On 04/05/2011 02:28 AM, Daniel Roviriego wrote:
Hi All..
I have been using a very recent version of Gem (compiled: Mar 11 2011) for
the pix_record to v4l2loopback feature (thanks Iohannes, It's working
great!). But, the pdp2gem object is not working at all, while pix_2pdp
works ok. (version "ge
hi
thought a pd implementation of Simon
(http://en.wikipedia.org/wiki/Simon_%28game%29) would be a cool thing
to do, but i'm kinda stuck when it comes to handling input from the
human player. maybe someone has attempted this before?
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Hi Joe,
There's a few circulating around. I like
this one, it might inspire you. Patch is
unsigned so no idea who made it.
a.
On Tue, 5 Apr 2011 10:05:05 +0200
Joe wrote:
> hi
> thought a pd implementation of Simon
> (http://en.wikipedia.org/wiki/Simon_%28game%29) would be a cool thing
>
Ah, cool. I also like the GUI elements in this one. Hiding bangs
behind canvas objects is a pretty cool idea.
Philip
On Tue, Apr 5, 2011 at 9:23 AM, Andy Farnell wrote:
>
>
> Hi Joe,
>
> There's a few circulating around. I like
> this one, it might inspire you. Patch is
> unsigned so no idea who
You could always pull away from the visual design of it and use a different
kind of user input, any would do.
You could use some form of controller through [hid] (although this tends to
wind up specific to the controller). Even play a tone and use a mic, through
[sigmund~]
I would suggest, fo
If you set the canvas size to 1,1 the subpatch shows up about the same
size as the default array canvas size. I done some experimenting with
ah yes, that makes sense. since I only use the structures in the gop, I
never cared about searching it better.
setting gop with pd-pdsubpatch and not
>From a users standpoint here's my 2 cents.
I have 2 tunes that use Reason's FFT vocoder. In FFT mode it has 32
frequency bands.
The carrier input on these tunes are water recordings at 96k and the
modulator is drum beats of which samples were recorded at 44.1k.
I usually work in 48khz. So being ab
I just looked and with 512 sample buffer Reason defaults to 15ms
latency output at 44.1k and 48k. at 96k it is 9ms output latency.
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João,,
The other message that does gop is coords.
I do not know the complete message but this works
[toggle]
|
[coords 600 600 700 700 1 1 $1(
|
[s pd-pd-arrayz]
[pd pd-arrayz]
clicking toggle displays or hides [pd pd-arrayz]
your canvas and hradio on dsp is genious.
I could not find bezier o
I have found an abstraction which is based on the phasevocoder from
miller. As you can clearly see it is unfinished but it works ok.
Am 01.04.2011 14:57, schrieb João Pais:
> Hi,
>
> I am looking for an object (or patch) that can stretch samples (rate
> of < or > than 1), like e.g. elasticx~ for m
Hi,
I'm trying this:
[gemhead]
|
[pix_video]
|
[pix_yuv]
|
[pix_movement 0.2]
|
[pix_texture]
|
[rectangle 5.3 4]
Pixels with an amount of movement below the threshold should become
black, shouldn't they?
Instead of being zeroed they appear to be multiplied by a very small but
non-zer
Hi.
*did you compile gem2pdp against the new version of Gem?*
Yes, I did. Should I try a more recent than the 11th March, svn ?
Thanks a lot
2011/4/5 IOhannes zmölnig
> On 04/05/2011 02:28 AM, Daniel Roviriego wrote:
>
>> Hi All..
>>
>> I have been using a very recent version of Gem (compile
Hi,
Bug 3191771 renders the combination pix_video+pix_movement useless in
Mac OS unless you can lower gem's framerate to ensure it is lower than
the camera's framerate (which is not always an option), or unless one
finds some other workaround.
The problem is that whenever a new frame from th
hello,
i don't work on osX, so things are working for me.
but did you try pix_delay / pix_diff ?
anyway, i usually do every pix_* things in shader, as it is usually faster and
more flexible.
(it's faster, even if you have to use pix_snap)
c
Le 05/04/2011 13:53, Matteo Sisti Sette a écrit :
Hello,
I don't work neither on Mac, but what about [pix_movement2], same pb ?
++Benjamin
cyrille henry a écrit :
hello,
i don't work on osX, so things are working for me.
but did you try pix_delay / pix_diff ?
anyway, i usually do every pix_* things in shader, as it is usually
faster and
I used pix_movement and blob for basic motion detection for years. I gated
the video signal so it would only output every half second or second because
it is usually counter-productive to have 25 or 30 updates a second for this
task.
As to your problem, it might come from how your device/driver r
Hi,
I get very poor performance with [multimodel]
Models are loading fine (with few warnings message about 'material not
found')
but if I want to change the model number on the right inlet of
[multimodel] cpu use increase to 100% and I have frames drops on the gemwin
Any ideas about what it co
On 04/05/2011 04:33 PM, chris clepper wrote:
I used pix_movement and blob for basic motion detection for years. I
gated the video signal so it would only output every half second or
second
How do you gate the video signal? That may be exactly the workaround I need
Try setting the GEM framer
On Tue, 5 Apr 2011, Billy Stiltner wrote:
I remember there were lots of tricks that could be done with graphics
and integer math as well as binary bit twidling before math coprocessors
were in every machine. Look at fractint. Example of circle code seems
like I optimized this further but can't
Ah. You are running at 60 fps? You can do a simple toggle to only render
the video every other frame using a simple [spigot] and counter. Just
setting a simple motion or not state is best done at a much lower rate
otherwise you have to filter the results anyway.
On Tue, Apr 5, 2011 at 10:47 AM
On Tue, 5 Apr 2011, Matteo Sisti Sette wrote:
Bug 3191771 renders the combination pix_video+pix_movement useless in
Mac OS unless you can lower gem's framerate to ensure it is lower than
the camera's framerate (which is not always an option), or unless one
finds some other workaround.
You ca
depending on the aplication, it can help to separate the tracking and the
rendering on 2 diferents process (2 diferent pd).
(most computer have multiple processor now)
to slow a gemhead, you can stop it (sending it 0) and then send it bangs with a
metronome.
if you don't use it for rendering it
On Mon, 4 Apr 2011, Billy Stiltner wrote:
I read somewhere that even if gui elements are not drawn in a
subpatch they take use a lot of cpu.
Is this true? How much processing goes on for gui elements when not visible?
Try it together with the Load Meter.
If you can't see a consistent differ
Hi Seth,
On 5 Apr 2011, at 01:54, Seth Nickell wrote:
> I'm planning to release our realtime convolution engine (extracted
> from http://meatscience.net/pages/convolution-reverb) as a GPLed Pd
> external.
>
What is the advantage of this over Ben Saylor's [partconv~] external, which
provides
On Mon, 4 Apr 2011, Seth Nickell wrote:
5) I'd love to build a granular convolution engine takes two
real-time signals, and extracts grains from one to convolve against the
other. Anyone have ideas about this?
What's the fundamental difference between this and a windowed FFT
convolution
On Mon, 4 Apr 2011, Peter Plessas wrote:
This would be of interest for all Pd users, no matter if they like their
externals included in a distribution of Pd ('extended') or manuall
adding them to their vanilla Pd.
But pd-extended is not merely a bundling of externals.
For example, the [initb
On Mon, 4 Apr 2011, Seth Nickell wrote:
Are the DSP calls liable to vary t_signal->s_n (block size) without
notification? 64 samples, apparently the default on pd-extended, is
doable without buffering for partitioned convolution on a modern
computer, but it exacts a pretty high CPU toll, and if
Thank you a lot guys!
Thanks to your suggestions, this seems to be the solution (see attached
patch). I have to try it on Mac though, to see if it really fixes the
issue (hard to predict since the issue itself is pretty strange), but I
expect it to.
I didn't expect the spigoting-the-gemhead-
On Tue, 5 Apr 2011, Matteo Sisti Sette wrote:
Thanks to your suggestions, this seems to be the solution (see attached
patch). I have to try it on Mac though, to see if it really fixes the
issue (hard to predict since the issue itself is pretty strange), but I
expect it to.
Ah, btw, you can d
The other message that does gop is coords.
I do not know the complete message but this works
[toggle]
|
[coords 600 600 700 700 1 1 $1(
|
[s pd-pd-arrayz]
[pd pd-arrayz]
clicking toggle displays or hides [pd pd-arrayz]
I just tried around, and it looks like it does the same as
donecanvasdi
--- On Tue, 4/5/11, João Pais wrote:
> From: João Pais
> Subject: Re: [PD] Data Structures GOP and installing latest PD
> To: "Billy Stiltner"
> Cc: "pd-list" , "Jonathan Wilkes"
> Date: Tuesday, April 5, 2011, 6:22 PM
> > The other message that does gop
> is coords.
> > I do not know the co
Thank you, I appreciate your suggestions involving the use of gridflow,
but for the moment, since gridflow is not included in Pd Extended (btw,
why isn't it?), I am a bit reluctant to have my students download and
install it just to use it marginally... to which you may object, then
have them u
On Sat, 2 Apr 2011, András Murányi wrote:
i like it! when Matju mentioned 15 dimensions, this one came to my mind:
http://www.youtube.com/watch?v=8Q_GQqUg6Ts
Is this serious ? I don't know much about recent physics, but this doesn't
sound like the same 10-dimensional system as is being talked
Hi...
We've just done our footable version of Simon called Minus :
http://yamatierea.org/papatchs/#minus
Cheers.
01ivier
2011/4/5 Andrew Faraday
> You could always pull away from the visual design of it and use a
> different kind of user input, any would do.
>
> You could use some form of c
2011/4/5 Mathieu Bouchard
> On Sat, 2 Apr 2011, András Murányi wrote:
>
> i like it! when Matju mentioned 15 dimensions, this one came to my mind:
>> http://www.youtube.com/watch?v=8Q_GQqUg6Ts
>>
>
> Is this serious ? I don't know much about recent physics, but this doesn't
> sound like the same
João
Thanks for the zip. The abstractions are nice. I wonder if there is a
way to keep from moving the control points out of bounds on the
bezier. With a slider or numberbox it is easy just store a limit in an
f and when the slider value changes check to see if it is beyond limit
then do a delayed
I just tried pd 0.43 vanilla and ASIO does not initialize. It tries to
I can see because I have a stuck creative labs driver that pops up a
dialog when anything tries to initialize ASIO. There is something in
the docs about starting with an ASIO flag haven't read it yet but will
try that in a mome
--- On Tue, 4/5/11, Billy Stiltner wrote:
> From: Billy Stiltner
> Subject: Re: [PD] Data Structures GOP and installing latest PD
> To: "Jonathan Wilkes"
> Cc: "João Pais" , "pd-list"
> Date: Tuesday, April 5, 2011, 8:36 PM
> João
> Thanks for the zip. The abstractions are nice. I wonder if
On Tue, 5 Apr 2011, Olivier Baudu wrote:
We've just done our footable version of Simon called Minus :
If it were called Minos, it would be an anagram of Simon, and it could
make one think about the legend (Minotaure, Fil d'Ariane and such). Then
this would incite you about making a version i
Hi Jamie,
Just scanned the source... big difference would be performance, and if
you're picky (you have to be pretty picky, honestly), some difference
in accuracy due to floating point's reduced precision at large/small
values. Convolution is still expensive enough for performance to
really matter
On Tue, Apr 5, 2011 at 8:38 AM, Mathieu Bouchard wrote:
> On Mon, 4 Apr 2011, Seth Nickell wrote:
>
>> 5) I'd love to build a granular convolution engine takes two real-time
>> signals, and extracts grains from one to convolve against the other. Anyone
>> have ideas about this?
>
> What's the
Hi Mathieu,
Thanks, I assumed (without checking :-P) that the dsp call happened
every time, didn't realize it was a setup/patching call that registers
my "_perform" function with a call graph. Exactly what I need.
I think the difference in approach comes from the needs of the
external. fiddle~ pr
Damn...
I've searched anagram... but didn't find Minos...
The reverse mode sounds good...
It will be done :-)
Cheers
01ivier
2011/4/5 Mathieu Bouchard
> On Tue, 5 Apr 2011, Olivier Baudu wrote:
>
> We've just done our footable version of Simon called Minus :
>>
>
> If it were called Minos,
just like jonathan said, you can do that with data structures, just add
the parenthesis scales to the variable declaration. I just don't leave the
limit in, because you can still define extreme positions (for example,
controling the points with messages instead of mouse click).
João
Thanks
The ASIO is working now not before I submitted a bug though.
I added pd/lib and pd/bin to the path
and loadlib and Gem to the libraries loaded as mentioned above.
At one point I wasn't getting this message about could not find MSVCRT71.dll.
I am getting the message still and gem is not loading.
I
On Tue, Apr 5, 2011 at 2:33 PM, Seth Nickell wrote:
> Hi Mathieu,
>
> Thanks, I assumed (without checking :-P) that the dsp call happened
> every time, didn't realize it was a setup/patching call that registers
> my "_perform" function with a call graph. Exactly what I need.
>
> I think the diffe
http://gridflow.ca/gallery/patch_dans_patch_31.png
http://gridflow.ca/gallery/patch_dans_patch_32.png
http://gridflow.ca/gallery/patch_dans_patch_33.png
http://gridflow.ca/gallery/patch_dans_patch_34.png
http://gridflow.ca/gallery/patch_dans_patch_35.png
http://gridflow.ca/gallery/patch_dans_patc
Aren't you afraid your going to get pd stuck in an ininite loop and
open up another dimension. haha!
On 4/5/11, Mathieu Bouchard wrote:
>
> http://gridflow.ca/gallery/patch_dans_patch_31.png
> http://gridflow.ca/gallery/patch_dans_patch_32.png
> http://gridflow.ca/gallery/patch_dans_patch_33.png
if only the microprocessors and memory could scale time and space like that.
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Very pretty! (and I thought my patches were a drag to edit!)
On Wed, Apr 6, 2011 at 1:27 PM, Billy Stiltner wrote:
> if only the microprocessors and memory could scale time and space like
> that.
>
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> Just scanned the source... big difference would be performance, and if
> you're picky (you have to be pretty picky, honestly), some difference
> in accuracy due to floating point's reduced precision at large/small
> values. Convolution is still expensive enough for performance to
> really matter.
On Tue, 5 Apr 2011, Billy Stiltner wrote:
Aren't you afraid your going to get pd stuck in an ininite loop and
open up another dimension. haha!
is it like this
http://www.dailymotion.com/video/x1girv_la-quatrieme-dimension_fun
or is it more like this
http://www.youtube.com/watch?v=sg5g_Rcw4OQ
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