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