[PD] dynamic proximity responce

2007-03-07 Thread nosehair911
I'm very new to PD so this may be a simple question.  Is there any way to have 
multiple objects interact 
with each others patching depending on how close they are to each other.  In 
simple terms. 
Basically have 1 gemobject be attached to a loadbang and a 2nd gemobject be 
attached to a metro and 
as object 1 gets a certain distance from object 2 the loadbangs outlet attaches 
to the metros inlet. I have 
been driving myself crazy trying to figure this out in PD. I think it might 
have something to do with pmpd 
but I cant figure it out.
Any help would be appreciated.

Alain


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Re: [PD] dynamic proximity responce

2007-03-07 Thread David Powers
On 3/7/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 I'm very new to PD so this may be a simple question.  Is there any way to 
 have multiple objects interact
 with each others patching depending on how close they are to each other.  In 
 simple terms.
 Basically have 1 gemobject be attached to a loadbang and a 2nd gemobject be 
 attached to a metro and
 as object 1 gets a certain distance from object 2 the loadbangs outlet 
 attaches to the metros inlet. I have
 been driving myself crazy trying to figure this out in PD. I think it might 
 have something to do with pmpd
 but I cant figure it out.
 Any help would be appreciated.

Hi,

Well, first of all, I don't know the answer to your question, but what
is it you are trying to achieve? I'm 99.9% that there is a better way
to achieve what you want, without attaching the objects dynamically.

Second, attaching a [loadbang] to a [metro] won't do anything. A
loadbang only bangs when you load up the patch, but in your case, the
patch is already loaded, so nothing is going to happen. Probably what
you really want to do is something different.

Third, to find out how close to objects are, you simply need to make
an abstraction to measure the 3d distance between two points. Gem
objects won't tell you their position, but that doesn't matter because
you should already have their position, since somewhere in your patch
something is sending coordinates into the Gem objects, telling them to
move! Otherwise they would just be in the center of the screeen...

Maybe that helps a little?! Give us more info and we can probably help more.

~David

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Re: [PD] dynamic proximity responce

2007-03-07 Thread nosehair911
Thanks for your quick responce David.
I guess my example was a bad one but I will try to explain better.  What I'm 
trying to do is for example I 
have 1circle that it attached to an osc~. A 2circle attached to a frequency 
modulation patch. A 3circle 
attached to another osc~ with a different frequency/tone.  What I want is that 
as 2circle(frequency 
modulation) gets near 1circle(osc~) the frequency modulation patch interacts 
with 1circle's osc~ and 
as it moves away from 1circle and towards 3circle(osc~2), the frequency 
modulation stops interacting 
with 1circle and starts interacting with 3circle.  I am using the TuioClient in 
order to recieve position 
data so yes I will definitly know the position of the objects.  Is this 
something that can be done with 
pmpd or what other externals would you suggest me looking into.
Thanks,
Alain

 
 From: David Powers [EMAIL PROTECTED]
 Date: 2007/03/07 Wed PM 02:46:47 EST
 To: [EMAIL PROTECTED] [EMAIL PROTECTED]
 CC: pd-list@iem.at
 Subject: Re: [PD] dynamic proximity responce
 
 On 3/7/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  I'm very new to PD so this may be a simple question.  Is there any way to 
  have multiple objects 
interact
  with each others patching depending on how close they are to each other.  
  In simple terms.
  Basically have 1 gemobject be attached to a loadbang and a 2nd gemobject be 
  attached to a 
metro and
  as object 1 gets a certain distance from object 2 the loadbangs outlet 
  attaches to the metros inlet. I 
have
  been driving myself crazy trying to figure this out in PD. I think it might 
  have something to do with 
pmpd
  but I cant figure it out.
  Any help would be appreciated.
 
 Hi,
 
 Well, first of all, I don't know the answer to your question, but what
 is it you are trying to achieve? I'm 99.9% that there is a better way
 to achieve what you want, without attaching the objects dynamically.
 
 Second, attaching a [loadbang] to a [metro] won't do anything. A
 loadbang only bangs when you load up the patch, but in your case, the
 patch is already loaded, so nothing is going to happen. Probably what
 you really want to do is something different.
 
 Third, to find out how close to objects are, you simply need to make
 an abstraction to measure the 3d distance between two points. Gem
 objects won't tell you their position, but that doesn't matter because
 you should already have their position, since somewhere in your patch
 something is sending coordinates into the Gem objects, telling them to
 move! Otherwise they would just be in the center of the screeen...
 
 Maybe that helps a little?! Give us more info and we can probably help more.
 
 ~David
 


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Re: [PD] dynamic proximity responce

2007-03-07 Thread David Powers
On 3/7/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 Thanks for your quick responce David.
 I guess my example was a bad one but I will try to explain better.  What I'm 
 trying to do is for example I
 have 1circle that it attached to an osc~. A 2circle attached to a frequency 
 modulation patch. A 3circle
 attached to another osc~ with a different frequency/tone.  What I want is 
 that as 2circle(frequency
 modulation) gets near 1circle(osc~) the frequency modulation patch interacts 
 with 1circle's osc~ and
 as it moves away from 1circle and towards 3circle(osc~2), the frequency 
 modulation stops interacting
 with 1circle and starts interacting with 3circle.

Hi, okay, well here are two ideas:
1. Hook up all possible audio routings using [mux~] and [demux~] from
zexy, the you can control which path an audio signal is routed to. Be
careful to use [line~] to ramp to zero before switching so you don't
get clicks.
2. I believe you could use some kind of [send~] and [receive~] or
[throw~] [catch~] objects, and just change the destinations on the fly
for where audio signals get sent.

~David

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