Le 17/02/2016 09:15, Matt Barber a écrit :
They won't sound bad, necessarily; they just won't sound band limited. 
(Everything has its place.)
I think you just found the definitive answer on the question "does XXX sound better 
than YYY" : nothing sound bad, everything has it's place.

the answer to Matti original question is then:  board threads claiming Pd (and 
Max) have a distinct (and not good) sound just have people who haven’t listened 
to good patches.




The other reaction I expected from my question was that pd vanilla have no BL 
oscillator, but lot's of abstractions are available. So which one to test?
The point here is that pd does not have sound, but all object does. (and back 
to previous ccl about good / bad patch)



One more thing :
As soon as someone provide a test that show that SC BL oscillator sound better 
than any pd BL oscillator, i will port SC BL algorithm to a pd external.
(and back to previous point and ccl)



and finally :
ok, sorry, i'll stop trolling that thread.

cheers
c


On Feb 16, 2016 1:29 PM, "cyrille henry" <c...@chnry.net 
<mailto:c...@chnry.net>> wrote:

    if you want to compare the "sound" of SC and pd, please use band limited 
operator, or both will sound bad.

    cheers
    c


    Le 16/02/2016 19:16, Matt Barber a écrit :

        Sure, send 'em along. It's good for learning. I've heard so many times that 
"SC3 just sounds better," and I'm a skeptic overall. I have a few comparisons 
of my own to try soon.

        On Tue, Feb 16, 2016 at 12:53 PM, Alexandre Torres Porres <por...@gmail.com 
<mailto:por...@gmail.com> <mailto:por...@gmail.com <mailto:por...@gmail.com>>> 
wrote:

             Cool, but you see, I suspected SuperCollider would do things such 
as clip the phase from  phase 0.001 to 0.999 to prevent a harsh sawtooth, and 
also fade in (ramp) one block when a Synth starts.

             I feel it has many such details to make it sound "smoother" and 
nicer, it also seems to be a little quieter

             well, I kind like this, if I have other patches to compare, would 
you like to check? :)

             cheers

             2016-02-16 14:53 GMT-02:00 Matt Barber <brbrof...@gmail.com 
<mailto:brbrof...@gmail.com> <mailto:brbrof...@gmail.com 
<mailto:brbrof...@gmail.com>>>:

                 OK, here's the updated trials.pd with appropriate phase 
relationships. The pulse train in SC3 is control rate, so there might be a ramp 
between values that I'm missing. You can add it and see if it makes a 
difference.

                 On Tue, Feb 16, 2016 at 9:49 AM, Matt Barber <brbrof...@gmail.com 
<mailto:brbrof...@gmail.com> <mailto:brbrof...@gmail.com 
<mailto:brbrof...@gmail.com>>> wrote:

                     The documentation is poor on both sides. I had to go into 
the source code to find out a couple of things.

                     On Feb 16, 2016 9:45 AM, "Alexandre Torres Porres" <por...@gmail.com 
<mailto:por...@gmail.com> <mailto:por...@gmail.com <mailto:por...@gmail.com>>> wrote:

                         yeah, just checked them and they sound quite the same 
now ;) I wonder how I screwed up

                         2016-02-16 12:39 GMT-02:00 Matt Barber <brbrof...@gmail.com 
<mailto:brbrof...@gmail.com> <mailto:brbrof...@gmail.com 
<mailto:brbrof...@gmail.com>>>:

                             Yeah, the phase relationships didn't match those 
in the SC3 code. I'll send the updated patch when I can get to my computer.

                             On Feb 16, 2016 9:36 AM, "Alexandre Torres Porres" <por...@gmail.com 
<mailto:por...@gmail.com> <mailto:por...@gmail.com <mailto:por...@gmail.com>>> wrote:

                                  > OK, I had to adjust the Pd patch a little 
to get it to match the SC3 code.

                                 why? what do you mean? was it wrong?

                                 2016-02-16 6:07 GMT-02:00 Matt Barber <brbrof...@gmail.com 
<mailto:brbrof...@gmail.com> <mailto:brbrof...@gmail.com 
<mailto:brbrof...@gmail.com>>>:

                                     OK, I had to adjust the Pd patch a little 
to get it to match the SC3 code. I've made an A/B test: one is SC3 and the 
other is the matching Pd patch. See if you can tell which one is which, and why 
you answered the way you did. I went fast and made them 44.1kHz 16-bit; you'll 
have to live with it. :)

                                     On Mon, Feb 15, 2016 at 11:55 PM, Alexandre Torres Porres 
<por...@gmail.com <mailto:por...@gmail.com> <mailto:por...@gmail.com 
<mailto:por...@gmail.com>>> wrote:

                                         correct code

                                         {VarSaw.ar(LFPulse.kr(1, 0, 0.3, 50, 
50), 0, LFTri.ar(1, 0, 0.5, 0.5))!2}.play

                                         2016-02-16 2:54 GMT-02:00 Alexandre Torres Porres 
<por...@gmail.com <mailto:por...@gmail.com> <mailto:por...@gmail.com 
<mailto:por...@gmail.com>>>:

                                             well, while we're at it, here's 
the patches for you to check and speculate :)


                                             SuperCollider Code;
                                             VarSaw.ar(LFPulse.kr(1, 0, 0.3, 
50, 50), 0, LFTri.ar(1, 0, 0.5, 0.5))!2.play

                                             2016-02-16 2:45 GMT-02:00 Matt Barber 
<brbrof...@gmail.com <mailto:brbrof...@gmail.com> <mailto:brbrof...@gmail.com 
<mailto:brbrof...@gmail.com>>>:

                                                 If there is difference between 
the sound of [triangle~] and VarSaw, it might actually be in the way phase is 
generated. The algorithms themselves are pretty much the same, but while VarSaw 
makes its own single-precision phase by simply subtracting 1 when an increment 
takes it past 1.0 (using a conditional on each sample), [triangle~] is a 
waveshaper that is fed phase. Pd's phasor is a little idiosyncratic, using a 
kind of bit-hacking to unwrap phase (the Höldrich method), which is supposed to 
perform a bit faster than a conditional, and it's inside not just [phasor~] but 
all the oscillator objects. If I remember correctly it can be prone to phase 
drift over time, but don't quote me on that.

                                                 On Mon, Feb 15, 2016 at 11:24 AM, Alexandre Torres 
Porres <por...@gmail.com <mailto:por...@gmail.com> <mailto:por...@gmail.com 
<mailto:por...@gmail.com>>> wrote:

                                                     I still believe differences between 
Pd and SC depend on other technical details than the ones presented, because similar 
objects like triangle~ and VarSaw will just sound quite differently, hence it may rely on 
subtleties inside the objects themselves. And I'm not talking about the 
"cultural" use which is something I believe makes quite a difference even in 
the Pd x Max world (when they both sound quite similar).

                                                     cheers

                                                     2016-02-15 13:54 GMT-02:00 Andy Farnell 
<padawa...@obiwannabe.co.uk <mailto:padawa...@obiwannabe.co.uk> 
<mailto:padawa...@obiwannabe.co.uk <mailto:padawa...@obiwannabe.co.uk>>>:


                                                         Good list of technical 
peculiarities Claude. For me, the "sound" is those
                                                         quirks combined with how Chris describes a 
"cultural" or "contextual" use.
                                                         I used to be great at 
knowing the sound of software or hardware sources
                                                         and could spot 
Reaktor, or a Roland analogue in moments. But emulations
                                                         got better and my ears 
got older, and maybe I began to care less about
                                                         implementation and 
more about artistic intent. As Chris says,
                                                         different tools tend 
to make you think and work in certain patterns,
                                                         and I think it is this more than 
anything that constitutes a "sound".

                                                         cheers
                                                         Andy


                                                         
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