Re: [PD] sound for blender apricot opensource game

2008-02-03 Thread Georg Holzmann
Hallo!

 it's sad, but especially for mastering tasks i still have to stick with
 proprietary tools on a proprietary operating system, since working with
 foss tools is still way far from being as efficient as with the tools
 that are usually used in studios.

Did you try Ardour+Jamin ?
I did some recording projects with it in summer and it just worked quite 
well ... it works similar like a protools setup.

LG
Georg

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[PD] [OT] FOSS audio tools (was: sound for blender apricot opensource game)

2008-02-03 Thread Roman Haefeli
thanks for mentioning those. we're getting a bit OT now, but just a few
quick comments:

-ardour is certainly a great and advanced DAW, no doubt. recording can
be definitely done with FOSS.

- jamin is cool and powerful software too, but it follows the wrong
strategy: you can only use it in real-time, since it is a jack-plugin.
having to render in realtime is a pain and dangerous in many situations
(all drop-outs are in the resulting file). OTOH, LADSPA plugins don't
support customized guis, AFAIK, therefor there is no option to do
something like jamin as a LADSPA plugin. IMHO, most LADSPA plugins might
be good scientific applications, but definitely not for everyday studio
work (no visual feedback, strange scales of parameters).

- both ardour, jamin and almost all sound editors i found don't have an
accelerated gui. scrolling causes high cpu peaks.i don't know any
software on windows, that uses cpu for the gui part. it's sad, that i
have hardware (gpu) in my box, which isn't used at all (but only when i
do Gem).

- i actually appreciate the concept of modularized and specialized
tools, that are connected over a soundsever instead of a monolithic 'it
can do everything' tool. however, since LASH and its precedessor  LADCCA
don't have the same level support in each software, that could be used
in a studio environment, it's kinda hard to manage projects.

- there is not audio editor around, that even loosely fulfills my needs.
probably the makers of Elephants Dream felt the same. Some of them lack
native jack support, others use very strange sets of shortcuts, or are
pretty raw in general. 

yo, those are just a few reasons why the makers of Elephants Dream may
didn't want to go for FOSS for the sound part. i hope it's only a
question of waiting some years, until the audio world gets to similar
level as blender reached in the 3d world.

roman




On Sun, 2008-02-03 at 09:31 +0100, Georg Holzmann wrote:
 Hallo!
 
  it's sad, but especially for mastering tasks i still have to stick with
  proprietary tools on a proprietary operating system, since working with
  foss tools is still way far from being as efficient as with the tools
  that are usually used in studios.
 
 Did you try Ardour+Jamin ?
 I did some recording projects with it in summer and it just worked quite 
 well ... it works similar like a protools setup.
 
 LG
 Georg
 
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Re: [PD] [OT] FOSS audio tools

2008-02-03 Thread Georg Holzmann
Hallo!

 - jamin is cool and powerful software too, but it follows the wrong
 strategy: you can only use it in real-time, since it is a jack-plugin.
 having to render in realtime is a pain and dangerous in many situations

Yeah that's true - would be nice to do that offline ...
But this is also how it works in studios, you have your 
mastering-hardware and bounce it in rt (I am not such a studio expert, 
but at least in the studios I was it was done like this).
However, this should be no excuse ...

 (all drop-outs are in the resulting file). OTOH, LADSPA plugins don't
 support customized guis, AFAIK, therefor there is no option to do
 something like jamin as a LADSPA plugin. IMHO, most LADSPA plugins might
 be good scientific applications, but definitely not for everyday studio
 work (no visual feedback, strange scales of parameters).

Yes, that's the second problem.
It took me quite some time to find some good sounding plugins (and some 
I had to fix) - but they exist.
Better visual feedback would be great too - maybe the upcoming LV2 can 
solve this ...


Okay, that's maybe a little bit OT now ;)
LG
Georg

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[PD] ogg/theora in Gem

2008-02-03 Thread jim
Is there support for pix_film or pix_movie to play back theora video
files? (in Linux).
Thanks,
Jim


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Re: [PD] [OT] FOSS audio tools (was: sound for blender apricot opensource game)

2008-02-03 Thread Frank Barknecht
Hallo,
Roman Haefeli hat gesagt: // Roman Haefeli wrote:

 thanks for mentioning those. we're getting a bit OT now, but just a few
 quick comments:
 
 -ardour is certainly a great and advanced DAW, no doubt. recording can
 be definitely done with FOSS.
 
 - jamin is cool and powerful software too, but it follows the wrong
 strategy: you can only use it in real-time, since it is a jack-plugin.
 having to render in realtime is a pain and dangerous in many situations
 (all drop-outs are in the resulting file). OTOH, LADSPA plugins don't
 support customized guis, AFAIK, therefor there is no option to do
 something like jamin as a LADSPA plugin. IMHO, most LADSPA plugins might
 be good scientific applications, but definitely not for everyday studio
 work (no visual feedback, strange scales of parameters).

LADSPA plugins don't have a GUI at all, so every GUI you get is a
customized one. LADSPA-plugins itself are perfectly able to be run in
non-realtime. For example if you render an Ardour session with LADSPA
plugins in it to file, this is done in non-realtime fashion. Often
it's done faster than realtime.

 - both ardour, jamin and almost all sound editors i found don't have an
 accelerated gui. scrolling causes high cpu peaks.i don't know any
 software on windows, that uses cpu for the gui part. it's sad, that i
 have hardware (gpu) in my box, which isn't used at all (but only when i
 do Gem).

The actually drawing is accelerated by the graphics card already.
However a tricky question that cannot simply be shovelled to the
gfx-card (so easily) is how to decide which samples to display at all.
For example when zoomed out, you don't need to draw every single
sample. Ardour uses a sophisticated algorithm for deciding things like
that, AFAIK. (IIRC Paul Davis once said that this was one of the
hardest parts in Ardour to get right.) Compare that to Pd, which
doesn't even bother with trying to be smart here, which results in
slowdown when moving arrays with many elements, even when they are
displayed in only a small area.

All in all to me Ardour doesn't feel slow at all. Audacity OTOH is
slow (and all around terrible for my taste anyway) as was the last
version of SoundForge for Windows, that I had to run at work - though
I admit that this was some years ago. But Ardour feels very snappy and
quick here.

 - there is not audio editor around, that even loosely fulfills my needs.
 probably the makers of Elephants Dream felt the same. Some of them lack
 native jack support, others use very strange sets of shortcuts, or are
 pretty raw in general. 

Uhm, while Blender certainly is great, you aren't seriously trying to
tell me you really think its shortcuts are intuitive, are you?!? ;-)
Someone who mastered Blender should have no problems with Ardour,
given he invests about a tenth of the time to learn it.

Ciao
-- 
 Frank Barknecht _ __footils.org__

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Re: [PD] [OT] FOSS audio tools (was: sound for blender apricot opensource game)

2008-02-03 Thread Roman Haefeli
On Sun, 2008-02-03 at 13:52 +0100, Frank Barknecht wrote:
 Hallo,
 Roman Haefeli hat gesagt: // Roman Haefeli wrote:
 
  thanks for mentioning those. we're getting a bit OT now, but just a few
  quick comments:
  
  -ardour is certainly a great and advanced DAW, no doubt. recording can
  be definitely done with FOSS.
  
  - jamin is cool and powerful software too, but it follows the wrong
  strategy: you can only use it in real-time, since it is a jack-plugin.
  having to render in realtime is a pain and dangerous in many situations
  (all drop-outs are in the resulting file). OTOH, LADSPA plugins don't
  support customized guis, AFAIK, therefor there is no option to do
  something like jamin as a LADSPA plugin. IMHO, most LADSPA plugins might
  be good scientific applications, but definitely not for everyday studio
  work (no visual feedback, strange scales of parameters).
 
 LADSPA plugins don't have a GUI at all, so every GUI you get is a
 customized one. LADSPA-plugins itself are perfectly able to be run in
 non-realtime. For example if you render an Ardour session with LADSPA
 plugins in it to file, this is done in non-realtime fashion. Often
 it's done faster than realtime.

yeah, that is what i am saying: LADSPA plugins can be rendered offline,
but don't have a visual feedback, whereas tools as jamin have visual
feedback, but cannot be rendered offline and therefor are not drop-out
save. 

  - both ardour, jamin and almost all sound editors i found don't have an
  accelerated gui. scrolling causes high cpu peaks.i don't know any
  software on windows, that uses cpu for the gui part. it's sad, that i
  have hardware (gpu) in my box, which isn't used at all (but only when i
  do Gem).
 
 The actually drawing is accelerated by the graphics card already.
 However a tricky question that cannot simply be shovelled to the
 gfx-card (so easily) is how to decide which samples to display at all.
 For example when zoomed out, you don't need to draw every single
 sample. Ardour uses a sophisticated algorithm for deciding things like
 that, AFAIK. (IIRC Paul Davis once said that this was one of the
 hardest parts in Ardour to get right.) Compare that to Pd, which
 doesn't even bother with trying to be smart here, which results in
 slowdown when moving arrays with many elements, even when they are
 displayed in only a small area.


 All in all to me Ardour doesn't feel slow at all. Audacity OTOH is
 slow (and all around terrible for my taste anyway) as was the last
 version of SoundForge for Windows, that I had to run at work - though
 I admit that this was some years ago. But Ardour feels very snappy and
 quick here.


  - there is not audio editor around, that even loosely fulfills my needs.
  probably the makers of Elephants Dream felt the same. Some of them lack
  native jack support, others use very strange sets of shortcuts, or are
  pretty raw in general. 
 
 Uhm, while Blender certainly is great, you aren't seriously trying to
 tell me you really think its shortcuts are intuitive, are you?!? ;-)
 Someone who mastered Blender should have no problems with Ardour,
 given he invests about a tenth of the time to learn it.
 
 Ciao



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Re: [PD] donecanvasdialog documentation? - for M. Puckette

2008-02-03 Thread João Miguel Pais
Hi Mr. Puckette,

I'm replying to Frank's message in the list. Can you comment on the  
statement he made about the stability of donecanvasdialog? Are you  
thinking about replacing donecanvasdialog for something else that has the  
same (and hopefully better) functions, or just to remove the possibilities  
at all? I find it to be a quite interesting feature, as it allows for  
better custom-made abstractions (beauty is not a sin).

Thanks,

Joao

 Hallo,
 João Miguel Pais hat gesagt: // João Miguel Pais wrote:

 after going through the honk abs, I saw the post
 http://lists.puredata.info/pipermail/pd-list/2007-02/047115.html which
 explains something about how this command works. I wanted to ask, is  
 there
 already any documentation about donecanvasdialog? Who is developing it,
 and which features are programmed to be added?

 donecanvasdialog and many (or most) of the other dynamic patching
 messages are undocumented features, which according to Miller are not
 guaranteed to stay available. They may break with any new Pd version.
 Use (and document) at your own risk.

 Ciao

PS [copied from another mail I just sent to the list]:
By the way, how about if arrays also save their display characteristics?  
Ticks, numbers, etc.? I guess it shouldn't be hard to built in, right?

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Re: [PD] [OT] FOSS audio tools (was: sound for blender apricot opensource game)

2008-02-03 Thread Roman Haefeli
sorry, i accidently hit send, while i wasn't finished.

On Sun, 2008-02-03 at 13:52 +0100, Frank Barknecht wrote:

 The actually drawing is accelerated by the graphics card already.
 However a tricky question that cannot simply be shovelled to the
 gfx-card (so easily) is how to decide which samples to display at all.
 For example when zoomed out, you don't need to draw every single
 sample. Ardour uses a sophisticated algorithm for deciding things like
 that, AFAIK. (IIRC Paul Davis once said that this was one of the
 hardest parts in Ardour to get right.) Compare that to Pd, which
 doesn't even bother with trying to be smart here, which results in
 slowdown when moving arrays with many elements, even when they are
 displayed in only a small area.
 
 All in all to me Ardour doesn't feel slow at all. Audacity OTOH is
 slow (and all around terrible for my taste anyway) as was the last
 version of SoundForge for Windows, that I had to run at work - though
 I admit that this was some years ago. But Ardour feels very snappy and
 quick here.

you're right, that it doesn't feel slow, however, whether it's related
to hardware acceleration or not, it causes peaks when simply scrolling
the timeline (no zooming). many linux softwares do that, whereas no
audio editor or daw for windows i know does cause peaks while scrolling.
so there is still room for improvements, whether it's hardware
acceleration related or not. and after all, ardour is a bad example,
since it's probably the best software in that respect and in terms of
usability.

  - there is not audio editor around, that even loosely fulfills my needs.
  probably the makers of Elephants Dream felt the same. Some of them lack
  native jack support, others use very strange sets of shortcuts, or are
  pretty raw in general. 
 
 Uhm, while Blender certainly is great, you aren't seriously trying to
 tell me you really think its shortcuts are intuitive, are you?!? ;-)

no, but i wouldn't compare the complexity of sound-editing to the one of
creating animated 3D-environments. many softwares in the proprietary
world have proven, that sound editing can be easy, where at the same
time there is no (this is my personal opinion, of course) no usable
audio editor for linux around and yet no plugins or plugin architecture,
that would allow mastering. blender might be not easy to learn, but it
has proven, that it can be used for very complex projects as rendering
animated movies.

 Someone who mastered Blender should have no problems with Ardour,
 given he invests about a tenth of the time to learn it.

yeah

roman




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[PD] multiple audio device

2008-02-03 Thread Marko Timlin
Hmmm,
I am using Pd version 0.39.3-extended on a XP machine with a RME Hammerfall  
sound card. Always when I choose use multiple devices in the Media menu of PD 
I get this message:
separate audio device choice not supported\; using sequential devices.

That's quite strange as I would like to use all the 8 outputs of my sound card, 
but it doesn't work. It worked with earlier PD versions though.
Does anybody know how to solve that? Or why the problem occurs?

Thanks,
Marko

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Re: [PD] multiple audio device

2008-02-03 Thread Ypatios Grigoriadis
On 03/02/2008, Marko Timlin [EMAIL PROTECTED] wrote:

 Hmmm,
 I am using Pd version 0.39.3-extended on a XP machine with a RME
 Hammerfall  sound card. Always when I choose use multiple devices in the
 Media menu of PD I get this message:
 separate audio device choice not supported\; using sequential devices.

 That's quite strange as I would like to use all the 8 outputs of my sound
 card, but it doesn't work. It worked with earlier PD versions though.
 Does anybody know how to solve that? Or why the problem occurs?

 Thanks,
 Marko

 __



Hi Marko!

Did you set the audio setting correctly?
e.g:
media/audio settings.../[tick] output device: [blah] channels: [8]

and

Do you really need multiple devices (soundcards)?
From your email I understand that you just need the 8 outputs from your RME.

alabala

-- 
Ypatios.
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Re: [PD] sound for blender apricot opensource game

2008-02-03 Thread marius schebella
there is not much information in that posting, but I would like to 
participate, no question.
what they look for is a *composer*. so no explicit need for soundFX or 
foley sound art.
as olme already wrote in his original mail, the game will use the 
CrystalSpace sound engine. the specs are:
Sound system:
* 2D and 3D sound rendering via DirectSound, Alsa, OSS and CoreAudio.
* Provides both one*time playing of effects and streaming playing in the 
background for music.
so, not much space (yet) for pd, but probably space for music composed 
with pd.
still, there could be a lot of space for pd in the future. a modular 
game-pd could replace the sound module of the game engine or work 
closely together onetime playing or looping is not a great challenge. 
the 2d/3d sound FX could also be rendered by a modular pd patch in real 
time (used like a vst-plugin) or many other fx (reverbs...)
plus, pd could also provide realtime rendering for sounds like footsteps 
ambient sounds (rain, wind) and stuff like that. again, this would only 
be possible if pd is included in the game engine or is modular and 
flexible enough to get packed together with the game engine. and it 
would need some good people who are able to create these sounds 
synthetically.
once this is done, it probably will be a lot of fun and even provide 
some paid jobs (hopefully!?).

marius.


Hans-Christoph Steiner wrote:
 This sounds like a great opportunity for Pd, especially considering  
 that Pd is the sound engine in the game Spore.
 
 .hc
 
 On Feb 1, 2008, at 7:09 PM, olme wrote:
 
 seeing this: http://apricot.blender.org/?p=59 , I had the idea that
 somebody could do it efficiently with generated sound dezign (like
 brilliantly discussed earlier here by andy - obiwannabe.co.uk )

 In short : Blender Instituut search for a sound designer for the
 upcoming opensource game codenamed apricot.

 I'm in no way related to this instituut or project, just that I  
 thought
 it could interrest someone that is developping on pd for games, as  
 this
 one is already promised some exposure in the opensource/free software
 world, in the CGI world (with the short film produced right now : see
 peach.blender.org ) and in the game world (it will surely make some
 lines in game magasines) ...

 I think those working for this project in the front line are  
 payed, so
 it could be a good incentive to have some kind of opensource  
 exemple of
 a current game made with pd.

 Blender Game Engine has already been used with pd through py-OSC, but
 this project use the CrystalSpace Game Engine... I don't know about  
 the
 connectivity, but as CS use python, it's maybe just some lines  
 away

 I would be interrested to see the result anyway ... as I'm not able to
 do it myself ...

 Ol.me
 http://www.ogeem.be

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Re: [PD] [OT] FOSS audio tools

2008-02-03 Thread marius schebella
Roman Haefeli wrote:

  yo, those are just a few reasons why the makers of Elephants Dream may
  didn't want to go for FOSS for the sound part. i hope it's only a
  question of waiting some years, until the audio world gets to similar
  level as blender reached in the 3d world.
 
  roman

Hmm, one more reason:
elephant's dream was a blender project. some of the grant money went 
into core development of blender itself to adjust it to production 
features. one of the goals of the film was, to see whether blender would 
pass the ready for a real film exam.
blender people just did not have the budget (and goal) to develop on the 
sound side, too.
btw, blender forum has about 30.000 registered users. pd maybe 1000-3000???
marius.

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Re: [PD] [OT] FOSS audio tools

2008-02-03 Thread marius schebella
Frank Barknecht wrote:
 Uhm, while Blender certainly is great, you aren't seriously trying to
 tell me you really think its shortcuts are intuitive, are you?!? ;-)

how do you want to manage hundreds of commands intuitively? I would say 
camera rotation is intuitive.
which other program with a comparable feature set is more intuitive? ok, 
maybe photoshop...
marius.

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Re: [PD] [OT] FOSS audio tools (was: sound for blender apricot opensource game)

2008-02-03 Thread Hans-Christoph Steiner

On Feb 3, 2008, at 6:51 AM, Roman Haefeli wrote:

 thanks for mentioning those. we're getting a bit OT now, but just a  
 few
 quick comments:

 -ardour is certainly a great and advanced DAW, no doubt. recording can
 be definitely done with FOSS.

 - jamin is cool and powerful software too, but it follows the wrong
 strategy: you can only use it in real-time, since it is a jack-plugin.
 having to render in realtime is a pain and dangerous in many  
 situations
 (all drop-outs are in the resulting file). OTOH, LADSPA plugins don't
 support customized guis, AFAIK, therefor there is no option to do
 something like jamin as a LADSPA plugin. IMHO, most LADSPA plugins  
 might
 be good scientific applications, but definitely not for everyday  
 studio
 work (no visual feedback, strange scales of parameters).

 - both ardour, jamin and almost all sound editors i found don't  
 have an
 accelerated gui. scrolling causes high cpu peaks.i don't know any
 software on windows, that uses cpu for the gui part. it's sad, that i
 have hardware (gpu) in my box, which isn't used at all (but only  
 when i
 do Gem).

On Mac OS X, at least, the OS handles moving the GUI drawing to the  
GPU.  I think that's what compiz/beryl is trying to do as well, and  
I'll bet GNOME is doing some of that too.  I'll be Windows does that  
as well.  If you are writing an audio editor, I don't think you  
should be thinking about the GPU, that's the OS's job.

 - i actually appreciate the concept of modularized and specialized
 tools, that are connected over a soundsever instead of a monolithic  
 'it
 can do everything' tool. however, since LASH and its precedessor   
 LADCCA
 don't have the same level support in each software, that could be used
 in a studio environment, it's kinda hard to manage projects.

 - there is not audio editor around, that even loosely fulfills my  
 needs.
 probably the makers of Elephants Dream felt the same. Some of them  
 lack
 native jack support, others use very strange sets of shortcuts, or are
 pretty raw in general.

Every audio app has their own strange shortcuts, Logic is quite  
strange for example.  That's mostly a matter of learning them.  It  
would be nice if they used the standard key commands for the OS tho.

 yo, those are just a few reasons why the makers of Elephants Dream may
 didn't want to go for FOSS for the sound part. i hope it's only a
 question of waiting some years, until the audio world gets to similar
 level as blender reached in the 3d world.

Ardour is definitely comparable to blender, if not better.  I think  
it was more a matter of finding someone who was willing to work for  
very little money on the project who would use free tools.  Being the  
Blender Foundation, their focus was the 3D part, understandably, so  
it wasn't a big deal to use proprietary software for the audio.  Now  
that they have proven the model for getting projects done, I think  
there is no real excuse not to use all FOSS for the whole project.

I talked with Bassam Kurdali, the Director of Elephants Dream, about  
this and that's pretty much what he said.  I think that they want to  
do it all FOSS, they just need people willing to do the work.  So  
let's do the work! :D

.hc



 roman




 On Sun, 2008-02-03 at 09:31 +0100, Georg Holzmann wrote:
 Hallo!

 it's sad, but especially for mastering tasks i still have to  
 stick with
 proprietary tools on a proprietary operating system, since  
 working with
 foss tools is still way far from being as efficient as with the  
 tools
 that are usually used in studios.

 Did you try Ardour+Jamin ?
 I did some recording projects with it in summer and it just worked  
 quite
 well ... it works similar like a protools setup.

 LG
 Georg

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Re: [PD] sound for blender apricot opensource game

2008-02-03 Thread Hans-Christoph Steiner

On Feb 2, 2008, at 9:11 PM, Roman Haefeli wrote:

 On Sat, 2008-02-02 at 20:04 -0500, Hans-Christoph Steiner wrote:
 Yeah, I'd love to help out where I can.  I was really bummed that
 Elephants Dream didn't use FOSS for sound, I think they didn't try
 hard enough.  I've done a lot of very reliable installations using
 Pd, if it is good enough for the NY Times lobby, it's good enough for
 Blender. :)

 it's not about reliability, it's probably more about workflow. i agree
 with the makers of Elephants Dream, that it's hard to find FOSS  
 software
 for advanced sound editing. i speak from frustrating personal
 experience. i've spent hours trying to find even only an appropriate
 sound editor and it makes me sad to see, that so many people work  
 on so
 many different projects, but none of them is actually usuable in a
 professional environment (and noone seems to want to bundle the energy
 with others). i also noticed, that in the audio foss world some people
 tend to stick to elitism and don't want to work on making things more
 usuable (just hang a day around in #alsa). i don't want to generalize
 that, but that was my experience outside the nice and friendly pd- 
 world.
 it's sad, but especially for mastering tasks i still have to stick  
 with
 proprietary tools on a proprietary operating system, since working  
 with
 foss tools is still way far from being as efficient as with the tools
 that are usually used in studios. i am no expert in 3d world, but i
 think that this doesn't apply to blender as much. it seems to me that
 blender is a very advanced software. but back to pd: no matter how  
 cool
 pd is, you wouldn't want to use it to edit a radio jingle with many
 layers to exactly a certain lenght with mastering (compressing/ 
 limiting
 etc), would you?

Blender lacks some standard tools that all of the big ones have  
(Maya, 3D Studio, etc) and yet they made amazing animations with it.   
A core reason for that project was to figure out the problems with  
Blender in a production environment and work on improving them.

It is a shame they did not take the same approach with the audio.   
The synthesis was done using Reactor, for example.  I think that Pd  
is pretty clearly a more capable real-time synth than Reactor, but  
yes, it's rough around the edges.

As for mastering, I did a lot of work as a sound designer in Sound  
Forge/Windows back in 2000, and now I use Audacity.  Admittedly, I  
don't do super elaborate mastering.  I will say that Audacity could  
use more polishing and some efficiency tweaks, and a fancier GUI  
might be useful.  But bottom line, it gets the job done.  If the idea  
of the movie was to be a free/open project, I think it was a copout  
to use proprietary tools for audio.  Audacity now is better than  
Sound Forge was in 2000.  Lots of professionals were using Sound  
Forge in 2000, using Audacity now you'll be better off than them.

.hc


 


As we enjoy great advantages from inventions of others, we should be  
glad of an opportunity to serve others by any invention of ours; and  
this we should do freely and generously. - Benjamin Franklin



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Re: [PD] [OT] FOSS audio tools

2008-02-03 Thread Roman Haefeli
On Sun, 2008-02-03 at 13:25 -0500, marius schebella wrote:
 Roman Haefeli wrote:
 
   yo, those are just a few reasons why the makers of Elephants Dream may
   didn't want to go for FOSS for the sound part. i hope it's only a
   question of waiting some years, until the audio world gets to similar
   level as blender reached in the 3d world.
  
   roman
 
 Hmm, one more reason:
 elephant's dream was a blender project. some of the grant money went 
 into core development of blender itself to adjust it to production 
 features. one of the goals of the film was, to see whether blender would 
 pass the ready for a real film exam.
 blender people just did not have the budget (and goal) to develop on the 
 sound side, too.

yo, would be nice to see some development/budget going into audio as
well, since from my experience it isn't quite possible yet to do real
everyday audio work with FOSS tools.

 btw, blender forum has about 30.000 registered users. pd maybe 1000-3000???

where do you want to go with this question? i like pd, otherwise i
wouldn't use it. the fact that i like pd for what it is doesn't
automatically turn it into an audio editing suite and i am not
complaining about pd.

roman





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Re: [PD] [OT] FOSS audio tools (was: sound for blender apricot opensource game)

2008-02-03 Thread Roman Haefeli
On Sun, 2008-02-03 at 12:14 -0500, Hans-Christoph Steiner wrote:

 Ardour is definitely comparable to blender, if not better.  I think  
 it was more a matter of finding someone who was willing to work for  
 very little money on the project who would use free tools.  Being the  
 Blender Foundation, their focus was the 3D part, understandably, so  
 it wasn't a big deal to use proprietary software for the audio.  Now  
 that they have proven the model for getting projects done, I think  
 there is no real excuse not to use all FOSS for the whole project.

let me change that to: 'there is no real excuse not to develop FOSS
audio tools'.

 I talked with Bassam Kurdali, the Director of Elephants Dream, about  
 this and that's pretty much what he said.  I think that they want to  
 do it all FOSS, they just need people willing to do the work.  So  
 let's do the work! :D

do the development work, yes.

roman





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Re: [PD] [OT] FOSS audio tools

2008-02-03 Thread marius schebella
Roman Haefeli wrote:
 btw, blender forum has about 30.000 registered users. pd maybe 1000-3000???
 
 where do you want to go with this question? i like pd, otherwise i
 wouldn't use it. the fact that i like pd for what it is doesn't
 automatically turn it into an audio editing suite and i am not
 complaining about pd.

I only posted the numbers to compare/show why blender gets more money, 
focus, and has more developers than pd. it is possible that blender will 
produce 10 more films before pd gets a comparable amount of development 
money from the European Union (where most of the budget for elephants 
dream came from...).
I am not complaining about Pd at all!
marius.

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Re: [PD] sound for blender apricot opensource game

2008-02-03 Thread Roman Haefeli
On Sun, 2008-02-03 at 12:08 -0500, Hans-Christoph Steiner wrote:

 
 Blender lacks some standard tools that all of the big ones have  
 (Maya, 3D Studio, etc) and yet they made amazing animations with it.   
 A core reason for that project was to figure out the problems with  
 Blender in a production environment and work on improving them.
 
 It is a shame they did not take the same approach with the audio.   
 The synthesis was done using Reactor, for example.  I think that Pd  
 is pretty clearly a more capable real-time synth than Reactor, but  
 yes, it's rough around the edges.

and it's also a decision about how much time you are willing to invest.
i wouldn't be suprised, if you come quicker to a satisfying result using
reaktor than with pd. for my personal projects the factor time hasn't
the highest priority, but it might have for projects like elephants
dream.

 As for mastering, I did a lot of work as a sound designer in Sound  
 Forge/Windows back in 2000, and now I use Audacity.  Admittedly, I  
 don't do super elaborate mastering.  I will say that Audacity could  
 use more polishing and some efficiency tweaks, and a fancier GUI  
 might be useful.  But bottom line, it gets the job done. 

i disagree, but it would go to far to mention everything in detail. from
my experience, i _had_ to go back to proprietary world to get certain
jobs done. that's why i assumed, this might apply also to the makers of
elephants dream. without knowing what the exact reasons for their
decision was, i wanted to say, that i _understand_ them.

  If the idea  
 of the movie was to be a free/open project, I think it was a copout  
 to use proprietary tools for audio.  Audacity now is better than  
 Sound Forge was in 2000.  Lots of professionals were using Sound  
 Forge in 2000, using Audacity now you'll be better off than them.

i like the idea of pushing development by funded projects. for their
next production it would be cool to see some effect from that on the
audio side as well.

prove me wrong, but i sometimes have the feeling it's more a question
about mentality than about resources.

roman




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Re: [PD] this is crazy

2008-02-03 Thread IOhannes m zmoelnig
[EMAIL PROTECTED] wrote:
 do you see something unusual in this patch?

i don't even see the patch!

 i have never noticed anything like that ..

feel free to write your own (known to be good) version of [testosc~] and 
run the procedure as described in my email.

fgamdr
IOhannes

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Re: [PD] Fwd: any tips on fart synthesis?

2008-02-03 Thread Andy Farnell


Number 5 sounds pretty good Matt. Something right about
the filter resonance.

Listening to cartoon examples the pitch always seems
to rise then fall.

But then SFX are often not what they seem, possibly
a whoopee custion/balloon or like Marius said, a
trick with water bottles.

The basic waveform is most definitely pulse shaped though.



On Sat, 2 Feb 2008 22:06:00 +0900
hard off [EMAIL PROTECTED] wrote:

 http://www.m-pi.com/farts.mp3
 
 ^
 here's some i synthesized this morning.  mainly just simple waveforms
 run through delayed feedback to get a bit of unsynced wobble, and then
 the waveshaping patch i will attach to this mail.
 
 my original thoughts about the wet filter didn't yield such good
 results, although that might have been because the one i made only has
 fairly short delay lines.
 
 the farts i made a fairly crap ('scuse the pun), but kind of
 fart-likehowever once i tried to lengthen the sound and play it
 melodically like in that track, it didn't work at all.
 
 why not contact the author of that track and ask how they did it?
 'excuse me, may i ask how you make your farts?  ..etc
 
 i reckon they're probably samples, but a good synthesis method is also
 possible without a doubt.
 


-- 
Use the source

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[PD] optional argument in abstraction

2008-02-03 Thread marius schebella
hi,
I want to create an abstraction that can take an optional symbol as 
argument.
if there is a symbol argument then use this, if not then use a default 
symbol.

for example
[my_print hello_world!]
would print hello_world!

[my_print]
(without argument) would print default_text

[my_print 0] or [my_print 123] would also print default_text.

I tried all variations of route, select, list trim, but could not get it 
to work. maybe I forgot something. or maybe there is another trick. I am 
using 0.40.
marius.

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[PD] LPN_folderglider Tot question.

2008-02-03 Thread naysayer
just wondering if there is anyone out there who uses the LPN_folderglider
abstraction. i have found it to be
extremely useful however i have come across a little glitch. i am
trying to understand how it chooses to
order
files from a folder 'sequentially'. it doesn't seem to follow a
logical way, ie alphabetically or numerically.

Correct me if this is crazy talk, but it seems to output based on the
inode number of the file rather than the number of the file.
Of course i am using linux where this seems to be designed on windows, so
there is probably something in that.

if there is anyone out there who has an explanation for this, i would be
most intrigued.

cheers,
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Re: [PD] optional argument in abstraction

2008-02-03 Thread João Miguel Pais

here's a dirty one, but works.



hi,
I want to create an abstraction that can take an optional symbol as
argument.
if there is a symbol argument then use this, if not then use a default
symbol.

for example
[my_print hello_world!]
would print hello_world!

[my_print]
(without argument) would print default_text

[my_print 0] or [my_print 123] would also print default_text.

I tried all variations of route, select, list trim, but could not get it
to work. maybe I forgot something. or maybe there is another trick. I am
using 0.40.
marius.

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--
Friedenstr. 58
10249 Berlin
Deutschland
Tel +49 30 42020091
Mob +49 162 6843570
[EMAIL PROTECTED]
skype: jmmmpjmmmp
http://www.puredata.org/Members/jmmmp
IBM Thinkpad R51, XP, Pd-Ext-0.39-2-t5, Pd Van 0.40-t2

my_print.pd
Description: Binary data
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[PD] New on ubuntu: where to go now

2008-02-03 Thread João Miguel Pais
Hi,

I'm, again, going to try to step into linux world, and see if I can do  
something more useful with it than visiting webforums this time.

I wanted to ask if someone had any tips for the following configuration to  
work with Pd (both vanilla and extended), and maybe later also  
supercollider, both only for audio:

- ibm thinkpad r51
- Ubuntu 7.10
- rme multiface
- intuos3 tablet
- arduino board (old model)

Any hints useful for these specs? Are there any guides worth visiting?  
Which repositories should I be checking? How to get -1ms latency? Does  
Ubuntu studio makes a difference? Why is jack so complicated to start? Is  
ardour already working? (last time I saw it in the school's studio, the  
only way to have a session open for a long time was not to touch it) ...  
... . .  .

I'm not a beginner with computers, but I'm not yet very at ease in unix  
console, because quite soon it gets very frustrating - although I would  
like to learn, but don't have time to be spending on man pages. And I  
don't do emacs, or won't go straight to debian.

Thanks for your help,

João Pais

-- 
Friedenstr. 58
10249 Berlin
Deutschland
Tel +49 30 42020091
Mob +49 162 6843570
[EMAIL PROTECTED]
skype: jmmmpjmmmp
http://www.puredata.org/Members/jmmmp
IBM Thinkpad R51, XP, Pd-Ext-0.39-2-t5, Pd Van 0.40-t2

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Re: [PD] optional argument in abstraction

2008-02-03 Thread marius schebella
great! the [sel $1] did the trick. otoh, the route symbol does not do 
anything... here is what I ended up using...

[loadbang]
  |
[symbol $1]
  |
[sel $1]
  |   |
  |  [default_symbol(
 /
  | /
  |/
[symbol $1]
  |
[print]

thanks, marius.


João Miguel Pais wrote:
 here's a dirty one, but works.
 
 
 hi,
 I want to create an abstraction that can take an optional symbol as
 argument.
 if there is a symbol argument then use this, if not then use a default
 symbol.

 for example
 [my_print hello_world!]
 would print hello_world!

 [my_print]
 (without argument) would print default_text

 [my_print 0] or [my_print 123] would also print default_text.

 I tried all variations of route, select, list trim, but could not get it
 to work. maybe I forgot something. or maybe there is another trick. I am
 using 0.40.
 marius.

 ___
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 UNSUBSCRIBE and account-management - 
 http://lists.puredata.info/listinfo/pd-list
 
 
 


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Re: [PD] multiple audio device

2008-02-03 Thread simon wise

On 4 Feb 2008, at 4:43 AM, Ypatios Grigoriadis wrote:

 Do you really need multiple devices (soundcards)?
 From your email I understand that you just need the 8 outputs from  
 your RME.

if you really do need both the RME and, say, the built in audio for  
some reason you could use the OSX audio system to do the combining  
(explore Aggregate Devices via Audio Midi Setup utility, discussed  
several times on this list) this has worked for me - using Jack, a  
cheapish external USB sound device and the Built-in output, on a G4- 
MacMini


simon



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[PD] A Call for works / Appel d’oeuvres - Cana dian 60x60

2008-02-03 Thread Eldad Tsabary
(Une version française est aussi disponible)
*
Call for Works for the first Canadian 60x60 Project (2008)*

Vox Novus, in collaboration with the Canadian Electroacoustic Community 
(CEC), is inviting composers to submit recorded works 60 seconds or less 
in duration to be included in the first Canadian version of the annual 
60x60 project.  60 compositions will be selected to be played 
continuously in a one-hour concert.  The Canadian 60x60 concert season 
will begin with a debut in Montréal and continue throughout Canada in 
venues to be announced.  Concerts may also include a visual component (a 
clock, video clips, spectrographs, dance, etc.).  The works will also be 
broadcasted on radio stations and featured on a Sonus.ca dedicated 
gallery. Please submit your recorded work(s) and submission form(s) 
before 31 March (postmarked).  You may submit your works online or on a 
CDR; see submission guidelines below.  Your work may be selected for 
both the Canadian and the International 60x60 projects.

During the concert each of the 60 pieces selected will begin precisely 
at the beginning of the minute, this will mark the end of one piece and 
the beginning of another. There will be no pause between the pieces. 
Works may be less than 60 seconds in length, but may not exceed 60 
seconds. Selected works that are shorter than 60 seconds will be 
padded with silence either before, after, or surrounding the 
composition.  Please note that the total duration of the work including 
silence may NOT exceed sixty seconds.

Eligibility:
The call is open to composers of all ages and career stages who live in 
Canada, and to Canadian composers living in Canada or abroad.  All other 
composers may participate in the international 60x60 project (see below).

Eligible works:
Any sound or music captured on recorded media, which does not require 
live performers for its presentation in concert.  The piece may be of 
any style and may comprise electronic sounds, field recordings, 
recordings of voice or musical instruments, or other sound sources.  
Recordings of acoustic compositions SHOULD NOT be accompanied by musical 
scores.  Works submitted should be created specifically for this project 
and must not have been previously performed or broadcasted.

More information can be found at:
http://www.60x60.yaeldad.com (Canadian 60x60)
http://www.voxnovus.com/60x60.htm (International 60x60)
http://cec.concordia.ca (Canadian Electroacoustic Community)
http://sonus.ca (SONUS, the CEC's online electroacoustic Jukebox)





SUBMISSION GUIDELINES

1. Pieces should be submitted as uncompressed audio files (WAV or AIFF); 
priority will be given to works submitted in a 24-bit format and a 
sampling rate of 48 kHz (or higher); however, all works will be 
considered. Name your files in the following manner:
Last name_First initial_Title of the piece (for example Doe_J_Untitled.wav)

2. Multiple works may be submitted, however, each work must be 
accompanied by a submission form in an electronic format ONLY (DOC, TXT, 
PDF) ; name the form in the following format:
Last name_First initial_Title_Form (example: Doe_J_Untitled_Form.doc)

3. For each piece, please include an Info document (DOC, PDF, TXT) with 
a short biography and program notes (not longer than 100 words each); 
name the file in the following manner:
Last name_First initial_Title_Info (example: Doe_J_Untitled_Info.doc)

4. Optional: If you wish to have your work included in Sonus, the CEC's 
online Jukebox, please additionally complete the following steps.  A 
gallery will be created to feature works from the Canadian 60x60 project:
a. Fill out a CEC contract here: http://sonus.ca/contracts ;
b. In the Contributor's Statement section of the contract, please 
select for inclusion in Sonus;
c. Indicate in your 60x60 submission form whether a Sonus contract was 
signed.

5. For each submitted piece, create a folder named in the following 
format (Last name_First initial_Title) or a compressed file (ZIP, RAR, 
ACE, etc) named similarly, which includes the piece, the submission 
form, and the Info document.

6. You may submit your pieces online or on a CDR to the address below.


Online Submission:
1. Upload each piece's folder or compressed file to the following FTP 
server:
Host name: ftp://yaeldad.com
User Name: canadian (all lowercase)
Password: 60x60

2. Send a an email to [EMAIL PROTECTED] with the following subject:
Canadian 60x60 FTP submission: Last Name, First initial, Piece Title

3. Alternately, you may make your compressed file available online at a 
website of your choice and send an email to [EMAIL PROTECTED] with the 
URL to download it.


CDR Submission:
1. Burn all submitted pieces (a separate folder or compressed file for 
each) on a single CDR.

2. All information should be included in an electronic format on the 
CDR; do not send paper copies.

3. The CDR must be labeled with the composer's name and email address.

4. 

Re: [PD] New on ubuntu: where to go now

2008-02-03 Thread PSPunch

Hi,


I mainly use Ubuntu Studio 7.10 myself and figured I
might have something to share.


--
Debian/testing and Ubuntu Gutsy (Intel i386 processor)
installs fine.

Download it from,
http://puredata.info/downloads

it is the 3rd on the list.

With Ubuntu 7.10, just double click on the downloaded file
and the system will do the rest of the installation.


--
When launching PD, I recall the console claiming that
certain libraries were missing.
You can use Synaptic package manager from the pull-down
menu to search and install packages with associating names.


One of them requiring and extra step I think was the jasper
library.
In addition to installing it, I had to manually create a
symbolic link so that the file PD-extended searches for exists.

(However, this procedure maybe unnecessary until you use
whatever external calls for this library)

--
There were some discussions on this list that the non-RT
kernal seemed to have better performance under 7.10

I have not confirmed it myself but it may come in handy
to have both RT and non-RT kernals installed.
When you have both of them, you can simply choose which
to use on each startup.



--
Other personal thoughts..

I wanted to stay with Debian, but am currently using
Ubuntu 7.10. While making my setup, I also had the goal to deside
which is currently the easiest Linux distro for beginning PD (and
Linux) users to work on.

There were mainly two issues that made things difficult with Debian.

- FreeBOB not included in current stable release.
   (Or did not recognize my Edirol FA-66)

- Too much hassle to get an RT ready kernal prepared.


--
If you do plan to use Supercollider on Linux, it is likely you
may have to study Emacs. The default environment to run Supercollider
is provided in the form of an Emacs template.


--
I think it is worth learning basic commands of the vi text editor.
Practicing only the following 10 commands (and making it a habit to editing
text in vi) may take you miles further in Linux world.
a, i, o, dd, yy, p, :w, :q, :q!, :wq!


--
David Shimamoto




 Hi,
 
 I'm, again, going to try to step into linux world, and see if I can do  
 something more useful with it than visiting webforums this time.
 
 I wanted to ask if someone had any tips for the following configuration to  
 work with Pd (both vanilla and extended), and maybe later also  
 supercollider, both only for audio:
 
 - ibm thinkpad r51
 - Ubuntu 7.10
 - rme multiface
 - intuos3 tablet
 - arduino board (old model)
 
 Any hints useful for these specs? Are there any guides worth visiting?  
 Which repositories should I be checking? How to get -1ms latency? Does  
 Ubuntu studio makes a difference? Why is jack so complicated to start? Is  
 ardour already working? (last time I saw it in the school's studio, the  
 only way to have a session open for a long time was not to touch it) ...  
 ... . .  .
 
 I'm not a beginner with computers, but I'm not yet very at ease in unix  
 console, because quite soon it gets very frustrating - although I would  
 like to learn, but don't have time to be spending on man pages. And I  
 don't do emacs, or won't go straight to debian.
 
 Thanks for your help,
 
 João Pais
 


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Re: [PD] multiple audio device

2008-02-03 Thread simon wise

On 4 Feb 2008, at 3:24 PM, simon wise wrote:


 On 4 Feb 2008, at 4:43 AM, Ypatios Grigoriadis wrote:

 Do you really need multiple devices (soundcards)?
 From your email I understand that you just need the 8 outputs from
 your RME.

 if you really do need both the RME and, say, the built in audio for
 some reason you could use the OSX audio system to do the combining
 (explore Aggregate Devices via Audio Midi Setup utility, discussed
 several times on this list) this has worked for me - using Jack, a
 cheapish external USB sound device and the Built-in output, on a G4-
 MacMini

sorry, wrong OS, but I think those discussions also mentioneded a way  
to do it on Windows

simon



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