[PD] defer or deferlow or 'delay 0' in puredata?

2017-12-21 Thread Ali Momeni
hello all,

i need to resize an array used for audio while audio is playing, and this
is causing a big hickup (working on an embeded linux system).

in max land, i'd next try to do a 'deferlow' or some such, to defer the
message to a lower priority queue, hoping to solve the audio hickup.

how do you, or can you, do a deferlow or 'defer' or 'delay 0 ' or 'delay
this message to a low priority queue' or 'do this message in between audio
vectors?

thanks,
ali
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Re: [PD] why not Purr Data?

2017-10-02 Thread Ali Momeni
thanks everyone, this is really helpful.

in light of your experiences, it seems like the best of all worlds might be
to use a modern computer/os with Purr Data for editing, make sure to stick
with vanilla only objects, and use vanilla for deploying.

anyone see any potential pitfalls there?


-ali

On Mon, Oct 2, 2017 at 6:00 AM, José Rafael Subía Valdez <
jsubiaval...@gmail.com> wrote:

> Same reason as Alexander Connor, I mainly work with computers of different
> backgrounds, including different OS and many are older than 5 years. The
> new GUI, although very nice, does cause increased processing. On top of
> Purr-Data not being supported for mac 10.8 and lower. On a side note, I did
> test the CEAMMC Puredata distribution and it works better in older systems
> although it is also not supported. I believe they use QT.
>
> cheers
>
> On Sun, Oct 1, 2017 at 10:00 PM, Alexander Connor <a.conn...@runbox.com>
> wrote:
>
>> Increased processing overhead with the new GUI  -- assuming that matters
>> with a specific computer set-up.
>>
>>
>>
>>
>>
>> On Sun, 1 Oct 2017 13:48:09 -0400, Ali Momeni <batc...@gmail.com> wrote:
>>
>> > Hello all,
>> >
>> > I've been playing around with the latest Purr Data from:
>> > https://agraef.github.io/purr-data/
>> >
>> > and, well, I love it.  The entire experience of working with Pd is much
>> > more pleasant.
>> >
>> > I'm compelled to ask the group, especially the Pd Vanilla users among
>> us,
>> > the following simple question:
>> >
>> > What reason is there NOT to use Purr Data?
>> >
>> > Am I missing something?
>> > Subtle disadvantages?
>> > Missing functionality?
>> > Reliability?
>> > Performance?
>> >
>> >
>> > Thanks,
>> >
>> > ali
>> > ___
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>
>
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> www.jrsv.net
>
>
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[PD] why not Purr Data?

2017-10-01 Thread Ali Momeni
Hello all,

I've been playing around with the latest Purr Data from:
https://agraef.github.io/purr-data/

and, well, I love it.  The entire experience of working with Pd is much
more pleasant.

I'm compelled to ask the group, especially the Pd Vanilla users among us,
the following simple question:

What reason is there NOT to use Purr Data?

Am I missing something?
Subtle disadvantages?
Missing functionality?
Reliability?
Performance?


Thanks,

ali
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Re: [PD] trouble with pd-0.48-0 and multiple screens

2017-09-30 Thread Ali Momeni
Hello all,
Sorry for the delay, I was traveling and didn't have access to multiple
monitors.
I had a chance to send the 0.48-1 build from Dan and it seems to have fixed
the jumping window problem!

Thank you and well done Dan!

On Wed, Sep 27, 2017 at 12:03 PM, Raphaël Ilias 
wrote:

> Hi,
>
> I tested the mac build given by Dan : http://docs.danomatika.com/
> pdbuilds/Pd-0.48-1-multimonitor.app.zip
>
> It works here !
>
> My setup again :
> - MBP 2012 with mac OS X Yosemite 10.10.5
> - second monitor set on the left of laptop/main screen.
>
> I can place a subpatch window on the left/second monitor, close it, and it
> when I click the subpatch to open it again, it appears at its previous
> position, on the left screen (and not in the nowhere limbo anymore).
> I attach my test patch, not sure that makes sense
>
> Thank you very much !
> (sorry Dan for making wait, as I told you, I don't have access everyday to
> the studio where I have a second monitor... sometimes my life is not so
> hightech !)
>
> I'm not familiar with git-thing (I spent ten minutes wondering what PR
> stands for) so I don't know if I tested the updated version of IOhannes.
>
> thanks everyone, this will be very helpful here soon when I will be back
> working on big patch with many windows...
>
> bye
>
> Raphaël
>
>
> 2017-09-27 12:27 GMT+02:00 Dan Wilcox :
>
>> As a followup, please test this possible solution: Pd-0.48-1-multimonit
>> or.app.zip
>> 
>>
>> I spent time on fixing this so I would like to at least get a
>> confirmation from those that posted the initial thread.
>>
>> On Sep 22, 2017, at 11:19 AM, Dan Wilcox  wrote:
>>
>> Note: IOhannes has an updated PR: https://github.com/pure-da
>> ta/pure-data/pull/225
>>
>> The previous build should work them same.
>>
>> On Sep 21, 2017, at 1:35 PM, Dan Wilcox  wrote:
>>
>> Ok, I believe I have a fix: https://github.com/pure-d
>> ata/pure-data/pull/224
>>
>> You can download and try a test build for newer Macs (10.9+):
>> Pd-0.48-1-multimonitor.app.zip
>> 
>>
>> From doing some research, it seems support for negative positions was
>> added to Tk a while ago and it seems to be working fine. I basically just
>> removed the hard clipping to 0 and only try to do the manual placement if
>> Tk is 8.4.
>>
>>
>>
>> 
>> Dan Wilcox
>> @danomatika 
>> danomatika.com
>> robotcowboy.com
>>
>>
>>
>>
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Re: [PD] trouble with pd-0.48-0 and multiple screens

2017-09-19 Thread Ali Momeni
I my experience, the problem seems to occur if multiple screens are not
aligned horizontally.
If i arrange my 2 external monitors to extend the right side of my screen
to the right, i seem to have no trouble.
If i arrange them to have a screen extending the top of my laptop screen,
and another extending the right side, many jumping window problems.

-ali

On Tue, Sep 19, 2017 at 4:11 PM, Dan Wilcox  wrote:

> From what I can tell, if the window placement is beyond the virtual screen
> size, it gets clipped back to the main screen, This is done in the first
> process in pdtk_canvas.tcl.
>
> enohp ym morf tnes
> ---
> Dan Wilcox
> danomatika.com
> robotcowboy.com
>
>
> > On Sep 19, 2017, at 9:14 PM, Miller Puckette  wrote:
> >
> > I've managed to get unxpected behavior on linux with XFCE desktop.  When
> > I place the second monitor to teh left or right of the main one things
> work OK,
> > but if I place it either below or above, make a subpatch on the external
> > monitor, close it, it pops up on the main monitor instead.  I'm
> not
> > sure if this is the same misbehavior I'm hearing about in windows and
> Mac or
> > not...  will keep fooling with it and see if I can learn anything.
> >
> > cheers
> > Miller
> >
> >> On Mon, Sep 18, 2017 at 11:37:02AM +0200, Dan Wilcox wrote:
> >> I did some testing and I'm not able to reproduce with a dual monitor
> setup with 0.48 and macOS 10.12.6.
> >>
> >> Can either of you provide a an example patch and/or precise steps to
> make the problem occur?
> >>
> >>> On Sep 18, 2017, at 12:09 AM, Dan Wilcox  wrote:
> >>>
> >>> This behavior comes from the pdtk_canvas_place_window proc in
> pdtk_canvas.tcl which, as others have noted, uses the declared width of the
> overall desktop aka the widths of the screens, but does not take into
> account their relative positioning. In digging further, it seems Tk
> provides ways to check the offset to the main screen via the winfo vroot*
> queries. I'll try some tests tomorrow and it's probably an easy fix...
> >>>
>  On Sep 14, 2017, at 10:24 AM, pd-list-requ...@lists.iem.at  pd-list-requ...@lists.iem.at> wrote:
> 
>  Date: Thu, 14 Sep 2017 10:23:38 +0200
>  From: Raphaël Ilias >
>  To: Nicolas Montgermont >
>  Cc: pd-list >
>  Subject: Re: [PD] trouble with pd-0.48-0 and multiple screens
>  Message-ID:
>  5vdx01_yri...@mail.gmail.com  4rbd2j08d5abkp8h8xtooxnqshptno5vdx01_yri...@mail.gmail.com>>
>  Content-Type: text/plain; charset="utf-8"
> 
>  Roman, for me it happens when i try to open (again) a pd-subpatch
> that i
>  previously placed on the second monitor (on the left of the main
> monitor) :
>  instead of appearing in its previous position, the window appears
> outside
>  the screen (on the right of the right screen), so you can't see it,
> drag it
>  back...
>  Yes Nicolas, I experienced this with the "additional" monitor on the
> left,
>  so subpatches should probably have negative coordinates.
> 
>  Hope this gives a clue to solve this, patching on two monitors is
> nice for
>  big patches...
> 
>  all best
> 
>  raphaël
> >>>
> >>> 
> >>> Dan Wilcox
> >>> @danomatika 
> >>> danomatika.com 
> >>> robotcowboy.com 
> >>>
> >>>
> >>>
> >>
> >> 
> >> Dan Wilcox
> >> @danomatika 
> >> danomatika.com 
> >> robotcowboy.com 
> >>
> >>
> >>
> >
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[PD] using tabwrite~ for a circular buffer?

2017-09-13 Thread Ali Momeni
hello all,
is there a way to use tabwrite~ for a circular buffer?

in other words, is there a way to make tabwrite~ go around and start
recording in the beginning of the table, once it has reached the end?

i have done some searching and found this thread:
https://forum.pdpatchrepo.info/topic/8260/creating-a-live-input-circular-buffer-using-array

but there seem to be no resolution;  i realize that you can do this with a
different method of writing into tables that's driven by events, but i'd
like to do it with tabwrite~ and all signals.

thanks!

-ali
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Re: [PD] trouble with pd-0.48-0 and multiple screens

2017-09-13 Thread Ali Momeni
I'm using MacOS 10.12.6

I'm impressed that so many pd versions and platforms have this issue.
It's a very difficult problem to deal with; Pd is essentially unusable with
multiple screens.

Does anyone have an intuition of how Pd manages to break the OS's window
management?
Anything to look into?

thanks.
ali

On Wed, Sep 13, 2017 at 10:36 AM, Raphaël Ilias <phae.il...@gmail.com>
wrote:

> The same happens to me,
> with
> pd-0.47-1
> mac OS X Yosemite 10.10.5
>
> i didn't even think of it as an issue, but as never-been-supported
> but yes very annoying
>
>
> 2017-09-13 14:56 GMT+02:00 Hrvoje Radnic via Pd-list <pd-list@lists.iem.at
> >:
>
>> I had the same problem on win 10.
>>
>> Hrvoje Radnic
>> http://soundcloud.com/sumovi-protiv-valova
>> 00385(0)915225162 <+385%2091%20522%205162>
>>
>>
>> --
>> *From:* Max <abonneme...@revolwear.com>
>> *To:* pd-list@lists.iem.at
>> *Sent:* Wednesday, September 13, 2017 2:44 AM
>> *Subject:* Re: [PD] trouble with pd-0.48-0 and multiple screens
>>
>> What OS?
>>
>> On 2017년 09월 13일 02:25, Ali Momeni wrote:
>> > Hello all,
>> >
>> > is anyone else using 0.48 with multiple screens and multiple desktops?
>> >
>> > i'm having a very difficult time using pd because the windows for
>> > subpatches that I open keep jumping to random places mostly off the
>> > screen on the "main" screen; it doesn't seem to happen when i click on
>> > things even; total nightmare!
>> >
>> > has anyone seen this strange jumping window behavior and is anyone
>> aware
>> > of a workaround?
>> >
>> > thanks!
>> >
>> > ali
>> >
>> >
>> > ___
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>
>
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[PD] trouble with pd-0.48-0 and multiple screens

2017-09-12 Thread Ali Momeni
Hello all,

is anyone else using 0.48 with multiple screens and multiple desktops?

i'm having a very difficult time using pd because the windows for
subpatches that I open keep jumping to random places mostly off the screen
on the "main" screen; it doesn't seem to happen when i click on things
even; total nightmare!

has anyone seen this strange jumping window behavior and is anyone aware of
a workaround?

thanks!

ali
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Re: [PD] what do you use to format text (instead of sprintf)?

2017-09-03 Thread Ali Momeni
Rad, thank you @Peter.
'makefilename' IS very sprintf like.

@Matt . The message box trick will work for most cases also;

thank you all!

On Sun, Sep 3, 2017 at 1:46 PM, Peter P. <peterpar...@fastmail.com> wrote:

> * Ali Momeni <batc...@gmail.com> [2017-09-03 19:39]:
> > Hello all,
> >
> > What is everyone's favorite way to format text in simple ways, a la
> > something like sprintf?
> >
> > I'm just trying to put together names of arrays like 'myTable-1' and
> > 'myTable-2' out of the symbol 'myTable' and an int '1' or '2'.
> Perhaps [makefilename] does what you want.
>
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[PD] what do you use to format text (instead of sprintf)?

2017-09-03 Thread Ali Momeni
Hello all,

What is everyone's favorite way to format text in simple ways, a la
something like sprintf?

I'm just trying to put together names of arrays like 'myTable-1' and
'myTable-2' out of the symbol 'myTable' and an int '1' or '2'.

thanks!

ali
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Re: [PD] going from signals to events?

2017-09-03 Thread Ali Momeni
Agreed on all fronts.

The reason i'm keen on having a master clock that's audio driven is because
i also want to sync my step sequencer to looping audio buffers, playback
with a phasor~

I see that this could also be done with with metro (i.e. trigger playback
of the audio file)

On Sun, Sep 3, 2017 at 1:19 PM, Matt Davey  wrote:

> performance, as in CPU performance?  For sure you're gonna get much
> greater performance using just messages.
>
> It's also MUCH simpler to sequence with a [metro] and messages, and very
> easy to do interesting things to a sequence.
>
> compare that to something like this, in the link claude just shared:
>
> https://archive.bleu255.com/0xA/files/2016/04/010_shuffle.png
>
> what a mess!
>
>
> I see what you mean about having a single master clock, but why not just
> have a single master clock that's based on [metro] and a counter?  You can
> use that clock to trigger sub-clocks to whatever resolution you like, right
> down to subsample accuracy.
>
>
>
>
>
>
>
>
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Re: [PD] going from signals to events?

2017-09-03 Thread Ali Momeni
I like having a single master clock that's a phasor~

I can imagine doing it all with events as well, bur curious in the
performance difference.

do you have any experience with the comparison?

On Sun, Sep 3, 2017 at 12:04 PM, Matt Davey  wrote:

> for what reason(s) do you feel the need to run a sequencer off an audio
> signal?
>
> I'm very much willing to bet that all of them will end up being totally
> and easily do-able using message objects
>
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Re: [PD] going from signals to events?

2017-09-03 Thread Ali Momeni
Thanks everyone, super helpful.

@peter:  it seems to me that `max~` and `min~` take signals in and put
signals out.  How would you use them to go from signal to event?

@liam:  yes!  `threshold~` is what i was looking for; i'm always up for
doing the extra work to stick with vanilla.

@claude: deep.  i'll look at the expr~ example, very helpful reference.



On Sun, Sep 3, 2017 at 11:27 AM, Claude Heiland-Allen <cla...@mathr.co.uk>
wrote:

> Hi Ali,
>
> On 2017-09-03 15:36, Ali Momeni wrote:
>
>> what are your favorite objects for going from signals to events?
>>
>> specifically, i'd like to make a sample accurate / audio-driven
>> sequencer.
>>
>
> Note that signal-to-event in Pd's architecture necessarily means the
> events occur up to 1 DSP block later than intended, and possibly not
> scheduled on Pd's logical clock (I haven't checked the source of eg
> [threshold~] to see if it schedules with constant 1-block latency vs
> variable as-soon-as-possible on the next block boundary latency, but I
> suspect the latter). So you'll get late events with up to 1.5ms jitter,
> with default settings.
>
> If you want a sample-accurate audio-driven sequencer, you really need to
> keep everything in the signal domain.  See for example the 0xA expr~
> tutorials at https://archive.bleu255.com/0xA/
>
>
> Claude
> --
> https://mathr.co.uk
>
>
>
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[PD] going from signals to events?

2017-09-03 Thread Ali Momeni
hello friends,

what are your favorite objects for going from signals to events?

specifically, i'd like to make a sample accurate / audio-driven sequencer.
I'm looking for something like max's "seq~" object, which outputs events
when a phasor input in its inlet crosses various thresholds.

Any ideas?

-ali
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[PD] your favorite step sequencer?

2017-08-29 Thread Ali Momeni
hello all,

worth asking every 5 years:
what is your favorite pd step sequencer that plays samples?

anyone feel like sharing?

thank you,
ali
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Re: [PD] your favorite key:value data structure?

2017-07-18 Thread Ali Momeni
Thanks for clarifying Alexandre.

I would like a pure Vanilla solution because I need to run my application
on a raspberry pi, an iOS device, and Android, and in the browser.
I'll make do with the 'text' object for now unless there is an obvious
alternative (or a way to use 'struct' with 'keys').

-ali

On Tue, Jul 18, 2017 at 5:31 PM, Alexandre Torres Porres <por...@gmail.com>
wrote:

> 2017-07-18 17:45 GMT-03:00 Ali Momeni <batc...@gmail.com>:
>
>>
>> My understanding is that 'coll' is NOT a part of vanilla, but rather a
>> part of 'cyclone', not maintained by Miller.  Since I'm looking for a pure
>> Vanilla solution, this is not a good choice.  right?
>>
>
> Yep, [coll] is an external from cyclone, not part of vanilla. It is not
> maintained by Miller, but this doesn't mean that it is not being
> maintained, as cyclone is in active development and maintenance. But it is
> not clear why you need a vanilla solution, if it is a matter of an external
> being maintained or not. Usually this restriction comes from a matter of
> doing something with libpd, sometimes it is a case of personal preference...
>
> As I understand, [coll] and [text] may have different features, though I
> wouldn't know about them, like I just asked, as well as I asked if there
> could be any benefit in also cloning max's [dict] object.
>
> cheers
>
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Re: [PD] your favorite key:value data structure?

2017-07-18 Thread Ali Momeni
Thanks everyone, this is all very helpful.

"text":
Great.  Can use search, works fine.

"coll":
My understanding is that 'coll' is NOT a part of vanilla, but rather a part
of 'cyclone', not maintained by Miller.  Since I'm looking for a pure
Vanilla solution, this is not a good choice.  right?

"struct":
I understand that you can invent complex data structures with this object.
My 2 questions are:
-is there an easy/out-of-the-vanilla-box way to go from text files to
struct?
-i don't see how struct implements the "key" of my desired key/value pair.
 is that the name of the pd subpatch that has the struct object in it?

Thanks also for the hot PuRestJson tip, will look into that for future
adventures.

ali


On Tue, Jul 18, 2017 at 2:54 PM, Peter Nyboer  wrote:

> Maybe PuRestJson fits the bill?
> I checked this out a while ago on CHIP using vanilla. I had some issues
> that were eventually fixed, but I ended up doing the bulk of the work in
> python then passing some control data over to PD via OSC.
> I was using it to load data from EchoNest into a PD patch.
> But it probably will do what you want.
>
> https://github.com/residuum/PuRestJson
>
> Peter
>
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Re: [PD] your favorite key:value data structure?

2017-07-18 Thread Ali Momeni
Hello Jonathan,

Thanks for your reply.
I'm not quite sure what you mean.

What pd-vanilla object do you use to implement "Variable number of keys of
arbitrarily typed values" or "set number of keys with set value types"?

I should add that I'm interested ultimately in a data structure that I can
populate from text files, read by PD.

-ali

On Tue, Jul 18, 2017 at 1:16 PM, Jonathan Wilkes <jancs...@yahoo.com> wrote:

> Variable number of keys of arbitrarily typed values, or
> set number of keys with set value types?
>
> -Jonathan
>
>
> --
> *From:* Ali Momeni <batc...@gmail.com>
> *To:* Pd-List <pd-list@lists.iem.at>
> *Sent:* Tuesday, July 18, 2017 1:09 PM
> *Subject:* [PD] your favorite key:value data structure?
>
> Hello all,
>
> I'm looking for something analogous to the Max "coll" object, or a python
> dictionary, or anything with key value pairs.
>
> I'm aware of the 'cyclone' and its 'coll' object.
>
> i'm wondering if there is a pd-vanilla friendly alternative to this 3rd
> party external.
>
> any hints?
>
> thanks in advance,
>
> ali
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[PD] your favorite key:value data structure?

2017-07-18 Thread Ali Momeni
Hello all,

I'm looking for something analogous to the Max "coll" object, or a python
dictionary, or anything with key value pairs.

I'm aware of the 'cyclone' and its 'coll' object.

i'm wondering if there is a pd-vanilla friendly alternative to this 3rd
party external.

any hints?

thanks in advance,

ali
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Re: [PD] libpd, Android, and Unity3D - any recent data?

2017-02-27 Thread Ali Momeni
Hello all, hello scott,

My apologies for being silent on this thread, I missed the original message.

I asked a similar question a few months back on this list and got a few
pointers, and then spent a few days digging really deep into it.

The Kalimba  and UnityLibpd solutions that you've found are ok.  UnityLibpd
(https://github.com/Wilsonwaterfish/UnityLibpd) and LibPd4Unity (
https://github.com/patricksebastien/libpd4unity) definitely worked better
for me than Kalimba which seemed to be less uptodate.  The other solution
that hasn't been mentioned but definitely merits attention is
https://enzienaudio.com/, formerly known as heavytools.In my view, this
is by far the most powerful cross compilation/integration tool out there
for getting Puredata embedded into other environments.  Specifically, you
upload a pd patch to their site, and it generates for you a number of very
interesting things, including native Unity libraries and code for running
your pd patch (including builds for mobile), as well as embeddable
javascript and a bunch of other stuff.  IMHO, pretty amazing work.

If you decide to go down the libpd4unity route, i put together a working
starter-project in unity that may be useful for you to get going:
https://github.com/cmuartfab/libpd4unity-starter


Looking forward to hearing more about what you're doing with unity and pd;
there are at least 7 or 8 of us in the world that care about this
combination :)

-ali

On Sat, Feb 25, 2017 at 4:24 AM, Scott R. Looney 
wrote:

> excellent! thanks very much Alexandros. i saw this earlier and forgot
> about it, actually. but i am curious how one is supposed to prototype. the
> scene runs but you can't open the PD patch and get sound because the
> objects are routing their output via throw~ objects. would be nice if
> someone could make PD's GUI run for prototyping and testing purposes. i
> guess you'd have to switch between two outputs at the patch?
>
> best,
> scott
>
> On Fri, Feb 24, 2017 at 11:13 AM, Alexandros Drymonitis 
> wrote:
>
>>
>>
>> On Fri, Feb 24, 2017 at 9:08 PM, Scott R. Looney 
>> wrote:
>>
>>> hey folks, not trying to add noise but i know some libpd folks are
>>> around on this list. anyone able to get me information on doing a build on
>>> Android using Unity and libpd (from a Mac)? the only thing that pops up in
>>> a search is a project called Kalimba (which i'm using) that's like four
>>> years old. any information appreciated - thanks!
>>>
>> I've tried this https://github.com/Wilsonwaterfish/UnityLibpd and seems
>> to work (at least the test scene in the repository), plus it's quite
>> recent...
>>
>>
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[PD] nusmuk externals for windows?

2017-02-08 Thread Ali Momeni
hello all,

i'm looking for windows 10 compatible (64-bit) binaries for the nusmuk
externals.  specifically, looking for the object 'pbank' and "distortion~"

Has anyone experimented with those on windows?

-ali
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Re: [PD] smoothing numbers: something like Max's "slide" object?

2017-01-18 Thread Ali Momeni
Thanks daniel!
Excuse me, I missed that in there.
This is great.

-ali


On Wed, Jan 18, 2017 at 4:10 PM, Daniel Iglesia <daniel.igle...@gmail.com>
wrote:

> That expr handles increasing vs decreasing separately, with two separate
> smoothing coefficients (the .1 and .2). Break them out into additional
> inputs to [expr] and those can be changed dynamically as well.
>
> On Wed, Jan 18, 2017 at 12:52 PM, Ali Momeni <batc...@gmail.com> wrote:
>
>> Thanks daniel; i'm aware of this technique.
>> Im specifically looking for a smoothing method that allows variable
>> amounts of smoothing, and also implements a way to have increasing values
>> be smoothed differently than decreasing values.
>>
>> Any thoughts on that?
>>
>> -ali
>>
>> On Wed, Jan 18, 2017 at 3:45 PM, Daniel Iglesia <daniel.igle...@gmail.com
>> > wrote:
>>
>>> Grabbing the previous incoming value, and one [expr] should do it, to
>>> implement a first order filter
>>>
>>> y[i] := y[i-1] + α * (x[i] - y[i-1])
>>>
>>> as
>>>
>>> [expr if($f1>$f2, $f3+.1*($f1-$f3), $f3+.2*($f1-$f3))]
>>>
>>> where $f1 is the incoming number, $f2 is the previous incoming number,
>>> the output of this expr is routed into the second inlet as $f3.
>>> .1 is the smoothing coeff for increasing, .2 is the smoothing coeff for
>>> decreasing.
>>>
>>> So:
>>>
>>> [(floatatom)(
>>> |
>>> [t f f b]
>>> |   \  /
>>> |\/
>>> |/\
>>> |   /  \
>>> |  [float]
>>> |   |
>>> |   |
>>> |   |
>>> [expr if($f1>$f2, $f3+.1*($f1-$f3), $f3+.2*($f1-$f3)) ]
>>> |
>>> |
>>> [(floatatom)(
>>> |
>>> 
>>>
>>>
>>> On Wed, Jan 18, 2017 at 11:18 AM, Ali Momeni <batc...@gmail.com> wrote:
>>>
>>>> Hello all,
>>>>
>>>> Can someone point me to an existing abstraction/external that behaves
>>>> somewhat like Max's "slide" object?  Specifically, i'm looking for a way to
>>>> smooth (low-pass) floats (control rate) but with the ability to smooth out
>>>> increasing and decreasing values differently.
>>>>
>>>> Thank you!
>>>>
>>>> -ali
>>>>
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>>>
>>
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Re: [PD] smoothing numbers: something like Max's "slide" object?

2017-01-18 Thread Ali Momeni
Thanks daniel; i'm aware of this technique.
Im specifically looking for a smoothing method that allows variable amounts
of smoothing, and also implements a way to have increasing values be
smoothed differently than decreasing values.

Any thoughts on that?

-ali

On Wed, Jan 18, 2017 at 3:45 PM, Daniel Iglesia <daniel.igle...@gmail.com>
wrote:

> Grabbing the previous incoming value, and one [expr] should do it, to
> implement a first order filter
>
> y[i] := y[i-1] + α * (x[i] - y[i-1])
>
> as
>
> [expr if($f1>$f2, $f3+.1*($f1-$f3), $f3+.2*($f1-$f3))]
>
> where $f1 is the incoming number, $f2 is the previous incoming number, the
> output of this expr is routed into the second inlet as $f3.
> .1 is the smoothing coeff for increasing, .2 is the smoothing coeff for
> decreasing.
>
> So:
>
> [(floatatom)(
> |
> [t f f b]
> |   \  /
> |\/
> |/\
> |   /  \
> |  [float]
> |   |
> |   |
> |   |
> [expr if($f1>$f2, $f3+.1*($f1-$f3), $f3+.2*($f1-$f3)) ]
> |
> |
> [(floatatom)(
> |
> 
>
>
> On Wed, Jan 18, 2017 at 11:18 AM, Ali Momeni <batc...@gmail.com> wrote:
>
>> Hello all,
>>
>> Can someone point me to an existing abstraction/external that behaves
>> somewhat like Max's "slide" object?  Specifically, i'm looking for a way to
>> smooth (low-pass) floats (control rate) but with the ability to smooth out
>> increasing and decreasing values differently.
>>
>> Thank you!
>>
>> -ali
>>
>> ___
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>>
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[PD] smoothing numbers: something like Max's "slide" object?

2017-01-18 Thread Ali Momeni
Hello all,

Can someone point me to an existing abstraction/external that behaves
somewhat like Max's "slide" object?  Specifically, i'm looking for a way to
smooth (low-pass) floats (control rate) but with the ability to smooth out
increasing and decreasing values differently.

Thank you!

-ali
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Re: [PD] Purr Data rc4

2016-12-24 Thread Ali Momeni
I followed the homebrew os x installation directions, but ended up with no
.dmg in said folder.
Any one else with this issue?

On Sat, Dec 24, 2016 at 11:07 AM, Jonathan Wilkes via Pd-list <
pd-list@lists.iem.at> wrote:

> > just to warn, the 64b-windows exe file is called rc3. but I couldn't
> find any documentation saying which version is really installed. would it
> make sense to add a clear reference to the document "about pd-2lork", as in
> pd-ext?
>
> It's the rc4 binary.
>
> I'm still trying to figure out a decent version number.
>
>
>
> -Jonathan
>
> Purr Data release candidate 4!
> * fixed race when opening pd file in OSX
> * partial fix for midi prefs not getting saved under Windows
> * fixed #194: saving a loaded abstraction gives errors
> * fixed for #201: new subcanvas position isn't saved with patch
> * sync the ALSA sequencer port state with the GUI
> * reset ALSA MIDI device handles and event buffers when closing
> * got rid of more debugging output
> * go ahead and allow curly braces in Pd messages
> * replace the Pd-extended output~ abstraction with Alexandre Porres'
> improved version
> * report userful value for "dsp-status" method of [pdinfo] by ignorning
> suspend/resume
> * fixed display of dollar signs in properties dialogs
> * fixed loading of lyonpotpourri and disis libraries
>
> please report lots of bugs to
> https://git.purrdata.net/jwilkes/purr-data/issues
>
> Binaries:
>
> rpi Raspbian (armv7l): https://git.purrdata.net/
> jwilkes/purr-data-binaries/raw/master/purr-data-armv7l-raspbian-rc4.deb
>
> Debian Jessie 32-bit: https://git.purrdata.net/jwilkes/purr-data-binaries/
> raw/master/purr-data-i386-debian_jessie-rc4.deb)
>
> Debian Jessie 64-bit: https://git.purrdata.net/jwilkes/purr-data-binaries/
> raw/master/purr-data-x86_64-debian_jessie-rc4.deb)
>
> Ubuntu 14.04 32-bit: https://git.purrdata.net/jwilkes/purr-data-binaries/
> raw/master/purr-data-i386-ubuntu-14.04-rc4.deb)
>
> Ubuntu 14.04 64-bit: https://git.purrdata.net/jwilkes/purr-data-binaries/
> raw/master/purr-data-x86_64-ubuntu-14.04-rc4.deb)
>
> Ubuntu 16.04 64-bit: https://git.purrdata.net/jwilkes/purr-data-binaries/
> raw/master/purr-data-x86_64-ubuntu-16.04-rc4.deb)
>
> Windows with 64-bit GUI: https://git.purrdata.net/
> jwilkes/purr-data-binaries/raw/master/purr-data-x86_64-windows-rc4.zip)
>
> OSX 64-bit: https://git.purrdata.net/jwilkes/purr-data-binaries/
> raw/master/purr-data-x86_64-osx-rc4.dmg)
>
> OSX 64-bit (10.8): https://git.purrdata.net/jwilkes/purr-data-binaries/
> raw/master/purr-data-x86_64-osx-10.8-rc4.dmg)
>
>
>
>
>
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Re: [PD] libpd for Unity still alive?

2016-10-27 Thread Ali Momeni
Here is another question for the libpd4unity crew:

What is the right approach for mixing audio generated by PD, with audio
generated by Unity?
It seems that my "AudioListener" component attached to my "LibPd" game
object is preventing any other Unity AudioSources to play sound.

Any experience with this?

Thank you,

Ali

On Mon, Oct 24, 2016 at 7:23 PM, Ali Momeni <batc...@gmail.com> wrote:

> Hello all,
>
> My answers in line below:
>
> On Mon, Oct 24, 2016 at 6:56 PM, Scott R. Looney <scottrloo...@gmail.com>
> wrote:
>
>>
>> Android latency is often a fact of life, even by that much. one question
>> is whether you're getting that latency playing it in the Editor. if not,
>> that may be a libpd question that would need answering. you might also
>> reach out to Sebastian(hagish) to ask him, though he might be no longer
>> working with libpd since Kalmiba wasn't updated in a while. he did in fact
>> say that Android latency was an issue in the Read Me. however you might
>> have more luck with this fork which has a latency fix in Android. not sure
>> how good it is, but it's been updated about a year ago:
>>
>> https://github.com/marcinkaszynski/kalimba
>>
>
> This is great to know; i will try that.
> To answer your question, I do not have this latency issue in the editor.
> Even more importantly, I don't have this issue when i build the same Pd
> patch for android, using the libpd4unity approach, as i've done here:
> https://github.com/cmuartfab/libpd4unity-starter
> <https://github.com/cmuartfab/libpd4unity-starter>
>
>>
>>
>> @ali - as i understand it, creating instances of PD/libpd has been
>> discussed for a while as a positive step. i haven't had a need for it yet
>> but others on this list have discussed benefits, mostly in terms of both
>> power and resource management. there are drawbacks as well, but
>> unfortunately i don't know the particulars. one instance is enough for me
>> for the moment though. but i think the strength is dynamically spawning and
>> killing resources as needed.
>>
>
> Good to know; thanks scott.
>
> ali
>
>>
>> best,
>> scott
>>
>>>
>>>
>>>> ___
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>>>>
>>>
>>
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Re: [PD] libpd for Unity still alive?

2016-10-24 Thread Ali Momeni
Hello all,

My answers in line below:

On Mon, Oct 24, 2016 at 6:56 PM, Scott R. Looney 
wrote:

>
> Android latency is often a fact of life, even by that much. one question
> is whether you're getting that latency playing it in the Editor. if not,
> that may be a libpd question that would need answering. you might also
> reach out to Sebastian(hagish) to ask him, though he might be no longer
> working with libpd since Kalmiba wasn't updated in a while. he did in fact
> say that Android latency was an issue in the Read Me. however you might
> have more luck with this fork which has a latency fix in Android. not sure
> how good it is, but it's been updated about a year ago:
>
> https://github.com/marcinkaszynski/kalimba
>

This is great to know; i will try that.
To answer your question, I do not have this latency issue in the editor.
Even more importantly, I don't have this issue when i build the same Pd
patch for android, using the libpd4unity approach, as i've done here:
https://github.com/cmuartfab/libpd4unity-starter


>
>
> @ali - as i understand it, creating instances of PD/libpd has been
> discussed for a while as a positive step. i haven't had a need for it yet
> but others on this list have discussed benefits, mostly in terms of both
> power and resource management. there are drawbacks as well, but
> unfortunately i don't know the particulars. one instance is enough for me
> for the moment though. but i think the strength is dynamically spawning and
> killing resources as needed.
>

Good to know; thanks scott.

ali

>
> best,
> scott
>
>>
>>
>>> ___
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>>
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Re: [PD] libpd for Unity still alive?

2016-10-24 Thread Ali Momeni
Hello all,
This is wonderful, thank you for contributing to this thread. Glad to see
that Unity + PureData is active:

@wing: I also put together a unity+pd integration example; it has a
bouncing ball withs sonification done in Pd; works on Android!
https://github.com/cmuartfab/libpd4unity-starter  I will take a look at
your work also, thank you for sharing that.

@scott: I also tried Kalimba, but i have massive latency on Android, on the
order of 300-500ms.  Did you have this experience?

@scott+@wing: can you give me an example or two of when you may need
multiple instances of LibPd in one's unity project? Couldnt you just make a
more complex Pd patch that has all the things you want happening in it?

On Mon, Oct 24, 2016 at 5:51 PM, Wing Sang Wong 
wrote:

> Hi Scott,
>
> The way I handle multiple instances is to open new patches via C# and
> store the dollar zero variable in a game object.
>
> The PdAudioSource component can be attached to a prefab and you can
> instantiated the prefab via C#. PdAudioSource also stores the dollar zero
> variable of the associated patch, so you can directly send messages to a
> particular instance by calling methods in PdAudioSource. However, all send
> and receive objects in your patches need to start with a dollar zero (e.g.
> [send $0-Frequency], [receive $0-isPlaying]).
>
> For audio signals, all patches need to have appropriate [throw~ ] objects
> (e.g. [throw~ out5] [throw~ out6]) in order to be heard. Audio signals from
> all instances will go through the [catch~ ] object in pdManager.pd, which
> is mapped to the Unity audio mixer. Getting audio input from Unity to libpd
> is a little bit tricky in this case. If someone need audio input from
> Unity, one might modify the OnAudioFilterRead method in PdStereo.cs.
>
> My project isn't complete and I always welcome for suggestions or comments.
>
> Best,
> Wing
>
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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 <danomat...@gmail.com> wrote:

> https://github.com/libpd/libpd#c
>
> 
> Dan Wilcox
> @danomatika <https://twitter.com/danomatika>
> danomatika.com
> robotcowboy.com
>
> On Oct 23, 2016, at 8:21 AM, Ali Momeni <batc...@gmail.com> 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 <danomat...@gmail.com> 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 <https://twitter.com/danomatika>
>> danomatika.com
>> robotcowboy.com
>>
>> On Oct 22, 2016, at 3:55 PM, pd-list-requ...@lists.iem.at wrote:
>>
>> *From: *Ali Momeni <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" <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 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 <danomat...@gmail.com> 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 <https://twitter.com/danomatika>
> danomatika.com
> robotcowboy.com
>
> On Oct 22, 2016, at 3:55 PM, pd-list-requ...@lists.iem.at wrote:
>
> *From: *Ali Momeni <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" <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?

2016-10-22 Thread Ali Momeni
Thanks scott,

Do  you mean

https://github.com/hagish/kalimba

seems that it was last updated 3 or 4 years ago?



I have the Magicolo example working in Unity 5.4.1f1, but the notion of
contains/mixers/sequencers seems too high-level for me; i'm looking for
something much more simple; a pd patch making sound in unity, and audio and
control input and output to and from the patch.  Can Kalimba do that for
you?

ali

On Sat, Oct 22, 2016 at 5:07 PM, Scott R. Looney <scottrloo...@gmail.com>
wrote:

> yup - using Kalimba at the moment in Unity 5.3. works fine though
> admittedly i have not yet built it on the platform. so i can at least
> verify the OSC messaging works as it's supposed to. Magicolo was a cool
> idea but never got anywhere, and i haven't used Patrick's method - as i
> recall it was untested on a Mac.
>
> hope this helps,
> scott
>
> On Sat, Oct 22, 2016 at 1:47 PM, Ali Momeni <batc...@gmail.com> wrote:
>
>> 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] libpd for Unity still alive?

2016-10-22 Thread Ali Momeni
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] Granular Synthesis External

2016-07-06 Thread Ali Momeni
Excellent question Cyrille.
I happen to agree with you; most granular synth sounds terrible to me also,
especially if it's real-time and hasn't gone thru fancy post-processing.

That said, i think the new external that has set this thread in motion is a
very good example of what parameters should be available to the user.

ali

On Wed, Jul 6, 2016 at 5:28 PM, cyrille henry <c...@chnry.net> wrote:

> hello,
>
> Le 06/07/2016 19:36, Ali Momeni a écrit :
>
>> Thank you Oscar for this contribution; it's a very helpful external.
>>
>> I'm curious what else is out there to compare.  Is anyone following this
>> thread aware of other granular synthesis externals out there for PD that
>> are worth considering?
>>
> what does a granular synthesis patch should offer?
> i've made a basic one, that offer all mandatory functionalities, but i
> never manage to be happy with the sound produce.
> I still don't know if it's only me that did not like granular synthesis,
> my patch that did not offer enough functionalities, or the sound-file i'm
> using.
>
> sorry for the large or generic question.
>
> cheers
> Cyrille
>
>
>> Regards,
>> ali
>>
>> On Tue, Jul 5, 2016 at 2:27 PM, oscar pablo di liscia <
>> odilis...@gmail.com <mailto:odilis...@gmail.com>> wrote:
>>
>> Let's leave this duty to the "really" interested users.
>> I don't claim I did the best ever known GS synthesis
>> external, just to put my work at the service of the PD comunity.
>> ;)
>>
>> Attached to this message is an updated help file, the
>> one I sent in this thread was not updated, sorry.
>> May be reading this will save you some time checking if there's
>> something
>> you  feel is new on the matter.
>>
>> Pablo
>>
>>
>> Oscar Pablo Di Liscia
>>
>> 2016-07-05 4:08 GMT-03:00 James Bullock <jamie.bull...@bcu.ac.uk
>> <mailto:jamie.bull...@bcu.ac.uk>>:
>>
>>
>> Hi Oscar,
>>
>> Sounds interesting. Can you briefly summarise the approach to
>> granular synthesis in the external and the differences / advantages over
>> existing GS externals such as syncgrain~ and disis_munger~
>>
>> Jamie
>>
>> Sent on the move
>>
>> On 3 Jul 2016, at 22:33, oscar pablo di liscia <
>> odilis...@gmail.com <mailto:odilis...@gmail.com>> wrote:
>>
>> Dear list:
>>> I invite to test and use the external my_grainer~ I developed.
>>> The  source code, examples and documentation, plus a
>>> comprehensive
>>> tutorial developed by Damian Anache can be donwloaded here:
>>>
>>> https://puredata.info/Members/pdiliscia/grainer
>>>
>>> Any feed back and suggestion will be welcome.
>>>
>>> Oscar Pablo Di Liscia
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>>
>>
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Re: [PD] Granular Synthesis External

2016-07-06 Thread Ali Momeni
Thank you Oscar for this contribution; it's a very helpful external.

I'm curious what else is out there to compare.  Is anyone following this
thread aware of other granular synthesis externals out there for PD that
are worth considering?

Regards,
ali

On Tue, Jul 5, 2016 at 2:27 PM, oscar pablo di liscia 
wrote:

> Let's leave this duty to the "really" interested users.
> I don't claim I did the best ever known GS synthesis
> external, just to put my work at the service of the PD comunity.
> ;)
>
> Attached to this message is an updated help file, the
> one I sent in this thread was not updated, sorry.
> May be reading this will save you some time checking if there's something
> you  feel is new on the matter.
>
> Pablo
>
>
> Oscar Pablo Di Liscia
>
> 2016-07-05 4:08 GMT-03:00 James Bullock :
>
>>
>> Hi Oscar,
>>
>> Sounds interesting. Can you briefly summarise the approach to granular
>> synthesis in the external and the differences / advantages over existing GS
>> externals such as syncgrain~ and disis_munger~
>>
>> Jamie
>>
>> Sent on the move
>>
>> On 3 Jul 2016, at 22:33, oscar pablo di liscia 
>> wrote:
>>
>> Dear list:
>> I invite to test and use the external my_grainer~ I developed.
>> The  source code, examples and documentation, plus a comprehensive
>> tutorial developed by Damian Anache can be donwloaded here:
>>
>> https://puredata.info/Members/pdiliscia/grainer
>>
>> Any feed back and suggestion will be welcome.
>>
>> Oscar Pablo Di Liscia
>>
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Re: [PD] Granular Synthesis External

2016-07-04 Thread Ali Momeni
Hello all,

I'm successfully using the external under OS X 10.11.5, with pd-extended
.43-4, using José's external.

I'm not able to find the answer to this in the tutorials: how do you set
the start position of the grains in a table?

ali

On Mon, Jul 4, 2016 at 2:15 PM, patrice colet  wrote:

> attached is a 32bit linux external I've compiled with Makefile from
> pure-data-svn/external/template.
>
> this Makefile should compile for every platforms
>
>
> Le 04/07/2016 à 14:57, José Rafael Subía Valdez a écrit :
>
>> attached the .pd_darwin but compiled in my Macbook Pro 2011 running 0SX
>> 10.6.8
>> hope it works on yours.
>>
>>
>>
>> On Mon, Jul 4, 2016 at 4:15 AM, Alexandre Torres Porres > > wrote:
>>
>> sounds quite interesting, but can you really only provide
>> exyternals for windows? :/
>>
>> 2016-07-03 18:32 GMT-03:00 oscar pablo di liscia
>> >:
>>
>> Dear list:
>> I invite to test and use the external my_grainer~ I developed.
>> The  source code, examples and documentation, plus a comprehensive
>> tutorial developed by Damian Anache can be donwloaded here:
>>
>> https://puredata.info/Members/pdiliscia/grainer
>>
>> Any feed back and suggestion will be welcome.
>>
>> Oscar Pablo Di Liscia
>>
>> ___
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>>
>>
>> --
>> José Rafael Subía Valdez
>> www.jrsv.net 
>>
>>
>>
>>
>>
>>
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> --
> Patrice Colet
> fr: 0632660357
>
>
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[PD] sox fifo readsf~ not working

2014-06-19 Thread Ali Momeni via Pd-list
hello all,
i'm trying to catch some internet radio streams with sox and pass the audio
to pd to process it.

so i first make a fifo buffer:

*mkfifo ~/tempaudio*

then i run a sox command that catches an mp3 stream, and writes it to a
wave stream in the fifo buffer made above:

*sox -v .9 -t mp3 http://icy-e-04.sharp-stream.com:80/lincsfmrutland.mp3
http://icy-e-04.sharp-stream.com/lincsfmrutland.mp3 -t wav -input-buffer
8 -r 22050 -c 1 ~/tempaudio*

these commands run with no errors; i'm executing both as sudo.

then i open pd and try to run readsf~ with the fifo file above as the input.
when i send the open message to readsf~, i have no error:

* open ~/tempaudio*

then i send the start message message and i get an error:

*dsp:/home/pi/tempaudio: unknown or bad header format*

i've tried some other params in the sox write command but i get the bad
header error no matter what i do.

any thoughts?

thanks,

ali
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[PD] Fwd: Fwd: sox fifo readsf~ not working

2014-06-19 Thread Ali Momeni via Pd-list
Hello,
Thanks @cyrille, found the answer to my arguments for open question in the
help file as you said.

@ben: first, hi!
second, i'm a ware of a number of 3rd party externals for pd that are
supposed to do streaming in, like mp3amp~ and ogg~ and readanysf~
but none of them are really working in pd-vanilla on rpi for me.  some
crash right away, and others never get a stream.

sox on the other hand is working beautifully and is rather robust, and the
fifo solution for getting audio into pd seems critical/awesome enough that
i'm keen on figuring it out.  i see that sox is getting the stream (i have
tested it by sending it to pifm and its there), but i'm just hung up on the
header format of the file.  pd doesn't like it.

i'm wondering if there are details in 'mkfifa' that make it better for pd
reading
i'll report back if i discover something...

a


On Thu, Jun 19, 2014 at 5:15 PM, Benjamin ~ 01xy via Pd-list 
pd-list@lists.iem.at wrote:

 Hello,

 not the answer, but you can open stream inside PD with readanysf~ if you
 can accept this dependency http://aug.ment.org/readanysf/
 else y use this command to pipe a raw flux to sox  stream, maybe you can
 adapt :

 sox -t raw --ignore-length -r 44100 -e signed-integer -b 16 -c 2
 bridge.fifo -t ogg -C 5 - | oggfwd labomedia.org 8000 rclabo01
 /streamtest.ogg

 or I modified .asoundrc so as to allow a non jack software (sox/aplay) to
 get into jackd as an input :

 cat ~/.asoundrc

 pcm.rawjack {
 type jack
 playback_ports {
 0 system:playback_1
 1 system:playback_2
 }
capture_ports {
0 system:capture_1
1 system:capture_2
}
 }

 pcm.jack {
 type plug
 slave { pcm rawjack }
 hint {
  description JACK Audio Connection Kit
 }
 }

 and then :

 aplay -i anyaudiofile-flux -v -D rawjack

 hopes it can help

 ++
 b

 Le 19/06/2014 16:56, Ali Momeni via Pd-list a écrit :




 Hello Cyrille,

 Thanks for the help
 still have the same problem:



 *dsp:/home/pi/tempaudio: unknown or bad header format*

 try providing the header to pd
 open ~/tempaudio 0 0 1 2 b



 no error when i send this open message,
 but when i start, i still get

 unknown or bad header format

 where do you get those numbers, 0 0 1 2 b ?

 ali
 cheers
 c

 *

 *
 i've tried some other params in the sox write command but i get
 the bad header error no matter what i do.

 any thoughts?

 thanks,

 ali


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