hi all
i made a silly patch, that let's you control the volume of an audio
signal using [colorRGB], just to illustrate, that audio can be
processed on gpu by using gem and puredata. i'd be interested, if
someone has a more meaningful application using this approach. people
talked about doing conv
On 12 Nov 2007, at 5:52 AM, marius schebella wrote:
> and, I know, I attach the files as files, but they sometimes appear
> as text, don't know why.
> marius.
I looked into this a while ago - it depends on the 'format=flowed'
flag and the 'Content-Disposition' and 'Content-Type' flags on the
hi,
at some point I had sound and image, but then something broke again,
don't know what. also, the sound that I had was different than it should
be (could be a int/float problem or related to something completely
different), I also could not get the patch running at block~ 64, took
almost 200
marius schebella wrote:
> hmm, I tried it, because I thought, that's it, but somehow it is not
> working.
> the problem is, that pix_snap is not working as expected:
> after "do some stuff" I am still on the graphics card, basically I
> created a texture, that I can reference as ID. and pix_snap,
This chain is essentially the process although a few details prevent it from
actually working properly. The audio needs to remain in floating point
format and pix_texture and the read back from the screen are integer based.
The solution is to use an offscreen framebuffer object (like gemframebuffe
hmm, I tried it, because I thought, that's it, but somehow it is not
working.
the problem is, that pix_snap is not working as expected:
after "do some stuff" I am still on the graphics card, basically I
created a texture, that I can reference as ID. and pix_snap, I don't
know, does not create an
Hallo!
> Max MSP/Jitter has bridge objects that convert from audio rate to
> matrices and back, which would be needed in PD land to readback from
> the GPU, and convert to an audio rate signal. Thats how this is done.
> Otherwise i have no idea how you would implement souch a patch.
I think
yo, ignore me, if i am saying something absolutely stupid and unrelated,
but isn't that exactly, what [pix_sig2pix~] and its counterpart
[pix_pix2sig~] do? of course you still would have to [pix_texture] first
in order to transfer the data to the gpu and then afterwards [pix_snap]
it to bring it ba
Max MSP/Jitter has bridge objects that convert from audio rate to
matrices and back, which would be needed in PD land to readback from
the GPU, and convert to an audio rate signal. Thats how this is done.
Otherwise i have no idea how you would implement souch a patch.
On Nov 10, 2007, at 8:
Hallo!
> it is true that the gpu is unused most of the time and could be used to
> do fast calculations, but the main output for graphicscards is the
> screen and reading back into ram can be slow. (of course "slow" is a
> relative term). I also see a problem in the different formats for audio
hi,
no, I don't know how to use glsl for audio. I thought you were talking
about graphical things. for audio you somehow would have to copy a
buffer of audio data to the graphicscard (I don't know an object that
could do that, but maybe there is one?...), then do your computations
and then read
Thank you Marius,
Do I need to use GEM? I'm not doing anything with video, or graphics, I'm
working only with audio. What I'd like to do in a first stage is to send to the
GPU a set of data (harmonic peaks from live signals) and do some calculations
there, then read back that into the program a
Thank you Chris,
I want to process audio. Can you elaborate more in the latency issue? were you
working with audio too?
the forum you mention is the one in gpgpu.org?
There are many languages to do it, I know, many of them vendor dependent.
Nvidia, Ati, and other are offering high level langua
Hi,
I'm interested in reimplementing some externals that I've made in Pd. The idea
is to take advantage of the graphic card power to deal with parallel data and
boost the performance of the external. Have you guys done that before? I'm
planning to use GLSL, the Open GL Shader Language, for com
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