i think the answer at the moment is not to use libPD when running Unity
live in a prototyping designing fashion, but rather instead communicate
messages via TCP to PD itself, and let PD do the work directly. then when
building the iOS project, you adjust the code in Xcode to use libPD for the
audio output. that's the tricky part. i think that could work for now. it
becomes a lot more complex to set simple audio sources, but perhaps there
could be a mixture going on. i'll probably take further discussion off list
as it would not relate as much to PD but more to Unity.

scott


On Sat, Aug 11, 2012 at 8:50 AM, patrick <[email protected]> wrote:

> hi Scott,
>
> it's somewhat working for me on Windows, but only when using the
> audio.clip.GetData / SetData. right now i am trying to use the
> OnAudioFilterRead() but it's glitchy (i can hear pd running but it's mostly
> noise).
>
> you can see an attempt here:
> http://goo.gl/BWdo4
>
> here's my github:
> https://github.com/**patricksebastien/libpd4unity<https://github.com/patricksebastien/libpd4unity>
>
> OnAudioFilterRead():
> http://goo.gl/WE2Xx
>
> keep us updated!
>
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