Re: [PD] anyone using PD on Quest/2 VR headset in Standalone (Android)?

2023-08-17 Thread Scott R. Looney
yeah i'm aware of PatchXR - it's a cool concept and i am actually on their
Discord as a beta tester which i haven't even tried (/hangs head in shame)
but i'm interested in using PD for the sound/processing capabilities alone.
the physical/visual interaction will be quite different and very unique (i
hope) but not as versatile or wide ranging/open ended as PatchXR is.

however, if anyone actually got PD/libpd to make sounds in Android on a
Quest, even as a prototype, i'd be quite interested for sure. i'll do some
inquiries and see.

scott



On Thu, Aug 17, 2023 at 5:26 AM Raphael Raccuia <
rafael.racc...@blindekinder.com> wrote:

> Hi Scott,
>
> You should have a look on this project (it's beta now):
> https://patchxr.com/
> It's a PD/Max like, but in VR. You patch in the nothingness. It's very
> limited in comparison with PD, but you can do things, or use it as a
> controller in OSC.
> Ask for bêta testing, it's great, I enjoyed the hours I spend patching
> in there. I worked with the team on a project two years ago, one dev
> told me they used PD for development, maybe we can imagine an
> implementation in the future, some users are asking for it. There is a
> bridge patch to communicate in OSC:
> https://github.com/maceq687/MC-Modules/tree/master/other
>
> Discord community is pretty active.
>
> Maybe you want to build your own, but it could be a solution.
>
> rph-r
>
>
> Le 17/08/2023 à 12:20, Scott R. Looney a écrit :
> > hey folks, i've been asking on the PD Discord but i thought i'd throw
> > it out here as well. i'm planning on the next version of a 3D VR music
> > sequencer project and ideally i'd like to do it in PD but i want it to
> > run on a Quest headset (probably Quest 3 since it will be coming out
> > soon). i find it interesting that there seems to be very little
> > information for doing this or examples of anyone trying. basically
> > it's libpd on Android but in a VR setting.
> >
> > i know Yann Seznec's work using LIbPd integration but that's only
> > using a standalone PC not Android. there was someone interested in
> > porting LibPD Integration but that didn't materialize.
> >
> > my previous version from about 6 years ago was created in
> > Cabbage/CsoundUnity and i've also been looking a bit at ChucK/Chunity
> > as well. but i'm just seeing if i'm a lone voice in the wilderness
> > trying for PD on Android/Quest. i've seen posts on the PD forum as
> > well, all unanswered.
> >
> > any links or information would be appreciated. thanks!
> >
> > scott
> >
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[PD] anyone using PD on Quest/2 VR headset in Standalone (Android)?

2023-08-17 Thread Scott R. Looney
hey folks, i've been asking on the PD Discord but i thought i'd throw it
out here as well. i'm planning on the next version of a 3D VR music
sequencer project and ideally i'd like to do it in PD but i want it to run
on a Quest headset (probably Quest 3 since it will be coming out soon). i
find it interesting that there seems to be very little information for
doing this or examples of anyone trying. basically it's libpd on Android
but in a VR setting.

i know Yann Seznec's work using LIbPd integration but that's only using a
standalone PC not Android. there was someone interested in porting LibPD
Integration but that didn't materialize.

my previous version from about 6 years ago was created in
Cabbage/CsoundUnity and i've also been looking a bit at ChucK/Chunity as
well. but i'm just seeing if i'm a lone voice in the wilderness trying for
PD on Android/Quest. i've seen posts on the PD forum as well, all
unanswered.

any links or information would be appreciated. thanks!

scott
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Re: [PD] faustgen~ still actively developed?

2022-10-11 Thread Scott R. Looney
i suppose if you wanted to you could file an issue on Github. and Albert is
generally pretty responsive. for me i would just use Faust on the website
or in FaustLive to develop and test the DSP files and then use PD to run
them as a plugin, so opening the code box wasn't as important to me. i
never opened the code box - just running the patch and being able to
control it via slider and MIDI trigger was decent enough for me to test it
out.

best,
scott

On Tue, Oct 11, 2022 at 4:05 AM Alexandre Torres Porres 
wrote:

> Em seg., 10 de out. de 2022 às 16:51, Scott R. Looney <
> scottrloo...@gmail.com> escreveu:
>
>> maybe you're not meant to actively code it in PD
>>
>
> yes you are, but code box doesn't open, I get a tcl error cause, you know,
> purr data... I guess it only works there
>
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Re: [PD] faustgen~ still actively developed?

2022-10-10 Thread Scott R. Looney
hmm - worked fine to run existing .dsp demo files for me. but at that time
i was on a Mac with High Sierra, haven't tried it on Apple Silicon with
Monterey or higher. it's been a while but maybe you're not meant to
actively code it in PD, just run the patches.

best,
scott

On Mon, Oct 10, 2022 at 5:41 AM Alexandre Torres Porres 
wrote:

>
>
> Em dom., 9 de out. de 2022 às 21:11, Scott R. Looney <
> scottrloo...@gmail.com> escreveu:
>
>> as i recall Albert Graef updated it recently. it's called faustgen2~ i
>> believe:
>>
>> https://github.com/agraef/pd-faustgen
>>
>
> doesn't seem to work well on vanilla :/ I can't open the code box
>
> ceammc also has another faust compiler btw
>
>
>>
>>
>> best,
>> scott
>>
>> On Sun, Oct 9, 2022 at 4:46 PM Alexandre Torres Porres 
>> wrote:
>>
>>> is there a repository?
>>>
>>> Em qui., 6 de out. de 2022 às 09:50, alfonso santimone <
>>> alfonso.santim...@gmail.com> escreveu:
>>>
>>>> Hi guys, It seems that faustgen~ Is kinda adbandoned. It Is actively
>>>> updated as a Max external by Faust devel team. But i can't find any recent
>>>> Pure Data version. Is somebody working on It? thanks
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Re: [PD] faustgen~ still actively developed?

2022-10-09 Thread Scott R. Looney
as i recall Albert Graef updated it recently. it's called faustgen2~ i
believe:

https://github.com/agraef/pd-faustgen

best,
scott

On Sun, Oct 9, 2022 at 4:46 PM Alexandre Torres Porres 
wrote:

> is there a repository?
>
> Em qui., 6 de out. de 2022 às 09:50, alfonso santimone <
> alfonso.santim...@gmail.com> escreveu:
>
>> Hi guys, It seems that faustgen~ Is kinda adbandoned. It Is actively
>> updated as a Max external by Faust devel team. But i can't find any recent
>> Pure Data version. Is somebody working on It? thanks
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Re: [PD] simple dynamic instancing and connection of abstractions

2021-12-09 Thread Scott R. Looney
okay, pursuant to this idea, i'm starting into working on this design
overhaul and i'm considering routing the non-audio signals to all of the
instruments in a slot at once. since there will only ever be audio coming
from one instrument in a slot, there certainly won't be audio conflicts,
but i am a bit concerned at data going everywhere and if that creates a
significant amount of overhead load for PD.

so, if i use switch~ to turn off an inactive instrument's audio output,
does the control data matter if it ends up in a 'dead letter office' so to
speak? or is it better to route control signals away from inactive
instruments as well? for this example assume the MIDI note triggering only
routes to the active instrument as well, so no audio is even triggered.

scott

On Wed, Dec 8, 2021 at 12:21 PM Scott R. Looney 
wrote:

> hmm - well i'm not against the concept of NOT using dynamic patching and
> doing [clone] instead, or something else, but to my mind it would then
> require a mega object with all of the instruments to be present at every
> slot and then to switch off all the rest. this means a much more complex
> switching mechanism and i've not had the best luck getting switch~ to
> really cooperate. currently there looks like 4 unique instruments so it's
> not really that 'mega' at the moment - my concern is that i somehow won't
> be able manage the DSP or possibly that the routing itself might add some
> overhead. i have best results keeping the load under 30%. once it goes over
> 60 i start getting dropouts and glitches.
>
> thanks for the advice folks! i'll try the static switched route and see
> what happens.
>
> best,
> scott
>
> On Wed, Dec 8, 2021 at 8:54 AM Christof Ressi 
> wrote:
>
>> It is harder if you want true dynamic allocation
>>
>> I made a PR which allows to set the number cloned instances at runtime
>> with a [resize( message: https://github.com/pure-data/pure-data/pull/1069
>>
>> Without reading the code, I guess it could also simplify Thomas' [mc~].
>>
>> If you like it, please upvote (not that I think it would make a big
>> difference, but at least I win some internet points)
>>
>> Christof
>> On 08.12.2021 17:10, Dan Wilcox wrote:
>>
>> Howdy Scott,
>>
>> you can do this without dynamic patching using clone and (send~/receive~)
>> or (throw~/catch~) objects.
>>
>> I believe I sent someone an example some months ago but the use case was
>> dynamically routing 8 channel file output to dac~ channels randomly:
>>
>> https://github.com/danomatika/BangYourHead/tree/master/3.Audio/rand8player
>>
>> The idea is the same though: abstractions loaded in clone objects which
>> route input to output and apply gain and/or pan, etc in between. To
>> enable/disable, I generally use switch~ plus a gain ramp to avoid clicks.
>> When an abstraction is switched off, you save a good amount of CPU so it's
>> worth adding. You then send control messages into clone with the id or all
>> prepended. If you have gain fading and the timing right, you can avoid
>> clicks when configuring connections on the fly.
>>
>> This approach works well when you know the upper limit of the various
>> components, ie. you have a max of 64 outputs, etc. It is harder if you want
>> true dynamic allocation (although wrapper abstractions help).
>>
>> If you want a deployed example check out the Zirkonium spatialization
>> server: https://github.com/zkmkarlsruhe/ZirkoniumSpatializationServer
>>
>> It has multiple layers which can be dynamically configured:
>> * inputs: adc~
>> * sourcefiles: up to 8 channels each
>> * ids: maps input or source file channel to spatialized location (ie.
>> vbap gains per speaker) or direct output channel
>> * speaker: virtual speaker, receives spatialized id audio and maps to
>> output
>> * outputs: dac~
>>
>> By default, there are 64 instances for each layer.
>>
>> There is also a `modularization` branch which abstracts the zirk_server
>> so you can pass the number of layer objects used by clone via creation
>> arguments. This allows for creating more or fewer instances, as needed but
>> not via dynamic patching, ala zirk_server64.pd is just a wrapper for
>> zirk_server.pd with "[zirk_server 64 64 64 64 64]" inside.
>>
>>
>> https://github.com/zkmkarlsruhe/ZirkoniumSpatializationServer/tree/modularization
>>
>> I may make a simpler input -> id -> output example at some point as the
>> Zirkonium server is admittedly overkill to learn from.
>>
>> On Dec 8, 2021, at 3:16 PM, pd-list-requ...@lists.iem.at wrote:
>>
>> Message: 1
>> Date:

Re: [PD] simple dynamic instancing and connection of abstractions

2021-12-08 Thread Scott R. Looney
hmm - well i'm not against the concept of NOT using dynamic patching and
doing [clone] instead, or something else, but to my mind it would then
require a mega object with all of the instruments to be present at every
slot and then to switch off all the rest. this means a much more complex
switching mechanism and i've not had the best luck getting switch~ to
really cooperate. currently there looks like 4 unique instruments so it's
not really that 'mega' at the moment - my concern is that i somehow won't
be able manage the DSP or possibly that the routing itself might add some
overhead. i have best results keeping the load under 30%. once it goes over
60 i start getting dropouts and glitches.

thanks for the advice folks! i'll try the static switched route and see
what happens.

best,
scott

On Wed, Dec 8, 2021 at 8:54 AM Christof Ressi 
wrote:

> It is harder if you want true dynamic allocation
>
> I made a PR which allows to set the number cloned instances at runtime
> with a [resize( message: https://github.com/pure-data/pure-data/pull/1069
>
> Without reading the code, I guess it could also simplify Thomas' [mc~].
>
> If you like it, please upvote (not that I think it would make a big
> difference, but at least I win some internet points)
>
> Christof
> On 08.12.2021 17:10, Dan Wilcox wrote:
>
> Howdy Scott,
>
> you can do this without dynamic patching using clone and (send~/receive~)
> or (throw~/catch~) objects.
>
> I believe I sent someone an example some months ago but the use case was
> dynamically routing 8 channel file output to dac~ channels randomly:
>
> https://github.com/danomatika/BangYourHead/tree/master/3.Audio/rand8player
>
> The idea is the same though: abstractions loaded in clone objects which
> route input to output and apply gain and/or pan, etc in between. To
> enable/disable, I generally use switch~ plus a gain ramp to avoid clicks.
> When an abstraction is switched off, you save a good amount of CPU so it's
> worth adding. You then send control messages into clone with the id or all
> prepended. If you have gain fading and the timing right, you can avoid
> clicks when configuring connections on the fly.
>
> This approach works well when you know the upper limit of the various
> components, ie. you have a max of 64 outputs, etc. It is harder if you want
> true dynamic allocation (although wrapper abstractions help).
>
> If you want a deployed example check out the Zirkonium spatialization
> server: https://github.com/zkmkarlsruhe/ZirkoniumSpatializationServer
>
> It has multiple layers which can be dynamically configured:
> * inputs: adc~
> * sourcefiles: up to 8 channels each
> * ids: maps input or source file channel to spatialized location (ie. vbap
> gains per speaker) or direct output channel
> * speaker: virtual speaker, receives spatialized id audio and maps to
> output
> * outputs: dac~
>
> By default, there are 64 instances for each layer.
>
> There is also a `modularization` branch which abstracts the zirk_server so
> you can pass the number of layer objects used by clone via creation
> arguments. This allows for creating more or fewer instances, as needed but
> not via dynamic patching, ala zirk_server64.pd is just a wrapper for
> zirk_server.pd with "[zirk_server 64 64 64 64 64]" inside.
>
>
> https://github.com/zkmkarlsruhe/ZirkoniumSpatializationServer/tree/modularization
>
> I may make a simpler input -> id -> output example at some point as the
> Zirkonium server is admittedly overkill to learn from.
>
> On Dec 8, 2021, at 3:16 PM, pd-list-requ...@lists.iem.at wrote:
>
> Message: 1
> Date: Wed, 8 Dec 2021 04:31:03 -0800
> From: "Scott R. Looney" 
> To: pd-list 
> Subject: [PD] simple dynamic instancing and connection of abstractions
> Message-ID:
> 
> Content-Type: text/plain; charset="utf-8"
>
> hi folks, since Alexander was just covering dynamic patching in PD on the
> puredata.info site i thought i might inquire about options for dynamic
> patching. i've perused a few libraries like iemguts, and a new one called
> clj-puredata using Clojure. i sent this to the dev about my use case and i
> thought i'd post it here for some advice:
>
> i want the player/user to be able to dynamically add or remove instruments
> from a patch that is already loaded, in a live performance situation.
>
> i'm planning to have a master module patch with 8 slots for 8 instruments
> with approximately 10 control inlets and 2 signal outlets. i have currently
> 3 unique instruments to load, and planning on more. all of the instruments
> have exactly the same amount of inlets/outlets. all i need to do is load
> them up, hook the I/O up to the slot, and delete them when desired. the
> instruments w

[PD] simple dynamic instancing and connection of abstractions

2021-12-08 Thread Scott R. Looney
hi folks, since Alexander was just covering dynamic patching in PD on the
puredata.info site i thought i might inquire about options for dynamic
patching. i've perused a few libraries like iemguts, and a new one called
clj-puredata using Clojure. i sent this to the dev about my use case and i
thought i'd post it here for some advice:

i want the player/user to be able to dynamically add or remove instruments
from a patch that is already loaded, in a live performance situation.

i'm planning to have a master module patch with 8 slots for 8 instruments
with approximately 10 control inlets and 2 signal outlets. i have currently
3 unique instruments to load, and planning on more. all of the instruments
have exactly the same amount of inlets/outlets. all i need to do is load
them up, hook the I/O up to the slot, and delete them when desired. the
instruments will be abstractions, not subpatches.

i would just need a way for the slot to know when an abstraction is loaded
or deleted. i can uniquely name each slot if that would work better for
this, though i could probably have a flag, number or string indicating what
state the slot is in - like 'add', 'remove', 'active' and 'disabled' or
whatever.

i have briefly watched a bit of the Youtube video on dynamic patching, but
rather than roll my own i thought i'd inquire about libraries or externals
that could handle it. i think iemguts can handle the querying it seems, but
the docs don't make it clear how objects (abstractions) are instanced and
deleted or connected. i don't need to move anything - just load and connect
an abstraction directly under a slot or delete it. any help appreciated!

scott
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Re: [PD] OSC problem

2021-02-09 Thread Scott R. Looney
hi Dan - re netreceive - i have not updated the patch on the OSC receiving
front for some time. i started making this patch in late 2018 i believe and
after a lot of testing this is what worked and has worked since from Unity
to PD. i'm using .50.0 at  the moment. i'd be happy to do netreceive
testing some more. it's an easy substitute. what version would you want me
to test?

best,
scott

On Tue, Feb 9, 2021 at 4:32 AM Dan Wilcox  wrote:

> Csaba:
>
> Check out the mrpeach-to-vanilla-osc.pad here:
> https://github.com/danomatika/BangYourHead/tree/master/6.Communication
>
> It has a basic overview on sending/receiving OSC in Pd vanilla as well as
> a small cheatsheet when coming from the mrpeach objects.
>
> In my usage, I have not run into any major issues with Pd's vanilla OSC
> handling but a couple of  come to mind:
>
> * If you are sending arguments with your message, it may help to send them
> explicitly,
>
> ie. (pseudo code)
>
> msg = newOSCMessage("/some/address")
> msg.addFloat(123)
>
> * Avoid encoding numeral indices in the address, if possible. I prefer to
> make indices the first argument, so:
>
> /trigger0/0 could be /trigger 0 0 where the "0" index is the first
> argument and the second argument would be the state
>
> The issue is that when [oscparse] parses the message, it breaks it into a
> list. Any parts of the address are sent as symbols so matching to "0" index
> in "/trigger0/0" address has to be matched as a symbol and not a float in
> pd.
>
> Example, parsing /trigger0/0 -> results in a list:
>
> symbol: "trigger0"
> symbol: "0"
>
> Whereas parsing /trigger0 0 -> results in a list
>
> symbol: "trigger0"
> float: 0
>
> On Feb 9, 2021, at 11:47 AM, pd-list-requ...@lists.iem.at wrote:
>
> hi Csaba - i have done a fair amount of work with OSC in Unity and i highly
> recommend the extOSC plugin for this (it's free).
> https://github.com/Iam1337/extOSC
>
>
> I agree. Don't roll your own unless you're familiar with OSC and fiddling
> with networking bytes.
>
> Scott:
>
> homemade OSC sounds cool but there are a lot of flavors and not all of them
> play well with PD. i tried a number of options and what worked on receive
> in PD was the following:
>
> [iemnet/udpreceive] (with the port set at loadbang) -> [oscparse] - [list
> trim] and then [route] to send it places.
>
>
> I'd be curious to know why [netreceive] didn't work for you in your case.
> We recently did an overhaul of all the networking, so I imagine the vanilla
> [netreceive] may work for you now. If there is a bug, it would be good to
> know about it...
>
> 
> Dan Wilcox
> @danomatika 
> danomatika.com
> robotcowboy.com
>
>
>
>
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Re: [PD] OSC problem

2021-02-09 Thread Scott R. Looney
hi Csaba - here's the screenshots, the patch may not do you any good, but i
think you should get the idea from what it shows. docs on extOSC are good,
though they don't refer to how you should receive it in PD, they do talk
about TouchOSC i believe. you will need iemnet installed, but everything
else should already be in vanilla.

best,
scott

On Tue, Feb 9, 2021 at 2:48 AM Csaba Láng  wrote:

> Scott,
>
> thanks for the Unity part suggestions. Screenshots are welcome, patch is
> even better :)
> Just to be clear you suggest both solution in one time: extOSC and the
> udpreceive - oscars, or the udprevceive works already with the OSC I use
> now from Unity.
>
> Will come back if tested the extOSC package for Unity, probably in 12
> hours.
>
> Best,
>
> Popesz
>
> On Tue, Feb 9, 2021 at 10:55 AM Scott R. Looney 
> wrote:
>
>> hi Csaba - i have done a fair amount of work with OSC in Unity and i
>> highly recommend the extOSC plugin for this (it's free).
>> https://github.com/Iam1337/extOSC
>>
>> homemade OSC sounds cool but there are a lot of flavors and not all of
>> them play well with PD. i tried a number of options and what worked on
>> receive in PD was the following:
>>
>> [iemnet/udpreceive] (with the port set at loadbang) -> [oscparse] - [list
>> trim] and then [route] to send it places.
>>
>> what worked on send to Unity was this: [oscformat (parameter) (value)] ->
>> [list prepend send] -> [list trim] -> [netsend -u -b] (with the connect
>> message to the address and port on loadbang).
>>
>> i'm sure that might sound kludgy and terrible to experienced folks but
>> the receiving setup works perfectly for me and [netreceive] absolutely did
>> NOT work, under any configuration. haven't tested the sending option but it
>> did work in the past.
>>
>> happy to include a screenshot if you need it.
>>
>> best,
>> scott
>>
>>
>>
>>
>>
>> On Tue, Feb 9, 2021 at 1:09 AM Roman Haefeli  wrote:
>>
>>> On Tue, 2021-02-09 at 09:52 +0100, IOhannes m zmölnig wrote:
>>>
>>> > PS: it would help *tremendously* if you could mention what you are
>>> > actually using to receive OSC.
>>>
>>> But also what you are using for _sending_ OSC messages. I gather you
>>> wrote something in Unity. Are you sending in UDP or TCP? If you are
>>> unsure what do you use, I'd go for UDP as it less complex and it is
>>> much more common in OSC world. Also, switching transport protocols
>>> means switching whole concepts. My advice is to stick with one and be
>>> clear about what you use.
>>>
>>> Roman
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Re: [PD] OSC problem

2021-02-09 Thread Scott R. Looney
hi Csaba - i have done a fair amount of work with OSC in Unity and i highly
recommend the extOSC plugin for this (it's free).
https://github.com/Iam1337/extOSC

homemade OSC sounds cool but there are a lot of flavors and not all of them
play well with PD. i tried a number of options and what worked on receive
in PD was the following:

[iemnet/udpreceive] (with the port set at loadbang) -> [oscparse] - [list
trim] and then [route] to send it places.

what worked on send to Unity was this: [oscformat (parameter) (value)] ->
[list prepend send] -> [list trim] -> [netsend -u -b] (with the connect
message to the address and port on loadbang).

i'm sure that might sound kludgy and terrible to experienced folks but the
receiving setup works perfectly for me and [netreceive] absolutely did NOT
work, under any configuration. haven't tested the sending option but it did
work in the past.

happy to include a screenshot if you need it.

best,
scott





On Tue, Feb 9, 2021 at 1:09 AM Roman Haefeli  wrote:

> On Tue, 2021-02-09 at 09:52 +0100, IOhannes m zmölnig wrote:
>
> > PS: it would help *tremendously* if you could mention what you are
> > actually using to receive OSC.
>
> But also what you are using for _sending_ OSC messages. I gather you
> wrote something in Unity. Are you sending in UDP or TCP? If you are
> unsure what do you use, I'd go for UDP as it less complex and it is
> much more common in OSC world. Also, switching transport protocols
> means switching whole concepts. My advice is to stick with one and be
> clear about what you use.
>
> Roman
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Re: [PD] unicode symbols and Pd

2021-01-17 Thread Scott R. Looney
On Sun, Jan 17, 2021 at 4:58 PM Alexandre Torres Porres 
wrote:

>
>
> Em dom., 17 de jan. de 2021 às 20:09, IOhannes m zmölnig 
> escreveu:
>
>> the only guaranteed font to be available on Windows and  Linux is "DejaVu
>> Sans Mono" (and if the font-renderer weren't broken on  macOS, you could
>> count on that font too). open the ttf-file with a font manager program and
>> inspect it to see which glyphs it natively supports.
>
> and it looks like it has (single) sharp and flat signs, but not double
>> ones.
>>
>
> hmm, I'm looking at FontBook on DejaVu and I don't see sharp & flat signs.
>
>
>> that doesn't actually sound perfect and ideal to me.
>> fonts are generally large, and i would consider 턪 and 턫 to be edge
>> cases.
>
>
> yes, they are.
>
>
>> i don't think i ever needed them; your use-case might of course be
>> different
>
>
> I was thinking of a database of scales, for didactical purposes, so G#
> minor (parallel key of B Major) with an altered major 7th has F턪, for
> instance.
>
>
>> but i don't think we should target at satisfying each and  every usecase
>> out of the box.
>>
>
> I was just thinking of all great possibilities we could have with a nice
> set of musical symbol fonts, like displaying chords and being able to
> design some simple notation things for chords and scales. More than double
> sharp/flats, microtonal stuff like quarter tone would be also awesome. They
> have that in open music.
>

just to chime in here, is there any reason not to use a dedicated musically
oriented font like Opus? it seems weird to try to use one font for every
sort of purpose and i'm sure there's a few free fonts that could be used
that are similar, even ones under GPL. i suspect that Open Music uses one
of these.

best,
scott





>
> Nonetheless, I guess one can try and design a GUI for that. But that'd be
> way out of my league...
>
> cheers
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Re: [PD] audio interface with multiple ins on raspberry pi

2020-10-06 Thread Scott R. Looney
hi Chris - just saw this. i have never tried it but the AudioInjector folks
have a 6 input, 8 output via RCA hat that fits on the RPi:

https://shop.audioinjector.net/detail/Sound_Cards/Octo+RCA+sound+card

super cheap - something like $60 US, and has header breakouts as well.
worth a look...the kickstarter mentioned a balanced option but it's not on
the store - might be out of stock or not released yet.

best,
scott

On Mon, Oct 5, 2020 at 10:59 PM oliver  wrote:

> Chris McCormick wrote:
> > Hey all,
> >
> > Same question as the previous poster but I was wondering about inputs
> > rather than outputs. Ideal solution:
> >
> >   * USB.
> >   * Low cost.
> >   * More than 2 channels in.
> >   * Headphone sized jacks.
> >   * Works with Raspberry Pi
> https://www.esi-audio.com/products/maya44usb+/
>
> you should also be able to find its predecessor "maya44usb" on ebay etc.
>   for about 30$ (but this one has just cinch plugs.)
>
> i used it recently in an installation and it worked very fine. also low
> on the CPU
>
> Best
>
> oliver
>
>
>
>
>
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[PD] having issues with running [faustgen~] on macOS - waveguide synthesis options?

2020-09-23 Thread Scott R. Looney
hi folks, i'm interested in virtual instruments using waveguide synthesis
so i tried PerCoLate and wasn't satisfied with the choices available. then
i found out about Faust and that it has a lot of these types of virtual
instruments, so i tried running Pierre's [faustgen~] but it won't load due
to an error loading libRemarks.dylib.

i have filed a bug report on github already, but in the meantime does
anybody have some examples of banded waveguide modeling of sounds,
preferably percussive, struck, or plucked? i know about Karplus-Strong and
it is useful but i'm looking for sounds that can be more metallic,
inharmonic and experimental in nature. any assistance appreciated!

best,
scott
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Re: [PD] Unity and libpd

2020-05-26 Thread Scott R. Looney
yup there's one from about a year ago:

https://github.com/LibPdIntegration/LibPdIntegration

builds for Windows, macOS, and iOS (sorry no Android yet). have not tried
it but this one lets you run multiple instances of PD.

best,
scott

On Tue, May 26, 2020 at 12:37 AM Max  wrote:

> Hi list,
>
> it's fascinating just how many individual attempts there are to use
> libpd inside Unity:
> https://github.com/libpd/libpd/wiki/Unity
> Most of the listed projects however have their last changes about 5
> years ago and are not up to date with libpd or Unity. And none of the
> solutions are truly cross platform.
>
> Is anyone having more recent experience?
>
> m.
>
>
>
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Re: [PD] version 0.50 64bit Windows crashing on OSC data

2019-10-24 Thread Scott R. Looney
hi Oliver - thanks for the advice! i was thinking of slowing the
transmission speed as a solution, but i'll try it with iemnet library later
today. incidentally i did try this data dump scenario via OSC on my macOS
machine from the Unity Editor and it had no issue with PD at all. BTW i'm
using the standard vanilla install of .50.0 from Miller's site, 64 bit in
both cases (Mac and Windows).

best,
scott

On Thu, Oct 24, 2019 at 5:28 AM oliver  wrote:

>
> >
> > so i figure the first step is to look at the crash logs to see what part
> > of PD or possibly a external, makes it crash. thanks to advice from
> > others, esp Lucas, regarding ASIO, i'm getting better low-latency
> > response from the audio at least, but overall it's still barely alpha
> > stable in a performance setting. any advice appreciated!
>
> hi,
>
> i just experienced a similar crash-scenario like scott did.
>
> it happens when i send lots of OSC data (from MAX in that case) too fast
> to PD with the vanilla [netreceive] object as receiver. "too fast" means
> that i dumped a huge list of camera formats (~ 50 symbols) all at once
> to OSC.
>
> there's no crash when i use IEMNET's [udpreceive] instead !
>
> tested on PD 0.48 - 0.50 on a Windows 7 / 64bit system
>
>
> best
>
> oliver
>
>
>
>
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[PD] version 0.50 64bit Windows crashing on OSC data

2019-10-15 Thread Scott R. Looney
hi folks! first thing i'd like to ask is where the application crash logs
for PD are stored for Windows 10. i'm having an extremely frustrating time
getting PD 0.50 64bit to perform reliably and stably.

the latest crashes are a result of a new preset system i'm using that sends
positions of controls from a Unity created interface via OSC to PD. i
suppose it might be an issue of too many data packets but i don't think i'm
sending it gobs of data (maybe 60-70 controls total). however making the
preset change from my interface makes PD crash. this is in addition to
crashes and freezes that i get generally, especially when i configure MIDI
or audio.

so i figure the first step is to look at the crash logs to see what part of
PD or possibly a external, makes it crash. thanks to advice from others,
esp Lucas, regarding ASIO, i'm getting better low-latency response from the
audio at least, but overall it's still barely alpha stable in a performance
setting. any advice appreciated!

scott
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Re: [PD] stability of PD on Windows?

2019-09-27 Thread Scott R. Looney
well, i did mention that it was PD 0.49 but i did experiment with a lot of
different versions - 64 bit, 32 bit vanilla as well as CEAMMCs distribution
in 32 and 64 bit. so, point taken. so far seems be fairly decent. this
patch mainly does sample or synth based live playback - it's not heavy on
FFT functions as yet.

thanks for the tips!

best,
scott

On Fri, Sep 27, 2019 at 11:29 AM Christof Ressi 
wrote:

> In pd's regular scheduler, the main thread computes audio and pushes the
> samples to a lockfree ringbuffer. The actual audio callback runs in a
> different thread and polls samples from the ringbuffer as needed. This
> mechanism is important for Pd because the audio thread performs many
> unbounded operations which are not real-time-safe. This is a consequence of
> its deterministic architecture.
>
> On the other hand, an application like supercollider has very strict rules
> about what shall be done on the audio thread, so audio can be computed
> directly in the audio callback. Non-realtime operations are performed
> asynchronously in a worker thread. Both threads communicate via a lockfree
> command FIFO. One could say that Supercollider's architecture is
> indeterministic. This indeterminacy can be partially overcome by scheduling
> commands in advance using timestamps. So there's again a trade-off between
> latency and accuracy.
>
> Christof
>
> > Gesendet: Freitag, 27. September 2019 um 19:31 Uhr
> > Von: "Martin Peach" 
> > An: Pd-List 
> > Betreff: Re: [PD] stability of PD on Windows?
> >
> > On Fri, Sep 27, 2019 at 12:24 PM Christof Ressi 
> > wrote:
> >
> > > > For me the audio is distorted unless I also tick "Use Callbacks".
> > >
> > > Really, even if you use an ASIO driver? I never had the experience that
> > > "Use Callbacks" improves things, on the contrary. Also, it's worth
> noting
> > > that with "Use Callbacks", the "delay" parameter doesn't do any thing,
> the
> > > latency can only be set with the ASIO block size.
> > >
> >
> > I don't know which ASIO driver I'm using, maybe it came with the
> interface
> > (I selected "ASIO:Focusrite USB 2.0 Audio Driver" in the dialog). I tried
> > various delays with no callbacks and now I get no distortion with a delay
> > of 11 or more and block size 64. With Delay less than 11 the audio is
> > chopped up.
> > Without callbacks, I get clicks and dropouts occasionally if I do things
> > with the mouse. That's why I assumed it was the better choice. (Doesn't
> > audio processing always use callbacks anyway? Otherwise the program must
> > sit in a loop serving samples. What callbacks are these?)
> >
> > Martin
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Re: [PD] stability of PD on Windows?

2019-09-27 Thread Scott R. Looney
thanks for the input! i had forgotten about asio4all actually. i was using
a version of PD compiled by CEAMMC which looked like it had support for
ASIO but it seemed to be very unstable and caused the app to crash or stall
and never gave clear sound. so i switched back to 64 bit vanilla and tried
Lucas's settings and i'm getting pretty fast response so far. checking to
see whether the timeout happens on audio or MIDI just leaving it up. so far
it's a measurable improvement.

best,
scott

On Fri, Sep 27, 2019 at 10:40 AM Martin Peach  wrote:

> On Fri, Sep 27, 2019 at 12:24 PM Christof Ressi 
> wrote:
>
>> > For me the audio is distorted unless I also tick "Use Callbacks".
>>
>> Really, even if you use an ASIO driver? I never had the experience that
>> "Use Callbacks" improves things, on the contrary. Also, it's worth noting
>> that with "Use Callbacks", the "delay" parameter doesn't do any thing, the
>> latency can only be set with the ASIO block size.
>>
>
> I don't know which ASIO driver I'm using, maybe it came with the interface
> (I selected "ASIO:Focusrite USB 2.0 Audio Driver" in the dialog). I tried
> various delays with no callbacks and now I get no distortion with a delay
> of 11 or more and block size 64. With Delay less than 11 the audio is
> chopped up.
> Without callbacks, I get clicks and dropouts occasionally if I do things
> with the mouse. That's why I assumed it was the better choice. (Doesn't
> audio processing always use callbacks anyway? Otherwise the program must
> sit in a loop serving samples. What callbacks are these?)
>
> Martin
>
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[PD] stability of PD on Windows?

2019-09-27 Thread Scott R. Looney
hey folks - i've been working with PD using a Windows 10 laptop and i seem
to be having a difficult time keeping the setup stable and getting low
latency audio out.

i have used this Windows 10 laptop for a variety of tasks with VR rigs,
gaming, browsing,etc and it does a credible job, but running PD 0.49 i have
experienced a wide variety of inconsistent behavior.

mainly it's things like USB ports timing out for audio and/or MIDI input,
as well as too much latency for instrument playback (20 ms or so, not
horrific, but not responsive enough for fast playing. ). i've used 3
interfaces - the onboard audio, a C-Media USB compliant dongle interface,
and an Apogee Duet. in all three cases the audio output and MIDI input can
randomly time out and stop working - it's usually both at the same time.
turning audio off and on can fix the issue usually, but not always.

as far as the latency, it seems consistent at about 20 ms using 32 msec
buffer settings. any smaller and it results in buffer distortion on the
audio stream.

so i'm just curious if anyone here uses PD on Windows in a live performance
capacity (especially as an instrument responding to note or pad input) and
if so what setup has produced the most reliability? i have actually tried
this on a Mac - or to be more accurate, a half completed macOS hackbook on
the same machine, and while latency is shorter, the timeout issue is much
more severe and cannot usually be fixed by turning audio off and on. for
now i'm ignoring using macOS and seeing if i can get the Windows version to
be stable, but it would be nice if there were others using it in Windows
and getting stable performance. maybe there's extra tweaks available in
Windows that help the stability? let me know what works for you!

best,
scott
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[PD] slightly OT- PD weirdness under Windows -32 and 64 bit - is Linux better?

2019-07-15 Thread Scott R. Looney
hey folks my PD on Windows saga continues. over the last day i've
experienced:

15 second MIDI input delay on MIDI port input (32 and 64 bit vanilla) -
Purr Data and the CEAMMC PD distribution had no issues. but for me using a
Roland UM-ONE very basic USB- MIDI interface, PD was effectively not
responding in even close to a timely manner. alll on PD 49.0

UI glitches in the CEAMMC matrix.ui object. the window containing it cannot
be closed or minimized without resulting in a glitch making it blank and
non-interactable. this is in both vanilla and CEAMMC distributions in 32
and 64 bit.

Alexander Porres' mtx.ctl object worked great in PD vanilla but with the
MIDI data delay i had, it was useless. switching to CEAMMC's PD build
resulted in much better MIDI input latency but ruined the layout of the
ELSE library's mtx.ctl object - back to the drawing board...

on top of that there's a subpatcher that cannot be opened at all. it's very
simple with numbers and [pack] objects. Windows shows that the window
exists but i cannot view it. this error occurs on every version of PD i've
tried on Windows, but works fine on the Mac. no other subpatchers are
affected however, as far as i can tell.

oh and switching to the ASIO driver produces horribly distorted audio,
although MMIO seems to work fine. the sound card is an Apogee Duet, as the
internal audio is pretty unusable.

so, i'm disappointed enough in the inconsistency of performance under
Windows(Win 10 64 bit Home on a ASUS ROG laptop with 16GB RAM) for what
seems like a basic setup that i'm wondering about giving Linux a chance.
this platform does VR audio and video fairly well but it seems like running
PD is more of an experimental afterthought than a robust performance
platform.

so i'm considering a switch to Linux and obviously it would have to have
good audio and MIDI performance, but i'd really like it to be easy to
install and configure with minimal console and shell scripting. any
recommends on some specific distributions? i had considered Hackintoshing
it and will have to replace the Wifi card with a more compatible one but if
there's an easy method to put a good performing Linux so i could dual boot,
i'd be very interested. of course with an Apogee Duet, i'll probably run
into the fact that the device isn't fully supported, as it seems to be. no
easy answers it seems...
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Re: [PD] - need some assistance compiling an external for Windows

2019-07-12 Thread Scott R. Looney
okay Christoph! looks like that finally did the trick! just one revision.
after wiping and reinstalling msys2 i installed only the toolchain as you
posted, but that resulted in a 'bash: make - command not found' error. so i
then installed all the rest of the packages that Lucas recommended in the
text, and of course did the small edit to the Makefile, and it finally went
through and completed.

so for all the newbies to compiling externals this is definitely the
toolchain that worked for me using the pacman installer tool (copied from
Lucas's text on compiling PD):

==
these must be copied into mingw terminal as ONE line !

# for 32 bit
pacman -S mingw-w64-i686-toolchain mingw-w64-i686-clang make pkgconfig
autoconf automake libtool mingw-w64-i686-gettext

# for 64 bit
pacman -S mingw-w64-x86_64-toolchain mingw-w64-x86_64-clang make
pkgconfig autoconf automake libtool mingw-w64-x86_64-gettext

==

it's possible bash could have been configured to just use the toolchain
install with a profile edit - it seemed that the mingw-w64-x86_6-make
binary was already installed. but for maximum reliability and ease of
operation, i'd highly suggest installing the rest of the tools as well.

thanks everyone for all your input, advice and testing!

best,
scott


On Fri, Jul 12, 2019 at 4:54 PM Christof Ressi 
wrote:

> Hey,
>
> > 1. did you download the repo as a zip? if so, what path did you put the
> uncompressed folder in? i put mine under the msys64/home/(user name)
> directory
>
> I cloned the Repo with 'git clone', but it doesn't really matter at all
> where the folder lives on your hard drive! Just put it anywhere and then
> 'cd' into the folder (where the Makefile is located).
>
> > 2. did you type anything besides 'make' to compile the external? any
> flags or overrides?
>
> I had to do 'make PDDIR="/path/to/Pd"' because I have my 64-bit Pd in a
> non-standard location. But if you have it installed in 'Program Files', you
> don't need to set PDDIR. Anyway, if you get a linker error saying that
> pd.dll can't be found, then you know you do have to set PDDIR :-)
>
> > 3. 32 bit or 64 bit build? i'm doing 64 bit.
>
> 64-bit. Make sure to use the MinGW64 shell.
>
> > 4. did it create a bunch of .o object files and then compile the dll?
>
> sure. Technically, the DLL is not "compiled" but results from linking the
> individual object files into a single binary.
>
> > i'm considering removing msys2 and just starting the whole thing over
> from scratch.
>
> Sounds like a good idea :-) Just do a clean install of Msys2 and install
> the mingw64 toolchain with 'pacman -S mingw-w64-x86_64-toolchain'. That
> should be everything you need.
>
> If you still get errors, please post the full output.
>
> Christof
> *Gesendet:* Samstag, 13. Juli 2019 um 01:31 Uhr
> *Von:* "Scott R. Looney" 
> *An:* pd-list 
> *Betreff:* Re: [PD] - need some assistance compiling an external for
> Windows
> thank you Christoph! as i am still running into the same basic error as
> before, it looks like my configuration is still the problem. can i ask a
> some questions? please forgive my inexperience - just trying to get my head
> around the complexities of building...
>
> 1. did you download the repo as a zip? if so, what path did you put the
> uncompressed folder in? i put mine under the msys64/home/(user name)
> directory
> 2. did you type anything besides 'make' to compile the external? any flags
> or overrides?
> 3. 32 bit or 64 bit build? i'm doing 64 bit.
> 4. did it create a bunch of .o object files and then compile the dll?
>
> i'm considering removing msys2 and just starting the whole thing over from
> scratch. i installed msys2 earlier and parts of the mingw64 toolchain, but
> not everything. then i found out about the right toolchain, removed a lot
> of the content from the mingw64/bin folder and other folders and then used
> pacman to install the proper toolchain. but with so many tools there's a
> possibility i ended up with a somewhat broken or misconfigured build setup.
> it would definitely also be helpful to know whether you did a 32 bit build,
> as i've been concentrating completely on 64 bit.
>
> thanks in advance,
>
> best,
> scott
>
>
>
>
> On Fri, Jul 12, 2019 at 6:46 AM Christof Ressi 
> wrote:
>
>> There is a subtle error in the Makefile, I just made a fix:
>> https://github.com/jnonis/pd-plaits/pull/4. After that, I could compile
>> it successfully with Msys2 in a MinGW64 Shell.
>>
>> Christof
>>
>>
>>
>> Gesendet: Freitag, 12. Juli 2019 um 11:07 Uhr
>> Von: "Scott R. Looney" 
>>

Re: [PD] - need some assistance compiling an external for Windows

2019-07-12 Thread Scott R. Looney
thank you Christoph! as i am still running into the same basic error as
before, it looks like my configuration is still the problem. can i ask a
some questions? please forgive my inexperience - just trying to get my head
around the complexities of building...

1. did you download the repo as a zip? if so, what path did you put the
uncompressed folder in? i put mine under the msys64/home/(user name)
directory
2. did you type anything besides 'make' to compile the external? any flags
or overrides?
3. 32 bit or 64 bit build? i'm doing 64 bit.
4. did it create a bunch of .o object files and then compile the dll?

i'm considering removing msys2 and just starting the whole thing over from
scratch. i installed msys2 earlier and parts of the mingw64 toolchain, but
not everything. then i found out about the right toolchain, removed a lot
of the content from the mingw64/bin folder and other folders and then used
pacman to install the proper toolchain. but with so many tools there's a
possibility i ended up with a somewhat broken or misconfigured build setup.
it would definitely also be helpful to know whether you did a 32 bit build,
as i've been concentrating completely on 64 bit.

thanks in advance,

best,
scott




On Fri, Jul 12, 2019 at 6:46 AM Christof Ressi 
wrote:

> There is a subtle error in the Makefile, I just made a fix:
> https://github.com/jnonis/pd-plaits/pull/4. After that, I could compile
> it successfully with Msys2 in a MinGW64 Shell.
>
> Christof
>
>
>
> Gesendet: Freitag, 12. Juli 2019 um 11:07 Uhr
> Von: "Scott R. Looney" 
> An: pd-list 
> Betreff: Re: [PD] - need some assistance compiling an external for Windows
>
>
>
> On Fri, Jul 12, 2019 at 1:46 AM IOhannes m zmölnig  [mailto:zmoel...@iem.at]> wrote:On 7/12/19 9:15 AM, Scott R. Looney wrote:
> > any tips on where to copy the folder so that the path is clearly given?
> i'm
> > not 100% sure but i'm reasonably certain all my errors so far are path
> > related.
>
> i think this is all wrong.
> you don't have to copy anything anywhere.
> you shouldn't even think about doing that (where did you get the idea
> from?)
>
> i *think* that you are just running "make" in the wrong directory.
> you should run it in the "pd-plaits-master" directory (which contains
> files like "plts~.cpp")¹
>
> i am absolutely running make in the correct directory. i installed the
> whole msys2/mingw64 toolchain, i opened the shell for mingw64, and
> navigated to my copy of the repo, which i downloaded as a zip, uncompressed
> and moved into what i believed to be a convenient location under the
> msys64/home/(username) directory
> once you have installed the proper toolchain (make, compiler,...) the
> *only* thing you might have to adjust is the location of your
> Pd-installation
>
> Pd 64 bit is installed in its usual spot. nothing unusual there.
> ~~~
> 1. download pd-plaits and unzip it
> 2. open the MinGW32-shell (for building a 32bit external) resp the
> MinGW64-shell (for building a 64bit external)
> 3. change into the pd-plaits directory
> $ cd pd-plaits-master
> 4. run make
> $ make
> ~~~
>
> this will create a "plts~.dll" for you (the name's the same for both
> 32bit and 64bit externals; if you want both, you should rename the 64bit
> external to "plts~.m_amd64")
>
> yup i have done all of this (the 64 Bit route) and i'm still not getting
> anywhere. i understand i am a newbie to compiling but i really have tried
> to follow all the directions correctly. all i can guess is that somehow
> it's not looking for files in the active directory. the fact that Lucas
> couldn't compile it either is i think significant and speaks towards a
> non-standard compiling configuration on the repo. there's an Xcode project
> file so perhaps he tried pd-lib-builder and then gave up and switched to
> Xcode to compile it. i will say i ran all of this on my Mac using
> mingw64/gcc and 'make all' with the Makefile.pdlibbuilder  and it created a
> whole mess of object (.o) files but also created the .pd_darwin file
> correctly.
>
> i think i'll take Lucas's advice and compile something that should work
> smoothly in order to verify that the method i've been following is sound.
>
> best,
> scott___ Pd-list@lists.iem.at
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Re: [PD] - need some assistance compiling an external for Windows

2019-07-12 Thread Scott R. Looney
On Fri, Jul 12, 2019 at 1:46 AM IOhannes m zmölnig  wrote:

> On 7/12/19 9:15 AM, Scott R. Looney wrote:
> > any tips on where to copy the folder so that the path is clearly given?
> i'm
> > not 100% sure but i'm reasonably certain all my errors so far are path
> > related.
>
> i think this is all wrong.
> you don't have to copy anything anywhere.
> you shouldn't even think about doing that (where did you get the idea
> from?)
>
> i *think* that you are just running "make" in the wrong directory.
> you should run it in the "pd-plaits-master" directory (which contains
> files like "plts~.cpp")¹
>

i am absolutely running make in the correct directory. i installed the
whole msys2/mingw64 toolchain, i opened the shell for mingw64, and
navigated to my copy of the repo, which i downloaded as a zip, uncompressed
and moved into what i believed to be a convenient location under the
msys64/home/(username) directory

>
> once you have installed the proper toolchain (make, compiler,...) the
> *only* thing you might have to adjust is the location of your
> Pd-installation
>

Pd 64 bit is installed in its usual spot. nothing unusual there.

>
> ~~~
> 1. download pd-plaits and unzip it
> 2. open the MinGW32-shell (for building a 32bit external) resp the
> MinGW64-shell (for building a 64bit external)
> 3. change into the pd-plaits directory
> $ cd pd-plaits-master
> 4. run make
> $ make
> ~~~
>
> this will create a "plts~.dll" for you (the name's the same for both
> 32bit and 64bit externals; if you want both, you should rename the 64bit
> external to "plts~.m_amd64")
>

yup i have done all of this (the 64 Bit route) and i'm still not getting
anywhere. i understand i am a newbie to compiling but i really have tried
to follow all the directions correctly. all i can guess is that somehow
it's not looking for files in the active directory. the fact that Lucas
couldn't compile it either is i think significant and speaks towards a
non-standard compiling configuration on the repo. there's an Xcode project
file so perhaps he tried pd-lib-builder and then gave up and switched to
Xcode to compile it. i will say i ran all of this on my Mac using
mingw64/gcc and 'make all' with the Makefile.pdlibbuilder  and it created a
whole mess of object (.o) files but also created the .pd_darwin file
correctly.

i think i'll take Lucas's advice and compile something that should work
smoothly in order to verify that the method i've been following is sound.

best,
scott
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Re: [PD] - need some assistance compiling an external for Windows

2019-07-12 Thread Scott R. Looney
okay, thanks for the tip. it's still a bit confusing as the repo  root  is
where i found the .pd_darwin binary
 as well as the demo and help patches. i guess he put them there after the
fact?

regardless, still not getting anywhere with building this on Windows. seems
like i'm not the only one.

best,
scott




On Fri, Jul 12, 2019 at 1:15 AM IOhannes m zmölnig  wrote:

> On 7/12/19 9:15 AM, Scott R. Looney wrote:
> > okay - good. now what i need to do is set PDLIBDIR variable to point to
> the
> > repo on the drive.
>
> PDLIBDIR is only relevant for telling the build process where to
> *install* the binaries (if you run "make install" *after* a succesfull
> build).
> setting it to the repository is most certainly not what you want.
>
> gfmdsar
> IOhannes
>
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Re: [PD] - need some assistance compiling an external for Windows

2019-07-12 Thread Scott R. Looney
hi Lucas, looking at the sources the file is clearly at the path specified.
the stmlib/stmlib.h definitely does exist at least in my repo at that path.
possibly the code is referencing it at a different path? this is roughly
the same types of errors i'm getting - that it can't find the files.

PS i would love to chat or Skype with you to see if there's a faster way to
resolve this. going back and forth one email per day is frustrating.

best,
scott

On Fri, Jul 12, 2019 at 12:54 AM Lucas Cordiviola 
wrote:

> Hi Scott,
>
> any tips on where to copy the folder so that the path is clearly given?
> i'm not 100% sure but i'm reasonably certain all my errors so far are path
> related.
>
>
> I've tried to compile https://github.com/jnonis/pd-plaits on my working
> machine but i get this error:
>
> *
>
> In file included from plts~.cpp:10:0:
> plaits/dsp/dsp.h:32:10: fatal error: stmlib/stmlib.h: No such file or
> directory
>  #include "stmlib/stmlib.h"
>
> ***
>
> Can you inform the developers about this error?
>
>
> okay - good. now what i need to do is set PDLIBDIR variable to point to
> the repo on the drive
>
> Just to be clear "PDLIBDIR=" can be any Directory as this is the output
> dir.
>
> i have set my active working directory to this directory and i've tried
> the following changes to PDLIBDIR adding to 'make all':
>
>  On the msys2 shell  use unix "/" path delimiters like:
>
>     make all PDLIBDIR=../pd-plaits-master
>
>
> :)
>
>
> Mensaje telepatico asistido por maquinas.
>
> On 7/12/2019 4:15 AM, Scott R. Looney wrote:
>
> okay - good. now what i need to do is set PDLIBDIR variable to point to
> the repo on the drive. what's tripping me up is the variance of forward and
> back slashes in filepaths in msys/mingw64. for example i put the source
> files in my home directory of msys64, so using only Windows filepaths it's
> C:\msys64\home\scottlooney\pd-plaits-master.
>
> i have set my active working directory to this directory and i've tried
> the following changes to PDLIBDIR adding to 'make all':
>
> make all PDLIBDIR=../pd-plaits-master
> make all PDLIBDIR=C:\msys64\home\scottlooney\pd-plaits-master
>
> both of these fail. the latter prints the path as one runon string and
> ignores the slashes. the former seemingly indicates the path correctly but
> still fails.
>
> any tips on where to copy the folder so that the path is clearly given?
> i'm not 100% sure but i'm reasonably certain all my errors so far are path
> related.
>
> best,
> scott
>
> On Fri, Jul 12, 2019 at 12:02 AM IOhannes m zmölnig 
> wrote:
>
>> Am 12. Juli 2019 06:34:04 MESZ schrieb "Scott R. Looney" <
>> scottrloo...@gmail.com>:
>> >okay, one last question. since this is an external and the directions
>> >are
>> >for compiling PD itself from source do i absolutely need to have Tcl/tk
>> >included in an external object build? i'm not using any custom graphics
>> >on
>> >it or anything. was also wondering about the necessity of ASIO as well
>>
>>
>> indeed. iirc the relevant info in thedocs you were pointed to was only
>> about the *packages*  you need to install using `pacman`. all the rest is
>> irrelevant (tcl/tk, asiosdk; autogen/configure;...)
>>
>> mfg.fudy.fhd
>> IOhannes
>>
>> --
>> sent from my pdp-12
>>
>>
>> ___
>> Pd-list@lists.iem.at mailing list
>> UNSUBSCRIBE and account-management ->
>> https://lists.puredata.info/listinfo/pd-list
>>
>
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Re: [PD] - need some assistance compiling an external for Windows

2019-07-12 Thread Scott R. Looney
well it seems like the PDLIBDIR variable is properly set - at least running
'make allvars' indicates the path is changed. but it still acts for all the
world like it can't find or access any source code files to compile. i'm
getting no help as to the specific error involved. i wish i had a way i
could find out more information, but i'm still stuck.

best,
scott

On Fri, Jul 12, 2019 at 12:15 AM Scott R. Looney 
wrote:

> okay - good. now what i need to do is set PDLIBDIR variable to point to
> the repo on the drive. what's tripping me up is the variance of forward and
> back slashes in filepaths in msys/mingw64. for example i put the source
> files in my home directory of msys64, so using only Windows filepaths it's
> C:\msys64\home\scottlooney\pd-plaits-master.
>
> i have set my active working directory to this directory and i've tried
> the following changes to PDLIBDIR adding to 'make all':
>
> make all PDLIBDIR=../pd-plaits-master
> make all PDLIBDIR=C:\msys64\home\scottlooney\pd-plaits-master
>
> both of these fail. the latter prints the path as one runon string and
> ignores the slashes. the former seemingly indicates the path correctly but
> still fails.
>
> any tips on where to copy the folder so that the path is clearly given?
> i'm not 100% sure but i'm reasonably certain all my errors so far are path
> related.
>
> best,
> scott
>
> On Fri, Jul 12, 2019 at 12:02 AM IOhannes m zmölnig 
> wrote:
>
>> Am 12. Juli 2019 06:34:04 MESZ schrieb "Scott R. Looney" <
>> scottrloo...@gmail.com>:
>> >okay, one last question. since this is an external and the directions
>> >are
>> >for compiling PD itself from source do i absolutely need to have Tcl/tk
>> >included in an external object build? i'm not using any custom graphics
>> >on
>> >it or anything. was also wondering about the necessity of ASIO as well
>>
>>
>> indeed. iirc the relevant info in thedocs you were pointed to was only
>> about the *packages*  you need to install using `pacman`. all the rest is
>> irrelevant (tcl/tk, asiosdk; autogen/configure;...)
>>
>> mfg.fudy.fhd
>> IOhannes
>>
>> --
>> sent from my pdp-12
>>
>>
>> ___
>> Pd-list@lists.iem.at mailing list
>> UNSUBSCRIBE and account-management ->
>> https://lists.puredata.info/listinfo/pd-list
>>
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Re: [PD] - need some assistance compiling an external for Windows

2019-07-12 Thread Scott R. Looney
okay - good. now what i need to do is set PDLIBDIR variable to point to the
repo on the drive. what's tripping me up is the variance of forward and
back slashes in filepaths in msys/mingw64. for example i put the source
files in my home directory of msys64, so using only Windows filepaths it's
C:\msys64\home\scottlooney\pd-plaits-master.

i have set my active working directory to this directory and i've tried the
following changes to PDLIBDIR adding to 'make all':

make all PDLIBDIR=../pd-plaits-master
make all PDLIBDIR=C:\msys64\home\scottlooney\pd-plaits-master

both of these fail. the latter prints the path as one runon string and
ignores the slashes. the former seemingly indicates the path correctly but
still fails.

any tips on where to copy the folder so that the path is clearly given? i'm
not 100% sure but i'm reasonably certain all my errors so far are path
related.

best,
scott

On Fri, Jul 12, 2019 at 12:02 AM IOhannes m zmölnig  wrote:

> Am 12. Juli 2019 06:34:04 MESZ schrieb "Scott R. Looney" <
> scottrloo...@gmail.com>:
> >okay, one last question. since this is an external and the directions
> >are
> >for compiling PD itself from source do i absolutely need to have Tcl/tk
> >included in an external object build? i'm not using any custom graphics
> >on
> >it or anything. was also wondering about the necessity of ASIO as well
>
>
> indeed. iirc the relevant info in thedocs you were pointed to was only
> about the *packages*  you need to install using `pacman`. all the rest is
> irrelevant (tcl/tk, asiosdk; autogen/configure;...)
>
> mfg.fudy.fhd
> IOhannes
>
> --
> sent from my pdp-12
>
>
> ___
> Pd-list@lists.iem.at mailing list
> UNSUBSCRIBE and account-management ->
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Re: [PD] - need some assistance compiling an external for Windows

2019-07-11 Thread Scott R. Looney
just to clarify, the instructions i got from Oliver and Lucas seem to be
specifically oriented to build PD itself from source code which i'm not
doing. i'm building a plain external with no extra UI or graphics
requirement. i'm using pd-lib-builder as well. at the moment i seem to be
stuck. i did install the ASIO SDK, but not Tcl/tk because it doesn't seem
like it would be needed. i'm not sure ASIO is needed actually.

if i type ' ./autogen.sh i get ' bash ./autogen.sh No such file or
directory'

i am assuming this is because my sources are the sources of the external
code which doesn't have autogen in it, but rather uses Makefile and
Makefile.pdlibbuilder

so for that i type 'make all' and the process fails around line 923 of
Makefile.pdlibbuilder because it looks like it's trying to build a Linux .o
binary. as far as i can tell, which is weird to me. it spits out this just
before:

g++ -DPD -I "C:\Program Files/Pd/src" -DMSW -DNT -DPD_LONGINTTYPE=__int64
 -fcheck-new -DTEST -Wno-unused-local-typedefs -I./ -Wall -Wextra -Wshadow
-Winline -Wstrict-aliasing -O3 -ffast-math -funroll-loops
-fomit-frame-pointer -march=core2 -msse -msse2 -msse3 -mfpmath=sse -o
plts~.o -c plts~.cpp

just to test, i decided to ignore errors for the .o files. they were never
in the repo, but when i first ran 'make all' on the Mac it created a .o
file for every included class it needed and then finished with the
'pd_darwin' binary. the creator of the external used Xcode to make his
object originally so i don't know how he compiled it.

in this case on the Windows build i told it to ignore errors and the result
was that because it was unable to find the .o object files (since they were
skipped) it did not finish building the .DLL at the end of the process. so
all i can guess is the object files are required for some reason to build
the DLL but can be deleted afterwards? i still don't know what prevents the
.o files from being created in the first place. it's likely a simple path
issue, but i'm not sure.

more help needed - obviously...this is really complex to keep track of. i'm
really glad for the work that folks have done to try to streamline the
process but it's still a slog.

best,
scott



On Thu, Jul 11, 2019 at 9:34 PM Scott R. Looney 
wrote:

> okay, one last question. since this is an external and the directions are
> for compiling PD itself from source do i absolutely need to have Tcl/tk
> included in an external object build? i'm not using any custom graphics on
> it or anything. was also wondering about the necessity of ASIO as well.
>
> On Thu, Jul 11, 2019 at 2:28 PM Lucas Cordiviola 
> wrote:
>
>> if you build a 32 bit external can this be used with the 64 bit version
>> of PD as well?
>>
>> Nope. They have to match.
>>
>> :)
>>
>> Mensaje telepatico asistido por maquinas.
>>
>> On 7/11/2019 6:13 PM, Scott R. Looney wrote:
>>
>> thanks very much Lucas and Oliver!! one question - if you build a 32 bit
>> external can this be used with the 64 bit version of PD as well? i ask this
>> because it seemed the 64 bit build was a bit more complicated.
>>
>> best,
>> scott
>>
>> On Thu, Jul 11, 2019 at 1:09 PM Lucas Cordiviola 
>> wrote:
>>
>>> Hi Scott,
>>>
>>> To add what Oliver said just in case:
>>>
>>> pd-lib-builder will auto-find "pd.dll" and the "src" folder if Pd was
>>> installed in its default location (the location that the Pd installer
>>> suggests). You can have both 32bit and 64bit Pds installed on the same
>>> machine.
>>>
>>> If you have Pd on a different location do:
>>>
>>>  make PDDIR=
>>> PDLIBDIR= install
>>>
>>> To build an 32bit external open the MinGW32-shell.
>>>
>>> To build an 64bit external open the MinGW64-shell.
>>>
>>>
>>> :)
>>>
>>> Mensaje telepatico asistido por maquinas.
>>>
>>> On 7/11/2019 7:03 AM, oliver wrote:
>>> > hi, scott !
>>> >
>>> > just in case you don't know it yet:
>>> >
>>> > here's an info LUCARDA gave me some time ago about compiling on
>>> > windows, that worked great for me (= total compiling noob):
>>> >
>>> > 
>>> >
>>> > First follow instructions to set up Msys2. You should install the 64bit
>>> > installer (this one will let you build 32 and 64 bit apps).
>>> >
>>> > https://www.msys2.org/
>>> >
>>> > https://github.com/msys2/msys2/wiki/MSYS2-installation
>>> >
>>> > Once the base Msys2 has been instal

Re: [PD] - need some assistance compiling an external for Windows

2019-07-11 Thread Scott R. Looney
okay, one last question. since this is an external and the directions are
for compiling PD itself from source do i absolutely need to have Tcl/tk
included in an external object build? i'm not using any custom graphics on
it or anything. was also wondering about the necessity of ASIO as well.

On Thu, Jul 11, 2019 at 2:28 PM Lucas Cordiviola 
wrote:

> if you build a 32 bit external can this be used with the 64 bit version of
> PD as well?
>
> Nope. They have to match.
>
> :)
>
> Mensaje telepatico asistido por maquinas.
>
> On 7/11/2019 6:13 PM, Scott R. Looney wrote:
>
> thanks very much Lucas and Oliver!! one question - if you build a 32 bit
> external can this be used with the 64 bit version of PD as well? i ask this
> because it seemed the 64 bit build was a bit more complicated.
>
> best,
> scott
>
> On Thu, Jul 11, 2019 at 1:09 PM Lucas Cordiviola 
> wrote:
>
>> Hi Scott,
>>
>> To add what Oliver said just in case:
>>
>> pd-lib-builder will auto-find "pd.dll" and the "src" folder if Pd was
>> installed in its default location (the location that the Pd installer
>> suggests). You can have both 32bit and 64bit Pds installed on the same
>> machine.
>>
>> If you have Pd on a different location do:
>>
>>  make PDDIR=
>> PDLIBDIR= install
>>
>> To build an 32bit external open the MinGW32-shell.
>>
>> To build an 64bit external open the MinGW64-shell.
>>
>>
>> :)
>>
>> Mensaje telepatico asistido por maquinas.
>>
>> On 7/11/2019 7:03 AM, oliver wrote:
>> > hi, scott !
>> >
>> > just in case you don't know it yet:
>> >
>> > here's an info LUCARDA gave me some time ago about compiling on
>> > windows, that worked great for me (= total compiling noob):
>> >
>> > 
>> >
>> > First follow instructions to set up Msys2. You should install the 64bit
>> > installer (this one will let you build 32 and 64 bit apps).
>> >
>> > https://www.msys2.org/
>> >
>> > https://github.com/msys2/msys2/wiki/MSYS2-installation
>> >
>> > Once the base Msys2 has been installed add with -pacman the packages
>> > described here:
>> >
>> >
>> https://github.com/pure-data/pure-data/blob/e3009daf1acfa1c46adc67416b89019d176a434d/INSTALL.txt#L274-L309
>> >
>> >
>> > 
>> >
>> >
>> > best
>> >
>> > oliver
>> >
>> >
>> >
>> > ___
>> > Pd-list@lists.iem.at mailing list
>> > UNSUBSCRIBE and account-management ->
>> > https://lists.puredata.info/listinfo/pd-list
>>
>
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Re: [PD] - need some assistance compiling an external for Windows

2019-07-11 Thread Scott R. Looney
thanks very much Lucas and Oliver!! one question - if you build a 32 bit
external can this be used with the 64 bit version of PD as well? i ask this
because it seemed the 64 bit build was a bit more complicated.

best,
scott

On Thu, Jul 11, 2019 at 1:09 PM Lucas Cordiviola 
wrote:

> Hi Scott,
>
> To add what Oliver said just in case:
>
> pd-lib-builder will auto-find "pd.dll" and the "src" folder if Pd was
> installed in its default location (the location that the Pd installer
> suggests). You can have both 32bit and 64bit Pds installed on the same
> machine.
>
> If you have Pd on a different location do:
>
>  make PDDIR=
> PDLIBDIR= install
>
> To build an 32bit external open the MinGW32-shell.
>
> To build an 64bit external open the MinGW64-shell.
>
>
> :)
>
> Mensaje telepatico asistido por maquinas.
>
> On 7/11/2019 7:03 AM, oliver wrote:
> > hi, scott !
> >
> > just in case you don't know it yet:
> >
> > here's an info LUCARDA gave me some time ago about compiling on
> > windows, that worked great for me (= total compiling noob):
> >
> > 
> >
> > First follow instructions to set up Msys2. You should install the 64bit
> > installer (this one will let you build 32 and 64 bit apps).
> >
> > https://www.msys2.org/
> >
> > https://github.com/msys2/msys2/wiki/MSYS2-installation
> >
> > Once the base Msys2 has been installed add with -pacman the packages
> > described here:
> >
> >
> https://github.com/pure-data/pure-data/blob/e3009daf1acfa1c46adc67416b89019d176a434d/INSTALL.txt#L274-L309
> >
> >
> > 
> >
> >
> > best
> >
> > oliver
> >
> >
> >
> > ___
> > Pd-list@lists.iem.at mailing list
> > UNSUBSCRIBE and account-management ->
> > https://lists.puredata.info/listinfo/pd-list
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Re: [PD] - need some assistance compiling an external for Windows

2019-07-11 Thread Scott R. Looney
well, i decided to go the cross compiler route, as i was at least getting
make to run on my Mac, and i still was not able to find the make
mingw64-make binary even after installing it. just too many weird variables
to have to keep track of. so i went with installing this cross compiler
https://blog.filippo.io/easy-windows-and-linux-cross-compilers-for-macos/

i have edited the Makefile.pdlibbuilder file to override uname to MINGW to
force it to identify system as Windows, according to Katja's comments in
the file.

typing 'gmake all PDINCLUDEDIR=../pd-plaits-master2 vars'
still having issues it seems, but it's at least passing the target check:

 info: using Makefile.pdlibbuilder version 0.5.1
 info: using Pd API ../pd-plaits-master2/m_pd.h
 info: making target all in lib plts~
 info: evaluating implicit prerequisites in lib plts~.
clang: error: no such file or directory: 'plaits/dsp/engine/chord_engine.cc
'
clang: error: no input files
Makefile.pdlibbuilder:979: *** missing separator.  Stop.

so, i'm imagining the clang errors are path related (the files are clearly
at the right path in the repo and match the Makefile paths) but not sure
where to set the proper base path which obviously must be different for
Windows targets, since i don't get this error on a macOS/Linux build.
curious why it fails at the chord_engine.cc, as it's not the first file
listed in the source includes in the Makefile file under common.sources. i
think possibly the Windows the 'flags and paths for Windows' section on
Makefile.pdlibbuilder might be helpful here:

ifeq ($(system), Windows)
  pkglibdir := $(APPDATA)/Pd
  ifeq ($(MINGW_CHOST), i686-w64-mingw32)
programfiles := ${ProgramFiles(x86)}
  else
programfiles := $(PROGRAMFILES)
  endif
  pdbinpath := $(programfiles)/Pd/bin
  pdincludepath := $(programfiles)/Pd/src
endif

so, all i can think is that make is looking for all of its source includes
at a different path than PDINCLUDE specifies, since i've clearly overridden
it at the command line.

all the environment variables seem to point to the correct path as far as i
can tell but there are obviously a lot if i use the 'allvars' flag. also
not sure about the separator error there. the code shows it to be a
wildcard check as part of these lines:

# evaluate implicit prerequisite rules when rebuilding everything
ifdef must-build-everything
  $(if $(wildcard $(all.objects)), \
  $(info  info: evaluating implicit prerequisites in lib $(lib.name).)
\
  $(foreach v, $(all.sources), $(eval $(call declare-object-target, $v
endif

having some kind of realtime chat with someone would be ideal since there's
a lot of changing variables and trying different approaches, but any input
or feedback would be helpful. thanks!

best,
scott

On Wed, Jul 10, 2019 at 2:09 PM Scott R. Looney 
wrote:

> okay i've installed msys2 and what should be gcc into mingw64 on a
> Windows10 laptop. this is not terribly clear as there are dozens of
> packages for gcc the one i installed was mingw-w64-x86_64-gcc 9.1.0-3 which
> i hope should be the one i need since it seemed the most generic, also
> gcc-libs as well.
>
> doing the exact same actions (cd into active build directory then 'make
> all' results in 'bash make: command not found') so either the path has to
> be set or i need to navigate to where make is located. again i'm sure this
> is easy, but i don't know what to do to get make to run. looking in the
> /bin directory of c:\msys64\mingw64\bin i don't see a make binary but i
> really have no idea what to do at this point. i've edited the
> msys64/etc/fstab
> file to include the path to the mingw64 folder but that has no effect on
> the bash path issue. further help appreciated!
>
> also - i did find a cross compiler to install on my Mac so depending on
> how difficult this is to do in Windows i may just go that route.
>
> best,
> scott
>
> On Wed, Jul 10, 2019 at 12:06 AM IOhannes m zmölnig 
> wrote:
>
>>
>>
>> Am 10. Juli 2019 08:05:40 MESZ schrieb "Scott R. Looney" <
>> scottrloo...@gmail.com>:
>>
>> > i'm on macOS and have installed GCC and mingw-64 via
>> >Homebrew
>> >so i should have what i need.
>> >
>> >after blundering around i was able to figure out how to build by just
>> >typing 'make all' in the directory, but it just made a linux .o and a
>> >.pd_darwin library. there must be a way to override the system
>> >architecture
>> >and force it to build a DLL.
>>
>> If you want to build binaries for Windows on your mac, you'd need a cross
>> compiler.
>>
>> If you dont know what that is, you probably should geht hold on a Windows
>> machine with msys2/mingw64 installed and build natively *there*.
>>
>> mdg.zdr.sfj
>> IOhannes
>>
>>

Re: [PD] - need some assistance compiling an external for Windows

2019-07-11 Thread Scott R. Looney
okay i've installed msys2 and what should be gcc into mingw64 on a
Windows10 laptop. this is not terribly clear as there are dozens of
packages for gcc the one i installed was mingw-w64-x86_64-gcc 9.1.0-3 which
i hope should be the one i need since it seemed the most generic, also
gcc-libs as well.

doing the exact same actions (cd into active build directory then 'make
all' results in 'bash make: command not found') so either the path has to
be set or i need to navigate to where make is located. again i'm sure this
is easy, but i don't know what to do to get make to run. looking in the
/bin directory of c:\msys64\mingw64\bin i don't see a make binary but i
really have no idea what to do at this point. i've edited the
msys64/etc/fstab
file to include the path to the mingw64 folder but that has no effect on
the bash path issue. further help appreciated!

also - i did find a cross compiler to install on my Mac so depending on how
difficult this is to do in Windows i may just go that route.

best,
scott

On Wed, Jul 10, 2019 at 12:06 AM IOhannes m zmölnig  wrote:

>
>
> Am 10. Juli 2019 08:05:40 MESZ schrieb "Scott R. Looney" <
> scottrloo...@gmail.com>:
>
> > i'm on macOS and have installed GCC and mingw-64 via
> >Homebrew
> >so i should have what i need.
> >
> >after blundering around i was able to figure out how to build by just
> >typing 'make all' in the directory, but it just made a linux .o and a
> >.pd_darwin library. there must be a way to override the system
> >architecture
> >and force it to build a DLL.
>
> If you want to build binaries for Windows on your mac, you'd need a cross
> compiler.
>
> If you dont know what that is, you probably should geht hold on a Windows
> machine with msys2/mingw64 installed and build natively *there*.
>
> mdg.zdr.sfj
> IOhannes
>
>
>
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[PD] - need some assistance compiling an external for Windows

2019-07-10 Thread Scott R. Looney
hey folks, i asked this on the PD patchrepo but no response so far.

i've recently run into a situation in which i have to recompile an external
currently only available for mac (pd_darwin) to a Windows platform. the
code was ported from the original C/C++ code of the Mutable Instrument
module called Plaits. basically it's just a release of the DSP code as a PD
object. it's hosted here:

https://github.com/jnonis/pd-plaits

he's including the xcode project but i believe the code itself is just
straight .cpp files wrapped into the PD external template code. i think
he's using the pdlibbuilder library that's been recently released, but i
have had absolutely zero experience with compiling the source for different
platforms.  i'm on macOS and have installed GCC and mingw-64 via Homebrew
so i should have what i need.

after blundering around i was able to figure out how to build by just
typing 'make all' in the directory, but it just made a linux .o and a
.pd_darwin library. there must be a way to override the system architecture
and force it to build a DLL. so far i've tried 'make all x86_64' and 'make
all Windows' which give errors pretty quickly.

if someone could help getting me over this hump it'd be appreciated! i'm
assuming it should be a relatively easy compile, i just need to know what
flags or overrides to put in. thanks in advance!

best,
scott
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Re: [PD] GEM camera input unavailable

2019-05-21 Thread Scott R. Looney
hi Dana - [declare] is the object, and the rest of the stuff are the
arguments that are typed into the object. put an object there and type
'declare -lib Gem' in its contents. save the patch and try and see in PD's
console window tells you that it loaded Gem.

best,
scott

On Tue, May 21, 2019 at 6:38 PM Dana Moser  wrote:

> Thanks for your reply.
> I installed Gem 0.94 and Pd still can't find a camera.
> IOhannes zmoelnig gave me this suggestion:
>
> >  1. "Help" -> "Find externals"
> >  2. type "Gem" and click on "Search"
> >  3. click on the best (first) search result
> >  4. load Gem in your patch with [declare -lib Gem]
>
> I followed steps 1-3 and installed Gem 0.94 with deken.
> Video input still does not work.
> Does anyone know how to do IOhannes's step 4?
> How does one do "[declare -lib Gem]"?
> Is this a message that needs to be passed to a patch?
> Thanks for any assistance.
> -Dana
>
>
> On 5/21/19 6:02 PM, Dan Wilcox wrote:
> >
> > Gem 0.94 solves this by introducing replacement plugins which use the
> > newer AVFoundation macOS framework.
> >
> > 
> > Dan Wilcox
>
>
>
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Re: [PD] clarification on [coll] object - doesn't seem to be global

2019-05-11 Thread Scott R. Looney
Actually I did just look through the text object and as far as I can tell
there’s no way to retrieve an address that’s a symbol - every example I saw
on the help file used a number address or line numbers. I’m not against
using vanilla but I want to lookup parameters by name and the list may
change length. Plus I’m using a variety of externals like iemlib’s vcf,
else’s rm~ soundhack’s delay+ and ceammc’s matrix~. Maybe at some point in
the future I’ll rack my brain trying to figure out how to create these in
vanilla but I can’t say I’d be looking forward to it.

Best,
Scott

On Saturday, May 11, 2019, Alexandre Torres Porres  wrote:

> And how about you not being able to do this with [text]? You sure?
>
> Of course cyclone provides many solutions not available in vanilla, and is
> a legacy/important external library. But I guess cyclone has more of a
> place for those who are coming from Max and don't want to bother much in
> learning another way of doing something.
>
> Em sáb, 11 de mai de 2019 às 14:37, Scott R. Looney <
> scottrloo...@gmail.com> escreveu:
>
>> sorry gents - i was pretty sure it happened but it seems to be working
>> fine now. i could not reproduce the error a second time with a new setup
>> and when i went back to my misbehaving patch it was behaving properly
>> again. i had started in a subpatcher originally, and had copied [coll] to
>> another subpatcher when it happened. as far as versions was using PD
>> vanilla 0.49.1 on macOS 10.13.6 High Sierra using latest Deken of Alex's
>> cyclone refresh (0.3). i'm not filing as a bug until i can get it to
>> reproduce reliably. thanks for checking, anyway!
>>
>> best,
>> scott
>>
>> On Sat, May 11, 2019 at 10:15 AM Alexandre Torres Porres <
>> por...@gmail.com> wrote:
>>
>>>
>>>
>>> Em sáb, 11 de mai de 2019 às 05:13, IOhannes m zmölnig 
>>> escreveu:
>>>
>>>> unable to reproduce.
>>>> please share an example patch that exhibits the problem.
>>>> also, since there is no native [coll] object in Pd, you really should
>>>> specify which library you are using (and which exact version thereof).
>>>
>>>
>>> can't replicate it either in cyclone 0.3
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Re: [PD] clarification on [coll] object - doesn't seem to be global

2019-05-11 Thread Scott R. Looney
sorry gents - i was pretty sure it happened but it seems to be working fine
now. i could not reproduce the error a second time with a new setup and
when i went back to my misbehaving patch it was behaving properly again. i
had started in a subpatcher originally, and had copied [coll] to another
subpatcher when it happened. as far as versions was using PD vanilla 0.49.1
on macOS 10.13.6 High Sierra using latest Deken of Alex's cyclone refresh
(0.3). i'm not filing as a bug until i can get it to reproduce reliably.
thanks for checking, anyway!

best,
scott

On Sat, May 11, 2019 at 10:15 AM Alexandre Torres Porres 
wrote:

>
>
> Em sáb, 11 de mai de 2019 às 05:13, IOhannes m zmölnig 
> escreveu:
>
>> unable to reproduce.
>> please share an example patch that exhibits the problem.
>> also, since there is no native [coll] object in Pd, you really should
>> specify which library you are using (and which exact version thereof).
>
>
> can't replicate it either in cyclone 0.3
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[PD] clarification on [coll] object - doesn't seem to be global

2019-05-11 Thread Scott R. Looney
hi folks just a quick clarification on cyclone's [coll] object that i'm
using in PD. i named mine [coll list] and i've loaded a text file into it.
however, it seems like updates to the [coll list] object only seem to carry
through all the coll objects in the active patch window. if you have a 'pd'
subpatcher or you're in a subpatcher the changes don't seem to be
propagating to the other subpatchers. if i load up the same text files in
those subpatchers, they act like separate instances and are independent. as
i recall the [coll] object in MaxMSP worked globally in all patch and
subpatch windows as long as the name was the same.

so i don't know if this is normal behavior but i need a global list of
parameter names and values that can work through subpatches. i don't think
textfile will work in this case, as i need to be able to look up text
addresses and spit out a a parameter value at that address, which seems to
be ideal for [coll]

any help or clarification appreciated! thanks in advance...

best,
scott
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Re: [PD] Known number object issues in v0.49.0 on Windows ?

2019-04-03 Thread Scott R. Looney
just to chime in here, i'm on a Mac and i noticed that i can't enter in a
number manually while in Run mode on 0.49 either (Edit mode is no problem,
though).  i can use the mouse to change the number by clicking and
dragging, and holding down Shift while doing it allows decimal adjustment.
but it doesn't seem possible to edit the contents of a number box by double
clicking and typing a new number while in Run mode. i thought i remembered
this being possible in earlier versions but maybe this is intended
behavior? clarification appreciated!

best,
scott

On Wed, Apr 3, 2019 at 11:14 AM Andrew Lyons  wrote:

> Ok. Thanks for that clarification.
>
> On Wed, Apr 3, 2019, 11:09 AM IOhannes m zmölnig  wrote:
>
>> On 4/3/19 7:52 PM, Andrew Lyons wrote:
>> > Ok. Thanks.
>> >
>> > I can edit a number in run mode - but I cant edit it in edit mode.
>>
>> Weirdly enough, Pd runs both in "Run" mode and in "Edit" mode. hmm.
>>
>> "Editing" means: changing the patch.
>> "Running" means: interacting with a patch in a way that doesn't change
>> it's structure.
>>
>> think of it as in: you are not "editing" a number, but you are
>> "changing" a value.
>>
>>
>> gamrds
>> IOhannes
>>
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Re: [PD] trying to get wg acre library to init - iemlib declaration

2019-04-01 Thread Scott R. Looney
thank you sir, that did the trick just fine. appreciate it!

best,
scott

On Mon, Apr 1, 2019 at 1:39 AM IOhannes m zmoelnig  wrote:

> On 01.04.19 09:20, Scott R. Looney wrote:
> > hey folks i'm trying to get the IEM waveguide library examples to load
> and
> > having a bit of trouble. i'm on a Mac and i've installed the various
> > dependencies (iemlib,zexy,iemmatrix) via Deken, but it seems like the
> > initializing fails as objects like [lp1~] and [hp1~] aren't recognized.
> so
> > i think the [declare] objects might need tweaking. what i found a bit
> > confusing is there was no iemlib1 or iemlib2, just iemlib when i
> installed
> > it via Deken. the iemlib init in the WG Demos is [declare -stdpath
> iemlib],
> > so if Deken installed iemlib to stdpath it seems the demo doesn't work.
>
>
> iemlib recently switched from the separate iemlib1/iemlib2/iem_t3/...
> libraries to a single "iemlib" binary.
>
> probably acre still tries to load the old (no longer existing) libraries.
>
> so: just fix the declare's to [declare -path iemlib -lib iemlib]
>
> (or, if you want to play safe and support older iemlibs, use something
> like:
> [declare -path iemlib -lib iemlib -lib iemlib1 -lib iemlib2]
>
> >
> > i also checked iemlib library separately and it seems it is having issues
> > as well and can't find things like [init] for example. i checked the
> search
> > path (Users/scottlooney/Documents/PD/Externals is the only entry) and
> that
> > window is set to use standard paths.
> > guess this means that Deken doesn't
> > solve path problems? should i be adding other paths?
>
> no: deken is not a replacement for properly declaring dependencies in
> your path.
> you need to also specify the path:
> [declare -path iemlib -lib iemlib]
>
> in general, you should *not* add a library to your global search-paths
> (and deken should not do so either), but us *local* paths (via [declare])
>
> gfmasdr
> IOhannes
>
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Re: [PD] trying to set up OSC between Unity and PD via [netreceive] or [iemnet/udpreceive]

2019-02-10 Thread Scott R. Looney
thanks very much everybody! this is quite helpful. at the moment i'm not
requiring a bi-directional communication - i'm only using [netreceive -u
-b] and not [netsend]. but it is very good to know of this behavior,
because at some point i'll likely want some sort of way that PD can tell
the application information for callback or verification purposes.

@ Michael (or whoever want to use Unity with PD in a network configuration)
- i have tried numerous (about 5) Unity - OSC solutions. many if not most
do not obviously seem to have iOS or Android build support, but only work
in the Editor. the one with the most depth and capability for build support
(not to mention numerous example scenes) that i've encountered is extOSC,
available on the Asset Store for free and of course downloadable via Github:
https://github.com/Iam1337/extOSC

i started in TouchOSC and then went to Lemur, but ultimately i needed a
completely customized interface that neither tool could work with involving
manipulating 3D objects. plus i've had a lot of experience dealing with
Unity and none at all in Lemur. depending on your needs openFrameworks
might be a better choice, esp for 2D interfaces. but if you want game
controller or VR device support or using a 3D interface, i think of Unity
as better optimized, certainly with better Metal support than oFX.

@everyone re: the [netsend -u -b] bug. if and when i do use this i will be
using a different port number than the port i'm using for [netreceive -u
-b], but this seems to mean that if PD sends UDP data back to Unity in this
manner then do i need to reopen the connection to that port every time i
send data?

i did have a fair amount of issues getting OSC to work properly - either PD
or Unity would tell me the IP was already in use or Sockets.Net in Unity
said the connection was refused. i did find out that the majority of errors
were caused in Unity by the toolkit using the same port for sending and
receiving. making them different port numbers helped immensely, but getting
the port assignment to be forgotten about was a bit tricky and i'm still
not 100% sure i've solved it. certainly i would say that [netreceive
 -u -b] does not seem to work as reliably as sending a [listen
 (  message at loading or via manual triggering, so i'll likely
add a button or something to make sure the connection is solid.

@Dan - i'll look into your rc vanilla abstraction solutions - thanks!

best,
scott

On Sun, Feb 10, 2019 at 8:49 AM Christof Ressi 
wrote:

> > i think roman made an error report about this [netreceive -u -b]
> beahviour already.
>
> https://github.com/pure-data/pure-data/issues/373
>
> > Gesendet: Sonntag, 10. Februar 2019 um 15:36 Uhr
> > Von: "michael strohmann" 
> > An: "Scott R. Looney" 
> > Cc: PD-List 
> > Betreff: Re: [PD] trying to set up OSC between Unity and PD via
> [netreceive] or [iemnet/udpreceive]
> >
> > HI Scott,
> > i do a similar thing - send OSC from the LEMUR app to pd and vice versa.
> > Lemur sends osc and to receive it in pd works fine with
> > [netreceive -u -b]
> > |
> > [oscparse]
> > |
> > [list trim]
> > |
> > [route whatever the message]
> >
> > there seem to be a odd behaviour with [netsend -u -b] though.
> > according the UDP protocol a message should be broadcast to an IP adress
> regardless if the receiving end is actually listening.
> > this bi-directionality is redarded only with TCP.
> >
> > however, in [netsend -u -b] once the receive leaves the network the
> connection is closed, and you need to reconnect to the device in order to
> send messages.
> > so i connect to the device every second, to make sure that it receives
> messages upon re-entry to the wlan-network
> > (i also need to send the status of the patch on a regular basis, so that
> all devices are up to date…)
> >
> > my patch (quite simple file playback in response to sensor input) worked
> fine, but i had occasional crashes / freezes with “watchdog singaling pd”
> (i run pd-0.48 on RaspberryPi B+)
> > since pd writes “connecting to port “ to the console everytime i connect
> - which is every second - after a couple of hours/days is filled the RAM
> and caused some misbeavior.
> >
> > the solution - and i hope it really fixes the freezes also in the long
> run - was to send the standard error to dev/null like so:
> > puredata -stderr 2>/dev/null path/to/patch.pd
> >
> > i think roman made an error report about this [netreceive -u -b]
> beahviour already.
> >
> >
> >
> > i actually also wanted to use UNITY for sending OSC, but could not find
> time to work it out, so pls let me know it you found how to do it…
> >
> > Cheers!
> > Michael
> >
> > > On 10 Feb 20

Re: [PD] trying to set up OSC between Unity and PD via [netreceive] or [iemnet/udpreceive]

2019-02-10 Thread Scott R. Looney
OK thanks Christof! [oscparse] seems to do the trick, and formats it as a
list that i can break up. and it seems i have [netreceive] working properly
after all, so that was my error thinking it was broken. it is a bit picky
and seems to work better if i send it a message as to what port to listen
to rather than defining it as an argument initially.



On Sun, Feb 10, 2019 at 1:03 AM Christof Ressi 
wrote:

> > > > patch with their [udpreceive] which worked fine. trying that same
> > > > patch in PD however, made all the data print out as integer ASCII
> > > > values rather than Unicode text characters. i tried two other Unity
> > > > OSC projects and they behaved the same way.
> > > >
> > > > so, at the least, i need a convenient way to change all the ASCII
> > > > integer numbers in a data stream to ASCII characters.
>
> IIRC, in max, updreceive outputs osc messages while in the Pd objects
> iemnet/udpreceive or [netreceive -u -b] output the raw udp packet as a list
> of bytes. You need another object to parse the data. Pd vanilla has
> [oscparse], but personally i prefer the mrpeach/unpackOSC resp.
> osc/unpackOSC externals.
>
> > Gesendet: Sonntag, 10. Februar 2019 um 09:39 Uhr
> > Von: "Scott R. Looney" 
> > An: pd-list 
> > Betreff: Re: [PD] trying to set up OSC between Unity and PD via
> [netreceive] or [iemnet/udpreceive]
> >
> > nope - doesn't work. absolutely no output at all from [netreceive -u -b]
> > whereas i do get results from [iemnet/udpreceive]. i'm pretty convinced
> > that on the Mac anyway the UDP functionality of [netreceive] is basically
> > broken, at least in regards to responding to .Net's Sockets UDP sending
> > methods anyway.
> >
> > On Sun, Feb 10, 2019 at 12:20 AM Roman Haefeli 
> wrote:
> >
> > > The equivalent to [iemnet/udpreceive] is [netreceive -u -b].
> > >
> > > Roman
> > >
> > > On Sat, 2019-02-09 at 23:40 -0800, Scott R. Looney wrote:
> > > > hey folks, i'm trying to set up a OSC communication between Unity and
> > > > PD. the eventual goal is that an iOS app will be sending data to PD
> > > > to control various parameters. this isn't a libpd issue as i do not
> > > > want to run a PD patch in Unity. i only want the remote
> > > > communication.
> > > >
> > > > so far i've tried Kalimba which works perfectly with [netreceive] in
> > > > the Unity Editor. it looks like this is because it uses TCP and not
> > > > UDP for its connection. however due to its age (6 years or so)  the
> > > > resulting Xcode project does not build correctly. i'm assuming it's
> > > > likely an old libpd issue, but not sure.
> > > >
> > > > so, i've tried a few other OSC Unity based projects and none of them
> > > > work with [netreceive] in any way (including in UDP mode). i did find
> > > > a few that work with [iemnet/udpreceive]. one of them had a demo Max
> > > > patch with their [udpreceive] which worked fine. trying that same
> > > > patch in PD however, made all the data print out as integer ASCII
> > > > values rather than Unicode text characters. i tried two other Unity
> > > > OSC projects and they behaved the same way.
> > > >
> > > > so, at the least, i need a convenient way to change all the ASCII
> > > > integer numbers in a data stream to ASCII characters. ideally i'd
> > > > love to have a Unity OSC demo that can send data to PD reliably,
> > > > using TCP or UDP. any help appreciated!
> > > > ___
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Re: [PD] trying to set up OSC between Unity and PD via [netreceive] or [iemnet/udpreceive]

2019-02-10 Thread Scott R. Looney
nope - doesn't work. absolutely no output at all from [netreceive -u -b]
whereas i do get results from [iemnet/udpreceive]. i'm pretty convinced
that on the Mac anyway the UDP functionality of [netreceive] is basically
broken, at least in regards to responding to .Net's Sockets UDP sending
methods anyway.

On Sun, Feb 10, 2019 at 12:20 AM Roman Haefeli  wrote:

> The equivalent to [iemnet/udpreceive] is [netreceive -u -b].
>
> Roman
>
> On Sat, 2019-02-09 at 23:40 -0800, Scott R. Looney wrote:
> > hey folks, i'm trying to set up a OSC communication between Unity and
> > PD. the eventual goal is that an iOS app will be sending data to PD
> > to control various parameters. this isn't a libpd issue as i do not
> > want to run a PD patch in Unity. i only want the remote
> > communication.
> >
> > so far i've tried Kalimba which works perfectly with [netreceive] in
> > the Unity Editor. it looks like this is because it uses TCP and not
> > UDP for its connection. however due to its age (6 years or so)  the
> > resulting Xcode project does not build correctly. i'm assuming it's
> > likely an old libpd issue, but not sure.
> >
> > so, i've tried a few other OSC Unity based projects and none of them
> > work with [netreceive] in any way (including in UDP mode). i did find
> > a few that work with [iemnet/udpreceive]. one of them had a demo Max
> > patch with their [udpreceive] which worked fine. trying that same
> > patch in PD however, made all the data print out as integer ASCII
> > values rather than Unicode text characters. i tried two other Unity
> > OSC projects and they behaved the same way.
> >
> > so, at the least, i need a convenient way to change all the ASCII
> > integer numbers in a data stream to ASCII characters. ideally i'd
> > love to have a Unity OSC demo that can send data to PD reliably,
> > using TCP or UDP. any help appreciated!
> > ___
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[PD] trying to set up OSC between Unity and PD via [netreceive] or [iemnet/udpreceive]

2019-02-09 Thread Scott R. Looney
hey folks, i'm trying to set up a OSC communication between Unity and PD.
the eventual goal is that an iOS app will be sending data to PD to control
various parameters. this isn't a libpd issue as i do not want to run a PD
patch in Unity. i only want the remote communication.

so far i've tried Kalimba which works perfectly with [netreceive] in the
Unity Editor. it looks like this is because it uses TCP and not UDP for its
connection. however due to its age (6 years or so)  the resulting Xcode
project does not build correctly. i'm assuming it's likely an old libpd
issue, but not sure.

so, i've tried a few other OSC Unity based projects and none of them work
with [netreceive] in any way (including in UDP mode). i did find a few that
work with [iemnet/udpreceive]. one of them had a demo Max patch with their
[udpreceive] which worked fine. trying that same patch in PD however, made
all the data print out as integer ASCII values rather than Unicode text
characters. i tried two other Unity OSC projects and they behaved the same
way.

so, at the least, i need a convenient way to change all the ASCII integer
numbers in a data stream to ASCII characters. ideally i'd love to have a
Unity OSC demo that can send data to PD reliably, using TCP or UDP. any
help appreciated!
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[PD] low latency virtual MIDI for Windows? (tried loopBE1 and midiloop

2018-07-11 Thread Scott R. Looney
hey folks, i'm working with PD and decided to move my MIDI performance
patch to my laptop which is a Windows 10 machine. it's a really simple one
that switches outgoing midi channels based on OSC data from TouchOSC. on a
Mac, i use the main MIDI input from the controller to PD, then PDs output
is via the IAC Bus to Logic where i have my instruments set up. it all
works great and has little to no latency.

on the Windows machine however, there is significant latency. i'm using
Reaper there. i did a lot of testing, changed interfaces to an Apogee Duet
and finally discovered that the lowest latency setting under ASIO gets me
just about there - except, when i configure it to use the virtual driver
for input as i need it to be, i get latency again. i was using loopmidi and
switched to LoopBe1. basically there's no difference as i'm still getting
about 20-25ms latency. for live performance on a keyboard that's far too
slow. if i switch Reaper's input to the keyboard's MIDI out instead, the
latency is basically gone.

anyone out there have some suggestions as to how to improve this? any
really low latency virtual MIDI cable/MIDI routing apps out there? or maybe
something like Jack could work for MIDI as well? any advice appreciated!

best,
scott
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Re: [PD] getting OSCx library to load correctly in 48.1

2018-07-11 Thread Scott R. Looney
allright - thanks for the advice. i managed to get it to work with netsend
and netreceive, but it apparently loses the slash separator which makes
parsing the address tricky as it's a string that then needs conversion to
an int in order to route correctly. luckily i found a vanilla abstraction
that does this one thing just fine. it's a bit of kludgy workaround but for
this demo it'll do well enough.

best,
scott

On Sat, Jul 7, 2018 at 3:30 AM, IOhannes m zmölnig  wrote:

> On 07/07/2018 10:34 AM, Scott R. Looney wrote:
> > hey folks, on a Mac, with 48.1 vanilla and i'm trying to load the OSCx
>
> you shouldn't use OSCx.
> you shouldn't have used OSCx in the last 10 years.
>
> if you ever encounter a patch that depends on OSCx, report a bug at the
> patch author.
>
> fgmards
> IOhannes
>
>
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Re: [PD] getting OSCx library to load correctly in 48.1

2018-07-07 Thread Scott R. Looney
excellent! netreceive with oscparse does indeed work in vanilla just fine,
so i'll use that for now. thanks for the suggestions!

best,
scott

On Sat, Jul 7, 2018 at 2:05 AM, Christof Ressi 
wrote:

> > pd -lib OSC OSCx/doc/OSC-help.pd
>
> looks like OSC is a single binary library. since the binary doesn't seem
> to have the same name as the folder (OSC vs. OSCx) you have to make sure
> you point your search path to .../externals/OSC.
>
> note that Pd 0.48 has built-in OSC objects ([oscformat] and [oscparse])
> which you can use together with [netsend -b -u] and [netreceive -b -u] for
> a pure vanilla solution.
>
> personally, I always use the OSC objects from the "mrpeach"/"osc" library
> ([packOSC], [unpackOSC] etc.) together with the [udpsend] and [udpreceive]
> from "iemnet". I've never used OSCx...
>
> Christof
>
> Gesendet: Samstag, 07. Juli 2018 um 10:34 Uhr
> Von: "Scott R. Looney" 
> An: pd-list 
> Betreff: [PD] getting OSCx library to load correctly in 48.1
>
> hey folks, on a Mac, with 48.1 vanilla and i'm trying to load the OSCx
> library at startup and not getting anywhere. using this with TouchOSC,
> which is apparently not compatible with netsend or netreceive, even in UDP
> mode. everything works smoothly in PurrData but for vanilla 48.1 i have to
> manually load the OSC-help file and then refresh the object in my patch and
> then it finds it.
>
> just curious how library loading of externals is now handled. i have a
> search path set at /Users/(my username)/Documents/Pd/externals/ but that
> won't load the library. the startup option might work but so far i haven't
> figured out the right combination to load the library properly. maybe this
> one needs embedding as part of the app's Package Contents? in the README
> file theres also this bit to run it with pd:
>
> pd -lib OSC OSCx/doc/OSC-help.pd
>
> i think the paths have changed - mine just starts at externals/oscx/ and
> dumps all the objects in there. at any rate, any help appreciated! i'm
> definitely not as familiar with configuring startup libraries...
>
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[PD] getting OSCx library to load correctly in 48.1

2018-07-07 Thread Scott R. Looney
hey folks, on a Mac, with 48.1 vanilla and i'm trying to load the OSCx
library at startup and not getting anywhere. using this with TouchOSC,
which is apparently not compatible with netsend or netreceive, even in UDP
mode. everything works smoothly in PurrData but for vanilla 48.1 i have to
manually load the OSC-help file and then refresh the object in my patch and
then it finds it.

just curious how library loading of externals is now handled. i have a
search path set at /Users/(my username)/Documents/Pd/externals/ but that
won't load the library. the startup option might work but so far i haven't
figured out the right combination to load the library properly. maybe this
one needs embedding as part of the app's Package Contents? in the README
file theres also this bit to run it with pd:

pd -lib OSC OSCx/doc/OSC-help.pd

i think the paths have changed - mine just starts at externals/oscx/ and
dumps all the objects in there. at any rate, any help appreciated! i'm
definitely not as familiar with configuring startup libraries...

scott
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[PD] list of vanilla PD objects?

2017-03-21 Thread Scott R. Looney
hey folks this may have been covered before, but just curious if there's a
list of all the objects (not externals) in alphabetical order? i know about
the list of object section in the Browser but that's not as helpful as it
tries to save space a lot. there's an oldish website (
http://blog.joehahn.ws/list-puredata-objects-and-extended-objects) which
comes close but ideally i'd just like a text list. i was reading somewhere
that deken has such a thing? does that automatically come with version 47.1
on the Mac or does it need to be installed? informations on that or any
list version of pd objects appreciated!

best,
scott
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Re: [PD] purr data 2.1.1

2017-03-11 Thread Scott R. Looney
hey Jonathan - i would love to work with this for my purposes, but
currently i have to be limited to objects for vanilla. is there a way at
all to do this, since your original goal was to make l2Ork's new features
accessible to all platforms? ideally i'd just like a superior vanilla PD
editing environment with undo capability, but not have access to the
advanced objects, or just be able to delete anything not integral to the
editing process so i don't accidentally use it. any of this possible or are
some objects fundamentally changed in your environment so much that cross
compatibility is not possible?

best,
scott

On Sat, Mar 11, 2017 at 7:48 AM, Jonathan Wilkes via Pd-list <
pd-list@lists.iem.at> wrote:

> Purr Data 2.1.1 is out.
>
> https://git.purrdata.net/jwilkes/purr-data-binaries/tree/master
>
> I added a "dropdown" widget to the "Put" menu.  The interface
> isn't yet stable, but it should be usable if people want to play
> with it.
>
> Changes:
> * normalized range for `[bendin]` (keep old behavior under legacy flag)
> * added "mouseenter" and "mouseleave" events for data structures
> * fixed "Recent Files" under Windows
> * cleaned up documentation in repo
> * fix for `[midiclkin]` (#255)
> * added "l2ork_version" message for `[pdinfo]`
> * make loader search order the same as Pd Vanilla
> * fixed cord inspector font size
> * silence spurious error when autopatching a signal object
> * added a `[dropdown]` object for choosing a value for an atom box
> (interface not stable yet)
> * made gatom resizable by click-dragging in edit mode
> * added "" for zooming
> * added solarized and inverted solarized gui presets
> * fixed mycanvas stroke color updates
> * improvements to mode 4 of intelligent patching
> * fixed "" not deleting a selected object on some systems
>
> -Jonathan
>
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Re: [PD] libPD4unity and reading sample arrays

2017-03-07 Thread Scott R. Looney
continued testing reveals a strange behavior. i have been going between a
test Unity project using libpd4Unity and my main project. if i go to this
test project first and then return to my main project everything works one
time - i get no loading errors. but as soon as i stop the scene playback
and start it again, i get the errors on table loading again. i've tested it
three times and it's strangely consistent. so maybe the table assignments
aren't being purged correctly when i stop playback? that's all i can think.
if it thought it was already assigned it might fail assigning again. just a
thought.

best,
scott

On Tue, Mar 7, 2017 at 4:30 AM, Scott R. Looney <scottrloo...@gmail.com>
wrote:

> okay - well that seems to work for my single patch demo. but for some
> reason it doesn't work when loading it into the larger patch. the 'A#'
> references are gone but the tables still aren't found.
>
> i did a lot of tracking things down as i had about 280 errors in loading
> table objects - turns out the band limited square and saw oscillators read
> from tables and write as well. all tabread~ and tabwrite~ objects result in
> a unique number (likely the $0 designation) as well as the
> suffix'-transition'. but all of them fail with 'no such array' messages.
>
> in the case of the sample player it comes up with 'no such table' first,
> for each sample, and then 'no such array'. everything is totally flat, no
> subfolders being used. i am using an abstraction for one of the samples -
> the rest are [pd patcher] objects, but all of them appear to have issues.
>
> any further suggestions?
>
> best,
> scott
>
> On Tue, Mar 7, 2017 at 12:49 AM, IOhannes m zmoelnig <zmoel...@iem.at>
> wrote:
>
>> On 2017-03-07 08:45, Scott R. Looney wrote:
>> > the issue seems to be involving audio data arrays and [soundfiler].
>> mainly
>> > it looks like adding a read command creates some kind of error, and i
>> think
>> > it's PD based. might be a bug, but not sure yet.
>> >
>> > the error happens in the attached patch in Unity using libpd4Unity with
>> any
>> > local sound file. maybe the naming is off? regardless here's what
>> prints:
>> >
>> > error: array: couldn't find template pd-_float_array
>> > error: #A: no such object
>> > error: sample: no such table
>>
>> this looks like a problem with using an array directly on the patch (as
>> opposed to using [table]), probably in conjunction with stored samples
>> in the patch (as opposed to reading them with [soundfiler]).
>>
>> i suggest to replace the array with a [table sample] object (since this
>> doesn't allow to to store values in-patch, it should solve both issues),
>> in combination with [soundfiler] to read the actual data (which you seem
>> to do anyhow)
>>
>> fgamsdr
>> IOhannes
>>
>>
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Re: [PD] libPD4unity and reading sample arrays

2017-03-07 Thread Scott R. Looney
okay - well that seems to work for my single patch demo. but for some
reason it doesn't work when loading it into the larger patch. the 'A#'
references are gone but the tables still aren't found.

i did a lot of tracking things down as i had about 280 errors in loading
table objects - turns out the band limited square and saw oscillators read
from tables and write as well. all tabread~ and tabwrite~ objects result in
a unique number (likely the $0 designation) as well as the
suffix'-transition'. but all of them fail with 'no such array' messages.

in the case of the sample player it comes up with 'no such table' first,
for each sample, and then 'no such array'. everything is totally flat, no
subfolders being used. i am using an abstraction for one of the samples -
the rest are [pd patcher] objects, but all of them appear to have issues.

any further suggestions?

best,
scott

On Tue, Mar 7, 2017 at 12:49 AM, IOhannes m zmoelnig <zmoel...@iem.at>
wrote:

> On 2017-03-07 08:45, Scott R. Looney wrote:
> > the issue seems to be involving audio data arrays and [soundfiler].
> mainly
> > it looks like adding a read command creates some kind of error, and i
> think
> > it's PD based. might be a bug, but not sure yet.
> >
> > the error happens in the attached patch in Unity using libpd4Unity with
> any
> > local sound file. maybe the naming is off? regardless here's what prints:
> >
> > error: array: couldn't find template pd-_float_array
> > error: #A: no such object
> > error: sample: no such table
>
> this looks like a problem with using an array directly on the patch (as
> opposed to using [table]), probably in conjunction with stored samples
> in the patch (as opposed to reading them with [soundfiler]).
>
> i suggest to replace the array with a [table sample] object (since this
> doesn't allow to to store values in-patch, it should solve both issues),
> in combination with [soundfiler] to read the actual data (which you seem
> to do anyhow)
>
> fgamsdr
> IOhannes
>
>
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[PD] libPD4unity and reading sample arrays

2017-03-06 Thread Scott R. Looney
hi pd folks - reaching out to the libpd oriented people on the list. i'm
running into some issues using the latest libpd4unity version in Unity with
a semi updated C# wrapper and libpdcsharp.

the issue seems to be involving audio data arrays and [soundfiler]. mainly
it looks like adding a read command creates some kind of error, and i think
it's PD based. might be a bug, but not sure yet.

the error happens in the attached patch in Unity using libpd4Unity with any
local sound file. maybe the naming is off? regardless here's what prints:

error: array: couldn't find template pd-_float_array
error: #A: no such object
error: sample: no such table

if anyone on the list has an example of a patch using libpd4unity that
loads samples to arrays correctly, i'm all ears. but as far as i can tell
this should be some pretty basic stuff. i'm using the rjlib stuff for the
most part and the synths all load since i dumped them all into one folder.
but the sample player is being really stubborn.  note that this is only
when running libpd inside of Unity. running PD by itself i have no issues.

any help appreciated!

best,
scott


sPlayerTest.pd
Description: Binary data
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Re: [PD] libpd, Android, and Unity3D - any recent data?

2017-02-27 Thread Scott R. Looney
hi Ali, thanks for chiming in!

i actually am going with your project for the moment. it built fine on
Android - no issues. i was kind of curious if there was a way that one
could get text messages to PD, as well as from PD. the wrapper seems to
support it, but i'm not sure exactly the usage case. one issue is that i
can't see the internal procedures, though someone did mention that there
are logs that libpd has in Unity when running there, as well as on Android
itself. could you perhaps point me to a way that a message can be sent from
C# script to a specific receive object in PD, and a way that Unity can
receive events or messages from PD in a C# script?

as for Enzien Audio/ Heavy, i know about them, and i've chatted with Joe
White even, but the limited object support is what gives me pause. i'm not
sure if they'll support what i currently have and i have no idea how to
edit it down or replace it with supported objects if so. right now my synth
complement is a bit of a black box, mostly patches from the rjlib
collection which aren't the greatest, quality wise. but if Heavy doesn't
like them, or doesn't want to support abtractions then i'll just be wasting
my time.

anyway, those are my thoughts for now. let me know yours!

best,
scott



On Mon, Feb 27, 2017 at 12:38 PM, Ali Momeni <batc...@gmail.com> wrote:

> 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 <scottrloo...@gmail.com>
> 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 <adr...@gmail.com
>> > wrote:
>>
>>>
>>>
>>> On Fri, Feb 24, 2017 at 9:08 PM, Scott R. Looney <scottrloo...@gmail.com
>>> > 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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Re: [PD] libpd, Android, and Unity3D - any recent data?

2017-02-25 Thread Scott R. Looney
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 <adr...@gmail.com>
wrote:

>
>
> On Fri, Feb 24, 2017 at 9:08 PM, Scott R. Looney <scottrloo...@gmail.com>
> 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] libpd, Android, and Unity3D - any recent data?

2017-02-24 Thread Scott R. Looney
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!

scott
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Re: [PD] include libpd? (Re: plans for Pd 0.48)

2017-01-05 Thread Scott R. Looney
actually, i was curious about that myself but sort of on both tangents. at
the higher end i'm using Unity and PD vanilla via Kalimba and would
definitely like to use it without involving too much extra as it is in that
situation.

but the embedded factor is pretty important too. i've been checking out
Bela which has to compile PD patches using Heavy as well as using Xenomai
to make PD work efficiently (and Heavy doesn't support a lot of objects at
the moment). i would imagine that Johannes Taelmann was considering
something like PD for his Axoloti but couldn't make it work performance
wise and so decided to roll his own graphic patching setup instead.

best,
scott

On Wed, Jan 4, 2017 at 10:17 AM, Peter Nyboer  wrote:

>
> > another wishlist from my side (which I wanted to address at PdCon16~ but
> > somehow didn't manage).
> > would it be possible to include the libpd glue into the proper Pd
> sources?
>
> Funny - I had a somewhat tangential thought this morning. Something to the
> effect of it being easier to deploy libpd on embedded devices. I haven’t
> really looked into it very deeply, hence my uncertainly about whether or
> not it’s easy, but I know it’s not “juzt 1 klik!” (oh, yeah, I went there).
>
> Peter
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Re: [PD] libpd for Unity still alive?

2016-10-24 Thread Scott R. Looney
hi Ali - answers inline, for my part,

On Mon, Oct 24, 2016 at 3:30 PM, Ali Momeni  wrote:

> 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?
>

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

if you are getting latency in the Editor, i'm not sure what to say. i
haven't tested latency yet (midterm grading wiped my weekend out).

>
> @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?
>

@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.

best,
scott

>
>
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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?

2016-10-22 Thread Scott R. Looney
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  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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Re: [PD] Pd 0.47-0 OSX Tk 8.6 test builds

2016-05-29 Thread Scott R. Looney
 0x92d7de8b __raiseError + 219
> 1   libobjc.A.dylib 0x9810152e objc_exception_throw +
> 230
> 2   CoreFoundation  0x92d81afd -[NSObject(NSObject)
> doesNotRecognizeSelector:] + 253
> 3   CoreFoundation  0x92cc9e87 ___forwarding___ + 487
> 4   CoreFoundation  0x92d14c62 __forwarding_prep_1___
> + 50
> 5   Tk  0x0b0c2f13 TkpOpenDisplay + 627
> 6   Tk  0x0b02bdd5 TkCreateMainWindow +
> 1173
> 7   Tk  0x0b02b98b TkCreateMainWindow + 75
> 8   Tk  0x0b034ee1 Tk_PkgInitStubsCheck +
> 29365
> 9   Tk          0x0b035392 TkCreateFrame + 140
> 10  Tk  0x0b02da41 Tk_Init + 1529
> 11  Pd  0x34da Pd + 9434
> 12  Tk  0x0b01ff01 Tk_MainEx + 1450
> 13  Pd  0x34ac Pd + 9388
> 14  libdyld.dylib   0x99ae5725 start + 0
> 15  ??? 0x0001 0x0 + 1
> )
> Trace/BPT trap: 5
> logout
>
>
>
>
>
> Am 27.05.2016 um 19:34 schrieb Scott R. Looney <scottrloo...@gmail.com>:
>
> hi Dan! - verifying from my end PD tk86 64 Bit crashes immediately on
> start on my hackintosh running 10.8.5. console reads:
>
> Application Specific Information:
> *** Terminating app due to uncaught exception
> 'NSInvalidArgumentException', reason: '-[NSProcessInfo
> operatingSystemVersion]: unrecognized selector sent to instance
> 0x7fd0a341b550'
> abort() called
> terminate called throwing an exception
>
> Application Specific Backtrace 1:
> 0   CoreFoundation  0x7fff88815b06
> __exceptionPreprocess + 198
> 1   libobjc.A.dylib 0x7fff835733f0
> objc_exception_throw + 43
> 2   CoreFoundation  0x7fff888ac40a
> -[NSObject(NSObject) doesNotRecognizeSelector:] + 186
> 3   CoreFoundation  0x7fff8880402e
> ___forwarding___ + 414
> 4   CoreFoundation  0x7fff88849dad
> __forwarding_prep_1___ + 237
> 5   Tk  0x000103f38c79 TkpOpenDisplay
> + 634
> 6   Tk  0x000103e95bff
> TkCreateMainWindow + 1167
> 7   Tk  0x000103e957bf
> TkCreateMainWindow + 79
> 8   Tk  0x000103e9f3b9
> Tk_PkgInitStubsCheck + 29930
> 9   Tk  0x000103e9f865 TkCreateFrame +
> 155
> 10  Tk  0x000103e97ce0 Tk_Init + 1604
> 11  Pd  0x000103e5f478 Pd + 13432
> 12  Tk  0x000103e88da7 Tk_MainEx + 1426
> 13  Pd  0x000103e5f44d Pd + 13389
> 14  libdyld.dylib   0x7fff87c457e1 start + 0
>
> hope this helps! thanks for improving the look of PD!
>
> best,
> scott
>
>
> On Fri, May 27, 2016 at 9:28 AM, Dan Wilcox <danomat...@gmail.com> wrote:
> Looks like it’s due to the min macosx version being too low. I rebuilt all
> the test osx builds, try one of these http://docs.danomatika.com/pdbuilds/
>
> 
> Dan Wilcox
> @danomatika
> danomatika.com
> robotcowboy.com
>
> On May 26, 2016, at 12:45 PM, hi <joson.andr...@googlemail.com> wrote:
>
> Hi Dan
>
> as report: i tried 32bits with 10.8.5, and it crashed also. Console error
> reads:
>
> JohnnyMauser:~ hi$
> /Applications/pd-0.47.0/pd-tk-8.6/Pd-0.47-0.app/Contents/Resources/bin/pd ;
> exit;
> dyld: Symbol not found: ___strlcat_chk
> Referenced from:
> /Applications/pd-0.47.0/pd-tk-8.6/Pd-0.47-0.app/Contents/Resources/bin/pd
> Expected in: /usr/lib/libSystem.B.dylib
> in
> /Applications/pd-0.47.0/pd-tk-8.6/Pd-0.47-0.app/Contents/Resources/bin/pd
> Trace/BPT trap: 5
> logout
>
> Thanks for your work!!
>
> Johnny
>
>
> Am 25.05.2016 um 15:11 schrieb Dan Wilcox <danomat...@gmail.com>:
>
> Can you do the following to get a console printout which hopefully shows
> the error involved?
>
> * right click on the app and choose “Show Package Contents”
> * navigate to Contents/Resources/bin
> * double click “pd"
>
> Copy and paste any error prints / tcl stack trace in your next email.
>
> 
> Dan Wilcox
> @danomatika
> danomatika.com
> robotcowboy.com
>
> On May 25, 2016, at 3:41 AM, José Rafael Subía Valdez <
> jsubiaval...@gmail.com> wrote:
>
> Hello Dan, Me again, I tried that build that you sent me yeste

Re: [PD] Obfuscate patch?

2016-05-12 Thread Scott R. Looney
i agree - kinda antithetical to the ethos of Pure Data, really. i think you
could use Heavy to turn a patch into rather voluminous C++ code. i remember
from the devs that they said the code output wasn't supposed to be edited
or analyzed by humans, but rather existed to be wrapped to work in a number
of environments as sort of a black box or code blob. but obfuscating a PD
patch itself seems stupid. i'm sure you could name subpatches and
abstractions randomly and maybe even rearrange the physical placement using
the method Jonathan refers to, though i believe that could affect signal
flow and execution order, wouldn't it?

best,
scott



On Wed, May 11, 2016 at 11:54 PM, Alexandre Torres Porres 
wrote:

> but why?
>
> 2016-05-12 3:03 GMT-03:00 Jonathan Wilkes via Pd-list <
> pd-list@lists.iem.at>:
>
>> What about simply changing all object coords other than inlet/outlet to
>> (0, 0)?
>>
>> -Jonathan
>>
>>
>> On Thursday, May 12, 2016 12:00 AM, Mario Mey  wrote:
>>
>>
>> Is already done any external/abstract/external-program that obfuscate a
>> Pd patch? I mean, by changing the place of every object, changing names
>> of send/receive objects to random generated names, adding more objects
>> to make very hard to understand, etc...?
>>
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Re: [PD] Can you close source of Pd patches (for commercial development)?

2016-05-07 Thread Scott R. Looney
+1 on Patrick's idea! and to continue to some extent where Patrick left
off, you can use magicolo's uPD project as a jumping off point:
https://github.com/Magicolo/uPD. i tried it out but and had issues
understanding this approach personally but i think it might hold some
potential, as it can instance PD multiple times rather than just once.

best,
scott

On Sat, May 7, 2016 at 12:49 PM, Pagano, Patrick 
wrote:

> Want to make some dough off of pd?
>
>
> Make a Pd Unity3D plugin so i can drop my patches in as sound
> sources/effects in Unity3D or UDK without custom coding.
>
>
> pp
>
>
>
>
> *Patrick Pagano B.S, M.F.A*
> Audio and Projection Design Faculty
> Digital Worlds Institute
> University of Florida, USA
> (352)294-2020
> --
> *From:* Matti Viljamaa 
> *Sent:* Saturday, May 7, 2016 3:13 PM
> *To:* Pagano, Patrick
> *Cc:* pd-l...@iem.at; Miller Puckette; pd-l...@mail.iem.at
> *Subject:* Re: [PD] Can you close source of Pd patches (for commercial
> development)?
>
> Or even straight C -> binary and then have Pd open the binary as patch.
>
> -Matti
>
> On 07 May 2016, at 22:01, Matti Viljamaa  wrote:
>
> Anyone know if compiling Pd patch to C could offer a possibility, e.g. as
> an extension of Pd?
>
> There are some around:
> http://resenv.media.mit.edu/PuDAC/sw.html
> https://github.com/sharebrained/pd_compiler
>
> So patch -> C -> binary and then have Pd somehow open the binary as patch?
>
> -Matti
>
> On 07 May 2016, at 21:08, Matti Viljamaa  wrote:
>
> I think being open to commercial development could make it attractive to
> develop e.g. high quality oscillators and filters for Pd.
> Commercial synthesisers and effects are often better than freeware.
>
> Reaktor has a lot of good free ensembles, but development wise its also
> more refined product (i.e. the development ought to be less painful).
>
> I think it’d be interesting to be able to have a platform where one can
> combine open source and commercial “modules”. Best of the both worlds, so
> to speak.
>
> -Matti
>
> On 07 May 2016, at 21:04, Pagano, Patrick 
> wrote:
>
> But as I suspected it sounds like your intention is to sell pd patches
> back to the community?
>
> Have you seen
> Monolog X
>
>
> Patrick Pagano B.S, M.F.A
> Interactive Media & Education
> +1352.226.2016
> https://patrickrpagano.wordpress.com/
>
>
> On May 7, 2016, at 1:37 PM, Matti Viljamaa  wrote:
>
> What about using Pd as a C/C++ library and writing the patch that way? Or
> perhaps LibPd?
> Would this allow the patch to be compiled as a stand-alone program? Yes?
>
> The easiest would be if there was a way to open a patch in binary form in
> Pd.
>
> What I’ve been envisioning would be to create “modules” for Pd similar to
> Reaktor’s Blocks that would
> allow for a more high-level patching and usage of Pd. And it could
> motivate developers to develop patches
> in a more standardized “blocks” form, rather than as unstandardised
> patches.
>
> Reason, I’ve been wanting to see modular synthesis properly realised in
> Pd. But I wouldn’t want to
> spend effort on developing modules that I cannot profit from, since I
> could do that using some other platform.
>
> -Matti
>
> On 07 May 2016, at 20:29, Miller Puckette  wrote:
>
>
> You'd have to modify Pd if you want to be able to run patches and
>
> keep it a secret how the patch works.  I don't think people often feel the
>
> need to do that but it wouldn't be hard to do.
>
>
> cheers
>
> Miller
>
>
> On Sat, May 07, 2016 at 08:14:05PM +0300, Matti Viljamaa wrote:
>
> But how do you close and distribute a Pd patch so it’s not viewable? Can
> you open a Pd patch distributed as binary?
>
>
> I only found this:
>
>
> How do I compile a Pd-patch to run as a stand-alone application?
>
> https://puredata.info/docs/faq/standalone <
> https://puredata.info/docs/faq/standalone>
>
>
> -Matti
>
>
>
>
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Re: [PD] Can you close source of Pd patches (for commercial development)?

2016-05-07 Thread Scott R. Looney
hi Matti - the only thing i've seen that is something similar to what
you're asking is the Heavy toolchain from Enzien Audio based on the online
Tannhauser compiler. it can convert a PD patch into C++ where it can then
be used as a plugin for different platforms, including in game audio
middleware. the service is a commercial service if the product you're
planning to use is commercial in nature. at that point you could use it in
something like JUCE to do what you need to make it a full plugin or
standalone app. many commercial companies use PD or Max to prototype what
they eventually sell as commercial software. Joe White is on the list and
may have more info than me on commercial uses of Heavy:
https://enzienaudio.com/

scott

On Sat, May 7, 2016 at 12:13 PM, Matti Viljamaa  wrote:

> Or even straight C -> binary and then have Pd open the binary as patch.
>
> -Matti
>
> On 07 May 2016, at 22:01, Matti Viljamaa  wrote:
>
> Anyone know if compiling Pd patch to C could offer a possibility, e.g. as
> an extension of Pd?
>
> There are some around:
> http://resenv.media.mit.edu/PuDAC/sw.html
> https://github.com/sharebrained/pd_compiler
>
> So patch -> C -> binary and then have Pd somehow open the binary as patch?
>
> -Matti
>
> On 07 May 2016, at 21:08, Matti Viljamaa  wrote:
>
> I think being open to commercial development could make it attractive to
> develop e.g. high quality oscillators and filters for Pd.
> Commercial synthesisers and effects are often better than freeware.
>
> Reaktor has a lot of good free ensembles, but development wise its also
> more refined product (i.e. the development ought to be less painful).
>
> I think it’d be interesting to be able to have a platform where one can
> combine open source and commercial “modules”. Best of the both worlds, so
> to speak.
>
> -Matti
>
> On 07 May 2016, at 21:04, Pagano, Patrick 
> wrote:
>
> But as I suspected it sounds like your intention is to sell pd patches
> back to the community?
>
> Have you seen
> Monolog X
>
>
> Patrick Pagano B.S, M.F.A
> Interactive Media & Education
> +1352.226.2016
> https://patrickrpagano.wordpress.com/
>
>
> On May 7, 2016, at 1:37 PM, Matti Viljamaa  wrote:
>
> What about using Pd as a C/C++ library and writing the patch that way? Or
> perhaps LibPd?
> Would this allow the patch to be compiled as a stand-alone program? Yes?
>
> The easiest would be if there was a way to open a patch in binary form in
> Pd.
>
> What I’ve been envisioning would be to create “modules” for Pd similar to
> Reaktor’s Blocks that would
> allow for a more high-level patching and usage of Pd. And it could
> motivate developers to develop patches
> in a more standardized “blocks” form, rather than as unstandardised
> patches.
>
> Reason, I’ve been wanting to see modular synthesis properly realised in
> Pd. But I wouldn’t want to
> spend effort on developing modules that I cannot profit from, since I
> could do that using some other platform.
>
> -Matti
>
> On 07 May 2016, at 20:29, Miller Puckette  wrote:
>
>
> You'd have to modify Pd if you want to be able to run patches and
>
> keep it a secret how the patch works.  I don't think people often feel the
>
> need to do that but it wouldn't be hard to do.
>
>
> cheers
>
> Miller
>
>
> On Sat, May 07, 2016 at 08:14:05PM +0300, Matti Viljamaa wrote:
>
> But how do you close and distribute a Pd patch so it’s not viewable? Can
> you open a Pd patch distributed as binary?
>
>
> I only found this:
>
>
> How do I compile a Pd-patch to run as a stand-alone application?
>
> https://puredata.info/docs/faq/standalone <
> https://puredata.info/docs/faq/standalone>
>
>
> -Matti
>
>
>
>
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Re: [PD] [PD-announce] pd 0.47-0test2 released

2016-04-26 Thread Scott R. Looney
this is a stupid Apple thing meant to lock you into Apple or approved devs
only. to fix this, go into your System Preferences select Security and
click the lock icon. then find the section with the words 'Allow
applications downloaded from' (in 10.8 its the General tab). change this to
Anywhere and close the lock icon. Try opening it up again and it should
work.

best,
scott

On Tue, Apr 26, 2016 at 9:45 PM, Alexandre Torres Porres 
wrote:

> no matter how many times i tell mac os it is fine to open pd-47 test, it
> keeps saying it's from an undentified developer...
>
> anybody else or just me?
>
> 2016-04-26 11:41 GMT-03:00 Liam Goodacre :
>
>> I'm on a laptop, so I only have the the "= +" key next to the numbers.
>> It's a standard US layout keyboard.
>>
>> > Date: Mon, 25 Apr 2016 19:47:45 -0700
>> > From: m...@ucsd.edu
>> > To: liamg...@hotmail.com
>> > CC: pd-list@lists.iem.at
>>
>> > Subject: Re: [PD] [PD-announce] pd 0.47-0test2 released
>> >
>> > Neither the numeric peypad '+' nor the regular one (above the = in the
>> US,
>> > but probably elsewhere elsewhere)?
>> >
>> > cheers
>> > M
>> >
>> > On Tue, Apr 26, 2016 at 03:05:44AM +0100, Liam Goodacre wrote:
>> > > Zoom is working for me, but the keyboard shortcut Ctrl + '+' isn't.
>> Zoom out shortcut Ctrl + '-' works fine.
>> > >
>> > > I'm on Ubuntu 16.04, 64.
>> > >
>> > > > Date: Mon, 25 Apr 2016 15:41:21 -0700
>> > > > From: m...@ucsd.edu
>> > > > To: martindup...@gmail.com
>> > > > CC: pd-l...@iem.at; pd-annou...@iem.at
>> > > > Subject: Re: [PD] [PD-announce] pd 0.47-0test2 released
>> > > >
>> > > > Yep, zooming works only on patches. To change menus, dialogs, etc,
>> > > > set the font size on teh Pd window.
>> > > >
>> > > > cheers
>> > > > Miller
>> > > >
>> > > > On Mon, Apr 25, 2016 at 11:38:30PM +0100, Martin Dupras wrote:
>> > > > > Correction: the zooming feature does seem to work. The objects are
>> > > > > bigger and readable on a high density screen. I was under the
>> > > > > impression that the menu items were also going to get bigger,
>> which is
>> > > > > not the case.
>> > > > >
>> > > > > - martin
>> > > > >
>> > > > >
>> > > > > On 25 April 2016 at 23:28, Martin Dupras 
>> wrote:
>> > > > > > I've just tried test2 on Fedora. I got the source from Miller's
>> site,
>> > > > > > did ./autogen.sh, ./configure, make, make install.
>> > > > > >
>> > > > > > Unfortunately, the zoom function doesn't seem to work at all on
>> my
>> > > > > > system. It's greyed out until you create a new patch; when you
>> do, the
>> > > > > > "zoom in" and "zoom out" entries are no longer greyed out, but
>> they
>> > > > > > have no effect.
>> > > > > >
>> > > > > > It's quite possible that I'm doing something wrong, I will
>> investigate
>> > > > > > further; but I thought I'd report while it's fresh.
>> > > > > >
>> > > > > > - martin
>> > > > > >
>> > > > > >
>> > > > > > On 25 April 2016 at 17:23, Miller Puckette 
>> wrote:
>> > > > > >> Thanks for all your swift feedback... I've put out 0.47-0 test
>> 2, which
>> > > > > >> fixes most of the problems I've heard about - I'm still trying
>> to chase
>> > > > > >> down a couple of things. I'll plan to put out the "stable"
>> release next
>> > > > > >> weekend if things go smoothly.
>> > > > > >>
>> > > > > >> http://msp.ucsd.edu/software.htm
>> > > > > >>
>> > > > > >> or $ git clone git://git.code.sf.net/p/pure-data/pure-data
>> > > > > >>
>> > > > > >> cheers
>> > > > > >> Miller
>> > > > > >>
>> > > > > >> ___
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>> > > > > >> pd-annou...@lists.iem.at
>> > > > > >> https://lists.puredata.info/listinfo/pd-announce
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Re: [PD] [PD-announce] pd 0.47-0 test 1 released

2016-04-24 Thread Scott R. Looney
i think normal vs bold should be a preference. the kerning on the font on
my 1920 X 1080 display in bold makes the letters run together and it's
actually more difficult to perceive for me than the plain font. so an easy
switch rather than a runtime config file or flag would be preferable for me
at least.

best to all,
scott

On Sun, Apr 24, 2016 at 1:22 PM, Miller Puckette  wrote:

> I just looked, and yes, it looks like Mac went from non-bold to bold (as
> the other two platforms already are).  The original version had it in Bold
> but Hans's GUI rewrite somehow ma eit change to non-bold.  He did some
> strange font-searching magic that I had to simplify in order to get zoom
> working.
>
> I think you can specify "-font-weight normal" as a startup flag to get
> the 0.46 behavior back - perhaps this should be a 'preference'.
>
> cheers
> M
>
> On Sat, Apr 23, 2016 at 02:54:03PM -0400, Matt Barber wrote:
> > Nice! First question -- the OSX build (32bit) seems to use a bold
> typeface
> > as the patch font. I'm not sure about other platforms.
> >
> > See screenshot.
> >
> > On Sat, Apr 23, 2016 at 2:27 PM, Miller Puckette  wrote:
> >
> > > To Pd-announce:
> > >
> > > Pd version 0.47-0 test 1 is available on
> http://msp.ucsd.edu/software.htm
> > > or via git from sourceforge:
> > >   git clone git://git.code.sf.net/p/pure-data/pure-data
> > >
> > > I'm still fixing bugs but the major changes are in place: a "clone"
> object
> > > for making voice banks etc., and a "zoom" feature for people whose
> > > high-resolution displays make Pd's windows microscopically small.
> (Also,
> > > setting the Pd window font size now extends to menus and dialogs).
> > >
> > > cheers
> > > Miller
> > >
> > > ___
> > > Pd-announce mailing list
> > > pd-annou...@lists.iem.at
> > > https://lists.puredata.info/listinfo/pd-announce
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Re: [PD] [PD-announce] Camomile: An audio plugin that loads Pure Data patches

2016-04-02 Thread Scott R. Looney
Pierre - this looks totally amazing. one question, though. is there any
kind of plan for making it run as an Audio Unit plugin? or is that
something i could conceivably use Juce to do? i'm on Logic mostly these
days.

best,
scott

On Sat, Apr 2, 2016 at 12:55 PM, IOhannes m zmölnig  wrote:

> On 04/02/2016 08:52 PM, Pagano, Patrick wrote:
> > I can confirm Camomile works like a dream on OSX in ableton live with
> > multiple instances.
> >
> > Just one question about externals. Can they be us d successfully? I am
> > going to make a granulator
>
>
> i think the wiki means externals when it speaks of "3rd party objects"
> in the [FAQ] (since these "3rd party objects" are opposed to
> "abstractions")
>
> gfnsadr
> IOhannes
>
>
> [FAQ]
>
> https://github.com/pierreguillot/Camomile/wiki/Frequently%20Asked%20Questions
>
>
>
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Re: [PD] Is there a working Pd -> VST implementation?

2016-02-05 Thread Scott R. Looney
Joe White is on this list so he can tell you better than I, but i believe
the license will not be open source for Heavy. it looks to be an online
based service marketed towards game companies and app developers who want
to get advanced audio DSP into games and plugins. that's at least what i
saw demonstrated and have verified in brief conversations with Joe at GDC.
i believe they offer a limited amount of PD patches to convert for free,
but if you wanted to put say 20 PD patches in a shipping commercial game
using a middleware plug-in spec like Audiokinetic's Wwise you'd be paying a
license fee.

again these are my takeaways and Joe would certainly have a better idea
than I what they are planning on doing with the tech. but as far as i can
tell it does not look like it's open source.

best,
scott

On Thu, Feb 4, 2016 at 7:13 PM, Ivica Ico Bukvic <i...@vt.edu> wrote:

> How about Heavy? Its git has only readme.md.
>
>
> On 2/4/2016 7:33 PM, Scott R. Looney wrote:
>
> hey there, i followed the download links to Github where it looks like
> there is source. there's no indication of license for their source but it
> uses Juce which i think has a GPL option:
>
> https://github.com/logsol/pd-pulp
>
> hope this helps,
> scott
>
> On Thu, Feb 4, 2016 at 4:25 PM, Ivica Ico Bukvic <i...@vt.edu> wrote:
>
>> Is this an open source project? There appears to be plenty of
>> documentation on the site but no downloads available.
>>
>>
>> On 2/4/2016 4:23 PM, Joe White wrote:
>>
>> Hi Matti,
>>
>> We're working on Heavy <https://enzienaudio.com> which will translate Pd
>> patches into VSTs <https://enzienaudio.com/docs/vst2.html> with a small
>> amount of markup. Source code and compiled binaries for OSX and Win
>> 32/64bit are provided.
>>
>> Cheers,
>> Joe
>>
>> On 4 February 2016 at 20:27, Matti Viljamaa < <mvilja...@kapsi.fi>
>> mvilja...@kapsi.fi> wrote:
>>
>>> I found some references of PdVST (
>>> <https://puredata.info/downloads/pdvst>
>>> https://puredata.info/downloads/pdvst), but it seemed to be only for
>>> Windows and all the info seemed outdated.
>>>
>>> Is there some active implementation for running Pd in DAWs?
>>>
>>> -Matti
>>>
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Re: [PD] Is there a working Pd -> VST implementation?

2016-02-04 Thread Scott R. Looney
hey there, i followed the download links to Github where it looks like
there is source. there's no indication of license for their source but it
uses Juce which i think has a GPL option:

https://github.com/logsol/pd-pulp

hope this helps,
scott

On Thu, Feb 4, 2016 at 4:25 PM, Ivica Ico Bukvic  wrote:

> Is this an open source project? There appears to be plenty of
> documentation on the site but no downloads available.
>
>
> On 2/4/2016 4:23 PM, Joe White wrote:
>
> Hi Matti,
>
> We're working on Heavy  which will translate Pd
> patches into VSTs  with a small
> amount of markup. Source code and compiled binaries for OSX and Win
> 32/64bit are provided.
>
> Cheers,
> Joe
>
> On 4 February 2016 at 20:27, Matti Viljamaa  wrote:
>
>> I found some references of PdVST (https://puredata.info/downloads/pdvst),
>> but it seemed to be only for Windows and all the info seemed outdated.
>>
>> Is there some active implementation for running Pd in DAWs?
>>
>> -Matti
>>
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Re: [PD] Window menu

2015-11-10 Thread Scott R. Looney
hey everybody -  i may be off base here but just wondering if removing key
bindings would mean having to use the mouse more for various actions inside
PD besides the ones already mapped? i haven't used the Window menu but i'd
certainly like to have as much under keyboard control as possible when
working in PD.

if this is about an entirely different thing than i'm thinking, please
disregard.

best,
scott

On Tue, Nov 10, 2015 at 12:16 AM, IOhannes m zmoelnig 
wrote:

> On 2015-11-10 03:01, Jonathan Wilkes via Pd-list wrote:
> > Does anyone use the Window menu?
>
> yes, sometimes i use "Pd window" and "parent window".
> i've never used next/previous.
>
> > I've never used it or its keybindings.
>
> i never used the keybindings either.
>
> fgmasdr
> IOhannes
>
>
>
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Re: [PD] Pd-list Digest, Vol 128, Issue 26

2015-11-09 Thread Scott R. Looney
this is excellent news for those of us using libpd on iOS. thanks very much
Sharokh!

best,
scott

On Mon, Nov 9, 2015 at 8:29 AM, Shahrokh Yadegari  wrote:

> I am happy to report that IRCAM has agreed to release the original expr
> code under BSD license, and I am more than glad to transfer all the expr
> family objects under BSD license as well.
>
> Miller, please advise as to what would be the best path to this change
> over in the sources. I should have 0.5 ready in early december in which I
> can put new legal wordings; in the meanwhile we can switch over the older
> version as well for those needing it now.
>
> best,
> Shahrokh
>
> On Mon, Nov 9, 2015 at 3:09 AM, Dan Wilcox  wrote:
>
>> Thanks!
>>
>> 
>> Dan Wilcox
>> @danomatika 
>> danomatika.com
>> robotcowboy.com
>>
>> On Nov 9, 2015, at 4:00 AM, pd-list-requ...@lists.iem.at wrote:
>>
>> *From: *Shahrokh Yadegari 
>> *Date: *November 8, 2015 at 11:33:40 PM MST
>> *To: *Alexandre Torres Porres 
>> *Cc: *"pd-list@lists.iem.at" 
>> *Subject: **Re: [PD] looking for other vanilla filters or abstractions
>> for libPD*
>>
>>
>> I am happy to distribute expr/expr~/fexpr~ objects on BSD license. The
>> original expr code that I wrote at IRCAM, was made available as GLP by
>> IRCAM, and later they were kind enough to change that to LGPL. They may be
>> fine with BSD as well. I will ask and find out.
>>
>> best,
>> Shahrokh
>>
>>
>>
>
>
> --
> Shahrokh Yadegari
> Professor of Composition and Sound Design,
> Theatre and Dance Department
> University of California, San Diego
> Director, Initiative for Digital Exploration of Arts and Science, (IDEAS)
> California Institute for Telecommunications and Information Technologies
> (Calit2)
> Email: s...@ucsd.edu
> Web: http://yadegari.org
> Tel: (858) 822-4113
> Fax: (858) 534-1080
>
>
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Re: [PD] looking for other vanilla filters or abstractions for libPD

2015-11-07 Thread Scott R. Looney
thanks Jonathan. this is what i assumed re LGPL when i saw a discussion
about using fluidsynth in a build, which has a LGPL variant but not
anything more permissive. so one question would be if anyone here on the
list had a paid app rejected or accepted on the App Store due to using an
LGPL license? expr and expr~ are very useful for a variety of things but
for now i'm not using them due to this offchance.

i would further guess that FSF's exact words on LGPL were probably pretty
dark on using the iTunes Store in general. i've seen some announcements
from them in the past that made it clear how they feel about walled gardens.

best,
scott

On Sat, Nov 7, 2015 at 9:18 AM, Jonathan Wilkes via Pd-list <
pd-list@lists.iem.at> wrote:

> > As of about 2 years ago, expr and relatives are LGPL and thus
> compatible with the App Store.
>
> I emailed the Free Software Foundation, who are the publishers of the
> LGPL.  They responded
> that the LGPL is not compatible with the restrictive terms of Apple's app
> store.
>
> I forgot to ask them in advance if I could publicly post their response.
> If they say I can do so, I'll post their actual response.  But it sounded
> pretty clear.
>
> I suppose one could argue if it's a free app then who cares, and that the
> copyright holders of expr (or even Apple) are extremely unlikely to create
> a licensing fuss.But then that's the case whether expr is GPL, LGPL, or
> even "don't use this to murder people with drones" license.
>
> If you want to write/use open source software that's compatible with
> Apple's app store, use
> the 3-clause BSD license.
>
> -Jonathan
>
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Re: [PD] PD Pulp Puts PureData Patches Into A VST

2015-08-24 Thread Scott R. Looney
sounds fantastic Dan! definitely looking forward

Alexander - the only one i know of is Marek Bereza's Pandemonium:

http://www.mazbox.com/pandemonium/

pretty old and was alpha at that time.


best,
scott

On Mon, Aug 24, 2015 at 10:53 AM, Dan Wilcox danomat...@gmail.com wrote:

 It’s possible once the multiple instance support is tested and is working.
 Then we’ll update the libpd api for it.
 
 Dan Wilcox
 @danomatika https://twitter.com/danomatika
 danomatika.com
 robotcowboy.com

 On Aug 24, 2015, at 1:51 PM, me.grimm megr...@gmail.com wrote:

 this is cool... any chance of a compile with AudioUnits (AU) enabled?
 maybe one has done so already...

 m

 On Sun, Aug 23, 2015 at 1:21 AM, Alexandre Torres Porres por...@gmail.com
  wrote:

 as I understand it then, it seems easy and if you're interested you can
 include a couple of libraries. Good. thanks

 2015-08-22 20:31 GMT-03:00 Dan Wilcox danomat...@gmail.com:

 Related:
 https://github.com/danomatika/ofxPd#adding-pure-data-external-libraries-to-ofxpd
 
 Dan Wilcox
 @danomatika https://twitter.com/danomatika
 danomatika.com
 robotcowboy.com

 On Aug 21, 2015, at 6:00 AM, pd-list-requ...@lists.iem.at wrote:

 *From: *Alexandre Torres Porres por...@gmail.com
 *Subject: **[PD] PD Pulp Puts PureData Patches Into A VST*
 *Date: *August 20, 2015 at 2:37:35 PM EDT
 *To: *pd-list@lists.iem.at pd-list@lists.iem.at


 this is nice


 http://www.synthtopia.com/content/2015/08/19/pd-pulp-puts-puredata-patches-into-a-vst/

 It's a project that uses libpd in JUCE, maybe you guys know about it.

 I never got into libpd but I know it is awesome. I never had to make
 patches compatible to vanilla for it, but now I have a strong motivation.

 So let me excuse myself to make the following silly question; you can
 include Pd externals, like zexy and cyclone libraries into libpd, right?
 What would be the restrains for externals?

 cheers




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 syracuse u., tc3
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Re: [PD] bandpass or resonant?

2015-01-13 Thread Scott R. Looney
hey there - just to offer my armchair two cents on the subject...

i am definitely no electrical engineer  but to me Q, resonance and
bandwidth are basically the same thing. this is commonly found in
parametric EQs - there's not a lot of difference functionally between a
fully parametric one band EQ (with gain/cut, frequency center and Q) as
compared to something like a bandpass filter on a synth, although synth
filtering is generally covering a much wider range to achieve a lot more
sculpting possibilities, whereas mixer parametric bands are more limited in
scope.

the difference to me between a bandpass filter as traditionally applied in
synthesis and a resonant bandpass filter is the additional setting of
resonance basically. this acts as a bandwidth control which makes the peak
more and more pronounced. in a synth a standard bandpass filter would
usually have a single control for frequency, while the bandwidth and gain
would be preset. adding a resonance/bandwidth control narrows the range of
the band and eventually at high settings it can self oscillate. but the
main issue is i believe the same mathematical /signal principle is
involved, it's just that at low settings it sounds more subtle and high
settings more dramatic.

however since synth filter design is a bit of alchemy, i personally
wouldn't be surprised to see unusual methods applied in the process to
create a more robust sound, like ganging up bands, or possibly offsetting
the resonant peak as compared to the center frequency. i'm totally guessing
but i'm curious what things synth companies do or did to create their warm,
fat sounds that still sounded different from maker to maker - even later on
when they were using chips like the Curtis filters.

scott

On Tue, Jan 13, 2015 at 3:02 PM, Tilo Kremer p...@dadacafe.org wrote:

 Hello,

 On 13.01.2015 04:20, Martin Peach wrote:
  I was looking at circuit diagrams for analog synthesizers recently and
  noticed that the resonance control is nothing more than feeding some
  fraction of the output back to the input. With more feedback oscillation
  occurs at the cutoff frequency for any type of filter, highpass, bandpass
  or lowpass.
 
  Martin

 when i asked about the difference between the meaning of 'Q' in
 filters regarding a parametric EQ on a mixing console and the
 'Q'/Resonance knob on [analogue synthesizer] filters, i was given an
 explanation along the lines of 'Q on a parametric eq will adjust the
 bandwith of the filter while the Q / resonance knob on the other one
 will adjust the amount of the feedback [back into its input]. Both
 however will have a similar impact:
 Reducing the available bandwith will lead to similar results as
 increasing the amount of data in the system.'

 hope that isn't too simplified, if it is, i recommend watching Aaron
 Lantermans lectures on filters on the web.

 hth,
 Tee


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Re: [PD] understanding [biquad~]

2014-09-28 Thread Scott R. Looney
hey there - not sure if this will help . it's from CCRMA's site referring
to a C based version of a biquad filter, but i imagine that functionally it
shouldn't be too far off:

https://ccrma.stanford.edu/~jorgeh/projects/ass/ASStk/doc/com/australsounds/Filter/BiQuad.html

maybe this will help a bit?

best,
scott

On Sun, Sep 28, 2014 at 6:48 PM, Фывапр Олджэвич tofuc...@inbox.ru wrote:

 Dear List !

 Can anyone help me with the understanding of [biquad~] filter ? No
 tutorials , no explanations found. The help file has very little info.

 What do coefficients mean ?

 Thanks.

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