Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-17 Thread Thomas Jeppesen


No worries, all contributions to my little problem here was welcome and 
helped me creating a good solution for what I needed :)


An abstraction of the line3 object would be nice though :)


cyrille henry wrote:



Thomas Jeppesen a écrit :

Hi,

The line3 object would be perfect in my situation. The only problem 
is that it doesn't work in PD Vanilla, 
it work with pd vanila, but it's not part of pd vanilla. (i don't use 
extended)
which is what drives RjDj - only PD extended seems to support the 
line3 object.

sorry, i missed that you where using rjdj, so you can't use line3.
i really should make an abstraction version of this extern.

Cyrille



Thanks for pointing out the line3 object out to me though!

Cheers,
Thomas :)

cyrille henry wrote:

hello,

i prefer using the line3 object for this.

cyrille


Martin Schied a écrit :

hi,

a very common approach to this is using a function like cosine or 
an other function which fits your needs. u can still use the vline 
but instead of directly using it use its output to control the 
fade function:


[line]
|
[* 3.14159]
|
[cos]

here's a page with a few useful examples of other functions:

http://codeplea.com/simple-interpolation

Martin


Thomas Jeppesen wrote:

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little 
object around on a plane. The object is been given random 
coordinates which it is supposed to gradually move to in five 
seconds.


Right now my solution is to bang the x- and y-coordinates into a 
line-object which works fine, but I'd prefer for the movement to 
be more natural. By natural I mean that the object accelerates 
in the beginning and then decellerates near the end until it comes 
to a full stop at the exact coordinates that where randomly 
produced..


I've been trying to get my head around a solution for quite a 
while now, but unfortunately no luck so far.


I'm sure this must be simple stuff for some of you PD-geniuses out 
there, and I'm hoping that one of you will stand up and show me 
how it's done :)


Thanks in advance,
Thomas :)


___
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







___
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


[PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Thomas Jeppesen

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little object 
around on a plane. The object is been given random coordinates which it 
is supposed to gradually move to in five seconds.


Right now my solution is to bang the x- and y-coordinates into a 
line-object which works fine, but I'd prefer for the movement to be more 
natural. By natural I mean that the object accelerates in the 
beginning and then decellerates near the end until it comes to a full 
stop at the exact coordinates that where randomly produced..


I've been trying to get my head around a solution for quite a while now, 
but unfortunately no luck so far.


I'm sure this must be simple stuff for some of you PD-geniuses out 
there, and I'm hoping that one of you will stand up and show me how it's 
done :)


Thanks in advance,
Thomas :)


___
Pd-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Thomas Jeppesen
Great - thanks Martin. I have this working now. Now I just need to apply 
it to my patch.


Thanks for the quick response guys!

Cheers,
Thomas

Martin Schied wrote:

hi,

a very common approach to this is using a function like cosine or an 
other function which fits your needs. u can still use the vline but 
instead of directly using it use its output to control the fade 
function:


[line]
|
[* 3.14159]
|
[cos]

here's a page with a few useful examples of other functions:

http://codeplea.com/simple-interpolation

Martin


Thomas Jeppesen wrote:

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little object 
around on a plane. The object is been given random coordinates which 
it is supposed to gradually move to in five seconds.


Right now my solution is to bang the x- and y-coordinates into a 
line-object which works fine, but I'd prefer for the movement to be 
more natural. By natural I mean that the object accelerates in the 
beginning and then decellerates near the end until it comes to a full 
stop at the exact coordinates that where randomly produced..


I've been trying to get my head around a solution for quite a while 
now, but unfortunately no luck so far.


I'm sure this must be simple stuff for some of you PD-geniuses out 
there, and I'm hoping that one of you will stand up and show me how 
it's done :)


Thanks in advance,
Thomas :)


___
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


Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Thomas Jeppesen

Hi,

The line3 object would be perfect in my situation. The only problem is 
that it doesn't work in PD Vanilla, which is what drives RjDj - only PD 
extended seems to support the line3 object.


Thanks for pointing out the line3 object out to me though!

Cheers,
Thomas :)

cyrille henry wrote:

hello,

i prefer using the line3 object for this.

cyrille


Martin Schied a écrit :

hi,

a very common approach to this is using a function like cosine or an 
other function which fits your needs. u can still use the vline but 
instead of directly using it use its output to control the fade 
function:


[line]
|
[* 3.14159]
|
[cos]

here's a page with a few useful examples of other functions:

http://codeplea.com/simple-interpolation

Martin


Thomas Jeppesen wrote:

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little object 
around on a plane. The object is been given random coordinates which 
it is supposed to gradually move to in five seconds.


Right now my solution is to bang the x- and y-coordinates into a 
line-object which works fine, but I'd prefer for the movement to be 
more natural. By natural I mean that the object accelerates in the 
beginning and then decellerates near the end until it comes to a 
full stop at the exact coordinates that where randomly produced..


I've been trying to get my head around a solution for quite a while 
now, but unfortunately no luck so far.


I'm sure this must be simple stuff for some of you PD-geniuses out 
there, and I'm hoping that one of you will stand up and show me how 
it's done :)


Thanks in advance,
Thomas :)


___
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







___
Pd-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Thomas Jeppesen

Thanks - that looks very helpful!

Cheers,
Thomas

Max wrote:

i use this patch to decide which function suits the application best:


  






Am 16.03.2010 um 20:59 schrieb Thomas Jeppesen:

  

Hi guys,

I'm working on a patch (rjdj scene) where I'm moving a little object around on 
a plane. The object is been given random coordinates which it is supposed to 
gradually move to in five seconds.

Right now my solution is to bang the x- and y-coordinates into a line-object which works 
fine, but I'd prefer for the movement to be more natural. By natural I mean 
that the object accelerates in the beginning and then decellerates near the end until it 
comes to a full stop at the exact coordinates that where randomly produced..

I've been trying to get my head around a solution for quite a while now, but 
unfortunately no luck so far.

I'm sure this must be simple stuff for some of you PD-geniuses out there, and 
I'm hoping that one of you will stand up and show me how it's done :)

Thanks in advance,
Thomas :)


___
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
  


___
Pd-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] acceleration - deceleration between coordinates - how to do this?

2010-03-16 Thread Thomas Jeppesen

OK,

Thank you that is good to know and very helpful!

Thanks all - I'm very close to having implemented a solution to my problem.

Cheers,
Thomas

Frank Barknecht wrote:

Hallo,
Thomas Jeppesen hat gesagt: // Thomas Jeppesen wrote:

  

Great - Thank you very much. I'll take a look in the mapping library.



For RjDj scenes you probably will prefer the puremapping library, in SVN at
Sourcforge in: trunk/abstractions/nusmuk/puremapping/

Last I checked, the older mapping had many dependencies on externals and
other abstractions etc. This can be a proctological nuisance when only vanilla
Pd is available.

puremapping additionally omits the [expr] object most of the time, which gives
a speedup and lets you run on the less-than-vanilla Pd in RjDj which is missing
[expr].

Ciao
  



___
Pd-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] Studies on sound

2009-11-19 Thread Thomas Jeppesen

Hi Konstantinos,

The Danish Royal Acadamy of Music in Aarhus might be what your looking 
for, especially if your focus is on music and composition:


http://www.musik-kons.dk/english/study/e-music.php

I know that several leading danish electronic music artists attended 
this school and higly recommends it.


I hope my suggestion is not completely off.

Otherwise I remember reading of several different educations in digital 
music/digital sound in London - but I can't recall the exact details.


Good luck!
Thomas



Konstantinos Benardis wrote:

Hi list

Well, the question is not that relevant with the list´s subject but i 
can not find another place to ask and i think many people from here 
would be able to answer. I am trying to find a master degree in 
digital music/digital sound, in Europe, in English Spanish or Greek. 
So i wanted to ask if someone knows which Institutes are considered 
good on this field.


Thank you


___
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


Re: [PD] Wii remote and PD on windows - is it possible?

2008-05-10 Thread Thomas Jeppesen
Thanks Luiz,

I downloadet this external and had it up and running. My only problem is 
to make my wiimote pair with my notebooks bluetooth, which is still 
giving me trouble, but the external does look very promising :)

Cheers!
Thomas :)

Luiz Naveda wrote:
 Dear Thomas

 Please, take a look in http://code.google.com/p/wiisense/

 My friend Prashant developed a library to do it (except IR) but the
 project was abandoned. I moved to Matlab and video analysis to proceed
 with my research. I have some other kinetic  library objects to
 perform a series of mapping/controlling of music samples with the wii.
 One day I will publish this library...I just need some time.


 If you have difficulties to implement I can sent to you his email.

 Best

 Luiz Naveda

 On Tue, May 6, 2008 at 4:10 PM, Thomas Jeppesen [EMAIL PROTECTED] wrote:
   
 Hi All,

 First off all I'd like to apologize for asking this questian, as it
 seems to pop up regularly in one form or another, but after doing a
 search in the archives it's still not obvious to me if it's possible to
 make the Wiimote run together with PD on Windows.

 I see a lot of people talking about using the Wii-mote with Pure Data,
 but I've failed to find the external that will provide the link between
 my wii-mote and Pure Data running on Windows.

 Could someone please point me in the right direction?

 Cheers!
 Thomas

 ___
 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


Re: [PD] Wii remote and PD on windows - is it possible?

2008-05-08 Thread Thomas Jeppesen
Am I to understand the silence as it is not possible to make the 
wii-remote work with PD running on windows?

Even a negative answer here would be helpful :)

Cheers
Thomas :)

Thomas Jeppesen wrote:
 Hi All,

 First off all I'd like to apologize for asking this questian, as it 
 seems to pop up regularly in one form or another, but after doing a 
 search in the archives it's still not obvious to me if it's possible to 
 make the Wiimote run together with PD on Windows.

 I see a lot of people talking about using the Wii-mote with Pure Data, 
 but I've failed to find the external that will provide the link between 
 my wii-mote and Pure Data running on Windows.

 Could someone please point me in the right direction?

 Cheers!
 Thomas

 ___
 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


[PD] Wii remote and PD on windows - is it possible?

2008-05-06 Thread Thomas Jeppesen
Hi All,

First off all I'd like to apologize for asking this questian, as it 
seems to pop up regularly in one form or another, but after doing a 
search in the archives it's still not obvious to me if it's possible to 
make the Wiimote run together with PD on Windows.

I see a lot of people talking about using the Wii-mote with Pure Data, 
but I've failed to find the external that will provide the link between 
my wii-mote and Pure Data running on Windows.

Could someone please point me in the right direction?

Cheers!
Thomas

___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] sound for blender apricot opensource game

2008-02-02 Thread Thomas Jeppesen
Yup, count me in as well!

All though unfortunately not on a big scale until mid april, but I'd 
definitely like to be a part of this if it started to gain momentum!

Cheers!
Thomas

Luke Iannini (pd) wrote:
 Yeah, I'd definitely be in to help with this!
 Cheers
 Luke

 On Feb 2, 2008 5:04 PM, Hans-Christoph Steiner [EMAIL PROTECTED] wrote:
   
 Yeah, I'd love to help out where I can.  I was really bummed that
 Elephants Dream didn't use FOSS for sound, I think they didn't try
 hard enough.  I've done a lot of very reliable installations using
 Pd, if it is good enough for the NY Times lobby, it's good enough for
 Blender. :)

 I think that people could use multiple platforms to work on Pd
 patches, I think for the most part Pd-vanilla/Pd-extended let's you
 work very much in a cross-platform way.  The key to making this work
 is having a point person, so if someone is willing to be the lead and
 manage everything, then I think we have a strong proposal.

 By the way, is the Pablo Martin on the Apricot team caedes (who has
 done some work with PDP)?

 .hc


 On Feb 2, 2008, at 3:26 PM, Dafydd Hughes wrote:

 
 I'd love to take part, although I'm not on Studio64. Is there any
 reason it wouldn't be compatible between S64 and say Ubuntustudio?

 I agree - super cool opportunity.

 cheers
 dafydd

 On Feb 2, 2008 2:53 PM,  [EMAIL PROTECTED] wrote:
   
 I agree, and have more or less reached the stage where I could
 sound design
 an entire small film in Pd.

 Time is obviously a factor and if I were to do this it would
 really need
 a few other volunteers who were enthusiastic about it (sound
 design for
 such a feature could be a challenging project)

 Anyway, what stuck me was something (I think it was) Dan James
 said about
 Elephants Dream; - that despite the visuals being entirely FOSS
 the soundtrack had to employ Windows/non-free components because of a
 lack of reliable sound tools and skills. That reflects on us all
 rather
 badly of course.

 Let's say the Blender Apricot team were amenable to the idea and
 we could
 reach a concensus to using the new film as a vehicle to showcase
 Pd, would anybody
 else like to be involved in a sound design team using Pd 0.40 on
 64Studio with
 a Python interface to the event stream? Or maybe Lua would be our
 timeline/event glue.

 I am of course open to other suggestions or to supporting another
 team with radically different ideas, but this is how it would work
 best for me.

 andy



 
 This sounds like a great opportunity for Pd, especially considering
 that Pd is the sound engine in the game Spore.
   
 .hc

 On Feb 1, 2008, at 7:09 PM, olme wrote:

 
 seeing this: http://apricot.blender.org/?p=59 , I had the idea that
 somebody could do it efficiently with generated sound dezign (like
 brilliantly discussed earlier here by andy - obiwannabe.co.uk )

 In short : Blender Instituut search for a sound designer for the
 upcoming opensource game codenamed apricot.

 I'm in no way related to this instituut or project, just that I
 thought
 it could interrest someone that is developping on pd for games, as
 this
 one is already promised some exposure in the opensource/free
 software
 world, in the CGI world (with the short film produced right now :
 see
 peach.blender.org ) and in the game world (it will surely make some
 lines in game magasines) ...

 I think those working for this project in the front line are
 payed, so
 it could be a good incentive to have some kind of opensource
 exemple of
 a current game made with pd.

 Blender Game Engine has already been used with pd through py-OSC,
 but
 this project use the CrystalSpace Game Engine... I don't know about
 the
 connectivity, but as CS use python, it's maybe just some lines
 away

 I would be interrested to see the result anyway ... as I'm not
 able to
 do it myself ...

 Ol.me
 http://www.ogeem.be

 ___
 PD-list@iem.at mailing list
 UNSUBSCRIBE and account-management - http://lists.puredata.info/
 listinfo/pd-list
   

 -
 ---
 

 News is what people want to keep hidden and everything else is
 publicity.  - Bill Moyers



 ___
 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

 

 --
 www.sideshowmedia.ca
 skype: chickeninthegrass
   

 
 

 All information should be free.  - the hacker ethic






 ___
 PD-list@iem.at mailing list
 UNSUBSCRIBE and account-management - 
 http://lists.puredata.info/listinfo/pd-list

 

 

Re: [PD] Creating auidioengines for games using PD

2007-12-22 Thread Thomas Jeppesen
 development vise, maybe I should 
 reconsider, because of the hard sell situation it would put me in.
 
  
 I totally understand. When I moved from radio/TV and began RD in
 procedural game audio looking at the so called game audio engines 
 available was very disappointing. Everyone said If you want to do game
 audio programming work go and learn one of the game engines. So I 
 looked at them and thought There has to be some hidden thing I'm not
 getting here..these tools are so limited, what is there to learn?!
 It seemed there was a gulf between the tools like Pd and what's available
 on commercial game platforms. I had to research for a long time to understand
 the history and culture that led to such a situation (what I call the
 data-model). Building quality PA in dataflow is only part of what I'm up to,
 the rest is working very hard through advocacy and demonstration to make sure
 it's _not_ a dead end development route. Dataflow is the future of game audio
 and you can take that to the bank :) 

 Yeah, I spend a lot of time talking it up. That's how you get things moving.

 But we need time and a strategy, there's a measured process to go through
 before it gets there. The biggest obstacle to dataflow procedural audio is
 not technical, or legal, or business politics, it's __training__. Every 
 Joe can use protools and so there's a big pool of skills for developers.

 Let's say you're a genius game writer with a concept prototype in Pd. You
 just want to plug it right into the console not have the entire thing 
 rewritten in a suboptimal way that will take months. How are your second
 tier developers going to add content?  I already had this one with a dance
 revolution type game I wrote (you know, jump on the dance mat in time with
 the beats)... it was nicely laid out and maintainable but being the only
 one who really understood Pd everything came back to me. 

 The more chaps like you go to developers and say Hey I'm a musical game
 writer (or sound designer or whatever), why don't you use Pd?? the more
 it pushes things in the right direction. Don't let the outdated existing 
 industry tools be an obstacle to your visions. Please, embrace the hard
 sell, go out there with your ideas and don't just tell people what they 
 are, but how they should be implemented!

 Another thing is, once you've been spoiled by the crack cocaine of Pd
 there's no going back ;) Just try reimplementing your ideas in C# using
 an engine like FMOD. You sit there getting frustrated knowing you could
 have finished it weeks ago and longing to get on with some real work...
 in Pd :)

   
 Any other info or theorizing about using PD in games both legally, 
 design wise and technically, are most welcomed since it is highly 
 relevant to my chapter about using PD for game design in general.
 

 Well, we could talk all day on it and I'm very happy to help you
 with anything that advances the role of Pd in games. Have you looked
 at the papers and demonstrations on obiwannabe.co.uk, the site is
 pretty much one big launchpad for Pd as procedural game audio, but
 it's more geared towards the general case of sound effects and VR 
 than musical games. I'd certainly love to hear much more about your
 game and your plans to produce it. Looking forwards to reading
 your thesis, and if you want to write anything else to support the
 programme, anecdotes, observations, techniques, then I'd be happy to
 review or publish them in an appropriate context.

   
 Thank you all again and I hope you will all have a Merry Christmas
 Happy New Year!
 

   
 Cheers!
 Thomas
 

 Happy holidays Thomas, and good luck with your development.

 Andy




 On Thu, 20 Dec 2007 15:12:07 +0100
 Thomas Jeppesen [EMAIL PROTECTED] wrote:

   
 First of all, thanks to everybody who have answered to my post. It is 
 much appreciated!

 A lot of my questions have been answered _ thank you all!

 The reason behind these questions is, I'm a thesis student (almost 
 finished). In my thesis I've been working with gameplay in sound, 
 primarily within a musical context. For this purpose I've build a 
 prototype of a music game of my own design, using PD alone to build both 
 the game engine (imagine that Andy ;) ) and the audio engine.

 Of all the game engines I've come across, none of them would have been 
 able to do what I've been able to do in PD within a few months. This off 
 course has to do with the very nature of advanced audio gameplay, which 
 is relatively new in gamedesign, but as we've all seen with the rise of 
 Guitar Hero and Sing Star, something that has become very big business. 
 In other words, the market now seems ready for this kind of audio/music 
 gameplay, but the technology available within the industry is not, at 
 least not for small time developers, unless PD can be integrated within 
 a product without to many obstacles.

 Since I'm not a programmer in the traditional sense, I'd like to 
 continue using PD as my main

Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Thomas Jeppesen
First of all, thanks to everybody who have answered to my post. It is 
much appreciated!

A lot of my questions have been answered – thank you all!

The reason behind these questions is, I'm a thesis student (almost 
finished). In my thesis I've been working with gameplay in sound, 
primarily within a musical context. For this purpose I've build a 
prototype of a music game of my own design, using PD alone to build both 
the game engine (imagine that Andy ;) ) and the audio engine.

Of all the game engines I've come across, none of them would have been 
able to do what I've been able to do in PD within a few months. This off 
course has to do with the very nature of advanced audio gameplay, which 
is relatively new in gamedesign, but as we've all seen with the rise of 
Guitar Hero and Sing Star, something that has become very big business. 
In other words, the market now seems ready for this kind of audio/music 
gameplay, but the technology available within the industry is not, at 
least not for small time developers, unless PD can be integrated within 
a product without to many obstacles.

Since I'm not a programmer in the traditional sense, I'd like to 
continue using PD as my main environment for experimenting with audio 
gameplay, but if it was a dead end development vise, maybe I should 
reconsider, because of the hard sell situation it would put me in. But 
fortunately your answers tells me to just continue using PD, even if 
certain legal issues still needs some ironing out.

Any other info or theorizing about using PD in games both legally, 
design wise and technically, are most welcomed since it is highly 
relevant to my chapter about using PD for game design in general.

Thank you all again and I hope you will all have a Merry Christmas and a 
Happy New Year!

Cheers!
Thomas


[EMAIL PROTECTED] wrote:

 Considering that I have had to deal with this legal minefield, I can 
 say the following:

 Work with Miller to understand what is covered by the BSD license (not 
 all of it is)
 There are a number of game engine issues which you need to address 
 when using Pd (this is at the technical/code level)
 Don't worry about the patches. Any game is going to have encryption 
 and other copy protection stuff on it.

 Please don't ask me to comment on the details of how PD has been/is 
 being used. However, if you want to talk about the theory of PD being 
 used in games, especially on a certain game console which I care about 
 :-) then ask away...

 Note: if you are dealing with a game publisher on the legal aspects of 
 PD, then it is likely that my company has enough legal agreements with 
 them for me to talk about concrete uses of PD. Let me know in private 
 email.

 Mark Danks
 Senior Manager, Developer Support
 SCEA



 *Thomas Jeppesen [EMAIL PROTECTED]*
 Sent by: [EMAIL PROTECTED]

 12/19/2007 05:01 AM

   
 To
   PD-list@iem.at
 cc
   
 Subject
   [PD] Creating auidioengines for games using PD



   





 Hi,

 If I wanted to use PD to build an audio-engine for a game, how would the
 copyrights work if the game I was creating the engine for were commercial?

 Also, and I know this is going to be sensitive to some people in this
 community, but lets have the discussion anyway, I don't like the idea
 about anybody being able to open the audio-engine that I have created
 for a commercial game, as easy as they would any PD-patch out there. And
 I'm sure the people I would be working for would hate the Idea. Is there
 an easy or ”normal” solution to locking a patch so it can't be opened by
 anybody?

 I know that PD has been used in the production of the music-engine for
 Spore, but I havn't been able to find details about this particular
 project. Does anybody know anything about it that they could share 
 with us?

 I read a post from Andy Farnell on the sound design mailing list, that
 EA had created their own version of PD for Spore, is that the only way
 to go about it if
 you wanted to use PD in a commercial production?

 And last but not least, are there any other know commercial products
 (games primarily) out there that has used PD as the audioengine?

 Cheers!
 Thomas



 ___
 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


[PD] Creating auidioengines for games using PD

2007-12-19 Thread Thomas Jeppesen
Hi,

If I wanted to use PD to build an audio-engine for a game, how would the 
copyrights work if the game I was creating the engine for were commercial?

Also, and I know this is going to be sensitive to some people in this 
community, but lets have the discussion anyway, I don't like the idea 
about anybody being able to open the audio-engine that I have created 
for a commercial game, as easy as they would any PD-patch out there. And 
I'm sure the people I would be working for would hate the Idea. Is there 
an easy or ”normal” solution to locking a patch so it can't be opened by 
anybody?

I know that PD has been used in the production of the music-engine for 
Spore, but I havn't been able to find details about this particular 
project. Does anybody know anything about it that they could share with us?

I read a post from Andy Farnell on the sound design mailing list, that 
EA had created their own version of PD for Spore, is that the only way 
to go about it if
you wanted to use PD in a commercial production?

And last but not least, are there any other know commercial products 
(games primarily) out there that has used PD as the audioengine?

Cheers!
Thomas



___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] Good sounding PD reverb patches - anyone?

2007-10-29 Thread Thomas Jeppesen
Thanks a lot Steffen (and Andy :) )!

It looks very interesting!

Cheers,
Thomas


Steffen Juul wrote:

 On 13/10/2007, at 21.19, Thomas Jeppesen wrote:

 So are there anyone out there experimenting with reverb-algorithms in
 pd? And are you willing to share your patches?

 Hey Thomas. See also Andy's fibonacci reverb:
 http://www.obiwannabe.co.uk/html/toys/fiboverb/fiboverb.html





___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] Good sounding PD reverb patches - anyone?

2007-10-14 Thread Thomas Jeppesen
Yes several times, but it's difficult to figure out, and I've never 
succeded in making it work 100%, so after trying for hours, I gave up on it.

hard off wrote:
 did you try freeverb~  ?


   



___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


[PD] Good sounding PD reverb patches - anyone?

2007-10-13 Thread Thomas Jeppesen
Hi all,

I'm looking for good sounding reverb patches. Hopefully some that are 
more complex and better sounding than the one distributed with PD.
So are there anyone out there experimenting with reverb-algorithms in 
pd? And are you willing to share your patches?

Cheers!
Thomas :)


___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] Good sounding PD reverb patches - anyone?

2007-10-13 Thread Thomas Jeppesen
That sounds very interesting!

I'm on windows and the only version I can find is a version 0.1 which 
seems to be an uncompiled linux version or something. Is there a 
windows-version out there?

Cheers!
Thomas :)

chris clepper wrote:
 partconv~ is a convolution reverb like Altiverb.  Load any soundfile 
 Impulses in .wav format and enjoy.  It is a little CPU heavy but I did 
 tweak it for G4 and G5 CPUs if you have one of those.

 On 10/13/07, *Thomas Jeppesen* [EMAIL PROTECTED] 
 mailto:[EMAIL PROTECTED] wrote:

 Hi all,

 I'm looking for good sounding reverb patches. Hopefully some that are
 more complex and better sounding than the one distributed with PD.
 So are there anyone out there experimenting with reverb-algorithms in
 pd? And are you willing to share your patches?

 Cheers!
 Thomas :)


 ___
 PD-list@iem.at mailto: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


Re: [PD] Solved - HID for PD on windows?

2007-07-19 Thread Thomas Jeppesen
Hi again,

I did some more research on the topic and found the solution for my problem 
in the joystick-object - thanks to a post by David Merrill - thank you for 
that :)

Still I'm looking forward to see what the HID-object can do when it comes 
out for windows, for example will it support the Wii-controller?

Cheers!
Thomas

- Original Message - 
From: Thomas Jeppesen [EMAIL PROTECTED]
To: pd-list@iem.at
Sent: Wednesday, July 18, 2007 9:17 PM
Subject: [PD] HID for PD on windows?


 Hi all,

 I'm trying to get a game-controller (and eventually also the 
 Wii-controller)
 up and running on pure data which I am currently running on windows.
 As I understand it the best object at the moment to tap into the 
 datastreams
 produced by game controllers etc. is the HID-object build by 
 Hans-Christoph
 Steiner. It isn't provided with the latest beta version of PD extended and
 I'm also beginning to believe that it doesn't even run on windows at all -
 is the right or wrong?
 If there is a windows-version of this/these objects could someone please
 point me to them?

 Cheers!
 Thomas


 ___
 PD-list@iem.at mailing list
 UNSUBSCRIBE and account-management - 
 http://lists.puredata.info/listinfo/pd-list


 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.476 / Virus Database: 269.10.4/897 - Release Date: 11-07-2007 
 21:57

 


___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


[PD] HID for PD on windows?

2007-07-18 Thread Thomas Jeppesen
Hi all,

I'm trying to get a game-controller (and eventually also the Wii-controller) 
up and running on pure data which I am currently running on windows.
As I understand it the best object at the moment to tap into the datastreams 
produced by game controllers etc. is the HID-object build by Hans-Christoph 
Steiner. It isn't provided with the latest beta version of PD extended and 
I'm also beginning to believe that it doesn't even run on windows at all - 
is the right or wrong?
If there is a windows-version of this/these objects could someone please 
point me to them?

Cheers!
Thomas 


___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] basic composition tutorial

2007-05-23 Thread Thomas Jeppesen
Thumbs up!

Very good, clear and focussed toturial, and exactly what I was sitting here 
and needed.

Thank you very much for sharing!
Thomas

- Original Message - 
From: Andy Farnell [EMAIL PROTECTED]
To: pd-list@iem.at
Sent: Wednesday, May 23, 2007 11:41 PM
Subject: [PD] basic composition tutorial



 Hi,

 Any feedback on a new document would be nice. I've tried to provide
 an absolutely minimal elementary intro to making music with Pd. This
 is the first doc, which I did as a guide for a workshop in Bristol
 next month.

 http://www.obiwannabe.co.uk/html/music/musictuts/compose1/composition1/composition1.html

 I'm using the new tool scripts for working in TeX, so thanks once again to 
 all who
 helped me make those work.

 Cheers,

 Andy



 -- 
 Use the source

 ___
 PD-list@iem.at mailing list
 UNSUBSCRIBE and account-management - 
 http://lists.puredata.info/listinfo/pd-list


 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.467 / Virus Database: 269.7.6/813 - Release Date: 20-05-2007 
 07:54

 


___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


[PD] Linux - which distribution to use?

2007-04-18 Thread Thomas Jeppesen
Hi all,

I've been trying to get PD up and running on linux for a while, but so far I've 
not been lucky, prolly because I'm a linux nub. The first installation I tried 
(Fedora) didn't have a familiar interface. The second (Ubuntu) did, but I 
couldn't install PD on it for some unknow reason. I used a tar-ball 
installation, and ran the make install-command and it did install on the 
computer, but PD just wouldn't start up. On the third distribution I tried 
JackLab, PD worked, but I had no internet connection.
I'm used to run normal pc's (Windows), so I'm after a distribution that has a 
graphic desktop environment to not make it too unfamiliar for starters. But 
most of all I'm after a distribution that will run PD-extended and do it good. 
Does any of you have any recommendations to which distribution to choose and 
perhaps good linux and audio-sites for nubs like me?

Cheers!
Thomas___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] Linux - which distribution to use?

2007-04-18 Thread Thomas Jeppesen
I think I know where you are comming from ;)

Thanks for the good and quick feedback I've gotten through the day. It has 
helped me a lot.
I installed Ubuntu today and it worked like a charm. I follow the advice to 
stick with it, at least for a few months :)

Cheers all!
Thomas
- Original Message - 
From: Roman Haefeli [EMAIL PROTECTED]
To: Frank Barknecht [EMAIL PROTECTED]
Cc: pd-list@iem.at
Sent: Wednesday, April 18, 2007 3:20 PM
Subject: Re: [PD] Linux - which distribution to use?


 On Wed, 2007-04-18 at 19:06 +0200, Frank Barknecht wrote:
 Hallo,
 Roman Haefeli hat gesagt: // Roman Haefeli wrote:

  On Wed, 2007-04-18 at 17:01 +0200, Frank Barknecht wrote:
   Me, too. Debian rules. Other than that pure:dyne rules as well.
 
  i agree, though ubuntu is also a debian derivative, but sometimes much
  easier to use than debian and from my experience comes with better
  maintained repos. as a beginner, i'd still vote for ubuntu.

 Most of the packages in Ubuntu come directly from Debian. When I was
 running Ubuntu on my laptop, I found, that I wasn't using the stuff,
 that's not in Debian, at all, so I reverted this system from Ubuntu to
 Debian again. OTOH packages from Ubuntu often flow back to Debian. In
 the end, it's a matter of taste.

 i don't want to be an ass and please don't get me wrong, when i hook
 into it again. i fully agree with you. i started doing linux with
 debian, too. though in the end, all problems i had turned out to be
 manageable (and based on my lack of knowledge), i wish i had started
 with ubuntu first retrospectively, just because you have to make less
 decisions in order to get a working box, that 'just works' in everyday
 life. i dare say, that ubuntu is the most easy os to install at all, not
 only the easiest linux.
 when starting with linux, i had to realize that i hardly know anything
 about computers. i didn't even know, what a window manager is (least of
 all, that also windows uses a window manager, but the fact that windows
 tries to hide essential stuff from the user, so that he/she stays
 unaware about computers is anothe story) and that i was supposed to
 choose and install one, if i want to have a graphical interface. quite
 many steps were involved, until i had a running pd.
 i believe, in ubuntu much lesser steps are needed until pd runs. for a
 sligthly more advanced user, many steps seem to be obvious and are done
 fast, but for an innocent, naked, virgin noob (sorry for the strange
 wording), like i was two and a half years ago, each step can be a real
 pain.
 of course, at the end you don't have more or less possibilities in one
 or the other.

 just my 4cents (now, i'm broke  :-)

 roman






 ___
 Der frühe Vogel fängt den Wurm. Hier gelangen Sie zum neuen Yahoo! Mail: 
 http://mail.yahoo.de








 ___
 PD-list@iem.at mailing list
 UNSUBSCRIBE and account-management - 
 http://lists.puredata.info/listinfo/pd-list






Internal Virus Database is out-of-date.
Checked by AVG Free Edition.
Version: 7.5.446 / Virus Database: 269.2.0/757 - Release Date: 11-04-2007 
17:14


___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] Having trouble using rradical abstractions

2007-03-16 Thread Thomas Jeppesen
Thank you to everyone helping me with these first noobish steps. I feel 
terrible asking about them over and over again, but I'm really having 
trouble getting my head around these aspects of PD. Unfortunately I'm not 
quite there yet, there's one last error that's still giving trouble:

nroute v0.1, written by Olaf Matthes [EMAIL PROTECTED]
error: unpack: type mismatch
... you might be able to track this down from the Find menu.

I'm now loading the rrad.pattseq.pd inside a patch as suggested by Frank 
Barknecht, and it did solve the problem with the OSCroute object, but now 
I'm getting this one.

Any suggestions?

Cheers!
Thomas 


___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] oldschool rave synths

2007-03-15 Thread Thomas Jeppesen
Not sure if it's exactly what you are after, but the computer musical
tutorial by Curtis Roads, takes you through it all in a not too
scientific/mathematic way. Actually I think it accompanies PD extremely
well.

http://www.amazon.com/Computer-Music-Tutorial-Curtis-Roads/dp/0262680823/ref=pd_bbs_sr_1/102-5380871-4068156?ie=UTF8s=booksqid=1173978334sr=8-1

I hope you'll find it useful.

Cheers!
Thomas

- Original Message - 
From: shift8 [EMAIL PROTECTED]
To: padawan12 [EMAIL PROTECTED]
Cc: pd-list@iem.at; Josh Steiner [EMAIL PROTECTED]; 
[EMAIL PROTECTED]
Sent: Thursday, March 15, 2007 6:54 AM
Subject: Re: [PD] oldschool rave synths


 dude - you are a ninja.  uhm, i mean, a jedi. seriously - i want to
 emulate you a bit when i grow up ;P

 that said, what resources would you recommend that illustrate calculus
 as used for signal processing, but from a more functional point of view
 as opposed to a theoretical one.  i know there are dsp chip programming
 guides for engineering, but there seems to be only how and not the
 why in most cases there.  too theoretical of descriptions makes it
 difficult for me to visualize the action or imagine the sonic
 implications of the theory being discussed.

 personally, i find that the application of theories make much more sense
 than the abstract theories themselves.  maybe it's brain damage, or
 perhaps plain 'ol ignorance.

 but anyway, here's a simple example:

 someone tells me an empirical definition of the nyquist theory, it's
 hard to get my head around.  but if someone says hey, you can't sample
 a frequency that is = 1/2 of the sample rate, because the wavelength is
 too short in duration to fit sample boundaries, and it causes
 distortions that are related to the frequency being sampled. that
 totally makes sense.  i can picture that from a functional point of
 view, and then have a much easier time with the math an theory of it.

 are there any resources, books, etc out that approach the subject of dsp
 in a style like this?

 thanks and high regards,
 star

 On Thu, 2007-03-15 at 15:24 +, padawan12 wrote:
 [pow~] is from cyclone, I think in the case I used it (pow 2) you can 
 replace it with
 an equivilent [expr~] expression or [*~]. I thought [lowpass] and 
 [highpass] were vanilla.
 They are needed to set the coeffs for biquad~

 On Wed, 14 Mar 2007 16:49:29 -0800
 Josh Steiner [EMAIL PROTECTED] wrote:

  i seem to be missing:
 
  lowpass, highpass and pow~
 
  running 0.39.2-extended-test7 on winxp
 
  -josh
 
  padawan12 wrote:
   Sorry Hardoff, scratch that last load of rubbish. The parasite synth 
   is the
   wrong patch, and I thought I was talking about different oscillators, 
   it
   should have been something more like the ones here. The oscillator is
   a dual-slope one in hoover-triangles.pd, much easier to pull out than 
   the last mess.
  
   Another take is the hoover-pwm.pd, which is a juno voice basically, 
   it's much brighter and
   fizzy down low. It just depends what you want more in the low 
   registers, up high theres
   not so much difference.
   One is pulse width mod of a square, the other is slope mod of a 
   triangle, both have a bit
   of frequency lfo on too at about 5 Hz. A fat Juno hoover noise uses 
   the fast chorus
   so there's one on both versions. Each has the same sequence so you 
   can compare the sounds.
   All the hoover flavours have a different character, like a highpass 
   resonant filter
   makes an interesting addition. But what they share in common is a 
   busy sound made
   by having 3 or 4 detuned components. Juno is a pwm + saw + square 
   mix, with the
   square an octave down.
  
  
   On Mon, 12 Mar 2007 22:34:01 +0900
   hard off [EMAIL PROTECTED] wrote:
  
  
   andy's tokyo techno one is cool.
  
   but i want hoovers.  i keep try to make them and they always suck.
   there must have been a secret ingredient that i am forgetting.
  
   ___
   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
  
 
 
  -- 
  
  tasty electronic music vittles  --  bluevitriol.com
  the only music blog you need--  playtherecords.com
  you are the dj.  interactive music  --  improbableorchestra.com
  random observations of the bizarre  --  vitriolix.com
 

 ___
 PD-list@iem.at mailing list
 UNSUBSCRIBE and account-management - 
 http://lists.puredata.info/listinfo/pd-list

 -- 
 Mechanize something idiosyncratic.



 ___
 PD-list@iem.at mailing list
 UNSUBSCRIBE and 

[PD] Having trouble using rradical abstractions

2007-03-15 Thread Thomas Jeppesen
For example when I load the rrad.nseq.pd I get this error message:

* OSC-route: float arguments are not OK.
 OSCroute $1
... couldn't create

pool 0.2.2pre - hierarchical storage object, (C)2002-2006 Thomas Grill

[symbol2list] part of zexy-2.1 (compiled: Feb 27 2007)
 Copyright (l) 1999-2006 IOhannes m zmölnig, forum::für::umläute  IEM
* OSC-route: float arguments are not OK.
 OSCroute $1
... couldn't create


I'd really like to use all these abstractions, as they fit my current project 
very well, but I can't seem to iron out this problem though.

I'm using a windows installation. But I'm starting to feel that a lot of my 
troubles using pd will go away if I get a Linux-installation up and running 
instead.

Cheers!
Thomas

___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


[PD] Fw: adding external-direcetories to paths

2007-03-14 Thread Thomas Jeppesen
Hi Luigi,

I'm on Windows for now. Steffen has been kind enough to to guide me in the 
right direction, but I'm not quite there yet, so any additional input you might 
have on the matter would be a much appreciated.

Cheers!
Thomas
  - Original Message - 
  From: Luigi Rensinghoff 
  To: Thomas Jeppesen ; pd-list@iem.at 
  Sent: Wednesday, March 14, 2007 2:09 AM
  Subject: Re: [PD] adding external-direcetories to paths




  Am 14.03.2007 um 05:14 schrieb Thomas Jeppesen:


After a few weeks of wondering how this works, I've more or less figured 
out how to add externals to my PD installation, at least I think I have, 
because I still run into patches that doesn't load the externals used in it, 
even though the externals are in the extra-directory. OK then, I think to 
myself, I have to add each subdirectory of externals to the path in PD's 
fererences. This seemed to have the desired effect. And now to the problem, 
only 10 lines of paths are possible in PD. Or does it work like this, that I 
can only ´see´ 10 line's of added paths? Or have I completely missed how this 
aspect of PD works?

Anyways, what I want is for all subdirectories in the extra-directory in my 
PD 39.2-extended to be accessable from PD, as if they were an integrated part 
of the installation. I've tried to use (add) the pd-settings.reg that comes 
with the pd-extended installation, but it has not had the desired effect.

Could someone please shed some light on this problem for me?

Cheers!
Thomas
___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list




  Yes, i was fighting with that a while too...


  which platform are you using ?


  Luigi


--


  ___
  PD-list@iem.at mailing list
  UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list



--


  No virus found in this incoming message.
  Checked by AVG Free Edition.
  Version: 7.5.446 / Virus Database: 268.18.10/720 - Release Date: 12-03-2007 
19:19
___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


Re: [PD] adding external-direcetories to paths

2007-03-13 Thread Thomas Jeppesen
- Original Message - 
Ps. I take it you live in copenhagen. That makes us at least three, i
think. There is another Steffen too - Leve Poulsen. There must be
more round and about. Maybe some local patching would be fun?


Yup, thats right. I'm pretty sure that some patching is being done at LAB 
already - Actually I know it is ;)

Thanks for the feedback Steffen, any ideas why the reg-file in the windows 
installation doesn't do the trick, it is supposed to add all the libs from 
the extended version of PD?

Cheers!
Thomas

- Original Message - 
From: Steffen [EMAIL PROTECTED]
To: Thomas Jeppesen [EMAIL PROTECTED]
Cc: pd-list@iem.at
Sent: Tuesday, March 13, 2007 1:40 PM
Subject: Re: [PD] adding external-direcetories to paths



On 14/03/2007, at 5.14, Thomas Jeppesen wrote:

 And now to the problem, only 10 lines of paths are possible in PD.
 Or does it work like this, that I can only ´see´ 10 line's of added
 paths?

Yes. You only see 10. You can add more by for example using colons.

See also: http://puredata.info/docs/tutorials/TipsAndTricks#add-more-
entries-to-the-path-and-library-dialogs

Best, Steffen

Ps. I take it you live in copenhagen. That makes us at least three, i
think. There is another Steffen too - Leve Poulsen. There must be
more round and about. Maybe some local patching would be fun?


___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


-- 
No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.446 / Virus Database: 268.18.10/720 - Release Date: 12-03-2007 
19:19



___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list


[PD] ~ and ~ becommes _~ and __~ in windows...

2007-02-27 Thread Thomas Jeppesen
because windows want allow these characters: \, /, :, *, ?, , ,  and | in a 
file name.

what solution do you suggest to this problem besides medical surgery of 
patches and installing Linux which is a whole different issue that I'll come 
back to in another post.

Cheers!
Thomas
___
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management - 
http://lists.puredata.info/listinfo/pd-list