Re: [PD] Turning on/off an installation
On 26 Jun 2007, at 4:40 AM, Max Neupert wrote: the sleep script works nicely, but the logoff one fails - shut down and sleep are valid for Finder in an Applescript, but log out isn't. first i think you need to activate UI-Scripting. http://www.apple.com/applescript/uiscripting/01.html you'll have in your “System events” applescript library a “power suite” folder with log out found them - they are under System Events but not Finder - so the proper Applescript syntax is: tell application System Events log out end tell now the script works properly, plus using [open /Users/simon/sleep.app( | [ggee/shell] works - Pd quits first, then the system sleeps or logs out or whatever next. The pd quit unexpectedly error message still gets displayed, it seems to be a [shell] problem - I seem to remember a thread about that a year or so ago - I'll search for it, but it doesn't matter if I just want to log out or shut down - thanks for that, my next installations will be cleaner! Do you know a way (in OSX) to create Logout Items similar to Login Items in the Accounts Preferences? to set up timed events I've used CronniX from http:// www.abstracture.de/cronnix (easy + free GUI to create crontabs = schedule events eg the Applescripts above) simon ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] pd-extended 39-2 rc3 spectral crash
it doesn't crash here: 0.40.2-extended on OSX10.4.8 PPC [vectral~] creates fine, no crash, but [~ ] just above it does not, and I can't find it in any of the help files - do you mean [max~ ]? simon On 26 Jun 2007, at 4:51 AM, Kevin McCoy wrote: OK - I finally got the patch open and removed the vectral~ part. Played with it for about 20 minutes and no crash. It seems that is what is causing the problem insofar as I can tell because with vectral~, it crashes almost immediately. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] (OT) 'cinematic' music
jared a écrit : Hello all. I have filmmaker friend who is writing an article that deals with the term 'cinematic' in reference to music. He's looking for definitions of cinematic as a description of music, and any other relevant information. I figured there might be a few people here that can point me/us in the right direction. Any recommendations would be greatly appreciated! (Websites, books, articles etc) Thanks! :D Hello, you might be interested by cinematic orchestra. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Turning on/off an installation
Am 26.06.2007 um 01:49 schrieb simon wise: Do you know a way (in OSX) to create Logout Items similar to Login Items in the Accounts Preferences? not that i can think of now.. to set up timed events I've used CronniX from http:// www.abstracture.de/cronnix (easy + free GUI to create crontabs = schedule events eg the Applescripts above) apple advices to migrate from cron to their open source effort and cron replacement launchd. http://developer.apple.com/macosx/launchd.html and you can actualy use iCal to set up any automatisation at any time calling scripts or etc. works great. otherwhise use http://lingon.sourceforge.net/ ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Turning on/off an installation
HI all ! Nice thread, no doubt. Will read more later... My concern is about creating a simple way so that anyone that is allowed can easily turn on and off and installation. I mean the whole power, not just the sound or video. Of course, I am more into lasting installations too. ;) For a window manager. I benchmarked a bit, and I found that Icewm is faster than Fluxbox and some other similar (blackbox and madwm, I think). It looks like Win98, though... For this time, I want no X11 at all, though. a 2007/6/26, simon wise [EMAIL PROTECTED]: On 26 Jun 2007, at 4:40 AM, Max Neupert wrote: the sleep script works nicely, but the logoff one fails - shut down and sleep are valid for Finder in an Applescript, but log out isn't. first i think you need to activate UI-Scripting. http://www.apple.com/applescript/uiscripting/01.html you'll have in your System events applescript library a power suite folder with log out found them - they are under System Events but not Finder - so the proper Applescript syntax is: tell application System Events log out end tell now the script works properly, plus using [open /Users/simon/sleep.app( | [ggee/shell] works - Pd quits first, then the system sleeps or logs out or whatever next. The pd quit unexpectedly error message still gets displayed, it seems to be a [shell] problem - I seem to remember a thread about that a year or so ago - I'll search for it, but it doesn't matter if I just want to log out or shut down - thanks for that, my next installations will be cleaner! Do you know a way (in OSX) to create Logout Items similar to Login Items in the Accounts Preferences? to set up timed events I've used CronniX from http:// www.abstracture.de/cronnix (easy + free GUI to create crontabs = schedule events eg the Applescripts above) simon ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list -- Alexandre Quessy http://alexandre.quessy.net http://www.puredata.info/Members/aalex ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [GEM]: GL Shader Language
HI Cyrille and others. I modified the abstraction to make opening the two files easier. It uses file/parentfolder from the PdMtlAbstractions. (try it !! It answers your question) For the C programming and such, I just meant that it is nice if we can tend to make Pd easier to use for people that are not that much used to advanced programming. A good documentation and a nice structure helps a lot... a 2007/6/23, cyrille henry [EMAIL PROTECTED]: Alexandre Quessy a écrit : Eh Jack ! Very nice examples, yes. Cyrille, do you think that one should understand C programming in order to use Pd? I don't. i don't see your point here. glsl programming is not very diferent from C. So, understanding C is good for learning glsl. but you don't nead glsl in order to use pd. you just need glsl if you want to do very heavy pixel processing at 50fps / 1024x768 without using any CPU time by exemple. Of course, its low-level orientation makes it perfect for someone to learn lower level stuff. Anyways, I added an abstraction for shaders in the PdMtlAbstractions. See https://devel.goto10.org/pdmtl/browser/trunk/pdmtl/gems cut / paste the help file is (for me) easier to use, as i usually put the shader in in the same directory as my patch, so i don't nead to provide the full path for the shader. (and the patch could run on other computer without changing all path). is there a solution for an abstraction to know the directory of it's parent patch? cyrille a 2007/6/19, [EMAIL PROTECTED] [EMAIL PROTECTED]: Yep, very interesting example ! You can boost Gem with glsl object. Is there workshop in Paris about that Cyrille ? I think, that it would be interesting to do. Jack Hans-Christoph Steiner a écrit : On Jun 17, 2007, at 6:58 AM, cyrille henry wrote: hello, Kyle Klipowicz a écrit : Ooop please send any elementary examples of these things. i post a few very diferents shader and the pd patch to use them here : http://drpichon.free.fr/gem_glsl_ch_200070617.zip Wow, these are some nice examples, these should be included in the examples section of Pd-extended. well, i think i should clean up some code and check licence for the shader i did not write. where should i put them in order to include them in pd-extended? cyrille .hc I got confused by the Gem docs (they don't explain OpenGL as thoroughly as the vanilla Pd-docs explain DSP). Gem doc aim is to explain gem specific stuf. but in order to use Gem, you also need a good openGL book. (you can find lot's of them) cyrille ~Kyle On 6/17/07, cyrille henry [EMAIL PROTECTED] wrote: hello, Alexandre Quessy a écrit : Hi all ! The Toon.vert and Toon.frag shaders don't seem to work quite well here. I only get some kind of darker or lighter grey depending on the value of the Phong variable I set it to have. I am using Pd-extended 0.39-2 test 5 on Ubuntu Linux Intel. Gem is 0.91-cvs compiled on Mar 16 2007. Should I generate something any better ? this is exactly what the toon shader is aiming to do. look at it's code to undersant why. Anyone has an other GLSL shader to suggest to try it with ? yes, google has a lot. i have a few other exemple on my computer, tell me if you're looking for some specific stuf. cyrille Thanks !! a 2007/6/16, chris clepper [EMAIL PROTECTED]: GEM is a bit easier to deal with for shaders since there is no need to do any specific wrapper. Any ARB_ vertex or fragment shader and any GLSL shader you find on the web can work in GEM without modification. In some cases you might need to change something in the shader text to deal with rectangle vs 2D textures. On 6/16/07, Cypod [EMAIL PROTECTED] wrote: On the cycling74 webpage there is an interesting article about writing shaders for jitter: http://cycling74.com/story/2007/5/23/181113/507 is there a similar function available for GEM? Has anyone had experience with doing this? ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] non-local shared list
Patco a écrit : Hi, anyone knows some simple external or abstraction that does something like that? [sssad] seems to be the more convenient one, thanks... ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] gem compile error
Igor Medeiros wrote: trying to compile Gem from cvs and got this error: [...] have you compiled libavifile yourself? or is there a slackware package? which version? here on debian the libavifile-0.7-dev package does come with videodecoder.h, avm_stl.h and the like. the exact version string (of the deb) is (1:)0.7.44.20051021-2.2+b1 i am using slackware 12 rc1. any help is apreciated. thx in advance you could try manually disabling avifile-support with the --without-avifile flag to configure. fmgas.dr IOhannes ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] pd-extended 39-2 rc3 spectral crash
Find out about vectral~? Max-msp documentation and google treachery. I was looking for spectral attack/release... About it being included in Pd vanilla =.40? I guess I just opened my patches there and, lo and behold, the object created and worked with no libs loaded! I guess there was a decision somewhere to include some or all of the cyclone objects. I am not a part of the dev community though, so it is speculation :) It's really one of my favorite objects though, it makes fft work sound much more elegant and beautiful. Kevin On 6/25/07, Steffen [EMAIL PROTECTED] wrote: On 25/06/2007, at 20.51, Kevin McCoy wrote: and for what it's worth is included standard in pd =.40 Nice find. Diff'ing the source or how did you find out about it, if i may ask? -- http://pocketkm.blogspot.com ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] (OT) 'cinematic' music
Sorry for the repost Jared, I thought to share that last part with the list... On Tue, 26 Jun 2007 20:10:49 +0100 Andy Farnell [EMAIL PROTECTED] wrote: If you want to find out loads of cool stuff about film music and sound design to get to the bottom of cinematic there's no better place than Sven Carlssons site http://filmsound.org/ He isn't a producer himself, runs the site as a passion and personal hobby, which imho makes his collection an interestingly impartial authority on the subject. -- Use the source ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] pd-extended 39-2 rc3 spectral crash
Oh sorry, [~] is from zexy.. it outputs a binary signal, either a 1 or 0 voltage. Handy for gating if you can use attack/release afterward.. does that help? My other patch, a vocoder, did not use this object but still crashed after a few minutes - the common object is vectral~. Kevin On 6/26/07, simon wise [EMAIL PROTECTED] wrote: it doesn't crash here: 0.40.2-extended on OSX10.4.8 PPC [vectral~] creates fine, no crash, but [~ ] just above it does not, and I can't find it in any of the help files - do you mean [max~ ]? simon On 26 Jun 2007, at 4:51 AM, Kevin McCoy wrote: OK - I finally got the patch open and removed the vectral~ part. Played with it for about 20 minutes and no crash. It seems that is what is causing the problem insofar as I can tell because with vectral~, it crashes almost immediately. -- http://pocketkm.blogspot.com ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Turning on/off an installation
On 26 Jun 2007, at 4:12 PM, Max Neupert wrote: http://developer.apple.com/macosx/launchd.html and you can actualy use iCal to set up any automatisation at any time calling scripts or etc. works great. otherwhise use http://lingon.sourceforge.net/ Lingon and the docs above are very useful - I'm just about to try to cut back on background system processes on some MiniMacs I've got playing QT video files using GEM - they seem to intermittently miss frames, there are 5 intel machines running and usually 3 or 4 are playing cleanly and 1 or 2 dropping frames for a while. I'm hoping that cutting out some background stuff will help. I think that it is a problem that was not there with G4 MiniMacs, but will check - any hints as to what I should be looking for that can be safely turned off? or is the new architecture with the intel grahpics chipsets etc just not up to the job? simon ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [GEM]: GL Shader Language
Alexandre Quessy a écrit : HI Cyrille and others. I modified the abstraction to make opening the two files easier. It uses file/parentfolder from the PdMtlAbstractions. (try it !! It answers your question) great, thanks. For the C programming and such, I just meant that it is nice if we can tend to make Pd easier to use for people that are not that much used to advanced programming. A good documentation and a nice structure helps a lot... i strongly aggre. and from my experience, a good documentation is 80% of the job. cyrille a 2007/6/23, cyrille henry [EMAIL PROTECTED]: Alexandre Quessy a écrit : Eh Jack ! Very nice examples, yes. Cyrille, do you think that one should understand C programming in order to use Pd? I don't. i don't see your point here. glsl programming is not very diferent from C. So, understanding C is good for learning glsl. but you don't nead glsl in order to use pd. you just need glsl if you want to do very heavy pixel processing at 50fps / 1024x768 without using any CPU time by exemple. Of course, its low-level orientation makes it perfect for someone to learn lower level stuff. Anyways, I added an abstraction for shaders in the PdMtlAbstractions. See https://devel.goto10.org/pdmtl/browser/trunk/pdmtl/gems cut / paste the help file is (for me) easier to use, as i usually put the shader in in the same directory as my patch, so i don't nead to provide the full path for the shader. (and the patch could run on other computer without changing all path). is there a solution for an abstraction to know the directory of it's parent patch? cyrille a 2007/6/19, [EMAIL PROTECTED] [EMAIL PROTECTED]: Yep, very interesting example ! You can boost Gem with glsl object. Is there workshop in Paris about that Cyrille ? I think, that it would be interesting to do. Jack Hans-Christoph Steiner a écrit : On Jun 17, 2007, at 6:58 AM, cyrille henry wrote: hello, Kyle Klipowicz a écrit : Ooop please send any elementary examples of these things. i post a few very diferents shader and the pd patch to use them here : http://drpichon.free.fr/gem_glsl_ch_200070617.zip Wow, these are some nice examples, these should be included in the examples section of Pd-extended. well, i think i should clean up some code and check licence for the shader i did not write. where should i put them in order to include them in pd-extended? cyrille .hc I got confused by the Gem docs (they don't explain OpenGL as thoroughly as the vanilla Pd-docs explain DSP). Gem doc aim is to explain gem specific stuf. but in order to use Gem, you also need a good openGL book. (you can find lot's of them) cyrille ~Kyle On 6/17/07, cyrille henry [EMAIL PROTECTED] wrote: hello, Alexandre Quessy a écrit : Hi all ! The Toon.vert and Toon.frag shaders don't seem to work quite well here. I only get some kind of darker or lighter grey depending on the value of the Phong variable I set it to have. I am using Pd-extended 0.39-2 test 5 on Ubuntu Linux Intel. Gem is 0.91-cvs compiled on Mar 16 2007. Should I generate something any better ? this is exactly what the toon shader is aiming to do. look at it's code to undersant why. Anyone has an other GLSL shader to suggest to try it with ? yes, google has a lot. i have a few other exemple on my computer, tell me if you're looking for some specific stuf. cyrille Thanks !! a 2007/6/16, chris clepper [EMAIL PROTECTED]: GEM is a bit easier to deal with for shaders since there is no need to do any specific wrapper. Any ARB_ vertex or fragment shader and any GLSL shader you find on the web can work in GEM without modification. In some cases you might need to change something in the shader text to deal with rectangle vs 2D textures. On 6/16/07, Cypod [EMAIL PROTECTED] wrote: On the cycling74 webpage there is an interesting article about writing shaders for jitter: http://cycling74.com/story/2007/5/23/181113/507 is there a similar function available for GEM? Has anyone had experience with doing this? ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ PD-list@iem.at
Re: [PD] question about glsl
hello, i copy this to the mailling list, as other could be interested. oyuki a écrit : hello i was trying you gem examples of glsl, i got surprised about the speed of this stuff, i was experimenting with the sphere example and i can have more than 400 iterations(with repeat) of this object . why this object(with a lot of complexity in its shape) is faster than a normal geo ? how many normal geo could you have if you don't load the shader? on a generic point, using shader mean bypassing some graphic card fonctionality, that you have to implement yourself. by exemple, lighting computation is not done anymore automaticaly. in this exemple, i did not compute a complex light, so maybe computing the shape deformation could be faster than computing standard lighting. is there any tutorial for learning glsl for making stuff in gem? there is 1 exemple in gem doc that explain how to use a shader. then, you have to look for generic glsl information. you can find a lot on the web. also, the orange book is a must have reference book. or do i need to learn before c ? glsl syntax is close to C syntax, but glsl is not C. i dont think you need to learn C in order to learn glsl. but glsl is a programing language that ou have to learn anyway. cyrille many thanks oyuki ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Fwd: videoscratcher keeps crashing
Hi, now videoscratcher seems to work fine - no matter if I´m playing mp4, AVI, photo-jpg MOV clips. I didn´t change the patch at all but I tried with different PD-versions. First I tried 0.38.4 extended from puredata.info and it was playing only first clip over and over again. then I installed 0.39.2-extended-rc3 and the patch seems to work perfectly. maybe there was some problems with installation since it has been bit confusing issue for me. R. 2007/6/15, Kyle Klipowicz [EMAIL PROTECTED]: I regularly use mp4's downloaded from archive.org as VJ fodder for my Friday night gig, and though they are of low quality (saves on HD space), they play just fine with pix_film. ~Kyle On 6/14/07, Riku Mäkinen [EMAIL PROTECTED] wrote: The clips are playing fine in Quicktime player but I´ll try anyway other codecs on weekend so let´s see if it helps. I´m trying to put up an installation and the patch should be going on for several weeks. R 2007/6/14, chris clepper [EMAIL PROTECTED]: That sort of crash seems like a bad movie file. Basically, there is no beginning of the movie since it crashes trying to find the start point. Does the clip play in the Quicktime player? MPEG-4 is intended for highly compressed end content delivery. Apple's MPEG-4 implementation is the worst one out there too. On 6/14/07, Riku Mäkinen [EMAIL PROTECTED] wrote: Here you go... What´s the problem with MPEG-4? I think I tried also with AVI-files and it was also crashing similarly. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list -- - - - -- http://perhapsidid.wordpress.com ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] non-local shared list
Hallo, Patco hat gesagt: // Patco wrote: Hi, anyone knows some simple external or abstraction that does something like that? What's a non-local shared list? Ciao -- Frank Barknecht _ __footils.org_ __goto10.org__ ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
[PD] using bonk to trigger piezo sensors
hello gang, I have a project with pd using piezo sensors attached to my bongos underneath the skins. they actually work not too bad as microphones, but what I want to do is trigger the strokes being played on the bongos. in the end I want to trigger matching samples which I recorded previously. in my research how to detect small percussion instruments, I stumbled upon the bonk object, but don`t know how to work with it, because I am really new to pd...:) I dont expect any patching, but can anybody help me to give me an idea how I could start buiding the patch ? I thought about loading the samples into an array, but does bonk work at all checking sounds with recorded samples ? thanks for any piece of advice best regards, - henrik ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] using bonk to trigger piezo sensors
[bonk~] may not be the ideal unit for the job, though I am sure it will work, it might be a bit elaborate to set up if you are new to it. I made something similar once, I'm guessing the piezos are those very thin kind, silver solder on one side and usually fixed with a blob of epoxy, as you get in musical greetings cards (?). They are basically mid/high frequency transducers, with a peak somewhere about 5kHz. I seem to remember that on a drum skin they gave a very bouncy signal and to get them to work I had to put a RC passive lowpass in there to settle them down a bit and avoid multiple triggers. [bonk~] is quite a sophisticated object that matches brief signal patterns. You train it with a stack of examples to match and it does its best to identify occurances of the same pattern in the input stream. For a bongo trigger I suppose you really just want a single trigger. Something as simple as [lop~ 400] | [threshold~ x] might be all you need. Place 3 of them at 120 degrees around the skin and you can work out where on the skin the impact occured...a la Korg Wavedrum or Roland DP(?). On Tue, 26 Jun 2007 13:35:13 +0200 henrik wurster [EMAIL PROTECTED] wrote: hello gang, I have a project with pd using piezo sensors attached to my bongos underneath the skins. they actually work not too bad as microphones, but what I want to do is trigger the strokes being played on the bongos. in the end I want to trigger matching samples which I recorded previously. in my research how to detect small percussion instruments, I stumbled upon the bonk object, but don`t know how to work with it, because I am really new to pd...:) I dont expect any patching, but can anybody help me to give me an idea how I could start buiding the patch ? I thought about loading the samples into an array, but does bonk work at all checking sounds with recorded samples ? thanks for any piece of advice best regards, - henrik ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list -- Use the source ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] using bonk to trigger piezo sensors
On Tue, 26 Jun 2007 13:35:13 +0200 henrik wurster [EMAIL PROTECTED] wrote: Sorry to miss this essential bit Henrik, Yes, that's exactly what [bonk~] does. First play them (training) from the table using a [tabread~] sample player into [bonk~]. Then apply your live signals. However I am a bit confused about what your input signal actually is now. Can you please clarify what signals are at each step by explaining the operation you desire. Hitting the bongo/piezo will give you a short impulse with ringing (resonance) at the drum frequency. What does this have to do with recognising the samples? It seems you want to map drum hits on to one or more bang messages to trigger one shot sample replays, perhaps using impact intensity (velocity) or pulses from more than one piezo trigger to make the selection. Is that correct? I thought about loading the samples into an array, but does bonk work at all checking sounds with recorded samples ? thanks for any piece of advice -- Use the source ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] non-local shared list
Frank Barknecht a écrit : Hallo, Patco hat gesagt: // Patco wrote: Hi, anyone knows some simple external or abstraction that does something like that? What's a non-local shared list? Ciao Hi, I was looking for an object like [value] but for heterogenous list, and in the pd documentation [value] is called a non-local shared value, so I've found out that the term of what I am looking for is a nonlocal shared heterogeneous list. This object is usefull for me in a context where a list (of files/abstractions) is generated at my 'pd application' startup, and then shared with dynamically opened instances of GOP abstractions (for filling a menu with available files/abstractions in some folders) so it makes life easier. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [GEM]: GL Shader Language
On 6/26/07, cyrille henry [EMAIL PROTECTED] wrote: i strongly aggre. and from my experience, a good documentation is 80% of the job. Me too! So much of Pd would be unuseable if the documentation weren't there. Thanks to all who include it! ~Kyle -- - - - -- http://perhapsidid.wordpress.com ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [GEM]: GL Shader Language
I am hoping to learn more about programming by using PD, but it would also be nice to crank out some good looking shaders in a timely manner On 6/25/07, Alexandre Quessy [EMAIL PROTECTED] wrote: HI Cyrille and others. I modified the abstraction to make opening the two files easier. It uses file/parentfolder from the PdMtlAbstractions. (try it !! It answers your question) For the C programming and such, I just meant that it is nice if we can tend to make Pd easier to use for people that are not that much used to advanced programming. A good documentation and a nice structure helps a lot... a 2007/6/23, cyrille henry [EMAIL PROTECTED]: Alexandre Quessy a écrit : Eh Jack ! Very nice examples, yes. Cyrille, do you think that one should understand C programming in order to use Pd? I don't. i don't see your point here. glsl programming is not very diferent from C. So, understanding C is good for learning glsl. but you don't nead glsl in order to use pd. you just need glsl if you want to do very heavy pixel processing at 50fps / 1024x768 without using any CPU time by exemple. Of course, its low-level orientation makes it perfect for someone to learn lower level stuff. Anyways, I added an abstraction for shaders in the PdMtlAbstractions. See https://devel.goto10.org/pdmtl/browser/trunk/pdmtl/gems cut / paste the help file is (for me) easier to use, as i usually put the shader in in the same directory as my patch, so i don't nead to provide the full path for the shader. (and the patch could run on other computer without changing all path). is there a solution for an abstraction to know the directory of it's parent patch? cyrille a 2007/6/19, [EMAIL PROTECTED] [EMAIL PROTECTED]: Yep, very interesting example ! You can boost Gem with glsl object. Is there workshop in Paris about that Cyrille ? I think, that it would be interesting to do. Jack Hans-Christoph Steiner a écrit : On Jun 17, 2007, at 6:58 AM, cyrille henry wrote: hello, Kyle Klipowicz a écrit : Ooop please send any elementary examples of these things. i post a few very diferents shader and the pd patch to use them here : http://drpichon.free.fr/gem_glsl_ch_200070617.zip Wow, these are some nice examples, these should be included in the examples section of Pd-extended. well, i think i should clean up some code and check licence for the shader i did not write. where should i put them in order to include them in pd-extended? cyrille .hc I got confused by the Gem docs (they don't explain OpenGL as thoroughly as the vanilla Pd-docs explain DSP). Gem doc aim is to explain gem specific stuf. but in order to use Gem, you also need a good openGL book. (you can find lot's of them) cyrille ~Kyle On 6/17/07, cyrille henry [EMAIL PROTECTED] wrote: hello, Alexandre Quessy a écrit : Hi all ! The Toon.vert and Toon.frag shaders don't seem to work quite well here. I only get some kind of darker or lighter grey depending on the value of the Phong variable I set it to have. I am using Pd-extended 0.39-2 test 5 on Ubuntu Linux Intel. Gem is 0.91-cvs compiled on Mar 16 2007. Should I generate something any better ? this is exactly what the toon shader is aiming to do. look at it's code to undersant why. Anyone has an other GLSL shader to suggest to try it with ? yes, google has a lot. i have a few other exemple on my computer, tell me if you're looking for some specific stuf. cyrille Thanks !! a 2007/6/16, chris clepper [EMAIL PROTECTED]: GEM is a bit easier to deal with for shaders since there is no need to do any specific wrapper. Any ARB_ vertex or fragment shader and any GLSL shader you find on the web can work in GEM without modification. In some cases you might need to change something in the shader text to deal with rectangle vs 2D textures. On 6/16/07, Cypod [EMAIL PROTECTED] wrote: On the cycling74 webpage there is an interesting article about writing shaders for jitter: http://cycling74.com/story/2007/5/23/181113/507 is there a similar function available for GEM? Has anyone had experience with doing this? ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___
Re: [PD] Turning on/off an installation
On 26/06/2007, at 8.17, Alexandre Quessy wrote: For a window manager. I benchmarked a bit, and I found that Icewm is faster than Fluxbox and some other similar (blackbox and madwm, I think). It looks like Win98, though You might like evilwm (or papuawm, which is a fork of it) if you want a small wm. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Turning on/off an installation
What type of video files and at what size? How many clips are playing on one machine at the same time? What is the display resolution? The Intel graphics have some problems above usual desktop sizes and shader performance is really horrible too. Try increasing the gemwin frame rate above 30 or to run it at the refresh rate fo the display (60 for LCD). On 6/26/07, simon wise [EMAIL PROTECTED] wrote: - I'm just about to try to cut back on background system processes on some MiniMacs I've got playing QT video files using GEM - they seem to intermittently miss frames, there are 5 intel machines running and usually 3 or 4 are playing cleanly and 1 or 2 dropping frames for a while. I'm hoping that cutting out some background stuff will help. I think that it is a problem that was not there with G4 MiniMacs, but will check - any hints as to what I should be looking for that can be safely turned off? or is the new architecture with the intel grahpics chipsets etc just not up to the job? simon ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] using bonk to trigger piezo sensors
Le mardi 26 juin 2007 à 13:35 +0200, henrik wurster a écrit : hello gang, Hi Henrik! I have a project with pd using piezo sensors attached to my bongos underneath the skins. they actually work not too bad as microphones, but what I want to do is trigger the strokes being played on the bongos. in the end I want to trigger matching samples which I recorded previously. in my research how to detect small percussion instruments, I stumbled upon the bonk object, but don`t know how to work with it, because I am really new to pd...:) I recently had to develop something similar, a darbuka player triggering video samples, launching effects and so on. Technically, we pasted a very basic Yamaha DT20 piezo microphone (24€) to the socket of the darbouka, not to the skin because of tone alteration. We sticked the pieoz to the faience way of Patafix, french name for UHU Tac in Germany/Schweiz, (double sided tape doenst work since most percussive instruments are round ;-). The Yamaha is ok , it's cheaper and not so hard to DIY but i'm no soldering iron maestro. I made a patch that detects odd/even beats (very basic, [alternate] ) , silences and pitch using the Aubio library by piem. Why not bonk~? it reminds me too much of the old Max/M$P days... Basically, onsets trigger a pulsating video effect, whose value increases across time and the player's loudness (using aubioonset~ and a settable threshold value for better live feeling) onsets also triggers pitch detection: when this value is located within various intervals, it modifies the video sequence being played (kidn of sampler). I use chained [moses] objects for that purpose. i also track gain after a [env~] and [oneshot] object cleared by the odd beat onset detection to track silence and have the video faint away I dont expect any patching, but can anybody help me to give me an idea how I could start buiding the patch ? I thought about loading the samples into an array, but does bonk work at all checking sounds with recorded samples ? thanks for any piece of advice Actually, you've got two sub-programs: a first one that detect pitch/onset , then the audio sample player, + some glue around it. bonk~/fiddle~ only fits in the first. ++ OH best regards, - henrik ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list signature.asc Description: Ceci est une partie de message numériquement signée ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] non-local shared list
Hallo, Patco hat gesagt: // Patco wrote: Frank Barknecht a écrit : What's a non-local shared list? Hi, I was looking for an object like [value] but for heterogenous list, and in the pd documentation [value] is called a non-local shared value, so I've found out that the term of what I am looking for is a nonlocal shared heterogeneous list. This object is usefull for me in a context where a list (of files/abstractions) is generated at my 'pd application' startup, and then shared with dynamically opened instances of GOP abstractions (for filling a menu with available files/abstractions in some folders) so it makes life easier. I see. [sssad] is a good contender for this, and actually [sssad] started from a discussion here about [pvar] from Max. Attached is a simplified version of the basic idea. Ciao -- Frank Barknecht _ __footils.org_ __goto10.org__ list-value.pd Description: application/puredata list-value-help.pd Description: application/puredata ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] non-local shared list
Hello, this abs is very simple and usefull, thanks, also something is missing for having a real non-local shared list, particulary for dynamic creation of [list-value] instances, the modification is in the attached patch. Frank Barknecht a écrit : Hallo, Patco hat gesagt: // Patco wrote: Frank Barknecht a écrit : What's a non-local shared list? Hi, I was looking for an object like [value] but for heterogenous list, and in the pd documentation [value] is called a non-local shared value, so I've found out that the term of what I am looking for is a nonlocal shared heterogeneous list. I see. [sssad] is a good contender for this, and actually [sssad] started from a discussion here about [pvar] from Max. Attached is a simplified version of the basic idea. Ciao #N canvas 250 247 513 324 10; #X obj 65 225 list; #X obj 88 193 r \$1; #X obj 121 132 s \$1; #X obj 65 279 outlet; #X obj 65 130 b; #X obj 65 81 inlet; #X obj 65 104 route bang; #X obj 224 30 r \$1-i; #X obj 280 116 s \$1-i; #X obj 255 59 loadbang; #X obj 224 192 list; #X obj 243 168 r \$1; #X obj 224 219 s \$1; #X obj 224 144 spigot; #X obj 255 81 t b b; #X msg 255 115 1; #X text 115 10 recalls the list if another instance has been created first; #X connect 0 0 3 0; #X connect 1 0 0 1; #X connect 4 0 0 0; #X connect 5 0 6 0; #X connect 6 0 4 0; #X connect 6 1 2 0; #X connect 7 0 13 0; #X connect 9 0 14 0; #X connect 10 0 12 0; #X connect 11 0 10 1; #X connect 13 0 10 0; #X connect 14 0 15 0; #X connect 14 1 8 0; #X connect 15 0 13 1; ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [GEM]: GL Shader Language
What books or webpages are out there for learning how to write glsl shaders, for use in 3D? http://en.wikibooks.org/wiki/Programming:OpenGL Has anyone read this one OpenGL(R) Shading Language (2nd Edition) http://tinyurl.com/ysun6z Are there any third party applications for writing glsl shaders that can be easially ported over to PD? On 6/26/07, Cypod [EMAIL PROTECTED] wrote: I am hoping to learn more about programming by using PD, but it would also be nice to crank out some good looking shaders in a timely manner On 6/25/07, Alexandre Quessy [EMAIL PROTECTED] wrote: HI Cyrille and others. I modified the abstraction to make opening the two files easier. It uses file/parentfolder from the PdMtlAbstractions. (try it !! It answers your question) For the C programming and such, I just meant that it is nice if we can tend to make Pd easier to use for people that are not that much used to advanced programming. A good documentation and a nice structure helps a lot... a 2007/6/23, cyrille henry [EMAIL PROTECTED]: Alexandre Quessy a écrit : Eh Jack ! Very nice examples, yes. Cyrille, do you think that one should understand C programming in order to use Pd? I don't. i don't see your point here. glsl programming is not very diferent from C. So, understanding C is good for learning glsl. but you don't nead glsl in order to use pd. you just need glsl if you want to do very heavy pixel processing at 50fps / 1024x768 without using any CPU time by exemple. Of course, its low-level orientation makes it perfect for someone to learn lower level stuff. Anyways, I added an abstraction for shaders in the PdMtlAbstractions. See https://devel.goto10.org/pdmtl/browser/trunk/pdmtl/gems cut / paste the help file is (for me) easier to use, as i usually put the shader in in the same directory as my patch, so i don't nead to provide the full path for the shader. (and the patch could run on other computer without changing all path). is there a solution for an abstraction to know the directory of it's parent patch? cyrille a 2007/6/19, [EMAIL PROTECTED] [EMAIL PROTECTED]: Yep, very interesting example ! You can boost Gem with glsl object. Is there workshop in Paris about that Cyrille ? I think, that it would be interesting to do. Jack Hans-Christoph Steiner a écrit : On Jun 17, 2007, at 6:58 AM, cyrille henry wrote: hello, Kyle Klipowicz a écrit : Ooop please send any elementary examples of these things. i post a few very diferents shader and the pd patch to use them here : http://drpichon.free.fr/gem_glsl_ch_200070617.zip Wow, these are some nice examples, these should be included in the examples section of Pd-extended. well, i think i should clean up some code and check licence for the shader i did not write. where should i put them in order to include them in pd-extended? cyrille .hc I got confused by the Gem docs (they don't explain OpenGL as thoroughly as the vanilla Pd-docs explain DSP). Gem doc aim is to explain gem specific stuf. but in order to use Gem, you also need a good openGL book. (you can find lot's of them) cyrille ~Kyle On 6/17/07, cyrille henry [EMAIL PROTECTED] wrote: hello, Alexandre Quessy a écrit : Hi all ! The Toon.vert and Toon.frag shaders don't seem to work quite well here. I only get some kind of darker or lighter grey depending on the value of the Phong variable I set it to have. I am using Pd-extended 0.39-2 test 5 on Ubuntu Linux Intel. Gem is 0.91-cvs compiled on Mar 16 2007. Should I generate something any better ? this is exactly what the toon shader is aiming to do. look at it's code to undersant why. Anyone has an other GLSL shader to suggest to try it with ? yes, google has a lot. i have a few other exemple on my computer, tell me if you're looking for some specific stuf. cyrille Thanks !! a 2007/6/16, chris clepper [EMAIL PROTECTED]: GEM is a bit easier to deal with for shaders since there is no need to do any specific wrapper. Any ARB_ vertex or fragment shader and any GLSL shader you find on the web can work in GEM without modification. In some cases you might need to change something in the shader text to deal with rectangle vs 2D textures. On 6/16/07, Cypod [EMAIL PROTECTED] wrote: On the cycling74 webpage there is an interesting article about writing shaders for jitter: http://cycling74.com/story /2007/5/23/181113/507