Re: [PD] sound for blender apricot opensource game

2008-02-12 Thread Pablo Martin
marius schebella escribió:
> afaik, xmlrpc is a little bit slower, because it uses a pull
> mechanism. you send a request from a client to the server and that
> responds with data. i think just sending osc over udp is faster. don't
> know about securityissues...

I don't think security would be a problem for us :)

 Pablo

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Re: [PD] sound for blender apricot opensource game

2008-02-12 Thread Pablo Martin
Hi!

Hans-Christoph Steiner escribió:
> On Feb 11, 2008, at 9:43 AM, Pablo Martin wrote:
>
>   
>> Hi!
>>
>> Sorry guys i didnt see this thread before...
>>
>> Hans-Christoph Steiner escribió:
>> 
> You might be interested in IEM's xmlrpc library for Pd.  That will  
> give you an interface closer to a library.  We could use this project  
> as an impetus to get iemxmlrpc into Pd-extended, if it isn't  
> already.  Other options are OSC, and just using Pd messages over a  
> network socket (they are very simple format, anything ASCII ending  
> with a semi-colon and a carraige return).
>   

If we use it we would most probably use OSC as I have already much
experience in using it for communicating pd to other programs, also, we
already have an OSC plugin for crystalspace that exposes most of the
world :) (which means we would be able to control basically any
parameter or logic for the game from pd).

> It would also be a useful test case for steering the build system  
> towards making custom distros.  This would mean that Apricot could  
> easily use any Pd library that is included in Pd-extended, but we  
> could then strip out anything that isn't actually used.
>
> I'll be in Amsterdam from April 30th until May 7th ish, I could meet  
> up with you guys for some face time, if that's not too late. :)
>   

Well, it'll be a bit late to make big decisions for the project, but of
course you're welcome to come over :)

Cheers!

 Pablo



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Re: [PD] sound for blender apricot opensource game

2008-02-11 Thread marius schebella
afaik, xmlrpc is a little bit slower, because it uses a pull mechanism. 
you send a request from a client to the server and that responds with 
data. i think just sending osc over udp is faster. don't know about 
securityissues...
marius.


Hans-Christoph Steiner wrote:
> On Feb 11, 2008, at 9:43 AM, Pablo Martin wrote:
> 
>> Hi!
>>
>> Sorry guys i didnt see this thread before...
>>
>> Hans-Christoph Steiner escribió:
>>> By the way, is the Pablo Martin on the Apricot team caedes (who has
>>> done some work with PDP)?
>>>
>>>
>> Yeah :). Thats why there is so much interest in using pd (also we got
>> some emails already about people )... as i'm talking about it with
>> people. Of course there is a lot of concern about some stuff, as we  
>> have
>> huge todolist already, which is why i started a thread this morning to
>> try get some feedback. My main concern is i have some experience in
>> controlling  pd from some other programs (both games and vj tools)  
>> and i
>> always wished to be able to control pd from program itself instead of
>> its command line interface (which sucks :D), ie, use it as a real
>> library. If people can answer my question and maybe even step  
>> forward to
>> help (with the library thing), all the better. This is a great
>> opportunity to do some cross publicizing of different tools.
> 
> You might be interested in IEM's xmlrpc library for Pd.  That will  
> give you an interface closer to a library.  We could use this project  
> as an impetus to get iemxmlrpc into Pd-extended, if it isn't  
> already.  Other options are OSC, and just using Pd messages over a  
> network socket (they are very simple format, anything ASCII ending  
> with a semi-colon and a carraige return).
> 
> It would also be a useful test case for steering the build system  
> towards making custom distros.  This would mean that Apricot could  
> easily use any Pd library that is included in Pd-extended, but we  
> could then strip out anything that isn't actually used.
> 
> I'll be in Amsterdam from April 30th until May 7th ish, I could meet  
> up with you guys for some face time, if that's not too late. :)
> 
> .hc
> 
> 
>  
> 
> 
> There is no way to peace, peace is the way.   -A.J. Muste
> 
> 
> 
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Re: [PD] sound for blender apricot opensource game

2008-02-11 Thread Hans-Christoph Steiner

On Feb 11, 2008, at 9:43 AM, Pablo Martin wrote:

> Hi!
>
> Sorry guys i didnt see this thread before...
>
> Hans-Christoph Steiner escribió:
>> By the way, is the Pablo Martin on the Apricot team caedes (who has
>> done some work with PDP)?
>>
>>
>
> Yeah :). Thats why there is so much interest in using pd (also we got
> some emails already about people )... as i'm talking about it with
> people. Of course there is a lot of concern about some stuff, as we  
> have
> huge todolist already, which is why i started a thread this morning to
> try get some feedback. My main concern is i have some experience in
> controlling  pd from some other programs (both games and vj tools)  
> and i
> always wished to be able to control pd from program itself instead of
> its command line interface (which sucks :D), ie, use it as a real
> library. If people can answer my question and maybe even step  
> forward to
> help (with the library thing), all the better. This is a great
> opportunity to do some cross publicizing of different tools.

You might be interested in IEM's xmlrpc library for Pd.  That will  
give you an interface closer to a library.  We could use this project  
as an impetus to get iemxmlrpc into Pd-extended, if it isn't  
already.  Other options are OSC, and just using Pd messages over a  
network socket (they are very simple format, anything ASCII ending  
with a semi-colon and a carraige return).

It would also be a useful test case for steering the build system  
towards making custom distros.  This would mean that Apricot could  
easily use any Pd library that is included in Pd-extended, but we  
could then strip out anything that isn't actually used.

I'll be in Amsterdam from April 30th until May 7th ish, I could meet  
up with you guys for some face time, if that's not too late. :)

.hc


 


There is no way to peace, peace is the way.   -A.J. Muste



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Re: [PD] sound for blender apricot opensource game

2008-02-11 Thread Pablo Martin
Hi!

Sorry guys i didnt see this thread before...

Hans-Christoph Steiner escribió:
> By the way, is the Pablo Martin on the Apricot team caedes (who has  
> done some work with PDP)?
>
>   

Yeah :). Thats why there is so much interest in using pd (also we got
some emails already about people )... as i'm talking about it with
people. Of course there is a lot of concern about some stuff, as we have
huge todolist already, which is why i started a thread this morning to
try get some feedback. My main concern is i have some experience in
controlling  pd from some other programs (both games and vj tools) and i
always wished to be able to control pd from program itself instead of
its command line interface (which sucks :D), ie, use it as a real
library. If people can answer my question and maybe even step forward to
help (with the library thing), all the better. This is a great
opportunity to do some cross publicizing of different tools.

 Pablo



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Re: [PD] sound for blender apricot opensource game

2008-02-04 Thread Andy Farnell



Sorry I've completely mixed up the Apricot project with the Peach
project!! Duh!


Please ignore my ramblings.


The game could probably do with some SFX, but as Roman and Marius point out
they've made a design decision on CS engine and proposing procedural Pd
audio would no doubt be disruptive to the established sound team and their
goals.

Let's see what the Blender foundation come up with over the next months.

If anyone is closely involved please keep us informed.
Thankyou,

Andy


On Sat, 02 Feb 2008 20:53:26 +0100
[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
> >
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> 
> 
>  
> 
> 
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> publicity.  - Bill Moyers
> 
> 
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Re: [PD] sound for blender apricot opensource game

2008-02-03 Thread Roman Haefeli
On Sun, 2008-02-03 at 12:08 -0500, Hans-Christoph Steiner wrote:

> 
> Blender lacks some standard tools that all of the big ones have  
> (Maya, 3D Studio, etc) and yet they made amazing animations with it.   
> A core reason for that project was to figure out the problems with  
> Blender in a production environment and work on improving them.
> 
> It is a shame they did not take the same approach with the audio.   
> The synthesis was done using Reactor, for example.  I think that Pd  
> is pretty clearly a more capable real-time synth than Reactor, but  
> yes, it's rough around the edges.

and it's also a decision about how much time you are willing to invest.
i wouldn't be suprised, if you come quicker to a satisfying result using
reaktor than with pd. for my personal projects the factor time hasn't
the highest priority, but it might have for projects like elephants
dream.

> As for mastering, I did a lot of work as a sound designer in Sound  
> Forge/Windows back in 2000, and now I use Audacity.  Admittedly, I  
> don't do super elaborate mastering.  I will say that Audacity could  
> use more polishing and some efficiency tweaks, and a fancier GUI  
> might be useful.  But bottom line, it gets the job done. 

i disagree, but it would go to far to mention everything in detail. from
my experience, i _had_ to go back to proprietary world to get certain
jobs done. that's why i assumed, this might apply also to the makers of
elephants dream. without knowing what the exact reasons for their
decision was, i wanted to say, that i _understand_ them.

>  If the idea  
> of the movie was to be a free/open project, I think it was a copout  
> to use proprietary tools for audio.  Audacity now is better than  
> Sound Forge was in 2000.  Lots of professionals were using Sound  
> Forge in 2000, using Audacity now you'll be better off than them.

i like the idea of pushing development by funded projects. for their
next production it would be cool to see some effect from that on the
audio side as well.

prove me wrong, but i sometimes have the feeling it's more a question
about mentality than about resources.

roman




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Re: [PD] sound for blender apricot opensource game

2008-02-03 Thread Hans-Christoph Steiner

On Feb 2, 2008, at 9:11 PM, Roman Haefeli wrote:

> On Sat, 2008-02-02 at 20:04 -0500, Hans-Christoph Steiner 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. :)
>
> it's not about reliability, it's probably more about workflow. i agree
> with the makers of Elephants Dream, that it's hard to find FOSS  
> software
> for advanced sound editing. i speak from frustrating personal
> experience. i've spent hours trying to find even only an appropriate
> sound editor and it makes me sad to see, that so many people work  
> on so
> many different projects, but none of them is actually usuable in a
> professional environment (and noone seems to want to bundle the energy
> with others). i also noticed, that in the audio foss world some people
> tend to stick to elitism and don't want to work on making things more
> usuable (just hang a day around in #alsa). i don't want to generalize
> that, but that was my experience outside the nice and friendly pd- 
> world.
> it's sad, but especially for mastering tasks i still have to stick  
> with
> proprietary tools on a proprietary operating system, since working  
> with
> foss tools is still way far from being as efficient as with the tools
> that are usually used in studios. i am no expert in 3d world, but i
> think that this doesn't apply to blender as much. it seems to me that
> blender is a very advanced software. but back to pd: no matter how  
> cool
> pd is, you wouldn't want to use it to edit a radio jingle with many
> layers to exactly a certain lenght with mastering (compressing/ 
> limiting
> etc), would you?

Blender lacks some standard tools that all of the big ones have  
(Maya, 3D Studio, etc) and yet they made amazing animations with it.   
A core reason for that project was to figure out the problems with  
Blender in a production environment and work on improving them.

It is a shame they did not take the same approach with the audio.   
The synthesis was done using Reactor, for example.  I think that Pd  
is pretty clearly a more capable real-time synth than Reactor, but  
yes, it's rough around the edges.

As for mastering, I did a lot of work as a sound designer in Sound  
Forge/Windows back in 2000, and now I use Audacity.  Admittedly, I  
don't do super elaborate mastering.  I will say that Audacity could  
use more polishing and some efficiency tweaks, and a fancier GUI  
might be useful.  But bottom line, it gets the job done.  If the idea  
of the movie was to be a free/open project, I think it was a copout  
to use proprietary tools for audio.  Audacity now is better than  
Sound Forge was in 2000.  Lots of professionals were using Sound  
Forge in 2000, using Audacity now you'll be better off than them.

.hc


 


As we enjoy great advantages from inventions of others, we should be  
glad of an opportunity to serve others by any invention of ours; and  
this we should do freely and generously. - Benjamin Franklin



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Re: [PD] sound for blender apricot opensource game

2008-02-03 Thread marius schebella
there is not much information in that posting, but I would like to 
participate, no question.
what they look for is a *composer*. so no explicit need for soundFX or 
"foley" sound art.
as olme already wrote in his original mail, the game will use the 
CrystalSpace sound engine. the specs are:
Sound system:
* 2D and 3D sound rendering via DirectSound, Alsa, OSS and CoreAudio.
* Provides both one*time playing of effects and streaming playing in the 
background for music.
so, not much space (yet) for pd, but probably space for music composed 
with pd.
still, there could be a lot of space for pd in the future. a modular 
game-pd could replace the sound module of the game engine or work 
closely together onetime playing or looping is not a great challenge. 
the 2d/3d sound FX could also be rendered by a modular pd patch in real 
time (used like a vst-plugin) or many other fx (reverbs...)
plus, pd could also provide realtime rendering for sounds like footsteps 
ambient sounds (rain, wind) and stuff like that. again, this would only 
be possible if pd is included in the game engine or is modular and 
flexible enough to get packed together with the game engine. and it 
would need some good people who are able to create these sounds 
synthetically.
once this is done, it probably will be a lot of fun and even provide 
some paid jobs (hopefully!?).

marius.


Hans-Christoph Steiner wrote:
> 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
>>
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> 
> 
>  
> 
> 
> News is what people want to keep hidden and everything else is  
> publicity.  - Bill Moyers
> 
> 
> 
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Re: [PD] sound for blender apricot opensource game

2008-02-03 Thread Georg Holzmann
Hallo!

> it's sad, but especially for mastering tasks i still have to stick with
> proprietary tools on a proprietary operating system, since working with
> foss tools is still way far from being as efficient as with the tools
> that are usually used in studios.

Did you try Ardour+Jamin ?
I did some recording projects with it in summer and it just worked quite 
well ... it works similar like a protools setup.

LG
Georg

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Re: [PD] sound for blender apricot opensource game

2008-02-02 Thread Roman Haefeli
On Sat, 2008-02-02 at 20:04 -0500, Hans-Christoph Steiner 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. :)

it's not about reliability, it's probably more about workflow. i agree
with the makers of Elephants Dream, that it's hard to find FOSS software
for advanced sound editing. i speak from frustrating personal
experience. i've spent hours trying to find even only an appropriate
sound editor and it makes me sad to see, that so many people work on so
many different projects, but none of them is actually usuable in a
professional environment (and noone seems to want to bundle the energy
with others). i also noticed, that in the audio foss world some people
tend to stick to elitism and don't want to work on making things more
usuable (just hang a day around in #alsa). i don't want to generalize
that, but that was my experience outside the nice and friendly pd-world.
it's sad, but especially for mastering tasks i still have to stick with
proprietary tools on a proprietary operating system, since working with
foss tools is still way far from being as efficient as with the tools
that are usually used in studios. i am no expert in 3d world, but i
think that this doesn't apply to blender as much. it seems to me that
blender is a very advanced software. but back to pd: no matter how cool
pd is, you wouldn't want to use it to edit a radio jingle with many
layers to exactly a certain lenght with mastering (compressing/limiting
etc), would you?

roman 





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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
>   

 -
 ---
 

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 publicity.  - Bill Moyers



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Re: [PD] sound for blender apricot opensource game

2008-02-02 Thread Luke Iannini (pd)
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
>
>
>
> ---

Re: [PD] sound for blender apricot opensource game

2008-02-02 Thread Hans-Christoph Steiner

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



 


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Re: [PD] sound for blender apricot opensource game

2008-02-02 Thread Dafydd Hughes
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
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> http://lists.puredata.info/listinfo/pd-list
>



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skype: chickeninthegrass

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Re: [PD] sound for blender apricot opensource game

2008-02-02 Thread padawan12
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



 


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publicity.  - Bill Moyers



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Re: [PD] sound for blender apricot opensource game

2008-02-02 Thread Hans-Christoph Steiner

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



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