Re: [PD] Comments on pd as a library to be used in game

2008-02-14 Thread Frank Barknecht
Hallo, Andy Farnell hat gesagt: // Andy Farnell wrote: i) Dynamic DSP graph reconfiguration. The ability to seamlessly (no clicks or dropouts) create and destroy graph elements and garbage collect on the fly. ii) Through a supported (official and documented) message passing system iii)

Re: [PD] Comments on pd as a library to be used in game

2008-02-14 Thread chris clepper
On Thu, Feb 14, 2008 at 10:40 AM, Andy Farnell [EMAIL PROTECTED] wrote: i) Dynamic DSP graph reconfiguration. The ability to seamlessly (no clicks or dropouts) create and destroy graph elements and garbage collect on the fly. ii) Through a supported (official and documented) message

Re: [PD] Comments on pd as a library to be used in game

2008-02-14 Thread Andy Farnell
Hello Pablo, list, Let's differentiate two issues, 1) To use Pd as a sample replay based game audio engine 2) To use Pd as a procedural audio engine (synthesis). These are different tasks with different goals and challenges. The latter is my domain of expertise and something, for me; i) Very

Re: [PD] Comments on pd as a library to be used in game

2008-02-14 Thread Andy Farnell
On Thu, 14 Feb 2008 17:52:59 +0100 Frank Barknecht [EMAIL PROTECTED] wrote: Hallo, Andy Farnell hat gesagt: // Andy Farnell wrote: i) Dynamic DSP graph reconfiguration. The ability to seamlessly (no clicks or dropouts) create and destroy graph elements and garbage collect on the fly.

Re: [PD] Comments on pd as a library to be used in game

2008-02-14 Thread Andy Farnell
Hmmm, so far we have suggestions to use Lua and SC :) There are many good reasons to choose other languages. Csound - history, stability, SAOL encapsualtion Nyquist (LISP) lends itself well to parallelism SC - instance management/polyphony, recursion But let's focus on Pd since this is Pd

Re: [PD] Comments on pd as a library to be used in game

2008-02-13 Thread Pablo Martin
Hi! Chris McCormick escribió: (...) Which seems to vaguely work, although I haven't made it make a sound yet. Anyway, I think this could be a good strategy for tying Pd into Blender. I would suggest running Pd in a separate thread and using a mutexed queue to pass it messages which would

Re: [PD] Comments on pd as a library to be used in game

2008-02-13 Thread Pablo Martin
hi! marius schebella escribió: Patrice Colet wrote: marius schebella a écrit : It would be great to have python modules that ease the communication between Blender and PureData, with FUDI or OSCx! why do you want to run all communication through python? or do you mean on

Re: [PD] Comments on pd as a library to be used in game

2008-02-13 Thread Miller Puckette
Part of the trouble is that only one instance of Pd can live in any given address space (because of widespread use of static variables). This is fine for linking Pd into a video game where you'd only want one instance, but if you want multiple ones you'd want to sprout separate Pd processes with

Re: [PD] Comments on pd as a library to be used in game

2008-02-13 Thread Pablo Martin
Yes, but... why doesnt pd already export some kind of library? In a way it sucks that such a powerful engine is trapped inside a binary in that way, a good library would allow embedding in better ways, as well as ease experiments like desiredata or any others that might follow (thats my opinion at

Re: [PD] Comments on pd as a library to be used in game

2008-02-12 Thread Pablo Martin
Hans-Christoph Steiner escribió: On Feb 11, 2008, at 9:55 AM, Pablo Martin wrote: Andy Farnell escribió: Hey Pablo, Yes it is feasible. So Apricot is to use Pd? Well its still being decided, and most team know nothing about pd, so they are a bit reluctant to accept this

Re: [PD] Comments on pd as a library to be used in game

2008-02-12 Thread Chris McCormick
On Tue, Feb 12, 2008 at 11:03:13AM +0100, Pablo Martin wrote: Mmmm, not so sure what you mean (i suppose the pd internal scheduler?), but i guess the whole thing could be put in a thread maybe... don't know why but it's always seemed like it good be a good idea to have pd as a library (after

Re: [PD] Comments on pd as a library to be used in game

2008-02-12 Thread marius schebella
Patrice Colet wrote: marius schebella a écrit : hi,... I am not sure how easy the whole thing is. you for example will want to do all the sound/driver settings from within the game, which means pd has to be able to change this by sending commands. as far as I know this is not possible with

Re: [PD] Comments on pd as a library to be used in game

2008-02-12 Thread Patrice Colet
marius schebella a écrit : hi,... I am not sure how easy the whole thing is. you for example will want to do all the sound/driver settings from within the game, which means pd has to be able to change this by sending commands. as far as I know this is not possible with current core pd. It

Re: [PD] Comments on pd as a library to be used in game

2008-02-12 Thread Miller Puckette
No -- there ought to be, but it never makes it to the top of the priority heap. M On Tue, Feb 12, 2008 at 01:30:11PM -0500, marius schebella wrote: that sounds promising! maybe still a little too ambitious for someone who does not know the pd source at all (aka me). is there an overall

Re: [PD] Comments on pd as a library to be used in game

2008-02-12 Thread marius schebella
that sounds promising! maybe still a little too ambitious for someone who does not know the pd source at all (aka me). is there an overall introductory explanation of how the various source codes components work together besides the source code and in code documentation itself? marius. Miller

Re: [PD] Comments on pd as a library to be used in game

2008-02-12 Thread Miller Puckette
Pdvst, by Joe Sarlo, does something related (embeds Pd as a VST plug-in; windows only). It uses the Pd executable, plugging in a user-supplied scheduler that manages audio and control I/O to the calling program. Since there might be several Pdvst plug-ins active at a time, each gets its own

Re: [PD] Comments on pd as a library to be used in game

2008-02-12 Thread marius schebella
hi, I want to help with that project. I would have spend time on research and development into that direction also without the apricot game (for school), and was looking for a possibility like this. so the combination with blender and working on a real project is perfect. who is coordinating

[PD] Comments on pd as a library to be used in game

2008-02-11 Thread Pablo Martin
Hi! Blender foundation together with crystalspace community just started making a kickass game http://apricot.blender.org. We are thinking about using puredata to handle the music system (and maybe also some more cool stuff), but I think it'd be important to be able to have puredata as a library

Re: [PD] Comments on pd as a library to be used in game

2008-02-11 Thread Hans-Christoph Steiner
On Feb 11, 2008, at 9:55 AM, Pablo Martin wrote: Andy Farnell escribió: Hey Pablo, Yes it is feasible. So Apricot is to use Pd? Well its still being decided, and most team know nothing about pd, so they are a bit reluctant to accept this kind of risks... though they also understand some

Re: [PD] Comments on pd as a library to be used in game

2008-02-11 Thread Pablo Martin
Andy Farnell escribió: Hey Pablo, Yes it is feasible. So Apricot is to use Pd? Well its still being decided, and most team know nothing about pd, so they are a bit reluctant to accept this kind of risks... though they also understand some of the good parts, but of course i think it would

Re: [PD] Comments on pd as a library to be used in game

2008-02-11 Thread Andy Farnell
Hey Pablo, Yes it is feasible. So Apricot is to use Pd? You literally caught me walking out the door for a few days off. So I'll get back to this discussion Thursday. I've pretty much got an object for every sound you need in a game including detailed parameterisation and some already with