thanks Jack, can't wait to give it a try :)

On 01/05/2020 17:45, Jack Atherton wrote:
In ChucK 1.4.0.0 the "global" keyword got released as "external" -- we since switched to global because we thought it made more intuitive sense. You can use "external" for now and then when you upgrade ChucK in the future, "external" will still work, but it will print a message saying it's deprecated and to use "global" instead.

~Jack

On Fri, May 1, 2020 at 9:10 AM Mario Buoninfante <mario.buoninfa...@gmail.com <mailto:mario.buoninfa...@gmail.com>> wrote:

    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
    <mailto: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 <mailto: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*
            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!*_
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            <https://itunes.apple.com/us/app/enen/id1164297889?ls=1&mt=8>
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electronic musician, sound artist, creative coder, QA engineer
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