Hi Jack, That's super interesting, especially the bit about global variables. How's that suppose to work? I don't seem to be able to make it work on ChucK 1.4.0.0 . Just tried on MacOS High Sierra 10.13.6 .
Cheers, Mario On Fri, 1 May 2020 at 15:34, Jack Atherton <l...@ccrma.stanford.edu> wrote: > Hello! > > There's documentation for the Unity embedding here: > http://chuck.stanford.edu/chunity/ > Compared to Heavy, your ChucK code is compiled at runtime, so you can even > assemble ChucK scripts on the fly with string manipulation while your game > is currently running. > > If you're looking to embed ChucK in another program, you will want to use > the ChucK class in the core/chuck.cpp file as the interface. You will need > to include all of the core/ files and none of the host/ files. The changes > we made to ChucK involved separating its core logic (most of it) from its > host -- command line and RtAudio interface, as well as reducing its > dependencies on global variables so that multiple ChucK VM instances can > coexist. > > Then, there's also the new "global" variables in ChucK. If you add the > global keyword to a variable, it's accessible by name across the entire VM > (ChucK instance), and can also be set and gotten from outside ChucK (e.g. > from Unity). > > ~Jack > > On Fri, May 1, 2020 at 5:01 AM S. Elliot Perez <s.elliot.pe...@gmail.com> > wrote: > >> Hello! >> >> I've been using Pure Data and the Heavy compiler (hvcc) to make >> procedural audio for games/interactive media pieces the last couple of >> years. I just started going through the videos of the Kadenze course. The >> first couple of lessons, I did what Mr. Cook was doing in his ChucK >> software using Pure Data... but then I got to Session 3 where he showcases >> a method of resynthesis using two scripts- one to analyze a sound file and >> output a list of peaks (frequency and amplitude), and one to perform the >> resynthesis. I was very impressed with how quickly this goes as you can >> just copy and paste the list from the 1st list into the 2nd one and you >> already have a working model which you can then begin to tweak. With Pure >> Data, this would be an exponentially more arduous process of manually >> looking at a spectral analysis, filling out boxes, connecting them with >> wires, copying & pasting for each frequency... >> >> I'm curious as to what the possibilities of integrating these ChucK >> algorithms into standard programming languages like C++/C# for use in game >> engines. On the download page of ChuCK it says that the newest versions are >> made to be embedded in other systems. Is there documentation detailing this >> somewhere? >> >> -- >> >> >> *S・エリオット・ペレスwww.selliotp.com <http://www.selliotp.com>*Sound Designer for >> * enenインタラクティブサウンドディザイン* >> [image: http://enengame.com/] <https://youtu.be/xYpc9agfil8> >> *「エンエン」は日本のAppStoreでリリースされました!* >> [image: https://itunes.apple.com/us/app/enen/id1164297889?ls=1&mt=8] >> <https://itunes.apple.com/us/app/enen/id1164297889?ls=1&mt=8> >> _______________________________________________ >> chuck-users mailing list >> chuck-users@lists.cs.princeton.edu >> https://lists.cs.princeton.edu/mailman/listinfo/chuck-users >> > _______________________________________________ > chuck-users mailing list > chuck-users@lists.cs.princeton.edu > https://lists.cs.princeton.edu/mailman/listinfo/chuck-users >
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