Not sure why you are getting repeated messages. You shouldn't, but then again I am not sure how your patch works.
HTH On Sep 22, 2012 1:17 PM, "Scott R. Looney" <[email protected]> wrote: > i had no idea that TCP/UDP based objects sent with different formats. > anyway, changing to netreceive/netsend did the trick! thanks. i have > downloaded the disis network objects, but i'm not sure how to compile these > on a Mac using Xcode. i'll research it for now. > > one other thing - analyzing a typical netreceive command for the Cube > rotation i notice i got 50+ messages for just clicking one time only the > 'Cube r 0 1 0' sending message (with the metro turned off). i remember the > docs mentioning about the message queue being capped at 100 and being > adjustable. just wanted to confirm if the repeated copies of (in this case) > rotation values for a single click were explained by queue length, or by > using standard netsend and netrecieve instead of the DISIS objects. would > definitely like to limit the amount of times a duplicate value was sent > from Unity if needed. > > scott > > On Sat, Sep 22, 2012 at 8:16 AM, Ivica Ico Bukvic <[email protected]> wrote: > >> You need to use netsend/receive (or better yet disis_netsend and >> disis_netreceive that include a number of fixes including stability >> improvements that prevent pd-gui freezes)cas the network messages done via >> Martin's externals are translated to FUDI format while netsend/receive >> aren't. >> >> As a test you may want to build a simple network client and compare what >> you're getting when sending using Martin's vs. disis externals... >> >> >> On 09/22/2012 06:32 AM, Scott R. Looney wrote: >> >>> hi Ivica and list, >>> >>> i'm trying to set up the DISIS Max to Unity (mu) communication over >>> TCP/UDP in PD-extended and i can't get it to work. it should be really >>> basic. i've tried it using udpsend/udpreceive and tcpsend/tcpreceive. both >>> return a "Object Not Found" error when it tries to control the rotation on >>> the Cube object. >>> >>> out of curiosity i checked the message being sent by Max and the one by >>> PD and as far as i can tell they are totally identical - each one sends the >>> message "send Cube r 0 1 0" but the one from Max sends the message >>> correctly - the one from PD doesn't. both programs indicate that the >>> connection has been established and i did not operate them both at the same >>> time, as that would of course lead to conflicts. >>> >>> the only difference i've encountered so far is that the mu example uses >>> netsend and netreceive objects. there are similar objects available for PD >>> but they don't work with a high port number (over 32000). i can change the >>> Unity Script to look for a lower port number but as if i remember netsend >>> and netreceive did not function well in PD which is why everyone >>> recommended Martin Peach's objects. >>> >>> anyway i can send examples if interested, but it's really a simple >>> patch, and as far as i can tell the scripts in Unity are looking for any >>> data coming over the port number - they shouldn't care about whether they >>> are looking for data coming out of Max or PD specifically. i'm just talking >>> about the simple rotation demo, not the more complex jitter texture control. >>> >>> if anyone's got a clue as to where to start looking let me know. >>> >>> thanks, >>> scott >>> >> >> >> -- >> Ivica Ico Bukvic, D.M.A >> Composition, Music Technology >> Director, DISIS Interactive Sound & Intermedia Studio >> Director, L2Ork Linux Laptop Orchestra >> Head, ICAT IMPACT Studio >> Virginia Tech >> Department of Music >> Blacksburg, VA 24061-0240 >> (540) 231-6139 >> (540) 231-5034 (fax) >> disis.music.vt.edu >> l2ork.music.vt.edu >> ico.bukvic.net >> >> >
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