Re: [PD] Turning on/off an installation

2007-06-26 Thread simon wise

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


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Re: [PD] pd-extended 39-2 rc3 spectral crash

2007-06-26 Thread simon wise
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.




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Re: [PD] (OT) 'cinematic' music

2007-06-26 Thread Patco
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.

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Re: [PD] Turning on/off an installation

2007-06-26 Thread Max Neupert

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/

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Re: [PD] Turning on/off an installation

2007-06-26 Thread Alexandre Quessy
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


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-- 
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http://alexandre.quessy.net
http://www.puredata.info/Members/aalex

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Re: [PD] [GEM]: GL Shader Language

2007-06-26 Thread Alexandre Quessy
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?
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Re: [PD] non-local shared list

2007-06-26 Thread Patco
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...

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Re: [PD] gem compile error

2007-06-26 Thread IOhannes m zmoelnig
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

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Re: [PD] pd-extended 39-2 rc3 spectral crash

2007-06-26 Thread Kevin McCoy
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

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Re: [PD] (OT) 'cinematic' music

2007-06-26 Thread Andy Farnell


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

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Re: [PD] pd-extended 39-2 rc3 spectral crash

2007-06-26 Thread Kevin McCoy
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

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Re: [PD] Turning on/off an installation

2007-06-26 Thread simon wise

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



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Re: [PD] [GEM]: GL Shader Language

2007-06-26 Thread cyrille henry


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?
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Re: [PD] question about glsl

2007-06-26 Thread cyrille henry
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

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Re: [PD] Fwd: videoscratcher keeps crashing

2007-06-26 Thread Riku Mäkinen
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.
   
  
 
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Re: [PD] non-local shared list

2007-06-26 Thread Frank Barknecht
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__

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[PD] using bonk to trigger piezo sensors

2007-06-26 Thread henrik wurster
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

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Re: [PD] using bonk to trigger piezo sensors

2007-06-26 Thread Andy Farnell



[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
 
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Re: [PD] using bonk to trigger piezo sensors

2007-06-26 Thread Andy Farnell
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

-- 
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Re: [PD] non-local shared list

2007-06-26 Thread Patco
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.


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Re: [PD] [GEM]: GL Shader Language

2007-06-26 Thread Kyle Klipowicz
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

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Re: [PD] [GEM]: GL Shader Language

2007-06-26 Thread Cypod

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?
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Re: [PD] Turning on/off an installation

2007-06-26 Thread Steffen

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.

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Re: [PD] Turning on/off an installation

2007-06-26 Thread chris clepper

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



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Re: [PD] using bonk to trigger piezo sensors

2007-06-26 Thread Olivier Heinry
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
 
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Re: [PD] non-local shared list

2007-06-26 Thread Frank Barknecht
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
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Re: [PD] non-local shared list

2007-06-26 Thread Patco
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;
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Re: [PD] [GEM]: GL Shader Language

2007-06-26 Thread Cypod
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