Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Scott R. Looney
wow Wing! that's a great project. really especially like the routing to
Unity's Mixer. i'm using Kalimba at the moment which is fine but the sound
doesn't come through Unity's audio output while in the Editor. combining PD
output with the Mixer does achieve some things that are not as easy using
PD, especially surround sound and all. one question - does your project
allow more than one instance of libpd to be called, or just one?

looking forward to to see more development on this.

best,
scott

On Sun, Oct 23, 2016 at 4:43 PM, Wing Sang Wong 
wrote:

> Hi Ali,
>
> I am working on a repository for Libpd-Unity integration recently. You may
> find the unitypackage and sample project here.
>
> https://github.com/Wilsonwaterfish/UnityLibpd
>
> If you are working on Windows, you may need to compile the libpdcsharp.dll
> by yourself as I only work on Linux and Mac.
>
> Wing
>
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Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Wing Sang Wong
Hi Ali,

I am working on a repository for Libpd-Unity integration recently. You may
find the unitypackage and sample project here.

https://github.com/Wilsonwaterfish/UnityLibpd

If you are working on Windows, you may need to compile the libpdcsharp.dll
by yourself as I only work on Linux and Mac.

Wing
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Re: [PD] decrease / increase endless rotary midi controller handling

2016-10-23 Thread Robert Grah
Hi cyrille,



thanks for your patch.



It seems that turning the knob faster sends the values faster but bound to the 
rotation angle. No inteligent logic in that. 



So I added the time since the last value change into the patch.



Now I can get faster value changes when turning faster and on the other hand 
more precise and slower changes when turning slower. Works quite well so far.



Cheers,

Robert








 On Sa, 22 Okt 2016 15:18:19 +0200cyrille henry  
wrote 




here is a quick example of how i would do this. 

 

I suspect that turnig the knob faster would send other value. with few math you 
could directlly convert the value send to increment value. 

 

cheers 

c 

 

 

Le 22/10/2016 à 15:04, Robert Grah a écrit : 

> Hi, 

> 

> I lately got a Doepfer Pocket Dial Midi controller which uses endless 
rotary encoders. 

> I switched it to the send increase and decrease values instead of normal 
0-127 midi values. 

> 

> I get the values with ctlin first out is the channel second is 96 while 
left rotation or 97 during right rotation. 

> Is there a good way to handle those values easily to increase an f? 

> 

> I thought about a combination out of select and moses but maybe there is 
someone who has something better??? 

> 

> Cheers, 

> Robert 

> 

> 

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dial.pd
Description: Binary data


pocket_dial_002.pd
Description: Binary data
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Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Ali Momeni
Thanks Dan.

My problem is with LibPdFilterRead.cs as it doesn't compile because of this
error:


*Code:*
// Unity audio callback
public void OnAudioFilterRead (float[] data, int channels)
{
if(dataPtr == IntPtr.Zero)
{
dataHandle = GCHandle.Alloc(data,GCHandleType.Pinned);
dataPtr = dataHandle.AddrOfPinnedObject();
}

if (islibpdready) {
*LibPD.Process(numberOfTicks, dataPtr, dataPtr);   //THIS
is the line that throws an error*
}
}


*Error:*
Assets/LibPdFilterRead.cs(52,31): error CS1502: The best overloaded method
match for `LibPDBinding.LibPD.Process(int, double*, double*)' has some
invalid arguments


On Sun, Oct 23, 2016 at 1:13 PM, Dan Wilcox  wrote:

> https://github.com/libpd/libpd#c
>
> 
> Dan Wilcox
> @danomatika 
> danomatika.com
> robotcowboy.com
>
> On Oct 23, 2016, at 8:21 AM, Ali Momeni  wrote:
>
> Thanks Dan.
>
> I'm having trouble getting the latest libpd4unity compiling:
>
> https://github.com/patricksebastien/libpd4unity/issues/18
>
> Also, if the libpd C# binaries from NuGet are a way to get libpd/unity
> integrated, would you please post a link?
>
>
> On Sun, Oct 23, 2016 at 1:35 AM, Dan Wilcox  wrote:
>
>> Patrick updated the libpd version used by libpd4unity less than a month
>> ago. The other wrapper files *seem* old since the libpd API is largely
>> stable, so no need for constant commits.
>>
>> Also, libpd is much easier to build for C# / MONO in the latest version
>> so I imagine that should help in regards to unity, although I have not
>> tried it personally. There are also prebuilt libpd C# binaries for multiple
>> platforms on NuGet.
>>
>> 
>> Dan Wilcox
>> @danomatika 
>> danomatika.com
>> robotcowboy.com
>>
>> On Oct 22, 2016, at 3:55 PM, pd-list-requ...@lists.iem.at wrote:
>>
>> *From: *Ali Momeni 
>> *Subject: **[PD] libpd for Unity still alive?*
>> *Date: *October 22, 2016 at 2:47:23 PM MDT
>> *To: *"pd-list@lists.iem.at" 
>>
>>
>> Hello all,
>>
>> I'd like to play with libpd within Unity.  I've come across several
>> project that attempt this:
>>
>> https://github.com/patricksebastien/libpd4unity
>> https://github.com/Magicolo/uPD
>> https://github.com/hagish/kalimba
>>
>> but it seems like they are all old and not maintained; it also seems that
>> they haven't been tested with Unity 5.  Does anyone have any recent
>> experience with pd and unity?
>>
>> Regards,
>>
>> ali
>>
>>
>>
>
>
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Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Dan Wilcox
https://github.com/libpd/libpd#c 


Dan Wilcox
@danomatika 
danomatika.com 
robotcowboy.com 
> On Oct 23, 2016, at 8:21 AM, Ali Momeni  wrote:
> 
> Thanks Dan.
> 
> I'm having trouble getting the latest libpd4unity compiling:
> 
> https://github.com/patricksebastien/libpd4unity/issues/18 
> 
> 
> Also, if the libpd C# binaries from NuGet are a way to get libpd/unity 
> integrated, would you please post a link?
> 
> 
> On Sun, Oct 23, 2016 at 1:35 AM, Dan Wilcox  > wrote:
> Patrick updated the libpd version used by libpd4unity less than a month ago. 
> The other wrapper files *seem* old since the libpd API is largely stable, so 
> no need for constant commits.
> 
> Also, libpd is much easier to build for C# / MONO in the latest version so I 
> imagine that should help in regards to unity, although I have not tried it 
> personally. There are also prebuilt libpd C# binaries for multiple platforms 
> on NuGet.
> 
> 
> Dan Wilcox
> @danomatika 
> danomatika.com 
> robotcowboy.com 
>> On Oct 22, 2016, at 3:55 PM, pd-list-requ...@lists.iem.at 
>>  wrote:
>> 
>> From: Ali Momeni mailto:batc...@gmail.com>>
>> Subject: [PD] libpd for Unity still alive?
>> Date: October 22, 2016 at 2:47:23 PM MDT
>> To: "pd-list@lists.iem.at " 
>> mailto:pd-list@lists.iem.at>>
>> 
>> 
>> Hello all,
>> 
>> I'd like to play with libpd within Unity.  I've come across several project 
>> that attempt this:
>> 
>> https://github.com/patricksebastien/libpd4unity 
>> 
>> https://github.com/Magicolo/uPD 
>> https://github.com/hagish/kalimba 
>> 
>> but it seems like they are all old and not maintained; it also seems that 
>> they haven't been tested with Unity 5.  Does anyone have any recent 
>> experience with pd and unity?
>> 
>> Regards,
>> 
>> ali
> 
> 

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[PD] struct feature request

2016-10-23 Thread Jonathan Wilkes via Pd-list
[struct foo float x float y array a b]
would be easier to read with semis:
[struct foo;float x;float y;array a b]
Quick-n-dirty way would be to ignore semis in the arg parser

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Re: [PD] scalar properties code

2016-10-23 Thread Jonathan Wilkes via Pd-list
Regarding commit 55c6224fe552eb49050730b618bd83843d9e4ed3:
* The code replacing the memcpy call does nothing.  I assume you want to 
swap sc_vec fields* What is the reason for adding glist_noselect(x)?


  From: Jonathan Wilkes via Pd-list 
 To: Pd-List  
 Sent: Saturday, October 22, 2016 11:13 PM
 Subject: [PD] scalar properties code
   
Hi list,Question about some code in canvas_dataproperties of g_readwrite, line 
313:   error("data_properties: scalar disappeared");
Shouldn't this be a "bug" call, or even an "exit" call?  If the scalar 
disappeared then 
it was almost certainly unsafe to have deferenced the scalar's sc_gobj member 
when walking the list in line 306.
-Jonathan


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Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Ali Momeni
Thanks Dan.

I'm having trouble getting the latest libpd4unity compiling:

https://github.com/patricksebastien/libpd4unity/issues/18

Also, if the libpd C# binaries from NuGet are a way to get libpd/unity
integrated, would you please post a link?


On Sun, Oct 23, 2016 at 1:35 AM, Dan Wilcox  wrote:

> Patrick updated the libpd version used by libpd4unity less than a month
> ago. The other wrapper files *seem* old since the libpd API is largely
> stable, so no need for constant commits.
>
> Also, libpd is much easier to build for C# / MONO in the latest version so
> I imagine that should help in regards to unity, although I have not tried
> it personally. There are also prebuilt libpd C# binaries for multiple
> platforms on NuGet.
>
> 
> Dan Wilcox
> @danomatika 
> danomatika.com
> robotcowboy.com
>
> On Oct 22, 2016, at 3:55 PM, pd-list-requ...@lists.iem.at wrote:
>
> *From: *Ali Momeni 
> *Subject: **[PD] libpd for Unity still alive?*
> *Date: *October 22, 2016 at 2:47:23 PM MDT
> *To: *"pd-list@lists.iem.at" 
>
>
> Hello all,
>
> I'd like to play with libpd within Unity.  I've come across several
> project that attempt this:
>
> https://github.com/patricksebastien/libpd4unity
> https://github.com/Magicolo/uPD
> https://github.com/hagish/kalimba
>
> but it seems like they are all old and not maintained; it also seems that
> they haven't been tested with Unity 5.  Does anyone have any recent
> experience with pd and unity?
>
> Regards,
>
> ali
>
>
>
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Re: [PD] libpd for Unity still alive?

2016-10-23 Thread olm-e

Just to mention : FrankieZafe and friends are developping a bundle of
Ogre3d + Libpd + Bullet + OSC + blender export...

the project is called Polymorph, and is intended to permit high quality
art projects and games to be made with free software and distributed on
multiple platforms ... 

I highjack this thread because he started this project out of
frustration with Unity and Unreal from a hacking/freedom point of vue
and to supplement blender game engine in term of performance and
distribution.

It's not yet "finished" but progressing at high pace and already
permitting some cool things.

http://polymorph.cool

best;

Ol;
> Message: 2
> Date: Sat, 22 Oct 2016 23:35:18 -0600
> From: Dan Wilcox 
> To: Ali Momeni 
> Cc: Pd-List 
> Subject: Re: [PD] libpd for Unity still alive?
> Message-ID: 
> Content-Type: text/plain; charset="utf-8"
>
> Patrick updated the libpd version used by libpd4unity less than a month ago. 
> The other wrapper files *seem* old since the libpd API is largely stable, so 
> no need for constant commits.
>
> Also, libpd is much easier to build for C# / MONO in the latest version so I 
> imagine that should help in regards to unity, although I have not tried it 
> personally. There are also prebuilt libpd C# binaries for multiple platforms 
> on NuGet.
>
> 
> Dan Wilcox
> @danomatika 
> danomatika.com 
> robotcowboy.com 
>> On Oct 22, 2016, at 3:55 PM, pd-list-requ...@lists.iem.at wrote:
>>
>> From: Ali Momeni mailto:batc...@gmail.com>>
>> Subject: [PD] libpd for Unity still alive?
>> Date: October 22, 2016 at 2:47:23 PM MDT
>> To: "pd-list@lists.iem.at " 
>> mailto:pd-list@lists.iem.at>>
>>
>>
>> Hello all,
>>
>> I'd like to play with libpd within Unity.  I've come across several project 
>> that attempt this:
>>
>> https://github.com/patricksebastien/libpd4unity 
>> 
>> https://github.com/Magicolo/uPD 
>> https://github.com/hagish/kalimba 
>>
>> but it seems like they are all old and not maintained; it also seems that 
>> they haven't been tested with Unity 5.  Does anyone have any recent 
>> experience with pd and unity?
>>
>> Regards,
>>
>> ali



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Re: [PD] Request for help investigating the xeq sequencer package

2016-10-23 Thread Fred Jan Kraan



On 22-10-16 23:55, Jonathan Wilkes wrote:

Hi Fred Jan,
What features do you find in the xeq library which couldn't be sustainably
implemented with abstractions?


What features it contains is to be found out. For a great part, they 
probably could be implemented as abstractions. The Context (v2) 
implementation by Liam Goodacre proves this is possible.


At the existing documentation is outdated and incomplete, and so is the 
list of features. Looking at the code gives only hints of features. You 
have to know about sequencer usage to interpret these hints correctly.


-Jonathan


Fred Jan



*From:* Fred Jan Kraan 
*To:* "pd-list@lists.iem.at" 
*Sent:* Friday, October 21, 2016 4:30 PM
*Subject:* [PD] Request for help investigating the xeq sequencer package

Hi All,

To find out if xeq, the sequencer package created by Krzysztof Czaja in
2006, is worth fixing, documenting and making a reliable deken package,
I am looking for someone knowledgeable of and interested in sequencers.

Xeq is a sequencer suite inspired by the [qlist] object, but extended by
several useful features, only very rudimentary described. At least it
supports midi files, searching for note sequences in its dictionaries,
and maybe even some sort of programming to control sequence parsing.

At the moment, xeq compiles but because of the very limited
documentation; an outdated paper and a few poorly documented patches its
usage range is unknown.

To some extend I can fix bugs when it is clear what the proper behaviour
is, but my knowledge of advanced sequencer usage is too limited to find
out how it should work. This also limits my capability to create useful
help-patches. So I am seeking help from someone with more than average
knowledge of sequencers.

I am aware that software can be too complicated to be useful, so at one
point the conclusion could be that xeq is not worth the effort to
document and debug it. But so far the framework looks well structured,
and some of the charted functionality is working very well.

For testing the source is available at
https://github.com/electrickery/pd-xeq/tree/experimentalReconstruction,

but I can provide a deken like zip with an executable and available
documentation for all the usual platforms. No stabilility is guaranteed,
but it sure it will be 'interesting' (if you like sequencers ;-).

Fred Jan

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