Hi Tony,

just put it on Github- hope I did everything right :) 
https://github.com/fbpsound/pip_abstractions . Will be working on the help 
patches this WE.

Thanks again for your input!

Cheers,

Filippo






On Feb 19, 2014, at 4:36 PM, Tony Hillerson <[email protected]> wrote:

> Filippo, you should put it up on Github. I can help if you need it...
> 
> -- 
> Tony Hillerson
> 
> On Tuesday, February 18, 2014 at 22:07 PM, [email protected] wrote:
> 
>> Send Pd-list mailing list submissions to
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>> When replying, please edit your Subject line so it is more specific
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>> Today's Topics:
>> 
>> 1. Re: Game Audio abstractions- how to publish? (Joe White)
>> 2. Re: Wich licence? (Mario Mey)
>> 3. Re: libpd separating gui from core (Rich E)
>> 4. Re: libpd separating gui from core (Jonathan Wilkes)
>> 5. Re: libpd separating gui from core (Jonathan Wilkes)
>> Forwarded message:
>> 
>>> From: Joe White <[email protected]>
>>> To: Filippo Beck Peccoz <[email protected]>
>>> Cc: PD list <[email protected]>
>>> Date: Tuesday, February 18, 2014 at 7:25:45 
>>> Subject: Re: [PD] Game Audio abstractions- how to publish?
>>> 
>>> Nice one Filippo! Thanks for sharing
>>> 
>>> Cheers,
>>> Joe
>>> 
>>> 
>>> On 16 February 2014 21:31, Filippo Beck Peccoz <[email protected]> wrote:
>>>> Hello list,
>>>> 
>>>> I've collected and cleaned up a few patches that I've been using a lot 
>>>> while making game audio with PD (mainly for Android, using libpd, Unity 
>>>> and Kalimba) and wanted to make them available to everyone.
>>>> Giving a tiny bit back since I've received so much help and advice from 
>>>> the PD community!
>>>> 
>>>> I'm mainly trying to cover what a PD beginner/game audio composer would 
>>>> need in order to start building a PD-based audio engine for a video game. 
>>>> Threw in some mixer abstractions, some stuff for interactive music, a 
>>>> state-based drum machine and so on.
>>>> 
>>>> As I said it's super basic, but it might just be less intimidating for 
>>>> someone who's just interested in the game audio potential of PD to have 
>>>> these basic blocks handy.
>>>> 
>>>> Let me know if there is anything that can/should/must be improved in order 
>>>> for it to be of any use! I'd like to make help patches for the abstraction 
>>>> as well, but am not sure if they really need them since most of them are 
>>>> very simple. What do you think?
>>>> 
>>>> https://fbpserver.dyndns.org/pydio/data/public/5b1c5c.php
>>>> 
>>>> Cheers,
>>>> 
>>>> 
>>>> Filippo
>>>> 
>>>> 
>>>> 
>>>> _______________________________________________
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>>> 
>>> 
>>> 
>>> -- 
>>> Follow me on Twitter @diplojocus
>> Forwarded message:
>> 
>>> From: Mario Mey <[email protected]>
>>> To: [email protected]
>>> Date: Tuesday, February 18, 2014 at 12:54:03 
>>> Subject: Re: [PD] Wich licence?
>>> 
>>> Right, I put GPL license, I think it is the best for this project. I
>>> uploaded it here:
>>> 
>>> http://puredata.hurleur.com/viewtopic.php?pid=40358#p40358
>>> 
>>> You can see MEH-SYSTEM on stage and with full success, here:
>>> https://www.youtube.com/watch?v=ckKg_rS5ezQ
>>> 
>>> Thanks everybody!
>>> 
>>> 
>>> 
>>> On 16/02/14 02:03, Jonathan Wilkes wrote:
>>>> On 02/15/2014 03:14 PM, olm-e wrote:
>>>>> On 15/02/14 20:53, [email protected] wrote:
>>>>>> Date: Sat, 15 Feb 2014 16:52:58 -0300
>>>>>> From: Mario Mey <[email protected]>
>>>>>> Subject: Re: [PD] Wich licence?
>>>>>> To: [email protected]
>>>>>> Message-ID: <[email protected]>
>>>>>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>>>>>> 
>>>>>> On 14/02/14 15:45, Jonathan Wilkes wrote:
>>>>>>>> How would that be any different than spyware?
>>>>>>>> 
>>>>>>>> -Jonathan
>>>>>> Haha! Good point!
>>>>>> 
>>>>>> Thanks everybody for the answers. I took a look to Matt Davey's DIY2
>>>>>> effects and he put no license txt file on its folder. Maelstorm mmb
>>>>>> libraries have no license too...
>>>>>> 
>>>>>> My patch is for everyone who wants to use it or learn with it. If
>>>>>> someone finally uses MEH-SYSTEM or a modified version of it in stage or
>>>>>> for a video or whatever... I "would like" to know it... only that!
>>>>>> 
>>>>>> Maybe I leave it as is. Saying nothing about license...
>>>> 
>>>> Skim the Wikipedia pages for GPL and 3-clause BSD, choose the one you
>>>> prefer, and then you're done.
>>>> 
>>>> Otherwise you create potential work for anyone who may have a use for
>>>> your software to figure out what the terms of use and distribution
>>>> are. It's probably not a big deal for a particular piece of software,
>>>> and there are plenty of Pd patches out there that don't specify
>>>> anything. But when you take, say, everything that exists on Github,
>>>> the lack of licenses probably leads to busywork that eats up
>>>> measurable amounts of time and effort.
>>>> 
>>>> -Jonathan
>>>> 
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> ------------------------------
>>>>> Hello,
>>>>> having no licence is probably not a good idea, as it's like enforcing
>>>>> the default copyright rules that basically give no rights at all ...
>>>>> (lots of code are practically not legaly usable on github for that
>>>>> reason f.ex.)
>>>>> the best would be IMHO to put it in (L)GPL and gently ask to downloaders
>>>>> to report use as a courtesy on the download page...
>>>>> have a good day,
>>>>> 
>>>>> Ol.
>>>>> 
>>>>> _______________________________________________
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>>>> 
>>>> _______________________________________________
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>> Forwarded message:
>> 
>>> From: Rich E <[email protected]>
>>> To: Dan Wilcox <[email protected]>
>>> Cc: [email protected] List <[email protected]>
>>> Date: Tuesday, February 18, 2014 at 21:11:41 
>>> Subject: Re: [PD] libpd separating gui from core
>>> 
>>> 
>>> 
>>> 
>>> On Mon, Jan 13, 2014 at 5:35 PM, Dan Wilcox <[email protected]> wrote:
>>> Ah wait, duh. Of course the graph needs to know positioning, that's how it 
>>> determines execution order or independent blocks of objects right?
>>> 
>>> On Jan 13, 2014, at 5:14 PM, Dan Wilcox <[email protected]> wrote:
>>> 
>>>> Does the dsp graph rely on positioning? I thought only via connections. 
>>>> I'd imagine the gui wrapper should only worry about positioning and simply 
>>>> update those changes when saving.
>>> 
>>> 
>>> 
>>> IMO a separation between GUI and core could/would include position, e.g. 
>>> objects have their connections mapped by an index, GUI assigns the index to 
>>> the object based on position.  This would allow for some much more 
>>> sophisticated GUI's, such as 3d, or even a more human-readable text version 
>>> (json has been mentioned).
>>> 
>>> 
>>> cheers,
>>> Rich
>>> 
>> Forwarded message:
>> 
>>> From: Jonathan Wilkes <[email protected]>
>>> To: [email protected]
>>> Date: Tuesday, February 18, 2014 at 21:23:01 
>>> Subject: Re: [PD] libpd separating gui from core
>>> 
>>> On 02/18/2014 04:00 AM, IOhannes m zmoelnig wrote:
>>>> -----BEGIN PGP SIGNED MESSAGE-----
>>>> Hash: SHA256
>>>> 
>>>> On 2014-02-17 22:42, Jonathan Wilkes wrote:
>>>>> No sane person is going to do incremental work without a plan on
>>>>> GUI software in 2014 that only has a single undo.
>>>> luckily the work on the GUI will most likely happen in git, which
>>>> gives you infinite undo.
>>> 
>>> The question is whether a highly capable dev who isn't already
>>> entrenched in Pd development would see participation as worthwhile or a
>>> waste of time.
>>> 
>>> What I'm saying is that without a clear plan, no sane developer is going
>>> to undertake the work of adding infinite undo, various GUI improvements,
>>> or anything else that can't ship as an external.
>>> 
>>> But yes, technically you can use Git to do yet another GUI rewrite if
>>> you wish.
>>> 
>>> -Jonathan
>>> 
>>>> 
>>>> fmasdr
>>>> IOhannes
>>>> -----BEGIN PGP SIGNATURE-----
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>>>> Comment: Using GnuPG with Icedove - http://www.enigmail.net/
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>>>> -----END PGP SIGNATURE-----
>>>> 
>>>> _______________________________________________
>>>> [email protected] mailing list
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>> Forwarded message:
>> 
>>> From: Jonathan Wilkes <[email protected]>
>>> To: Rich E <[email protected]>, Dan Wilcox <[email protected]>
>>> Cc: [email protected] List <[email protected]>
>>> Date: Tuesday, February 18, 2014 at 22:07:20 
>>> Subject: Re: [PD] libpd separating gui from core
>>> 
>>> On 02/18/2014 11:11 PM, Rich E wrote:
>>>> 
>>>> 
>>>> 
>>>> On Mon, Jan 13, 2014 at 5:35 PM, Dan Wilcox <[email protected]> wrote:
>>>>> Ah wait, duh. Of course the graph needs to know positioning, that's how 
>>>>> it determines execution order or independent blocks of objects right?
>>>>> 
>>>>> On Jan 13, 2014, at 5:14 PM, Dan Wilcox <[email protected]> wrote:
>>>>> 
>>>>>> Does the dsp graph rely on positioning? I thought only via connections. 
>>>>>> I'd imagine the gui wrapper should only worry about positioning and 
>>>>>> simply update those changes when saving.
>>>>> 
>>>> 
>>>> 
>>>> IMO a separation between GUI and core could/would include position, e.g. 
>>>> objects have their connections mapped by an index, GUI assigns the index 
>>>> to the object based on position.  This would allow for some much more 
>>>> sophisticated GUI's, such as 3d, or even a more human-readable text 
>>>> version (json has been mentioned).
>>> 
>>> You run into problems when you want to get decent GUI interaction _and_ 
>>> expect to deliver audio to the soundcard in realtime.
>>> 
>>> Actually even in 2d without audio the problems manifest themselves pretty 
>>> quickly.  For example: open the svg tiger inside Inkscape and move it 
>>> around.  Notice the clever trick-- the image is broken into tiles and moved 
>>> starting with the pieces closest to the mouse.  Since the user's eye 
>>> focuses on the mouse pointer, the interaction looks snappy even though it 
>>> may take half a second or more to finish moving the tile furthest from the 
>>> pointer.
>>> 
>>> When you add realtime audio the options are either to err on the side of 
>>> sluggishness or to be responsive and risk dropouts.  If you want it to be 
>>> responsive in both video and audio then you have to start doing some 
>>> serious optimizations based on what you think the user cases are for the 
>>> software.  For example, the Inkscape trick is perfect for creating and 
>>> manipulating vector graphics, but it would be terrible for a 2d animation 
>>> environment where you'd presumably want the tiger to move as a single unit.
>>> 
>>> However, many of Pd's current problems don't have a lot to do with that.  
>>> Tk is pretty good at being sluggish and avoiding dropouts when it doesn't 
>>> have idle time to do graphics updates.  In fact I can move around an svg 
>>> tiger on a canvas without interrupting the "test audio" patch.  Most 
>>> dropouts related to the GUI have to do with what amounts to a DDOS attack 
>>> from the core to the GUI.  When you flood tcl with data from the socket it 
>>> can't really do anything else but spend time receiving it.  When you add 
>>> that to whatever Pd core is doing to generate all those messages in the 
>>> first place, you probably won't have any time left over for delivering 
>>> audio.
>>> 
>>> Other toolkits are certainly more efficient than Tk.  But if you're 
>>> dragging an antialiased wire from the top left of the window to the     
>>> bottom-right, the toolkit needs time to do those redraws.
>>> 
>>> Finally, I'm not really sure how Open-GL and hardware acceleration plays 
>>> into all this. For example, Qt Graphics View docs have a note about 
>>> accelerated graphics possibly adding a performance hit and possibly more 
>>> latency, but it's only in the context of hardware that doesn't do floating 
>>> point computations efficiently.  I played around with Kivy a bit, which is 
>>> hardware accelerated but honestly didn't see much of an improvement in cpu 
>>> usage over comparable stuff in Tkpath.
>>> 
>>> -Jonathan
>>> 
>>>> 
>>>> 
>>>> cheers,
>>>> Rich
>>>> 
>>> 
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