmusic. Very enjoyable.
>
> Philip
>
> On Sun, Apr 3, 2011 at 9:32 PM, Chun Lee  wrote:
> > Dear all:
> >
> > Its been a long time since I last wrote on the list, and I am happy to
> use this opportunity to annouce the new music release on GOSUB10 by 0xA.
> More details below.
> >
> > Release link: http://gosub10.org/GOSUB10-004.html
> >
> > Compute audio and enjoy:)
> >
> > Chun
> >
> > === GOSUB10-004 - expr~ ===
> >
> > expr~ from 0xA is GOSUB10's fourth release.
> >
> > 0xA is a band made not out of people, but objects and patches.  Snippets
> > of codes that bleep and blink are added and modified in the online
> > repository, where it all began.  As the repository grows, 0xA evolves
> > with it.  Aymeric Mansoux, Chun Lee and Olivier Laruelle are the current
> > active contributors.  They have performed 0xA across Europe, North
> > America and Asia in galleries, clubs and festivals.
> >
> > expr~ is the first music release of 0xA, consists of retro sounding
> > tracks made almost entirely with the [expr~] object in Pure Data.  No
> > tweaking of number boxes and sliders, no clever generative algorithms,
> > just switch the audio on and listen.
> >
> > The source code for this release (implemented in Pure-data) is free
> > software distributable under the terms of the GNU General Public License
> > (version 3 or greater). For repository, see:  http://gitorious.org/0xa
> >
> > Copyleft: This is a free work, you can copy, distribute, and modify it
> > under the terms of the Free Art License.
> >
> > Released on 3rd April 2011.
> >
> > == TRACKLISTING ==
> >
> > 01 0xA - Winter_Solstice
> > 02 0xA - 0903-4
> > 03 0xA - Nandsynth
> > 04 0xA - Moving_Souf
> > 05 0xA - Cafe_Kuroshio
> > 06 0xA - Family_Mart
> >
> > == WHATIS GOSUB10 ==
> >
> > Dedicated to innovative music and audio/visuals, the GOSUB10 label
> > will feature an eclectic group of musicians drawn together by their
> > shared use of Free/Libre/Open Source Software (FLOSS).
> > Freely distributed by stream, download and special DVD releases, and
> > made available through an open license, GOSUB10 is run by the GOTO10
> > collective – an international group of artists, musicians and
> programmers,
> > dedicated to FLOSS and digital arts. Brought to life in a intensive four
> > day work sprint but years in the making, the GOSUB10 netlabel is a
> > natural extension of GOTO10's activities supporting and promoting digital
> > art alongside FLOSS tools through workshops, festivals, exhibitions,
> > writing, and more.
> >
> > == URL ==
> >
> > http://gosub10.org
> >
> > :*
> > readme (END)
> >
> >
> > ___
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>
>
> --
> Portfolio: http://philipcunningham.org
> BrightonPD: http://unsymbol.users.anapnea.net/brightonpd/
> Chipmusic: http://firebrandboy.org
>
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[PD] Netsend or OSC

2011-03-28 Thread J bz
Hey,

I'm trying to send some msd data over [netsend] using two instances of Pd on
the same machine.

I keep getting:
'netsend blocked n msec'
messages

Should I persevere or get into OSC now?

Cheers,

Jb
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Re: [PD] List delete carnage - 2 questions

2011-03-27 Thread J bz
Hey Matt,

Whoo-Hoo.  That's splendid.

Can I ask you what the [t a] is doing that's looping with the [list
prepend]?  Just for my own understanding.

Bloody marvellous though.

All good wishes,

Julian



On 27 March 2011 16:19, Matt Barber  wrote:

> Here's another approach using only list abs stuff (sorry for the messy
> -- I threw it together quickly). Could use as an abstraction with two
> inlets -- one on the right which receives a bang to initialize and one
> on the left that takes incoming numbers from the sensor, and one
> outlet (the outgoing numbers).
>
> Matt
>
>
>
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Re: [PD] List delete carnage - 2 questions

2011-03-27 Thread J bz
Hey Charlot,


Yes, that seems a good approach.

Will try in a few hours with a bit more time.

"You did not sew it solid enough it seems:)."

Definitely dropped a few stitches with this one:)  I try to re-attach.

(btw - what is up with gmail and attachments atm?)


All good wishes,

Julian

On 27 March 2011 02:07, Charles Goyard  wrote:

> J bz wrote:
> >
> > I have a sensor which is spitting out numbers between 1-180.
> >
> > Each number triggers an event that I only want to happen once but the
> sensor
> > repeats numbers every so often.
>
> You can use a table of 180 elements, each of which is initialized with
> zeros. When a sensor number occurs, check against the table. If it's 0,
> turn it to 1 and go on. If it's 1, do nothing and wait for a fresh
> number from the sensor. Or, if you don't want to wait, scan the
> table for the first zero. What appends when there's no zeros left is up
> to you.
>
> > (patch attached)
>
> You did not sew it solid enough it seems:).
>
> --
> Charlot
>
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list-delete_carnage.pd
Description: Binary data
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[PD] List delete carnage - 2 questions

2011-03-26 Thread J bz
Hey all,

I'm stuck.

I have a sensor which is spitting out numbers between 1-180.

Each number triggers an event that I only want to happen once but the sensor
repeats numbers every so often.

What I require is to have my numbers in 'something', so that if that number
has already been used I want Pd to say - 'hey' and then allow me to change
that number until we find one that hasn't been used?

I have spent the last couple of hours working with my numbers in a message
box and using [list-delete].  I think it must be my usage because it's
behaving very erratically (patch attached).  If someone could tell me what
I'm doing wrong with this and then maybe I/we can get onto the main problem
- which is; what should/can I use that will tell me if a number has already
been used and spit it back at me so I can do some maths stuff to change to a
different number that hasn't been used already.

Best wishes,

Julian

W7 PDE (latest)
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Re: [PD] fiddle: amplitude scale for individual pitches

2011-03-21 Thread J bz
Doesn't the 'peaks and/or tracks' bit if sigmund~ do that?


On 21 March 2011 19:19, Matteo Sisti Sette wrote:

> On 03/21/2011 07:32 PM, Jaime Oliver wrote:
>
>> are you looking for env~? Sigmund has that option too.
>>
>
> Both env~ and the "env" option of sigmund~ measure the overall amplitude of
> the signal. Fiddle~ measure the amplitude of the/each detected pitch track
> only, i.e. more or less the "sum" of the "amplitudes" of the sinusoidal
> components that make up the pitch track.
>
> If you're following one or more pitches within a noisy signal that makes a
> big difference.
>
>
>
>
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Re: [PD] Compiling Pd external using Codeblocks on Windows

2011-03-20 Thread J bz
Hey Lorenzo,

Yes indeed you did, and very grateful I am too.

And thank you for the outline tutorial as well.  Will have another crack at
using Codeblocks when I have more time.  I need to get into this, it's a
gaping hole in my expanding Pd knowledge.

Very best wishes

Julian


On 19 March 2011 18:00, Lorenzo Sutton  wrote:

> Julian,
>
> I sent you a 'windows' zip with the project and already compiled dll
> answering to your previous private email... I had to re-send as I got a
> google network error hope it arrived allright.
>
> Anyway I'll write here what I know for further reference on the list. (This
> worked on windows xp I have no idea if it would on vista, 7 etc.)
>
>
> J bz wrote:
>
>> Hi peeps,
>>
>> Wondering if anyone has experience of using Codeblocks to compile an
>> external for Windows?
>>
>> Lorenzo Sutton has very kindly forwarded me an external he has made for
>> quad panning using Chowning's methodology which I really like.
>> In the package he forwarded to me, he says that all the code is there for
>> building in windows using codeblocks.
>>
> - you have to have mingw (thus gcc for windows) installed and configured
> correctly in codeblocks (just see if a helloworld.c compiles ok)
> - you have to add the complete path to where the m_pd.h (from the source
> distribution) is
> - In the project settings you have to set the target to library (it should
> add .dll to the filename automatically)
> - you have to add the file pd.lib in the linker options. For some reason
> this only worked with the path set to *absolute*
>
> That's it. Build and if everything is ok you should have the dll in the
> build target directory.
>
>
>> I have had a quick go in Puredyne with it but I require a Windows version
>> for a piece next week.
>>
>> I have zero experience of compiling on any platform and don't really know
>> where to get started.  I'm aware there are a couple of tutorials knocking
>> around on the pd & hurleur sites but going through them last night made my
>> teeth hurt.  I found a couple of Codeblocks tutorials but the .dll files I
>> made from them of the external don't work.
>>
>> I'm sure that if I had a couple of days with nothing else on I could get
>> to grips with this but I don't.  What I do have is a looming deadline
>> though!
>>
>> I attach Lorenzo's external (Lorenzo if this is a problem please contact
>> me asap)
>>
> No problem the external is GPL.
>
>
>> Btw, I have the Codeblocks version with MinGW and the GCC compiler.
>>
> Best,
> Lorenzo.
>
>>
>> Cheers,
>>
>> Julian
>>
>>
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[PD] Compiling Pd external using Codeblocks on Windows

2011-03-19 Thread J bz
Hi peeps,

Wondering if anyone has experience of using Codeblocks to compile an
external for Windows?

Lorenzo Sutton has very kindly forwarded me an external he has made for quad
panning using Chowning's methodology which I really like.
In the package he forwarded to me, he says that all the code is there for
building in windows using codeblocks.

I have had a quick go in Puredyne with it but I require a Windows version
for a piece next week.

I have zero experience of compiling on any platform and don't really know
where to get started.  I'm aware there are a couple of tutorials knocking
around on the pd & hurleur sites but going through them last night made my
teeth hurt.  I found a couple of Codeblocks tutorials but the .dll files I
made from them of the external don't work.

I'm sure that if I had a couple of days with nothing else on I could get to
grips with this but I don't.  What I do have is a looming deadline though!

I attach Lorenzo's external (Lorenzo if this is a problem please contact me
asap)

Btw, I have the Codeblocks version with MinGW and the GCC compiler.

Cheers,

Julian


spatial_panner_1x4~_v_0-1_PD_sept_2010.tar.gz
Description: GNU Zip compressed data
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Re: [PD] vbap elevation

2011-03-16 Thread J bz
Hurrah, finally:)

Nice one Hans, it seemed such a simple question that I couldn't find an
answer, even after poring over Ville's papers, online searching and all
that.

Cheers,

Jb


On 16 March 2011 17:33, Hans-Christoph Steiner  wrote:

>
> Yes, elevation is like speaker "height".  So with quad/4 speakers, they'll
> all have the same elevation.  You'll want 2D mode.
>
> .hc
>
>
> On Mar 15, 2011, at 5:13 PM, J bz wrote:
>
>  Hey all,
>>
>> I'm going to ask what is possibly a dumb question but I can't find the
>> answer to it:
>>
>> Does the elevation refer to an actual speaker raised of the ground or is
>> it to do with horizontal position?
>>
>> Also, with settings for a quad output at ground level do I want:
>> 3 -90 0 90 0 -180 0 180 0 ?  It makes vbap complain it's not vald so I'm
>> doing something wrong here.
>>
>> So
>> Front LeftFront Right
>>
>>
>>
>> Back LeftBack Right
>>
>> Cheers,
>>
>> Jb
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>
>
>
> 
>
> The arc of history bends towards justice. - Dr. Martin Luther King, Jr.
>
>
>
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[PD] vbap elevation

2011-03-15 Thread J bz
Hey all,

I'm going to ask what is possibly a dumb question but I can't find the
answer to it:

Does the elevation refer to an actual speaker raised of the ground or is it
to do with horizontal position?

Also, with settings for a quad output at ground level do I want:
3 -90 0 90 0 -180 0 180 0 ?  It makes vbap complain it's not vald so I'm
doing something wrong here.

So
Front LeftFront Right



Back LeftBack Right

Cheers,

Jb
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[PD] vbap not working in pd extended

2011-03-15 Thread J bz
Hi all,

I have been wanting to explore vbap in pde and I have found what may be
causing some of the trouble with it not working properly.  There is a
duplicate set of vbap files in the 'ggee' folder which have been causing all
sorts of weirdness.

Most recent pde on windoze.

I have a whole bundle of questions regarding vbap but as it now seems to be
working I am going to explore a little further first.

Cheers,

Julian
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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  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  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
&

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  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  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  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 dimensio

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  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  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  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<
> h

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  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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[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.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] Quad Sound question

2011-03-11 Thread J bz
Hi all,

I have a 2d 'swarm' of [msd] in a GEM window.

Each mass has 2 audio partials mapped to it's location, 1 on the x axis and
1 y.

What's a good way of mapping the output within pd so that the visual is
mirrored within a quad speaker setup.

So 1 stereo pair left to right and 1 stereo pair bottom to top?

I want to keep it in Pd so it's not soundcard specific.

Cheers,

Julian
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Re: [PD] Sigmund~ and tracks.

2011-02-18 Thread J bz
Good stuff, ok will do.

Thanks again,

Julian

On 17 February 2011 19:19, William Brent  wrote:

> Ok, a Windows binary of [pitchEnv~] is up on my site:
>
> http://williambrent.conflations.com/pages/research.html#pitchEnv
>
> I hadn't put up Windows or the source yet because I was still in the
> middle of working on it, but I think it's fine so that's all up now.
> Let me know off list if you have issues with it.
>
>
>
> On Wed, Feb 16, 2011 at 4:03 PM, J bz  wrote:
> > Hey William,
> >
> > Appreciate the involvement...
> >
> > Unfortunately I'm on W7 atm.  My main patch uses the MSD lib and after
> what
> > I thought was a trivial problem with using it in Puredyne (my regular
> > distro), last Nov, MSD is still not working for me.  Fortunately I bought
> a
> > 2nd hand lappy with W7 on it early Dec, so have been working in that
> since.
> > The instrumentalist is a Mac guy but that doesn't help me prepare the
> piece.
> >
> > So yeah, a long way round of asking do you have a windows version?
> >
> > Funnily enough I was nosy'ing around your site a couple of months ago and
> > d/l'd the timbre ID lib for further research.  Looks well good:)
> >
> > Best wishes,
> >
> > Julian
> >
> >
> > On 16 February 2011 19:02, William Brent 
> wrote:
> >>
> >> Good to know about the reason for the 1Mhz maxfreq...
> >>
> >> > Not really sure what to do with the viola d'amore source sounds if
> they
> >> > are
> >> > just not going to be stable.
> >>
> >> I think if you can settle for fewer harmonics and work out the flag
> >> logic there's hope yet.  Another thing that occurred to me is that
> >> since the scratchy noise part of the viol sound is likely what's
> >> making the tracking jumpy, you could try to remove the noise.  I've
> >> been working on an external that lets you rescale the amplitudes of
> >> harmonics in a pitched signal.  There's an early draft on my website -
> >> it's called [pitchEnv~].  Using that, I scaled all the harmonics of
> >> your sample to 0, so that all the pitch related components are erased
> >> from the signal.  The attached wav file is what's left...basically all
> >> the scratchy noise.
> >>
> >> Then I tried subtracting that noise from the original signal (delayed
> >> slightly based on the time it takes to do this analysis), and it did
> >> clean up the noise some.  It wasn't perfect, but with some work this
> >> could produce a signal you send to [sigmund~] that would be more
> >> easily tracked out.  I might have time to fiddle with that later, but
> >> if you download [pitchEnv~] you can give it a shot too.
> >>
> >> William
> >
> >
>
>
>
> --
> William Brent
> www.williambrent.com
>
> “Great minds flock together”
> Conflations: conversational idiom for the 21st century
>
> www.conflations.com
>
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Re: [PD] Sigmund~ and tracks.

2011-02-16 Thread J bz
Hey William,

Appreciate the involvement...

Unfortunately I'm on W7 atm.  My main patch uses the MSD lib and after what
I thought was a trivial problem with using it in Puredyne (my regular
distro), last Nov, MSD is still not working for me.  Fortunately I bought a
2nd hand lappy with W7 on it early Dec, so have been working in that since.
The instrumentalist is a Mac guy but that doesn't help me prepare the piece.

So yeah, a long way round of asking do you have a windows version?

Funnily enough I was nosy'ing around your site a couple of months ago and
d/l'd the timbre ID lib for further research.  Looks well good:)

Best wishes,

Julian


On 16 February 2011 19:02, William Brent  wrote:

> Good to know about the reason for the 1Mhz maxfreq...
>
> > Not really sure what to do with the viola d'amore source sounds if they
> are
> > just not going to be stable.
>
> I think if you can settle for fewer harmonics and work out the flag
> logic there's hope yet.  Another thing that occurred to me is that
> since the scratchy noise part of the viol sound is likely what's
> making the tracking jumpy, you could try to remove the noise.  I've
> been working on an external that lets you rescale the amplitudes of
> harmonics in a pitched signal.  There's an early draft on my website -
> it's called [pitchEnv~].  Using that, I scaled all the harmonics of
> your sample to 0, so that all the pitch related components are erased
> from the signal.  The attached wav file is what's left...basically all
> the scratchy noise.
>
> Then I tried subtracting that noise from the original signal (delayed
> slightly based on the time it takes to do this analysis), and it did
> clean up the noise some.  It wasn't perfect, but with some work this
> could produce a signal you send to [sigmund~] that would be more
> easily tracked out.  I might have time to fiddle with that later, but
> if you download [pitchEnv~] you can give it a shot too.
>
> William
>
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Re: [PD] Sigmund~ and tracks.

2011-02-16 Thread J bz
Thanks guys, that's really helpful - got things a bit straighter.

So can I say for clarification (and I noticed it came up on an earlier
thread when (of the top of my head) someone was asking why the attack
settings didn't work for tracks and they had to use [env~] -
vibrato
stabletime
minpower
growth

Have no effect when in 'tracks' mode./?

Not really sure what to do with the viola d'amore source sounds if they are
just not going to be stable.  Having the huge hop & npts settings seems
kinda counter-productive and also introduces a significant delay.  I guess
if I want a smoother sound I could always sample and loop a small portion of
the viola sound as he plays.  My thinking atm is to go with the sound from
sigmund 'cos that IS the sound.

BTW,  I started out with fiddle~ and sigmund is much more responsive and
more importantly better sounding.

Anyway back to the flags and my attacks and decays I guess.

Very best wishes,

Julian



On 16 February 2011 03:16, Miller Puckette  wrote:

> >
> > > Perhaps this should be a new thread but why does sigmund have a
> frequency
> > > range of 100,000hz, and what would be a decent useable range from
> practical
> > > experience?
> >
> > Strange - I never read that part of the help patch carefully.  It's
> > even stranger because it actually says the default maxfreq is
> > 1,000,000 Hz, not 100,000.  I'll assume there's a good reason for this
> > that I'm just missing.  But otherwise I think I'm understanding that
> > setting in the same way you are: it puts a cap on the highest spectrum
> > component that you want [sigmund~] to report.  Assuming that's
> > correct, I'd say you're safe capping it at 15kHz.  That'll keep the
> > number of oscillators you need practical without losing serious high
> > end detail.  But I think the best advice is to trust your ears...with
> > some sounds (like speech) you might not be disturbed if you cap it at
> > 10kHz.
> >
>
> The default maximum frequency of a million means that, on most existing
> audio hardware, there's effectively no limit.  Sigmund~ can never
> report a frequency above the Nyquist, so unless the sample rate is more
> than
> two MhZ the Nyquist is the effective limit.  It's usually OK to leave it
> at the default, but for some instruments the pitch output is more stable
> when it's set lower.
>
> cheers
> Miller
>
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Re: [PD] Sigmund~ and tracks.

2011-02-15 Thread J bz
Hey William,

Ho hum...,

Cheers for having a look though.

I'm not completely clear about the continuation flags?  I can see from the
help file that they're there but what do they mean?

Perhaps this should be a new thread but why does sigmund have a frequency
range of 100,000hz, and what would be a decent useable range from practical
experience?

Regards,

Julian

On 13 February 2011 02:50, William Brent  wrote:

> Hi Julian,
>
> I just looked at the patches and I hear what you're talking about now.
>  The erratic changes are because it's really hard to get nice smooth
> tracks by analyzing this kind of signal.  With violin samples I got
> useable results, but the rougher timbre of your viol has a lot of high
> frequencies that emerge and disappear unpredictably.  I think that
> getting 48 stable tracks out of it is probably a lost cause...even
> with only 10 it was pretty bad with sigmund~'s default settings.
>
> The only way I could imagine improving things is to use the flag that
> shows up with each track list to indicate whether it's a new track or
> a continuation of an old one.  With that information, you could try
> fading in new tracks on free oscillators in the bank to avoid the
> sudden discontinuity when frequency jumps by a huge amount.  Data from
> a continuing track could safely be sent to the same oscillator.  I
> guess you could also EQ it to get rid of those unpredictable high
> frequencies - I plotted the spectrogram and the most troublesome ones
> are above 2500Hz.  Of course, that would also put a big damper on the
> timbre you're interested in...
>
> I wish I had a great solution for you, but this is a tough one.
> Assigning frequencies to specific oscillators in your bank based on
> track flags really seems like the best bet.
>
>
>
> On Fri, Feb 11, 2011 at 4:54 PM, J bz  wrote:
> > Right then,
> >
> > I have only sent one sample only:
> > '7_45_A_violadamore.wav' (7-string number, 45-midi number, A-note)
> > which you will need to send into sigmund~ - I'm using
> > [throw~ viola_samples]
> > to get it in.
> > From sigmund~ it goes into '[pd sine_output] then thrown to
> > [sines] which has a switch~, top right.
> >
> > I'm using GEM and MSD to create a 'swarm' which has the partials mapped
> to
> > it so I haven't included my output~ as that would mean including loads of
> > extra files.
> >
> > So you will need an output~ to [catch~] the 2 track [throws~]
> > [throw~ revsound_L]
> > [throw~ revsound_R]
> >
> > I suppose it's quite possible that as your not receiving any pan info the
> > audio will be stuck either left or right anyway?
> >
> > What I was trying to achieve with the
> > [attdec_gen2]
> > inside
> > [sine_rev_gen_2]
> > was a simple attack and decay but what is happening is that they are
> being
> > triggered all the time, aargh.
> >
> > I would really like the amp and freq from sigmund~ to be as quick and as
> > smooth as possible, so any assistance with that will be hugely helpful.
> >
> > As I'm not hugely confident in my programming abilities please point out
> any
> > obvious mistakes and any and all tips and tricks/elegant solutions
> > gratefully accepted.  Really appreciate the help people.
> >
> > Cheers,
> >
> > Julian
> >
> >
> > On 11 February 2011 21:18, J bz  wrote:
> >>
> >> Hey William,
> >>
> >> Many thanks for offering to have a look at this for me.  I'm currently
> >> trying to extricate the offending section out of what has now ballooned
> up
> >> into a very involved patch (certainly for me anyway).  In the process of
> >> doing this I have realised that I am mistakenly constantly sending
> attacks
> >> and decays to the[osc~]'s.  It would probably be best for me to just
> send it
> >> 'as is' rather than trying to sort it out.  I'm somewhat in over my head
> >> with this as it is (maybe not always a bad place to be) and could really
> do
> >> with some advice/help/coding-elegance as my brain is starting to melt.
> >>
> >> Mathieu,
> >>
> >> If you mean the tuning of the viola, yes it's the standard D Maj tuning,
> >> low to high A D A D F# A D.
> >>
> >> Very best wishes,
> >>
> >> Julian
> >>
> >> P.S. Back soon
> >>
> >>
> >>
> >> On 10 February 2011 23:16, Mathieu Bouchard  wrote:
> >>>
> >>> On Thu, 10 Feb 2011, William Brent

Re: [PD] Sigmund~ and tracks.

2011-02-11 Thread J bz
Hey William,

Many thanks for offering to have a look at this for me.  I'm currently
trying to extricate the offending section out of what has now ballooned up
into a very involved patch (certainly for me anyway).  In the process of
doing this I have realised that I am mistakenly constantly sending attacks
and decays to the[osc~]'s.  It would probably be best for me to just send it
'as is' rather than trying to sort it out.  I'm somewhat in over my head
with this as it is (maybe not always a bad place to be) and could really do
with some advice/help/coding-elegance as my brain is starting to melt.

Mathieu,

If you mean the tuning of the viola, yes it's the standard D Maj tuning, low
to high A D A D F# A D.

Very best wishes,

Julian

P.S. Back soon



On 10 February 2011 23:16, Mathieu Bouchard  wrote:

> On Thu, 10 Feb 2011, William Brent wrote:
>
>  I'm doing a piece with a viola d'amore (7 string viol)
>>>
>>
>> Oops, that's not a violin :)  I don't know the lowest note on that one
>> offhand...
>>
>
> Is everybody only ever using the default tuning on those things ?
>
>  ___
> | Mathieu Bouchard  tél: +1.514.383.3801  Villeray, Montréal, QC
>
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[PD] Sigmund~ and tracks.

2011-02-09 Thread J bz
Hi all,

I'm doing a piece with a viola d'amore (7 string viol) where [sigmund~] is
analysing the live input and feeding 48 tracks/partials to a bank of 48
[osc~] for resynthesis and a bit of jiggery-pokery, mainly reversing the
amplitudes so the quietest partials are the loudest and vice versa.

The viola is playing long(ish) single notes between 1-3 seconds and the
problem I am having is that when sigmund processes the partials they come
out rhythmicised/pulses which seems to be a combination of the 'hop' and
'npts' settings.  As the values for hop and npts get higher the pulses get
longer up until my current huge setting:
[sigmund~ -npts 65536 -hop 65536 -npeak 48 tracks]
when the partial frequencies balance out into steady lines.
I have also tried -hop 131072 which works too but trying that with the -npts
completely locks pd.

The problem I have now is that there is a significant delay between the
beginning of the processing in comparison to the viola and worse still is
the overlap after the viola has stopped playing.  Also the viola notes are
indeterminate so I can't just set a cutoff to sync the two together.  I
could use the input of the viola to gate the tail of the processing but I am
currently using a combination of [env~] and [lop~] so that as the performer
plays his amplitude controls the processing in reverse, so when he's loud
the processing is quiet etc.  I suppose I can add another layer on top of
the end

I am aware that the gap between the two sounding events is caused by the
huge window sizes I am using and that there may well be no way around this
to get the kind of sound from the processing I'm looking for, i.e. without
the pulses, but I am wondering if anyone has any tips and tricks I can apply
to try and bring the two sounds, viola and processing, closer together.  Or
ideally some way of achieving the smoother processing with lower npts and
hop settings. This is for a live performance btw.

All good wishes,

Julian
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Re: [PD] Combining two audio signals

2011-01-27 Thread J bz
Hi Lorenzo,

Yes, I should get into using [lop~] more for this kind of thing, instead of
reverting to [line/~] which doesn't work as well in this instant.

Many thanks,

Julian

On 27 January 2011 07:42, Lorenzo Sutton  wrote:

> Hi Julian,
>
>
> J bz wrote:
>
>> Hey all,
>>
>> I have two audio signals, 1 instrument input and then some processing of
>> the instrument.
>>
>> What I want is for the processing to work like [swap] where when the
>> instrument is loud the processing is quiet and vice versa.
>>
>> My question is how can I do this smoothly without there being big jumps at
>> the beginning and end of the processed sound?
>>
>
>
> You should find a way to smooth out the volume 'jumps', as I guess from
> what you write that the changes are triggered by some sort of envelope
> following.
>
> One trick might be to smooth out these jumps with a lowpass filter [lop~]
> with fairly low cut-off frequency (around 10 Hz for e.g.).
> Otherwise using [line~] can also be used to smooth non-continuous messages.
>
> Lorenzo.
>
>
>> Cheers,
>>
>> Julian
>>
>>
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[PD] Combining two audio signals

2011-01-26 Thread J bz
Hey all,

I have two audio signals, 1 instrument input and then some processing of the
instrument.

What I want is for the processing to work like [swap] where when the
instrument is loud the processing is quiet and vice versa.

My question is how can I do this smoothly without there being big jumps at
the beginning and end of the processed sound?

Cheers,

Julian
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Re: [PD] msd puredyne errors

2011-01-19 Thread J bz
Hey Nicolas,

Yes, very strange behaviour indeed.

As [msd] comes 'pre-installed' there doesn't appear to be a msd.h file.

I did look at trying to build msd as a possible work-around, though I must
admit it seems a little beyond my experience.  I got stuck when attempting
to install flex when I realised that there is no source files (as far as I
am aware) for Pure Data either.

This is not to complain about puredyne - it's a marvellous distro.

Anyways, here's the latest output:

msdin: reset
msdout: Reset
msdin: mass mob 1 100 50 50
msdout: Mass 0 mob 1 100 50 50
msdin: mass mob 1 100 50 100
msdout: Mass 1 mob 1 100 50 100
msdin: mass mob 1 100 100 50
msdout: Mass 2 mob 1 100 100 50
msdin: link souple 0 1 10 0.5
error: msd2D - link : Index not found
msdin: link souple 1 2 10 0.5
error: msd2D - link : Index not found
msdin: link souple 0 2 10 0.5
error: msd2D - link : Index not found
msdin: infosL
msdout: Mass 2 mob 1 100 100 50

Best wishes,

Julian
On 19 January 2011 11:49, Nicolas Montgermont
wrote:

> this is not good at all...
> the last message infosL gives an actual snapshot of the internal state of
> msd.
> and the problem here is it shows there are only two masses :
> the number  0 and the number 29.
> but what is crazy is the output at the beginning shows there are all
> created, and the number of the mass is incremental starting from 0, so it's
> like it creates the 30 masses,delete the masses 1 to 28 and then try to link
> them,
> or it creates the first one, and then the second one is only changing
> numbers...
>
> can you give the output of this simpler patch?
> i woud like also to have a look at the source code used in puredyne but
> can't manage to find it
> do you see a msd.h somewhere in your distro?
> if so please send it as well
>
> n
>
> Le 19/01/11 12:24, J bz a écrit :
>
>> Hey Nicolas,
>>
>> Thanks for the speedy response.
>>
>> Here, as requested, is the console info:
>>
>> msdout: Reset
>> msdin: reset
>> msdout: Mass 0 mob 1 152 41 30
>> msdin: mass mob 1 152 41 30
>> msdout: Mass 1 mob 1 167 48 29
>> msdin: mass mob 1 167 48 29
>> msdout: Mass 2 mob 1 155 41 26
>> msdin: mass mob 1 155 41 26
>> msdout: Mass 3 mob 1 104 18 32
>> msdin: mass mob 1 104 18 32
>> msdout: Mass 4 mob 1 113 99 85
>> msdin: mass mob 1 113 99 85
>> msdout: Mass 5 mob 1 111 66 21
>> msdin: mass mob 1 111 66 21
>> msdout: Mass 6 mob 1 166 37 7
>> msdin: mass mob 1 166 37 7
>> msdout: Mass 7 mob 1 164 37 10
>> msdin: mass mob 1 164 37 10
>> msdout: Mass 8 mob 1 179 14 48
>> msdin: mass mob 1 179 14 48
>> msdout: Mass 9 mob 1 125 71 17
>> msdin: mass mob 1 125 71 17
>> msdout: Mass 10 mob 1 120 86 53
>> msdin: mass mob 1 120 86 53
>> msdout: Mass 11 mob 1 170 97 24
>> msdin: mass mob 1 170 97 24
>> msdout: Mass 12 mob 1 118 28 37
>> msdin: mass mob 1 118 28 37
>> msdout: Mass 13 mob 1 172 65 59
>> msdin: mass mob 1 172 65 59
>> msdout: Mass 14 mob 1 168 59 50
>> msdin: mass mob 1 168 59 50
>> msdout: Mass 15 mob 1 106 68 31
>> msdin: mass mob 1 106 68 31
>> msdout: Mass 16 mob 1 118 48 78
>> msdin: mass mob 1 118 48 78
>> msdout: Mass 17 mob 1 116 3 91
>> msdin: mass mob 1 116 3 91
>> msdout: Mass 18 mob 1 102 22 41
>> msdin: mass mob 1 102 22 41
>> msdout: Mass 19 mob 1 193 22 50
>> msdin: mass mob 1 193 22 50
>> msdout: Mass 20 mob 1 158 41 24
>> msdin: mass mob 1 158 41 24
>> msdout: Mass 21 mob 1 124 17 10
>> msdin: mass mob 1 124 17 10
>> msdout: Mass 22 mob 1 182 91 99
>> msdin: mass mob 1 182 91 99
>> msdout: Mass 23 mob 1 143 4 65
>> msdin: mass mob 1 143 4 65
>> msdout: Mass 24 mob 1 183 33 83
>> msdin: mass mob 1 183 33 83
>> msdout: Mass 25 mob 1 162 36 10
>> msdin: mass mob 1 162 36 10
>> msdout: Mass 26 mob 1 159 77 95
>> msdin: mass mob 1 159 77 95
>> msdout: Mass 27 mob 1 102 11 19
>> msdin: mass mob 1 102 11 19
>> msdout: Mass 28 mob 1 178 8 37
>> msdin: mass mob 1 178 8 37
>> msdout: Mass 29 mob 1 196 15 33
>> msdin: mass mob 1 196 15 33
>> msdin: Xmax 100
>> msdin: Xmin 0
>> msdin: Ymax 100
>> msdin: Ymin 0
>> error: msd2D - link : Index not found
>> msdin: link souple 0 1 10 0.5
>> error: msd2D - link : Index not found
>> msdin: link souple 1 2 10 0.5
>> error: msd2D - link : Index not found
>> msdin: link souple 2 3 10 0.5
>> error: msd2D - link : Index not found
>> msdin: link souple 3 4 10 0.5
>> error: msd2D - link : Index not found
>> msdin: link souple 4 5 10 0.5
>> error: msd2D - link : Index

Re: [PD] msd puredyne errors

2011-01-19 Thread J bz
Hey Nicolas,

Thanks for the speedy response.

Here, as requested, is the console info:

msdout: Reset
msdin: reset
msdout: Mass 0 mob 1 152 41 30
msdin: mass mob 1 152 41 30
msdout: Mass 1 mob 1 167 48 29
msdin: mass mob 1 167 48 29
msdout: Mass 2 mob 1 155 41 26
msdin: mass mob 1 155 41 26
msdout: Mass 3 mob 1 104 18 32
msdin: mass mob 1 104 18 32
msdout: Mass 4 mob 1 113 99 85
msdin: mass mob 1 113 99 85
msdout: Mass 5 mob 1 111 66 21
msdin: mass mob 1 111 66 21
msdout: Mass 6 mob 1 166 37 7
msdin: mass mob 1 166 37 7
msdout: Mass 7 mob 1 164 37 10
msdin: mass mob 1 164 37 10
msdout: Mass 8 mob 1 179 14 48
msdin: mass mob 1 179 14 48
msdout: Mass 9 mob 1 125 71 17
msdin: mass mob 1 125 71 17
msdout: Mass 10 mob 1 120 86 53
msdin: mass mob 1 120 86 53
msdout: Mass 11 mob 1 170 97 24
msdin: mass mob 1 170 97 24
msdout: Mass 12 mob 1 118 28 37
msdin: mass mob 1 118 28 37
msdout: Mass 13 mob 1 172 65 59
msdin: mass mob 1 172 65 59
msdout: Mass 14 mob 1 168 59 50
msdin: mass mob 1 168 59 50
msdout: Mass 15 mob 1 106 68 31
msdin: mass mob 1 106 68 31
msdout: Mass 16 mob 1 118 48 78
msdin: mass mob 1 118 48 78
msdout: Mass 17 mob 1 116 3 91
msdin: mass mob 1 116 3 91
msdout: Mass 18 mob 1 102 22 41
msdin: mass mob 1 102 22 41
msdout: Mass 19 mob 1 193 22 50
msdin: mass mob 1 193 22 50
msdout: Mass 20 mob 1 158 41 24
msdin: mass mob 1 158 41 24
msdout: Mass 21 mob 1 124 17 10
msdin: mass mob 1 124 17 10
msdout: Mass 22 mob 1 182 91 99
msdin: mass mob 1 182 91 99
msdout: Mass 23 mob 1 143 4 65
msdin: mass mob 1 143 4 65
msdout: Mass 24 mob 1 183 33 83
msdin: mass mob 1 183 33 83
msdout: Mass 25 mob 1 162 36 10
msdin: mass mob 1 162 36 10
msdout: Mass 26 mob 1 159 77 95
msdin: mass mob 1 159 77 95
msdout: Mass 27 mob 1 102 11 19
msdin: mass mob 1 102 11 19
msdout: Mass 28 mob 1 178 8 37
msdin: mass mob 1 178 8 37
msdout: Mass 29 mob 1 196 15 33
msdin: mass mob 1 196 15 33
msdin: Xmax 100
msdin: Xmin 0
msdin: Ymax 100
msdin: Ymin 0
error: msd2D - link : Index not found
msdin: link souple 0 1 10 0.5
error: msd2D - link : Index not found
msdin: link souple 1 2 10 0.5
error: msd2D - link : Index not found
msdin: link souple 2 3 10 0.5
error: msd2D - link : Index not found
msdin: link souple 3 4 10 0.5
error: msd2D - link : Index not found
msdin: link souple 4 5 10 0.5
error: msd2D - link : Index not found
msdin: link souple 5 6 10 0.5
error: msd2D - link : Index not found
msdin: link souple 6 7 10 0.5
error: msd2D - link : Index not found
msdin: link souple 7 8 10 0.5
error: msd2D - link : Index not found
msdin: link souple 8 9 10 0.5
error: msd2D - link : Index not found
msdin: link souple 9 10 10 0.5
error: msd2D - link : Index not found
msdin: link souple 10 11 10 0.5
error: msd2D - link : Index not found
msdin: link souple 11 12 10 0.5
error: msd2D - link : Index not found
msdin: link souple 12 13 10 0.5
error: msd2D - link : Index not found
msdin: link souple 13 14 10 0.5
error: msd2D - link : Index not found
msdin: link souple 14 15 10 0.5
error: msd2D - link : Index not found
msdin: link souple 15 16 10 0.5
error: msd2D - link : Index not found
msdin: link souple 16 17 10 0.5
error: msd2D - link : Index not found
msdin: link souple 17 18 10 0.5
error: msd2D - link : Index not found
msdin: link souple 18 19 10 0.5
error: msd2D - link : Index not found
msdin: link souple 19 20 10 0.5
error: msd2D - link : Index not found
msdin: link souple 20 21 10 0.5
error: msd2D - link : Index not found
msdin: link souple 21 22 10 0.5
error: msd2D - link : Index not found
msdin: link souple 22 23 10 0.5
error: msd2D - link : Index not found
msdin: link souple 23 24 10 0.5
error: msd2D - link : Index not found
msdin: link souple 24 25 10 0.5
error: msd2D - link : Index not found
msdin: link souple 25 26 10 0.5
error: msd2D - link : Index not found
msdin: link souple 26 27 10 0.5
error: msd2D - link : Index not found
msdin: link souple 27 28 10 0.5
error: msd2D - link : Index not found
msdin: link souple 28 29 10 0.5
msdout: Mass 29 mob 1 196 15 33
msdout: Mass 0 mob 1 152 41 30
msdin: infosL

Jb

On 19 January 2011 11:16, Nicolas Montgermont
wrote:

>  can you send all the console output of this patch?
>
> Le 19/01/11 11:51, J bz a écrit :
>
> Hi Jack & Nicolas,
>
> Same problem here with the patch you sent.
>
> I also attach my msd.txt file.
>
> Best wishes,
>
> Julian
>
> On 19 January 2011 09:05, Nicolas Montgermont <
> nicolas_montgerm...@yahoo.fr> wrote:
>
>>  yes this error message is when msd try to link non existing masses.
>> can you try this patch?
>> just in case the one you have is corrupted,
>> and please send us yours,
>>
>> n
>>
>> Le 19/01/11 00:52, Jack a écrit :
>>
>> MSD try to create a link between two succesive masses but it can't. I
>> really don't know why (because the masses are created before).
>> Can you send us your patch ?
>> ++
>>
>> Jack

Re: [PD] msd puredyne errors

2011-01-19 Thread J bz
Hi Jack & Nicolas,

Same problem here with the patch you sent.

I also attach my msd.txt file.

Best wishes,

Julian

On 19 January 2011 09:05, Nicolas Montgermont
wrote:

>  yes this error message is when msd try to link non existing masses.
> can you try this patch?
> just in case the one you have is corrupted,
> and please send us yours,
>
> n
>
> Le 19/01/11 00:52, Jack a écrit :
>
> MSD try to create a link between two succesive masses but it can't. I
> really don't know why (because the masses are created before).
> Can you send us your patch ?
> ++
>
> Jack
>
>
>
> Le mardi 18 janvier 2011 à 17:47 +, J bz a écrit :
>
>  Hey Jack,
>
> Here is the console output when loading msd2Dadd example:
> msd: Reset
> msd: Mass 0 mob 1 152 41 30
> msd: Mass 1 mob 1 167 48 29
> msd: Mass 2 mob 1 155 41 26
> msd: Mass 3 mob 1 104 18 32
> msd: Mass 4 mob 1 113 99 85
> msd: Mass 5 mob 1 111 66 21
> msd: Mass 6 mob 1 166 37 7
> msd: Mass 7 mob 1 164 37 10
> msd: Mass 8 mob 1 179 14 48
> msd: Mass 9 mob 1 125 71 17
> msd: Mass 10 mob 1 120 86 53
> msd: Mass 11 mob 1 170 97 24
> msd: Mass 12 mob 1 118 28 37
> msd: Mass 13 mob 1 172 65 59
> msd: Mass 14 mob 1 168 59 50
> msd: Mass 15 mob 1 106 68 31
> msd: Mass 16 mob 1 118 48 78
> msd: Mass 17 mob 1 116 3 91
> msd: Mass 18 mob 1 102 22 41
> msd: Mass 19 mob 1 193 22 50
> msd: Mass 20 mob 1 158 41 24
> msd: Mass 21 mob 1 124 17 10
> msd: Mass 22 mob 1 182 91 99
> msd: Mass 23 mob 1 143 4 65
> msd: Mass 24 mob 1 183 33 83
> msd: Mass 25 mob 1 162 36 10
> msd: Mass 26 mob 1 159 77 95
> msd: Mass 27 mob 1 102 11 19
> msd: Mass 28 mob 1 178 8 37
> msd: Mass 29 mob 1 196 15 33
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> error: msd2D - link : Index not found
> no findable error yet.
>
> (I searched for an error after loading)
>
> Also, nothing immediately obviously wrong in any of the 3 folders
> mentioned.
>
> Config in previous email.
>
> Best wishes,
>
> Julian
>
>
>
> On 18 January 2011 17:32, Jack   wrote:
> Hmm, strange, here it is '05_msd2Dadd.pd'. And all examples
> are working
> fine.
> Have you some message 'X couldn't create' in the pd
> console when you
> open this example ?
> Maybe a problem during creation of the structure, have a look
> in [pd
> structure_creation] and inside [pd masses] and [pd links].
> What is your configuration (pd version and OS) ?
> ++
>
> Jack
>
>
>
> Le mardi 18 janvier 2011 à 16:52 +, J bz a écrit :
>
> > Hi all,
> >
> > I'm working on quite an involved patch using the msd library
> and for
> > some reason it just doesn't work happily on Puredyne.
> >
> > So for example, the '02_msd2Dadd' example when loaded gives
> a stream
> > of
> > error: msd2D - link : Index not found
> > messages out of the console.
> > This is the same error message I receive when loading my
> msd.txt file
> > containing all my data.
> >
> > Other examples from msd2D:
> > 1.  Works
> > 2.  See above
> > 3.  Crashes pd
> > 4.  As 2
> > 5.  As 2
> > 6.  Works
> >
> > I have tried the Puredyne mailing list but I ain't getting
> anything so
>   

Re: [PD] msd puredyne errors

2011-01-18 Thread J bz
Sorry meant to add:
Puredyne 9.11 c&c amd64(pd runs 32b though)
Pd version 0.42-5
Built in version of msd (comes pre-packaged in Puredyne)

Jb

On 18 January 2011 16:52, J bz  wrote:

> Hi all,
>
> I'm working on quite an involved patch using the msd library and for some
> reason it just doesn't work happily on Puredyne.
>
> So for example, the '02_msd2Dadd' example when loaded gives a stream of
> error: msd2D - link : Index not found
> messages out of the console.
> This is the same error message I receive when loading my msd.txt file
> containing all my data.
>
> Other examples from msd2D:
> 1.  Works
> 2.  See above
> 3.  Crashes pd
> 4.  As 2
> 5.  As 2
> 6.  Works
>
> I have tried the Puredyne mailing list but I ain't getting anything so
> thought I would try for some help from here.
>
> If anyone can help me track this down I will be immensely grateful.
>
> Cheers
>
> Julian
> Cheers,
>
> Julian
>
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[PD] msd puredyne errors

2011-01-18 Thread J bz
Hi all,

I'm working on quite an involved patch using the msd library and for some
reason it just doesn't work happily on Puredyne.

So for example, the '02_msd2Dadd' example when loaded gives a stream of
error: msd2D - link : Index not found
messages out of the console.
This is the same error message I receive when loading my msd.txt file
containing all my data.

Other examples from msd2D:
1.  Works
2.  See above
3.  Crashes pd
4.  As 2
5.  As 2
6.  Works

I have tried the Puredyne mailing list but I ain't getting anything so
thought I would try for some help from here.

If anyone can help me track this down I will be immensely grateful.

Cheers

Julian
Cheers,

Julian
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Re: [PD] Musical notation object on Pd

2011-01-16 Thread J bz
Hey Ed,

Many thanks for getting back to me about this.

The score needs to be generative but that wont stop me having a good mooch
around 'Bleep':)

Many thanks for the font and the cpu freq gov too, looks like a vital piece
of software.

Best of luck with your piece, I know the stress involved with looming
deadlines, looks like it will be good though. UoEA is a bit far for me but
if all goes well you should get in touch and we should see if we can get you
a gig up in Huddersfield where I'm currently based.  Certainly sounds like
the kinda thing we're into up here.

Cheers,

Jb

On 16 January 2011 15:37, Ed Kelly  wrote:

> Oh, and does it have to be generative, or can it be a fixed score?
> Download "Bleep" from my webpage - the score is a bunch of jpegs.
>
> Ed
>
> Metastudio 4 for Pure Data - coming soon!
> Metastudio 3 still available at http://sharktracks.co.uk/
>
>
> --
> *From:* J bz 
> *To:* Ed Kelly 
> *Sent:* Tue, 4 January, 2011 10:01:08
> *Subject:* Re: [PD] Musical notation object on Pd
>
> Hi Ed,
>
> Hope you don't mind me writing to you directly...
>
> I was following this thread with interest, and have been checking your
> 'teasers' for your upcoming project with much interest.  Hope it's all going
> well.
>
> I'm looking for a .ttf for rendering very simple notation - notes, rests
> etc without the need for barlines.  Could you recommend one, as I have been
> floundering somewhat and going round in circles trying to get one that works
> happily in pd & GEM?
>
> Also, I have recently upgraded my lappy to a dual core machine and I
> noticed from your screenshot that you are also a fellow puredyner.  You had,
> in your screenshot, a rather funky looking gizmo that, if I read it
> correctly, measures the use of the dual cores - what is that thing!:)
>
> Very best wishes,
>
> Julian Brooks
>
>
>
> On 7 November 2010 12:36, Ed Kelly  wrote:
>
>> > Since there are already some projects going through in this area (e.g.
>> pwgl or
>> >inscore), wouldn't it
>> > make sense to try to integrate with these, or try to help them, instead
>> of
>> >reinventing the wheel?
>>
>>
>> Perhaps, but consider this:
>>
>> The performer I am working with is a percussionist, and excellent at
>> sight-reading music. However, he's not by any stretch of the imagination a
>> programmer, and the idea of giving him command-line compilation issues to
>> deal
>> with, or complex connectivity between packages, would kill the project
>> straight
>> away. From me he needs to receive, via email, a PD patch that will just
>> work. If
>> other libraries are "wrapped" into PD i.e. externals are made and
>> integrated
>> into a future PD-extended, then these might provide some practical options
>> for
>> me to work with classical musicians who aren't programmers (and the
>> majority of
>> them are not). However, for the time being I am limited to that which can
>> be
>> rendered by the current PD-extended straight out of the (in)box, without
>> any
>> modifications to the computer it is running on.
>>
>> That is why I'm building a system that uses just GEM and a truetype font,
>> which
>> can be made into a single package and distributed to the performer of my
>> piece.
>> If I had institutional support perhaps I could envisage something more
>> complex
>> to work, but I have been unlucky in that respect. I could either give up,
>> or try
>> to find a practical solution that works both for me and for a non-computer
>> geek
>> classically trained player. I choose the latter because I want to make
>> music.
>>
>> Best,
>> Ed
>>
>>
>>
>>
>>
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>
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[PD] msd structures and force

2010-12-14 Thread J bz
Hi all,

I have created a 2d grid in msd and I have a question regarding the use of
force...

I'm going to have to mix my metaphors here I think:

Is it possible to send force so it acts almost like in layers so that, say,
I have my grid;
 ._._._.
|._._._.|
|._._._.|
|._._._.|

which is fixed.

I would then like to add a ball (for want of a better descriptor) which can
travel around the grid by being 'blown' by an overall x,y type force (which
I already know msd has/can do).  On top of this I would like the separate
masses and links to be capable of speeding up and slowing the 'ball' as it
travels around the space.

Pinball on train-tracks sort of thing (how's that for a simile:)

Is this even possible and if so how do I go about it?

Also, what's the best way of doing the grid?  At the moment I have one
version where all the masses are fixed and another where just the corners
are fixed.

Many thanks in advance,

Julian
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Re: [PD] msd-editor persistence question

2010-12-14 Thread J bz
Cheers for that Frank.

Ok next question...

Jb

On 13 December 2010 20:07, Frank Barknecht  wrote:

> On Mon, Dec 13, 2010 at 05:53:25PM +0000, J bz wrote:
> > Most immediate is how do I save the structure I have created as a pd
> patch?
> > I'm aware I can save the DS as a txt file but does that mean that I have
> to
> > go through the editor everytime I want to use the structure?
>
> If you choose the "msd"-option to save your settings, then everything is
> saved
> into a textfile as normal Pd messages, which you can directly feed to
> [msd2d]
> or [msd3d], so you don't need to go through the editor anymore.
>
> Ciao
> --
>  Frank BarknechtDo You RjDj.me?  _ __footils.org__
>
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[PD] msd-editor persistence question

2010-12-13 Thread J bz
Hi All,

Finally got msd-editor working (I think) and I have a few
questions...(hopefully not too dumb)

Most immediate is how do I save the structure I have created as a pd patch?
I'm aware I can save the DS as a txt file but does that mean that I have to
go through the editor everytime I want to use the structure?

Cheers,

Julian
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[PD] msd puredyne

2010-12-06 Thread J bz
Hi all,

Before I add a bug report can I ask if anyone using puredyne can confirm
whether the msd library and/or the msd-editor is working for them?

Both are packaged with puredyne but I'm having no joy with them at all(
apart from the [msd] object itself, so no 2d, 3d etc.

Very best wishes,

Julian
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Re: [PD] Attaching a Sensor to Acoustic Instruments Question

2010-12-01 Thread J bz
Hey all,

I love this list:)

I had thought about wiimotes but I think they are too cumbersome, visible
and heavy.  I would like the instrumentalist to not have to be aware that
they are connected to anything.  The point of the tracking is to use the
performers involuntary movement as input data for the pd patch, so I would
like for them to be as un-selfconscious as possible.

I have heard that there are problems with bluetooth in concert situations,
although the feedback I have just received from you guys seems inconclusive?

Although this is in a university setting for the 1st performance, I'm also
really keen that this can be portable and as inexpensive as I can make it,
thus hopefully allowing the piece to have a life outside of academia.  This
would prohibit going down any super-complex routes.

I think I would be more comfortable not having to rely on the sensor being
in the line of sight too, sounds scary.

Brilliant feedback so far though, thanks a lot, I have plenty to get on
with.  I will, no doubt, be reporting back soon...

Cheers,

Jb



On 1 December 2010 20:23, Pedro Lopes  wrote:

> Tracking in that sense requires you to have gear that is in visible line of
> sight to the musician. If its a concert situation maybe that's not easy. But
> its a way to go. Note that will not produce good tridimensional tracking
> results, one could use a kinect too.
>
> If we want to hyper extrapolate, if the concert is in a controlled room,
> you can use 3D IR tracking system, such as used for mocap. Real expensive
> but really accurate. :)
>
> Best luck,
> Pedro
>
>
> On Wed, Dec 1, 2010 at 8:01 PM, tim vets  wrote:
>
>> Maybe it's worth mentioning that you can also work the other way round:
>> mount a small IR LED on the head of the instrument and track its motion
>> with a wiimote mounted statically in front of it.
>> I used this once for tracking a remote controlled robot and it worked
>> fairly well.
>> I guess that success will also depend on the type of movements the
>> musician will make.
>> The IR LED would need to stay directed to the wiimote all the times.
>> Also make the LED as omnidirectional as possible...
>> Tim
>>
>> 2010/12/1 Jose Luis Santorcuato 
>>
>> Hi, i connected pd with arduino and adxl330, works fine, in order to
>>> wireless i prefer arduino bluetooth, the only thing to do is change the baud
>>> for default the in firmata is 57600, in my experience only works if you
>>> change to 115200 (in the standard firmata arduino sketch,and the arduino
>>> monitor).
>>>
>>> If you have problems i can help you, i send a youtube video ,
>>> pd+arduino+processing+osc wired...but arduino bluetooth or bluetooth shield
>>> for Arduino is the solution.
>>>
>>> http://www.youtube.com/user/santorcuato76#p/u/1/SM4Un76LB90
>>>
>>> Best regrads from Chile
>>>
>>> José
>>>
>>> 2010/12/1 J bz 
>>>
>>>>  Hey all,
>>>>
>>>> I'm working on composing a piece within pd for viola in which I would
>>>> like to attach some kind of sensor to the head of the instrument.  The
>>>> sensor must be capable of tracking the performers movements on the x,y,z
>>>> axis', be undetectable for the performer, and be wireless.  I'm not sure
>>>> whether something arduino or some sort of bluetooth device would be
>>>> preferable?
>>>>
>>>> Would be very grateful if any listers have any experience in these
>>>> matters and could recommend some devices, pointers of things to watch out
>>>> for (bluetooth in concert venues for example), general sturdiness of 
>>>> various
>>>> items, etc.
>>>>
>>>> Many thanks, and best wishes,
>>>>
>>>> Julian
>>>>
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>>>>
>>>
>>>
>>> --
>>> http://arselectronicachile.blogspot.com
>>> http://comunicacionnativa.blogspot.com/
>>> http://www.myspace.com/santorcuato
>>>
>>>
>>>
>>>
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>>>
>>
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>
>
> --
> Pedro Lopes (MSc)
> contact: pedro.lo...@ist.utl.pt
> website: http://web.ist.utl.pt/Pedro.Lopes
>
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[PD] Attaching a Sensor to Acoustic Instruments Question

2010-12-01 Thread J bz
Hey all,

I'm working on composing a piece within pd for viola in which I would like
to attach some kind of sensor to the head of the instrument.  The sensor
must be capable of tracking the performers movements on the x,y,z axis', be
undetectable for the performer, and be wireless.  I'm not sure whether
something arduino or some sort of bluetooth device would be preferable?

Would be very grateful if any listers have any experience in these matters
and could recommend some devices, pointers of things to watch out for
(bluetooth in concert venues for example), general sturdiness of various
items, etc.

Many thanks, and best wishes,

Julian
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Re: [PD] msd-editor

2010-12-01 Thread J bz
Hey Nicolas,

Thanks for that.  I will check it out later.

Regards,

Julian



On 1 December 2010 14:10, Nicolas Montgermont
wrote:

>  Hello,
>
> You can still find it in the svn here:
>
> http://pure-data.svn.sourceforge.net/viewvc/pure-data/trunk/externals/nusmuk/msd/editor/
> you can download a tarball down the page
> but it's been a while i haven't tested it.
> If you don't have the binaries, the easier is to download them from thomas
> grill's website (thanks thomas):
> http://g.org/ext/beta/
>
> msd2D is required for the editor.
> n
>
> Le 01/12/10 14:48, J bz a écrit :
>
> Hi All,
>
> Is msd-editor dead?  Can't seem to find it anywhere now that I have finally
> got round to wanting to check it out.
>
> Cheers,
>
> Julian
>
>
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> --
> http://nim.on.free.fr
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[PD] msd-editor

2010-12-01 Thread J bz
Hi All,

Is msd-editor dead?  Can't seem to find it anywhere now that I have finally
got round to wanting to check it out.

Cheers,

Julian
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Re: [PD] Arduino Humidity/Temp Sensor Problem

2010-11-26 Thread J bz
Hey ub,

Thanks for the triple response:)

I think we got the wrong end of the stick somewhat.

We thought that the pduino firmata was akin to an O.S. and the sketches we
uploaded to the arduino was like software.  Guess this is not the case then.
Will put the pdiono firmata back on again and have another go.

We went googling because the original pduino firmata wasn't working and
found that piece of code.

Will try again and report back.

Cheers,

Julian

On 26 November 2010 15:14, ub  wrote:

>  hey guys,
>
> the firmware you are using (dht11.pde) sends text messages, which a human
> can read on the serial console, but [pduino] can't interpret this.
> with the "AnalogFirmata" in Firmatas examples directory you should be able
> to read _any_ analog sensor.
> the other option is, that you change that software to send the sensor
> values as integers and read them from the serial port pd with [comport].
>
> hope that helps ... have fun,
> ub
>
> On 26.11.2010 14:54, J bz wrote:
>
> Hey all,
>
> Me and a friend are trying to hook-up a DHT11 sensor from dfrobot.com into
> pduino.
>
> We have dl/d some code from here
> http://www.nuelectronics.com/download/projects/sensor_pde/dht11.pde
> and uploaded that to the board via the arduino program.
>
> We are receiving unknown data from the sensor and board, though there is no
> fluctuation from the sensor when altering the humidity and temp.
> Data from console attached.
>
> As we are both rather new to the wonderful world of arduino we're not sure
> of our next move?
>
> Any pointers/advice/code gratefully accepted.
>
> Pd-extended 0.42.5
> Pduino 0.5 beta 8
> Firmata 2.1
>
> Very best wishes,
>
> Julian
>
>
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Re: [PD] microtonal pitch glide using Risset's bell

2010-11-18 Thread J bz
Andrew & Collin,

Many thanks you guy's hugely appreciated, problem understood, and just in
time too.

Much fatherly love,

Jb

On 17 November 2010 23:17, Andrew Faraday  wrote:

>  Also a valid solution,
>
>
>
> --
> From: cold...@mac.com
> Date: Wed, 17 Nov 2010 14:33:15 -0800
> To: jbee...@gmail.com
> CC: pd-list@iem.at
> Subject: Re: [PD] microtonal pitch glide using Risset's bell
>
>
> Hi Julian,
>
> To make this work you can modify the partial.pd abstraction to receive the
> frequency message as a signal. e.g. replace this bit:
>
>
>  [r frequency]
> ||
> [*  ]
> |
> [+  $4]
> |
>
> with this:
>
>[r~ frequency]
> |  |
> [*~  ]
> |
> [+~  $4]
> |
>
>
> then send something like
>
> [72, 72.4 15(
> |
> [line~]
> |
> [mtof~]
> |
> [s~ frequency]
>
>
> Does that make sense, dad?
>
> congratulations,
> Collin
>
>
>
>
>
> On Nov 17, 2010, at 2:41 AM, pd-list-requ...@iem.at wrote:
>
> Message: 2
>
> Date: Wed, 17 Nov 2010 10:37:35 +
>
> From: J bz 
>
> Subject: [PD] microtonal pitch glide using Risset's bell
>
> To: pd-list@iem.at
>
> Message-ID:
>
> 
>
> Content-Type: text/plain; charset="iso-8859-1"
>
>
> Dear List,
>
>
> I have a basic rip of the Risset Bell from the tutorial patches and I can't
>
> seem to figure out how to make the overall pitch glide from one microtone
> to
>
> another from midi number 72 to 72.4 over 15ms, for example?
>
>
> A month old baby and a looming deadline has turned my brain into mush...
>
>
> Patch is attached (it's for an upcoming performance of John Cage's
>
> 'Ryoanji').
>
>
> All good wishes,
>
>
> Julian
>
>
>
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[PD] microtonal pitch glide using Risset's bell

2010-11-17 Thread J bz
Dear List,

I have a basic rip of the Risset Bell from the tutorial patches and I can't
seem to figure out how to make the overall pitch glide from one microtone to
another from midi number 72 to 72.4 over 15ms, for example?

A month old baby and a looming deadline has turned my brain into mush...

Patch is attached (it's for an upcoming performance of John Cage's
'Ryoanji').

All good wishes,

Julian


partial_jb.pd
Description: Binary data


ryoanji.pd
Description: Binary data
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Re: [PD] Phase and impulse response measurement

2010-11-04 Thread J bz
For impulse response there is this:

http://cnx.org/content/col10519/latest/

Not fully explored this yet but it has been on my todo-list for too long...


Cheers,

Jb


On 4 November 2010 10:34, Christoph Kuhr  wrote:

> Hi everyone,
>
> i wondered if someone made a patch measuring the PHASE of a reference
> signal compared to measured signal
>
> and also if someone made a patch measuring the IMPULSE RESPONSE of a
> reference signal compared to measured signal
>
>
> greetz
> Ck
>
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Re: [PD] Fwd: GEM Neupert Tutorial '10-av-more control'. How do I play more than 1 video?

2010-10-04 Thread J bz
Hi Fernando,

Apologies for the late response.

I (re)encoded the films in Avidemux on my Puredyne machine using the mjpeg
codec.  There is a Windows version of Avidemux too.

I switched to borrowed Windows and Mac machines for testing as my Puredyne
lappy wont drive the patch.  Too processing intensive.  I had more problems
on the Windows 7 machine but that may well have something to do with running
32b pd on a 64b machine, not sure, and didn't have enough time to test
thoroughly.

There seems to be so many possible variables with OS's, graphics cards, etc.
etc. that each use of video within pd has its own particular set of
problems.  As my films are quite static I reduced the frame rate and
quality, which seemed to help.  As someone just starting to work this way it
does seem to have some tricky issues.  I'm fairly determined to keep my work
in pd so I expect to pick up more tips and tricks as the work progresses.

Best of luck with your patch and I hope the recoding may do the trick.

All good wishes,

Jb



On 2 October 2010 18:42, Fernando Krum  wrote:

> Hi there J bz,
>
>  have just seen your thread over here and i´m sort of having a similar
> problem,
> i´m trying to play 2 videos simultaneously on a Windows machine.
> But whenever i try to make it fullscreen it will decrease framerate and
> apparently
> uses a lot o cpu processing... i think a have problems with encoders on my
> windows
> machine.
> which encoder are you using ??
>
> thanx a lot,
>
> Fernando.
>
>
> Fernando Krum
> twitter.com/ferkrum
>
>
> On Fri, Sep 24, 2010 at 4:57 PM, J bz  wrote:
>
>>
>>
>> -- Forwarded message --
>> From: J bz 
>> Date: 24 September 2010 20:56
>> Subject: Re: [PD] Fwd: GEM Neupert Tutorial '10-av-more control'. How do I
>> play more than 1 video?
>> To: Jack 
>>
>>
>> Hi Jack,
>>
>> Aaah, thank you indeed.
>>
>> I checked the original on a mac today, and it sort of worked, no crashing.
>>
>> Will report back after more testing.
>>
>> Not the first time you have waded in and lent a hand, much appreciated.
>>
>> Jb
>>
>>
>>
>>
>> On 24 September 2010 12:08, Jack  wrote:
>>
>>> Try this patch and abstraction and use small soundfiles and movies to
>>> test.
>>> I don't know which video codec is better on Windows for your patch.
>>>
>>> Le jeudi 23 septembre 2010 à 22:36 +0100, J bz a écrit :
>>> > Hi Benjamin,
>>> >
>>> > Thanks for that, I will check it out.
>>> >
>>> > Jack,
>>> >
>>> > The machine I was testing with today was very souped-up and the [dsp]
>>> > object never got over 25%.
>>> >
>>> > I don't know if this would make a difference but the avi's are
>>> > slightly longer than the audio, if the audio is driving the sync is it
>>> > possible that that could cause the crashes?  Also audio is 32bit
>>> > floating point, if that could make a difference?
>>> >
>>> > Still somewhat unsure about the best way of using the abstraction, if
>>> > as I thought, to use 3 files I need 3 gemheads, how can I use 1
>>> > abstraction that contains a single gemhead?  That was the impulse to
>>> > use three different files.  Then if I'm using 3 different files, why
>>> > do I need to use $0, apart from good coding practice??
>>> You needn't $0 in your patch but it is a good practice if you want to
>>> send variables in local.
>>> In your subpatch you use '$0-frame' to send the number of frame of your
>>> movies. The problem is all your receive $0-frame will receive the value
>>> of the 3 movies.
>>> So i remove these objects (heve a look inside the subpatch).
>>> ++
>>>
>>> Jack
>>>
>>>
>>> >
>>> > Guess I'm thinking aloud here.
>>> >
>>> > With the first version that I made, all the files load fine and play,
>>> > though there is now no sync now I stopped using [readanysf~].  S'pose
>>> > one of the joys of pd is that there are umpteen ways of skinning any
>>> > particular feline, though I really don't have the time to be starting
>>> > from scratch again with this.
>>> >
>>> > I'm going to make the audio 16b and trim the avi's so they are the
>>> > same length as the audio.
>>> >
>>> > Otherwise I'm really unsure what's going on This whole codec thing
&

[PD] Fwd: GEM Neupert Tutorial '10-av-more control'. How do I play more than 1 video?

2010-09-24 Thread J bz
-- Forwarded message --
From: J bz 
Date: 24 September 2010 20:56
Subject: Re: [PD] Fwd: GEM Neupert Tutorial '10-av-more control'. How do I
play more than 1 video?
To: Jack 


Hi Jack,

Aaah, thank you indeed.

I checked the original on a mac today, and it sort of worked, no crashing.

Will report back after more testing.

Not the first time you have waded in and lent a hand, much appreciated.

Jb




On 24 September 2010 12:08, Jack  wrote:

> Try this patch and abstraction and use small soundfiles and movies to
> test.
> I don't know which video codec is better on Windows for your patch.
>
> Le jeudi 23 septembre 2010 à 22:36 +0100, J bz a écrit :
> > Hi Benjamin,
> >
> > Thanks for that, I will check it out.
> >
> > Jack,
> >
> > The machine I was testing with today was very souped-up and the [dsp]
> > object never got over 25%.
> >
> > I don't know if this would make a difference but the avi's are
> > slightly longer than the audio, if the audio is driving the sync is it
> > possible that that could cause the crashes?  Also audio is 32bit
> > floating point, if that could make a difference?
> >
> > Still somewhat unsure about the best way of using the abstraction, if
> > as I thought, to use 3 files I need 3 gemheads, how can I use 1
> > abstraction that contains a single gemhead?  That was the impulse to
> > use three different files.  Then if I'm using 3 different files, why
> > do I need to use $0, apart from good coding practice??
> You needn't $0 in your patch but it is a good practice if you want to
> send variables in local.
> In your subpatch you use '$0-frame' to send the number of frame of your
> movies. The problem is all your receive $0-frame will receive the value
> of the 3 movies.
> So i remove these objects (heve a look inside the subpatch).
> ++
>
> Jack
>
>
> >
> > Guess I'm thinking aloud here.
> >
> > With the first version that I made, all the files load fine and play,
> > though there is now no sync now I stopped using [readanysf~].  S'pose
> > one of the joys of pd is that there are umpteen ways of skinning any
> > particular feline, though I really don't have the time to be starting
> > from scratch again with this.
> >
> > I'm going to make the audio 16b and trim the avi's so they are the
> > same length as the audio.
> >
> > Otherwise I'm really unsure what's going on This whole codec thing
> > is a bloody nightmare.
> >
> > Will try again tomorrow.
> >
> > Cheers,
> >
> > Jb
> >
> >
> >
> > On 23 September 2010 17:51, benjamin 01xy  wrote:
> > hello,
> >
> > for audio, sfread2~ in moonlib worked well for me to scratch
> > audio/video synchro, I think it is cross plateform
> > 
> > https://wiki.puredata.info/en/sfread2~<https://wiki.puredata.info/en/sfread2%7E>
> >
> > ++Benjamin
> >
> > J bz a écrit :
> >
> >
> > Avi's are 10fps mjpeg recoded in avidemux.
> >
> > Audio 44.1 wav in audacity
> > All files play fine on the windows computer on their
> > own.  I do get audio and one video, which works great.
> >
> > They also play fine in my earlier patch when I was
> > first experimenting with GEM and video.  I went the
> > Neupert way because I wanted more control.
> >
> > Other problem is that my ancient laptop wont come
> > anywhere near running the patch, which is why I'm at a
> > friends house.
> >
> > Aargh, this is bad, supposed to hand this in tomorrow.
> >
> > I have to go for a few hours but will be back later.
> >  Back at my friends in the morning but will be online
> > again in a few hours.
> >
> > Attached is my original patch too.
> >
> > What I want is the ability to scrub audio and video
> > but something that works.  Obviously.
> > I was using [redanysf~] but the work needs to be seen
> > on windows and mac and readanysf doesn't seem to work
> > on windoze.
> >
> > I guess the most frustrating thing is that I have
> > spent all afternoon wrestling with something that
> > seems to be working on other computers. I added the
> > [set( message as I have been trying anything I could
> > think of.
> >
> > Thanks again,
> >
> > Jb
> >
> >
> >
> >
> > ___
> > Pd-list@iem.at mailing list
> > UNSUBSCRIBE and account-management ->
> http://lists.puredata.info/listinfo/pd-list
>
>
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Re: [PD] Fwd: GEM Neupert Tutorial '10-av-more control'. How do I play more than 1 video?

2010-09-23 Thread J bz
Hi Benjamin,

Thanks for that, I will check it out.

Jack,

The machine I was testing with today was very souped-up and the [dsp] object
never got over 25%.

I don't know if this would make a difference but the avi's are slightly
longer than the audio, if the audio is driving the sync is it possible that
that could cause the crashes?  Also audio is 32bit floating point, if that
could make a difference?

Still somewhat unsure about the best way of using the abstraction, if as I
thought, to use 3 files I need 3 gemheads, how can I use 1 abstraction that
contains a single gemhead?  That was the impulse to use three different
files.  Then if I'm using 3 different files, why do I need to use $0, apart
from good coding practice??

Guess I'm thinking aloud here.

With the first version that I made, all the files load fine and play, though
there is now no sync now I stopped using [readanysf~].  S'pose one of the
joys of pd is that there are umpteen ways of skinning any particular feline,
though I really don't have the time to be starting from scratch again with
this.

I'm going to make the audio 16b and trim the avi's so they are the same
length as the audio.

Otherwise I'm really unsure what's going on This whole codec thing is a
bloody nightmare.

Will try again tomorrow.

Cheers,

Jb



On 23 September 2010 17:51, benjamin 01xy  wrote:

> hello,
>
> for audio, sfread2~ in moonlib worked well for me to scratch audio/video
> synchro, I think it is cross plateform
> https://wiki.puredata.info/en/sfread2~<https://wiki.puredata.info/en/sfread2%7E>
>
> ++Benjamin
>
> J bz a écrit :
>
>  Avi's are 10fps mjpeg recoded in avidemux.
>>
>> Audio 44.1 wav in audacity
>> All files play fine on the windows computer on their own.  I do get audio
>> and one video, which works great.
>>
>> They also play fine in my earlier patch when I was first experimenting
>> with GEM and video.  I went the Neupert way because I wanted more control.
>>
>> Other problem is that my ancient laptop wont come anywhere near running
>> the patch, which is why I'm at a friends house.
>>
>> Aargh, this is bad, supposed to hand this in tomorrow.
>>
>> I have to go for a few hours but will be back later.  Back at my friends
>> in the morning but will be online again in a few hours.
>>
>> Attached is my original patch too.
>>
>> What I want is the ability to scrub audio and video but something that
>> works.  Obviously.
>> I was using [redanysf~] but the work needs to be seen on windows and mac
>> and readanysf doesn't seem to work on windoze.
>>
>> I guess the most frustrating thing is that I have spent all afternoon
>> wrestling with something that seems to be working on other computers. I
>> added the [set( message as I have been trying anything I could think of.
>>
>> Thanks again,
>>
>> Jb
>>
>>
>
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Re: [PD] Fwd: GEM Neupert Tutorial '10-av-more control'. How do I play more than 1 video?

2010-09-23 Thread J bz
Avi's are 10fps mjpeg recoded in avidemux.

Audio 44.1 wav in audacity
All files play fine on the windows computer on their own.  I do get audio
and one video, which works great.

They also play fine in my earlier patch when I was first experimenting with
GEM and video.  I went the Neupert way because I wanted more control.

Other problem is that my ancient laptop wont come anywhere near running the
patch, which is why I'm at a friends house.

Aargh, this is bad, supposed to hand this in tomorrow.

I have to go for a few hours but will be back later.  Back at my friends in
the morning but will be online again in a few hours.

Attached is my original patch too.

What I want is the ability to scrub audio and video but something that
works.  Obviously.
I was using [redanysf~] but the work needs to be seen on windows and mac and
readanysf doesn't seem to work on windoze.

I guess the most frustrating thing is that I have spent all afternoon
wrestling with something that seems to be working on other computers. I
added the [set( message as I have been trying anything I could think of.

Thanks again,

Jb

On 23 September 2010 17:21, Jack  wrote:

> No, your first patch is working fine when i remove the loadbang.
> Can you tell us which codec you use for your movies and your
> audiofiles ?
> ++
>
> Jack
>
>
>
> Le jeudi 23 septembre 2010 à 17:18 +0100, J bz a écrit :
> > Hey Jack,
> >
> > I presume it's working for you with you using the 1 abstraction and $0
> > arguments rather than separate abstractions?
> >
> > Jb
> >
> > On 23 September 2010 16:59, Jack  wrote:
> > Can you give us the version of Pd or pd-extended, of GEM and
> > your OS
> > please ?
> > Here i have no problem to play the 3 videos with a soundfile.
> > ++
> >
> > Jack
> >
> >
> >
> > Le jeudi 23 septembre 2010 à 16:42 +0100, J bz a écrit :
> >
> > >
> > >
> > > -- Forwarded message --
> > > From: J bz 
> > > Date: 23 September 2010 16:41
> > > Subject: Re: [PD] GEM Neupert Tutorial '10-av-more control'.
> > How do I
> > > play more than 1 video?
> > > To: Jack 
> > >
> > >
> > > Hey Jack,
> > > Thanks a lot for that.
> > >
> > > It's still crashing when I open the second avi.:(
> > >
> > > I used different abstractions (correctly or not) because I'm
> > using
> > > three [gemhead] 1-3 to play the videos.  I thought that is
> > the way no?
> > > So each abstractions contains a different gemhead.
> > >
> > > Even though I have given each abstraction a different name,
> > they all
> > > have the same canvas i.d.?
> > >
> > > Very confusing...
> > >
> > > Again, thanks a lot though,
> > >
> > > Jb
> > >
> > >
> > >
> > > On 23 September 2010 16:10, Jack  wrote:
> > > Hello,
> > >
> > > You have a problem in your abstraction
> > > 'pix_buffer_filmopen_environment.pd' where there is
> > a
> > > [loadbang] and a
> > > message [set video_environment(. There is no
> > > 'video_environment' [pix_buffer] in your patch but a
> > > '$0-video_environment' pix_buffer. Therefore remove
> > this
> > > loadbang and
> > > message in this abstraction and save it (because the
> > > abstraction use the
> > > first argument as pix_buffer).
> > > Then open your main patch and see if it is working
> > now.
> > >
> > > Why do you use several abstraction with different
> > name ?
> > > Just use one abstraction [pix_buffer_filmopen] and
> > add a
> > > different
> > > argument each time :
> > > [pix_buffer_filmopen $0-video_environment]
> > > [pix_buffer_filmopen $0-video_vdu]
> > > [pix_buffer_filmopen $0-video_headshot]
> > >

Re: [PD] Fwd: GEM Neupert Tutorial '10-av-more control'. How do I play more than 1 video?

2010-09-23 Thread J bz
Hey Jack,

I presume it's working for you with you using the 1 abstraction and $0
arguments rather than separate abstractions?

Jb

On 23 September 2010 16:59, Jack  wrote:

> Can you give us the version of Pd or pd-extended, of GEM and your OS
> please ?
> Here i have no problem to play the 3 videos with a soundfile.
> ++
>
> Jack
>
>
>
> Le jeudi 23 septembre 2010 à 16:42 +0100, J bz a écrit :
> >
> >
> > -- Forwarded message --
> > From: J bz 
> > Date: 23 September 2010 16:41
> > Subject: Re: [PD] GEM Neupert Tutorial '10-av-more control'. How do I
> > play more than 1 video?
> > To: Jack 
> >
> >
> > Hey Jack,
> > Thanks a lot for that.
> >
> > It's still crashing when I open the second avi.:(
> >
> > I used different abstractions (correctly or not) because I'm using
> > three [gemhead] 1-3 to play the videos.  I thought that is the way no?
> > So each abstractions contains a different gemhead.
> >
> > Even though I have given each abstraction a different name, they all
> > have the same canvas i.d.?
> >
> > Very confusing...
> >
> > Again, thanks a lot though,
> >
> > Jb
> >
> >
> >
> > On 23 September 2010 16:10, Jack  wrote:
> > Hello,
> >
> > You have a problem in your abstraction
> > 'pix_buffer_filmopen_environment.pd' where there is a
> > [loadbang] and a
> > message [set video_environment(. There is no
> > 'video_environment' [pix_buffer] in your patch but a
> > '$0-video_environment' pix_buffer. Therefore remove this
> > loadbang and
> > message in this abstraction and save it (because the
> > abstraction use the
> > first argument as pix_buffer).
> > Then open your main patch and see if it is working now.
> >
> > Why do you use several abstraction with different name ?
> > Just use one abstraction [pix_buffer_filmopen] and add a
> > different
> > argument each time :
> > [pix_buffer_filmopen $0-video_environment]
> > [pix_buffer_filmopen $0-video_vdu]
> > [pix_buffer_filmopen $0-video_headshot]
> > ++
> >
> > Jack
> >
> >
> >
> > Le jeudi 23 septembre 2010 à 15:30 +0100, J bz a écrit :
> >
> > >
> > >
> > > Hi all,
> > >
> > > Been sat here for the last couple of hours going round and
> > round and I
> > > am stuck stuck stuck.
> > >
> > > I have recently come across the Neupert tutorials(attached
> > patch based
> > > on 10-av-more control) which are excellent, miles better
> > than my
> > > attempts for audio/video sync.
> > >
> > > Anyway I am very stuck with this problem:
> > >
> > > I want to play 3 avi.s which are in [pix_buffers].
> > > 1 file plays fine but as soon as I add another pd crashes.
> > >
> > > I attach the patch.(av_plyr3.6)
> > >
> > > Not attaching the avi.s and audio as I guess it's pointless?
> > they work
> > > seperately.
> > >
> > > My hunch is it's something to do with the
> > [pixbuffer_filmopen] patch
> > > and/or the use of $0 but I just can't figure it out.
> > >
> > > Any pointers/fixes gladly received - deadlines looming
> > etc...
> > >
> > > On a friends windows machine as it's super fast, so it's:
> > > windows 7
> > > most recent pd-extended
> > >
> > > Very sure it's user-error though.
> > >
> > > Cheers,
> > >
> > > Jb
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> >
> > > ___
> > > Pd-list@iem.at mailing list
> > > UNSUBSCRIBE and account-management ->
> > http://lists.puredata.info/listinfo/pd-list
> >
> >
> >
> >
> >
> > ___
> > Pd-list@iem.at mailing list
> > UNSUBSCRIBE and account-management ->
> http://lists.puredata.info/listinfo/pd-list
>
>
>
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[PD] Fwd: Fwd: GEM Neupert Tutorial '10-av-more control'. How do I play more than 1 video?

2010-09-23 Thread J bz
-- Forwarded message --
From: J bz 
Date: 23 September 2010 17:06
Subject: Re: [PD] Fwd: GEM Neupert Tutorial '10-av-more control'. How do I
play more than 1 video?
To: Jack 


Hey Jack,

0.42.5-extended
GEM 0.92.3
Windows 7


On 23 September 2010 16:59, Jack  wrote:

> Can you give us the version of Pd or pd-extended, of GEM and your OS
> please ?
> Here i have no problem to play the 3 videos with a soundfile.
> ++
>
> Jack
>
>
>
> Le jeudi 23 septembre 2010 à 16:42 +0100, J bz a écrit :
> >
> >
> > -- Forwarded message --
> > From: J bz 
> > Date: 23 September 2010 16:41
> > Subject: Re: [PD] GEM Neupert Tutorial '10-av-more control'. How do I
> > play more than 1 video?
> > To: Jack 
> >
> >
> > Hey Jack,
> > Thanks a lot for that.
> >
> > It's still crashing when I open the second avi.:(
> >
> > I used different abstractions (correctly or not) because I'm using
> > three [gemhead] 1-3 to play the videos.  I thought that is the way no?
> > So each abstractions contains a different gemhead.
> >
> > Even though I have given each abstraction a different name, they all
> > have the same canvas i.d.?
> >
> > Very confusing...
> >
> > Again, thanks a lot though,
> >
> > Jb
> >
> >
> >
> > On 23 September 2010 16:10, Jack  wrote:
> > Hello,
> >
> > You have a problem in your abstraction
> > 'pix_buffer_filmopen_environment.pd' where there is a
> > [loadbang] and a
> > message [set video_environment(. There is no
> > 'video_environment' [pix_buffer] in your patch but a
> > '$0-video_environment' pix_buffer. Therefore remove this
> > loadbang and
> > message in this abstraction and save it (because the
> > abstraction use the
> > first argument as pix_buffer).
> > Then open your main patch and see if it is working now.
> >
> > Why do you use several abstraction with different name ?
> >     Just use one abstraction [pix_buffer_filmopen] and add a
> > different
> > argument each time :
> > [pix_buffer_filmopen $0-video_environment]
> > [pix_buffer_filmopen $0-video_vdu]
> > [pix_buffer_filmopen $0-video_headshot]
> > ++
> >
> > Jack
> >
> >
> >
> > Le jeudi 23 septembre 2010 à 15:30 +0100, J bz a écrit :
> >
> > >
> > >
> > > Hi all,
> > >
> > > Been sat here for the last couple of hours going round and
> > round and I
> > > am stuck stuck stuck.
> > >
> > > I have recently come across the Neupert tutorials(attached
> > patch based
> > > on 10-av-more control) which are excellent, miles better
> > than my
> > > attempts for audio/video sync.
> > >
> > > Anyway I am very stuck with this problem:
> > >
> > > I want to play 3 avi.s which are in [pix_buffers].
> > > 1 file plays fine but as soon as I add another pd crashes.
> > >
> > > I attach the patch.(av_plyr3.6)
> > >
> > > Not attaching the avi.s and audio as I guess it's pointless?
> > they work
> > > seperately.
> > >
> > > My hunch is it's something to do with the
> > [pixbuffer_filmopen] patch
> > > and/or the use of $0 but I just can't figure it out.
> > >
> > > Any pointers/fixes gladly received - deadlines looming
> > etc...
> > >
> > > On a friends windows machine as it's super fast, so it's:
> > > windows 7
> > > most recent pd-extended
> > >
> > > Very sure it's user-error though.
> > >
> > > Cheers,
> > >
> > > Jb
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> >
> > > ___
> > > Pd-list@iem.at mailing list
> > > UNSUBSCRIBE and account-management ->
> > http://lists.puredata.info/listinfo/pd-list
> >
> >
> >
> >
> >
> > ___
> > Pd-list@iem.at mailing list
> > UNSUBSCRIBE and account-management ->
> http://lists.puredata.info/listinfo/pd-list
>
>
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[PD] Fwd: GEM Neupert Tutorial '10-av-more control'. How do I play more than 1 video?

2010-09-23 Thread J bz
-- Forwarded message --
From: J bz 
Date: 23 September 2010 16:41
Subject: Re: [PD] GEM Neupert Tutorial '10-av-more control'. How do I play
more than 1 video?
To: Jack 


Hey Jack,
Thanks a lot for that.

It's still crashing when I open the second avi.:(

I used different abstractions (correctly or not) because I'm using three
[gemhead] 1-3 to play the videos.  I thought that is the way no?  So each
abstractions contains a different gemhead.

Even though I have given each abstraction a different name, they all have
the same canvas i.d.?

Very confusing...

Again, thanks a lot though,

Jb


On 23 September 2010 16:10, Jack  wrote:

> Hello,
>
> You have a problem in your abstraction
> 'pix_buffer_filmopen_environment.pd' where there is a [loadbang] and a
> message [set video_environment(. There is no
> 'video_environment' [pix_buffer] in your patch but a
> '$0-video_environment' pix_buffer. Therefore remove this loadbang and
> message in this abstraction and save it (because the abstraction use the
> first argument as pix_buffer).
> Then open your main patch and see if it is working now.
>
> Why do you use several abstraction with different name ?
> Just use one abstraction [pix_buffer_filmopen] and add a different
> argument each time :
> [pix_buffer_filmopen $0-video_environment]
> [pix_buffer_filmopen $0-video_vdu]
> [pix_buffer_filmopen $0-video_headshot]
> ++
>
> Jack
>
>
>
> Le jeudi 23 septembre 2010 à 15:30 +0100, J bz a écrit :
> >
> >
> > Hi all,
> >
> > Been sat here for the last couple of hours going round and round and I
> > am stuck stuck stuck.
> >
> > I have recently come across the Neupert tutorials(attached patch based
> > on 10-av-more control) which are excellent, miles better than my
> > attempts for audio/video sync.
> >
> > Anyway I am very stuck with this problem:
> >
> > I want to play 3 avi.s which are in [pix_buffers].
> > 1 file plays fine but as soon as I add another pd crashes.
> >
> > I attach the patch.(av_plyr3.6)
> >
> > Not attaching the avi.s and audio as I guess it's pointless? they work
> > seperately.
> >
> > My hunch is it's something to do with the [pixbuffer_filmopen] patch
> > and/or the use of $0 but I just can't figure it out.
> >
> > Any pointers/fixes gladly received - deadlines looming etc...
> >
> > On a friends windows machine as it's super fast, so it's:
> > windows 7
> > most recent pd-extended
> >
> > Very sure it's user-error though.
> >
> > Cheers,
> >
> > Jb
> >
> >
> >
> >
> >
> >
> >
> >
> > ___
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Re: [PD] GEM - The Relationship Between [translate] and [rectangle]?

2010-07-22 Thread J bz
Thanks guys, just what I needed.

All the best,

Julian


On 21 July 2010 23:58, Marco Donnarumma  wrote:

> Hi Julian,
> sorry if you already did it, but you might be interested in surfing through
> the Help browser (ctrl+b) > manuals > 2.Image/
> That includes all you need to know to solve these kind of problems.
>
> However [translate] moves the [rectangle] on X, Y and Z axis.
> Your movie is texturized onto the [rectangle].
> Therefore the dimension of the rectangle represent the ratio of your movie.
>
> Divide the width (in pixel) of your movie by its height to get the exact
> ratio, then set properly [rectangle] dimension.
>
> Say you have a movie 800x600px.
>
> 800 / 600 = 1.333
>
> (we assume 3 is your maximum height for [rectangle])
>
> 3 * 1.333 = 4
>
> your ratio = 4/3
> therefore what you need is [rectangle 4 3]
>
> this is just a rough solution, but it might help you understanding the
> issue.
>
> best,
>
> M
>
>
>
>
> Date: Wed, 21 Jul 2010 18:25:49 +0100
>> From: J bz 
>> Subject: [PD] GEM - The Relationship Between [translate] and
>>[rectangle]?
>> To: pd-list@iem.at
>> Message-ID:
>>
>> Content-Type: text/plain; charset="iso-8859-1"
>>
>>
>> Hey again,
>>
>> So,
>>
>> I have my 3 avi's with 3 seperate [gemheads] which I can now move around
>> the
>> [gemwin].  Cool.
>>
>> Could someone enlighten me towards the relationships between [translate]
>> and
>> [rectangle] please?
>>
>> I would like to keep the original aspect ratios for the 3 avi's.  Avi 1 is
>> an odd shape  - w432 h768 - (it's approximately half of my laptop desktop
>> recorded with RecordMyDesktop) and avi 2&3 are recorded off bog-standard
>> camera's, so are 320x240. The larger file is on the left of my gemwindow
>> with the 2 other avi's to the right, one above the other.  I have added
>> the
>> widths of film 1 and film 2 with little borders which gives [dimen 762
>> 768(.  I can move the files around and get an approximate fit moving
>> between
>> each [translate] and [rectangle] but I get the feeling there is a more
>> rigorous approach.
>>
>> Apologies in advance if I have missed something in the helpfiles or
>> various
>> tutorials but I can't seem to find the info I'm looking for.
>>
>> Best wishes,
>>
>> Julian
>>
>
>
> --
> Marco Donnarumma aka TheSAD
> Independent New Media Arts Professional, Performer, Teacher - 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] GEM - The Relationship Between [translate] and [rectangle]?

2010-07-21 Thread J bz
Hi Max,

Cheers for the quick response.

tbh, pix_film is the reason I know the pixel dimensions already:)

Would you mind explaining in a little more detail - which objects and how?

I am unclear on the relationship, say, between [rectangle 3 2] and 320x240
pixels, and again how that corresponds to [translate] and the numbers I am
putting in the inlets 2 and 3 of translate.  For example when I increase the
2nd inlet of translate (magnification? sorry I'm not in front of pd atm) my
2nd avi movie moves in a north easterly direction from within the gemwin and
I don't understand why?

Kind regards,

Jb

On 21 July 2010 18:37, Max  wrote:

> pix_film does output the dimensions of the movie in pixels when a movie is
> loaded. Assuming that the movie is in square pixels (which is the case if
> you are using screenshots and webcam movies) this allows you with a couple
> of objects to automatically scale the rectangle it is textured to to fit the
> right aspect ratio.
>
> m.
>
> Am 21.07.2010 um 19:25 schrieb J bz:
>
> > Hey again,
> >
> > So,
> >
> > I have my 3 avi's with 3 seperate [gemheads] which I can now move around
> the [gemwin].  Cool.
> >
> > Could someone enlighten me towards the relationships between [translate]
> and [rectangle] please?
> >
> > I would like to keep the original aspect ratios for the 3 avi's.  Avi 1
> is an odd shape  - w432 h768 - (it's approximately half of my laptop desktop
> recorded with RecordMyDesktop) and avi 2&3 are recorded off bog-standard
> camera's, so are 320x240. The larger file is on the left of my gemwindow
> with the 2 other avi's to the right, one above the other.  I have added the
> widths of film 1 and film 2 with little borders which gives [dimen 762 768(.
>  I can move the files around and get an approximate fit moving between each
> [translate] and [rectangle] but I get the feeling there is a more rigorous
> approach.
> >
> > Apologies in advance if I have missed something in the helpfiles or
> various tutorials but I can't seem to find the info I'm looking for.
> >
> > Best wishes,
> >
> > Julian
> > ___
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[PD] GEM - The Relationship Between [translate] and [rectangle]?

2010-07-21 Thread J bz
Hey again,

So,

I have my 3 avi's with 3 seperate [gemheads] which I can now move around the
[gemwin].  Cool.

Could someone enlighten me towards the relationships between [translate] and
[rectangle] please?

I would like to keep the original aspect ratios for the 3 avi's.  Avi 1 is
an odd shape  - w432 h768 - (it's approximately half of my laptop desktop
recorded with RecordMyDesktop) and avi 2&3 are recorded off bog-standard
camera's, so are 320x240. The larger file is on the left of my gemwindow
with the 2 other avi's to the right, one above the other.  I have added the
widths of film 1 and film 2 with little borders which gives [dimen 762
768(.  I can move the files around and get an approximate fit moving between
each [translate] and [rectangle] but I get the feeling there is a more
rigorous approach.

Apologies in advance if I have missed something in the helpfiles or various
tutorials but I can't seem to find the info I'm looking for.

Best wishes,

Julian
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Re: [PD] GEM with multiple movies

2010-07-21 Thread J bz
Dear Jose and Olivier,

Many thanks for your wisdom, that problem seems to be sorted.

Regards,

Jb

On 20 July 2010 16:57, Olivier Baudu  wrote:

> Hi,
>
> I hope I've understood... but I think you can do what you want with 3
> textured rectangles... no ?
> Just translate them if you want your movies side by side...
>
> [gemhead]
> |
> [pix_film]
> |
> [pix_texture]
> |
> [rectangle]
>
> 01ivier
>
>
> 2010/7/20 J bz 
>
>>   Sorry, meant to add:
>>
>> pd.0.42-5
>> puredyne 9.11
>>
>>   On 20 July 2010 16:05, J bz  wrote:
>>
>>> Hi all,
>>>
>>> GEM newb alert!!
>>>
>>> I have 3 movies/films/avi's that I wish to play at the same time in GEM
>>> and I'm not sure of the best approach?
>>>
>>> I have finally after much messing got the contents of RecordMyDesktop
>>> working as an AVI in GEM, and now I wish to add 2 further avi's to run
>>> concurrently.  I'm aware I need to do some jiggery-pokery to sync these up
>>> to an audio track but my current question is:
>>>
>>> Can I arrange the 3 visual files within 1 GEM window [gemwin], and what
>>> is the best approach to this, or do I need to set up 3 gemwin's with a
>>> [gemhead] each/is this even possible?
>>>
>>> Been messing/nose'ing around all day with this but haven't come across an
>>> answer to my question.
>>>
>>> All good wishes,
>>>
>>> Julian
>>>
>>
>>
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Re: [PD] GEM with multiple movies

2010-07-20 Thread J bz
Sorry, meant to add:

pd.0.42-5
puredyne 9.11

On 20 July 2010 16:05, J bz  wrote:

> Hi all,
>
> GEM newb alert!!
>
> I have 3 movies/films/avi's that I wish to play at the same time in GEM and
> I'm not sure of the best approach?
>
> I have finally after much messing got the contents of RecordMyDesktop
> working as an AVI in GEM, and now I wish to add 2 further avi's to run
> concurrently.  I'm aware I need to do some jiggery-pokery to sync these up
> to an audio track but my current question is:
>
> Can I arrange the 3 visual files within 1 GEM window [gemwin], and what is
> the best approach to this, or do I need to set up 3 gemwin's with a
> [gemhead] each/is this even possible?
>
> Been messing/nose'ing around all day with this but haven't come across an
> answer to my question.
>
> All good wishes,
>
> Julian
>
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[PD] GEM with multiple movies

2010-07-20 Thread J bz
Hi all,

GEM newb alert!!

I have 3 movies/films/avi's that I wish to play at the same time in GEM and
I'm not sure of the best approach?

I have finally after much messing got the contents of RecordMyDesktop
working as an AVI in GEM, and now I wish to add 2 further avi's to run
concurrently.  I'm aware I need to do some jiggery-pokery to sync these up
to an audio track but my current question is:

Can I arrange the 3 visual files within 1 GEM window [gemwin], and what is
the best approach to this, or do I need to set up 3 gemwin's with a
[gemhead] each/is this even possible?

Been messing/nose'ing around all day with this but haven't come across an
answer to my question.

All good wishes,

Julian
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Re: [PD] numerical constraints

2009-08-03 Thread J bz
Hi IOhannes,

Your right, of course.

Guess I needed that conceptual shift, not just relying on
objects/abstractions to do the work for me.

Cheers,

Jbz



2009/8/1 IOhannes m zmölnig 

> J bz wrote:
>
>> Hey IOhannes,
>>
>> Yeah I thought about moses but doesn't moses always start at 0?
>>
>
> no, why do you think so?
> (unless you mean, by "starting" what is the default behaviour when you
> don't specify an argument and/or don't reset the limit)
>
> even if it did, you could always translform  the numbers into the range you
> want them to be with simple linear transformation as learned in high-school
> (y=kx*d)
>
> anyhow::
>
> [moses 10] will divide at 10, whereas the following will divide at -5:
>
> [loadbang]
> |
> [-5(
> |
> [moses 20]
>
>
> fmasd
> IOhannes
>
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Re: [PD] numerical constraints (scaling)

2009-08-01 Thread J bz
Very nice.

Cheers Andy,

Jbz

On Sat, Aug 1, 2009 at 5:43 PM, Andy Farnell wrote:

>
> Hi JBeez,
>
> We could interpret this in two ways. A hard constraint is applied by
> using [moses] [max], [min] or [clip] so that numbers outside the
> desired bounds are simply discarded, or clamped to the boundry.
> Look that one up in the help files if it's what you want.
>
> On the other hand, I think you really mean to rescale the numbers
> so that all of them fit between your new bounds.
>
> Changing a range requires a linear scale function. There
> is one called [scale].
>
> But, instead of just using a ready made abstraction maybe it's
> a good idea to understand the simple principle of changing the
> slope and origin of a line.
>
> If your original bounds are 800 and 19000 then the magnitude
> of the range, the interval, is 19000 - 800 = 18200
>
> The origin of the interval is 800, which is the lowest
> number you can have.
>
> The first thing to do is 'reset the origin' so that all
> your numbers have a lowest value starting at zero, so
> to do that subtract 800.
>
> Then scale the line to cover the magnitude of your new interval,
> which is 800 - 400 = 400
>
> To map 18200 to 400 divide them to get 400/18200 = 0.021987
>
> Now scale the numbers by that factor
>
> Finally add the bottom offset, your new origin, by adding
> the lowest value of the new range which is 400
>
> So the complete scale function is now
>
> ((x - 800) * 0.021987) + 400
>
> (see attached patch)
>
>
> a.
>
>
> On Sat, 1 Aug 2009 15:32:06 +0100
> J bz  wrote:
>
> > Dear all a y'all,
> >
> > I have a list of 25 numbers between 800-19000 that I'm calling
> randomly'ish.
> >
> > I want to add some constraints to those numbers:
> > so for example, I have the number 6569 and by the use of either simple x2
> > multiplication or dividing I want to shoehorn it into the ranges of
> > 11000-18000 but also 400-800 at the same time.
> >
> > THe ranges are set but the numbers aren't.  So say sometimes the range
> > 2400-4700 may get a number that is less than the range like 912 and
> > sometimes it will get a number over the range like 13264, so I need a way
> of
> > Pd recognising whether the number requires multiplication or dividing.
> >
> > How can I do this?
> >
> > Bests,
> >
> > Jbz
> >
>
>
> --
> Use the source
>
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Re: [PD] numerical constraints

2009-08-01 Thread J bz
Hey IOhannes,

Yeah I thought about moses but doesn't moses always start at 0?
Ideally I would like something with a range between 2 settable limits.

Cheers,

Jbz

2009/8/1 IOhannes m zmölnig 

> J bz wrote:
>
>>
>> How can I do this?
>>
>>
> look at [moses]
>
> fgmasdr
> IOhannes
>
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[PD] numerical constraints

2009-08-01 Thread J bz
Dear all a y'all,

I have a list of 25 numbers between 800-19000 that I'm calling randomly'ish.

I want to add some constraints to those numbers:
so for example, I have the number 6569 and by the use of either simple x2
multiplication or dividing I want to shoehorn it into the ranges of
11000-18000 but also 400-800 at the same time.

THe ranges are set but the numbers aren't.  So say sometimes the range
2400-4700 may get a number that is less than the range like 912 and
sometimes it will get a number over the range like 13264, so I need a way of
Pd recognising whether the number requires multiplication or dividing.

How can I do this?

Bests,

Jbz
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Re: [PD] making scales from frequency values

2009-07-21 Thread J bz
Hey Matt,

Not windy at all:)

My current inclination would be to not use equal temperament.  Though the 19
note scale is appealing creatively.

I guess, if anything, I'm currently thinking that a limited number of ratios
may be the best solution.  Some of the things I have said on a post I sent
about an hour ago that still hasn't popped up yet, describe some of my
current thought. I've also forwarded my piece as it currently stands with my
last post entitled 'Bit Chime (rough draft)'.  Hope it appears soon.

Bests,

Jbz



On Tue, Jul 21, 2009 at 6:28 PM, Matt Barber  wrote:

> > It is a ratio problem I believe. The initial problem stems from trying to
> > shoehorn the original ratios/partials from the analysis of my 5 chimes,
> into
> > equal temperament.  There are a couple of reasons for this;  I've been
> > playing around on the piano after assigning each partial to its nearest
> > midi/equal temperament note, and was liking the results that ensued
> whilst
> > listening to them on the piano. Obviously the tones generated on the
> piano
> > are much richer than individual sines. The original wind chime has been
> sat
> > over my desk for the last 18 months,  so I'm also very attuned to the
> > original sounds. I would also like to have the various partials to be as
> > modular as possible with the idea that I can 'mix'n'match' the various
> > frequencies of the chimes to create new sonorities.
> >
> > When I listen to the results of using equal temperament within my patch
> my
> > ears don't like the results in comparison to the original frequencies,
> which
> > has led to the current predicament.
>
>
> One other question for you that might be a bit unrelated:  are you
> looking for an equal temperament for your chimes?  And if so, should
> the modular interval necessarily be an octave?
>
> For instance, a scale I have liked lately is 19-tones per
> octave+fifth, which is very very close to 12-tones per octave, but you
> can do some interesting additive synthesis to "stretch" the partials
> so they match the equal temperament (that is, every partial number
> that is a power of two is now an octave+fifth higher than the last,
> rather than an octave in "normal" harmonic series... then all the
> other partials are just fit in logarithmically).  Another is 11-tones
> per perfect 5th, which corresponds quite a bit to 19-tones per octave.
>
> Equal temperaments can give you a systematic way of handling pitch
> that in my experience is a bit harder to navigate with just
> intonation/unequal temperament; at least they take a little bit less
> planning and experimentation.
>
> It seems possible you could maybe reverse-engineer a "best-fit" equal
> temperament for your chimes that would not just give you the selection
> of the original partials, but a compositional space you could use with
> some more expression, so that the chimes fit in "organically" if they
> want to, but aren't the only thing going on.  I haven't looked hard at
> your numbers though -- the more you have the harder it will be to find
> a "best-fit."  Remember though, that a great deal of the expression in
> traditional Western classical music comes from some of the partials
> being out of tune with the underlying scale.
>
>
> The "combine 5 partials, each chosen from one of the chimes" problem
> is quite a bit easier to solve, but attack transients and decays for
> each of partials, assuming you really will be using [osc~] will be
> paramount: they are a lot of what makes your chimes sound the way they
> do.
>
> Sorry for the long wind,
>
> Matt
>
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Re: [PD] making scales from frequency values

2009-07-21 Thread J bz
Hey all,

First off can I say a very big thank you for everyone who's contributed so
far.  Some really excellent input which has helped to clarify my thinking no
end.

Let's clear a few things up first:

It is a ratio problem I believe. The initial problem stems from trying to
shoehorn the original ratios/partials from the analysis of my 5 chimes, into
equal temperament.  There are a couple of reasons for this;  I've been
playing around on the piano after assigning each partial to its nearest
midi/equal temperament note, and was liking the results that ensued whilst
listening to them on the piano. Obviously the tones generated on the piano
are much richer than individual sines. The original wind chime has been sat
over my desk for the last 18 months,  so I'm also very attuned to the
original sounds. I would also like to have the various partials to be as
modular as possible with the idea that I can 'mix'n'match' the various
frequencies of the chimes to create new sonorities.

When I listen to the results of using equal temperament within my patch my
ears don't like the results in comparison to the original frequencies, which
has led to the current predicament.  As I previously stated my maths is
rubbish (I'm more of a musician/composer background than computing), so when
faced with the logarithmic aspect of frequency and pitch, my mind went into
meltdown.  But it is much clearer now (I believe).

Perhaps I should state what it is that I wish to do:

I started with the midinote idea as a hopefully simple way to be able to
introduce some controlled randomness into the frequencies of the chimes
whilst preserving the ratios.  What I want to do is be able to assign any
ratio from my analysis into any of the 5 chimes - so say have a chime
consisting of the 1st partial from chime1, 2nd partial from chime2 etc
and then any possible combination therein.

So my thinking has been to have some sort of central control which would
then send the necessary value to the 5 'osc~' that make up each chime.  I'm
trying to conceptualise/clarify the simplest method.

I think what will make things clearer is if I forward the patch as it
currently stands

Gonna do that now

Big props peeps,

Jbz
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Re: [PD] making scales from frequency values

2009-07-20 Thread J bz
Dear Mike and Andrew,

Thank you for your speedy responses, though I think I am not explaining
myself very well.  I don't want to use mtof or ftom as these objects even
out my ratios.  What I'm looking to do is create a scale (say 12 notes for
example) out of these ratio's with the possibility of filling in the
consonant gaps whilst preserving the original frequencies and ratio's.  The
1st number in each group is the strongest partial so: 912Hz, 1081Hz, 1211Hz
etc.  If I'm saying that these frequencies are 'good' to my ear, is there a
way of creating equally 'good' sounding notes to fill in the gaps in, say
for example, a 12 note scale based on these notes scaling from the lowest to
the highest without doing the whole thing 'by ear'?

Cheers for weighing in,

Jbz

On Mon, Jul 20, 2009 at 11:16 PM, Andrew Faraday wrote:

>  Hey Jbz
> I'm not sure if this is what you want, but if you convert a midi note to
> frequency [mtof] then multiply by integers, you get the natural partials.
>
> So if you multiply the outlet of [mtof] by 2 3 4 5 and 6. then you can
> change the multiplication figure, etc. I think that's the effect you're
> after.
>
> God bless
>
> Andrew
>
>
> --
> Date: Mon, 20 Jul 2009 22:24:05 +0100
> From: jbee...@googlemail.com
> To: pd-list@iem.at
> Subject: [PD] making scales from frequency values
>
>
> Dear all,
>
> I have five chimes.  I've worked out the frequencies (using Audacity) of
> the 5 strongest partials of each chime.  I now want to be able to work out
> how to change the octaves of the various partials?  My original intention
> was to find the nearest midinote and just use those but after listening to
> the results I would much prefer to keep the original ratio's whilst being
> able to alter the 'inversions'.
>
> Here's the list that I have already:
> BT1
> 912Hz
>   2434Hz
>   4575Hz
>   7175Hz
> 11584Hz
>
> BT2
>   1081Hz
>   2861Hz
>   5339Hz
>   8325Hz
> 15209Hz
>
> BT3
>   1211Hz
>   3196Hz
>   5935Hz
>   9199Hz
> 15206Hz
>
> BT4
>   1347Hz
>   3553Hz
>   6569Hz
> 10128Hz
> 18139Hz
>
> BT5
>   1812Hz
>   4699Hz
>   8525Hz
> 13264Hz
> 15469Hz
>
> Is there one piece of mathematrical wizardy that can sort this in Pd?
>
> Cheers,
>
> Jbz
>
> --
> Windows Live Messenger: Happy 10-Year Anniversary—get free winks and
> emoticons. Get Them Now 
>
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[PD] making scales from frequency values

2009-07-20 Thread J bz
Dear all,

I have five chimes.  I've worked out the frequencies (using Audacity) of the
5 strongest partials of each chime.  I now want to be able to work out how
to change the octaves of the various partials?  My original intention was to
find the nearest midinote and just use those but after listening to the
results I would much prefer to keep the original ratio's whilst being able
to alter the 'inversions'.

Here's the list that I have already:
BT1
912Hz
  2434Hz
  4575Hz
  7175Hz
11584Hz

BT2
  1081Hz
  2861Hz
  5339Hz
  8325Hz
15209Hz

BT3
  1211Hz
  3196Hz
  5935Hz
  9199Hz
15206Hz

BT4
  1347Hz
  3553Hz
  6569Hz
10128Hz
18139Hz

BT5
  1812Hz
  4699Hz
  8525Hz
13264Hz
15469Hz

Is there one piece of mathematrical wizardy that can sort this in Pd?

Cheers,

Jbz
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Re: [PD] collaboration in mancherster

2009-05-11 Thread J bz
Hey Kruno,

I'm in Hebden Bridge, which is kinda near Mcr ('bout 50m on the train/car).

Always up for a bit of community minded pd action:)

Bests,

Jbz

On Mon, May 11, 2009 at 10:47 AM, kruno jost  wrote:

> Hi all,
>
> can a PDer user from Manchester (or somewhere around Manchester) please
> contact me.
> Or can anyone inform me about anyone who knows anyone? Lets patch people!
>
> Thnx in advance for any info
>
> Kruno
>
> --
> URBANA KULTURA I EDUKACIJA
> (Kruno Jost)
> www.uke.hr
> http://gentlejunk.net/projects
> u...@jabber.cz
>
>
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