Re: [PD] *.lua = *.pd_lua or *.l_lua?

2008-02-11 Thread IOhannes m zmoelnig
Claude Heiland-Allen wrote:

 Ah, true.
 
 So my suggestion would be to use something like *.pd_lua, *.pdlua or
 *.l_lua as extension. What do you think? The same question may become
 an issue for other loaders as well, so a standard solution would be
 nice.
 
 Ok, expect this change in the next release (sometime in March).  I'm 
 leaning towards *.pd_lua personally, to match *.pd_linux and 
 *.pd_darwin, but if anyone has strong objections let me know.

i too think that *.pd_lua would be the best choice, even though 
*.pd_linux seems to be deprecated in feavour of *.l_i386/*.l_ia64;
since the lua-scripts are supposed to be platformarchitecture 
independent the l and ${arch} part so not make much sense, so i 
guess *.pd_lua is the best choice.

(the point of this email is mainly, that *.pd_linux,... is not 
necessarily the best template to build on, even though in this case it is)


fmgasd.r
IOhannes

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[PD] Comments on pd as a library to be used in game

2008-02-11 Thread Pablo Martin
Hi!

Blender foundation together with crystalspace community just started
making a kickass game http://apricot.blender.org.

We are thinking about using puredata to handle the music system (and
maybe also some more cool stuff), but I think it'd be important to be
able to have puredata as a library to link and control it easier from
the game (instead of running a separate process and handling all
communication with osc socket). I think there was some work in progress
in this direction with desiredata but i cant be so sure... can anybody
confirm on the status of this or if its feasible at all? My general idea
on the subject is we should be able to run pd as a game engine plugin
(instead of our own sound system for example), and handle opening the
different patches for different stuff, as well of communicating with
each of them.

Another thing, i'd like to hear from people who have used pd in games to
know exactly what you did with it.

I am one of main devs for the project, and i have great puredata
experience, so i think it'd be very interesting to work on this, still,
we are very time pressed so integrating pd should not pose too much
runtime or distribution basic problems, specially the lib thing
distresses me (and handling of patches from there). Just so everyone
knows, we do have osc receiver in the game engine, so we could basically
plug pd stuff to anywhere from object positions to shader variables to
do funky stuff, sending osc messages to pd as part of logic also is not
a problem.

Cheers!

 Pablo

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Re: [PD] searchpath inside patch

2008-02-11 Thread Frank Barknecht
Hallo,
Claude Heiland-Allen hat gesagt: // Claude Heiland-Allen wrote:

 I think recent Pd's have a system for adding paths in patches, but I've 
 never used that feature.  

That system is [declare -path abs/]. It may currently not work inside
abstractions.

Ciao
-- 
 Frank Barknecht _ __footils.org__

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Re: [PD] *.lua = *.pd_lua or *.l_lua?

2008-02-11 Thread Claude Heiland-Allen
(())_n wrote:
 I like *.lua because editors recognize them as lua and are able to  
 parse the magic.

You should be able to manually choose a highlight mode in any decent 
editor, regardless of extension, and some you should be able to add a 
default mode for extra extensions.

It would be confusing if .pd files were called .txt, I think

  What I was having problems with pdlua is that I have
 to restart PD whenever I change my script.

Try the [luax scriptname argument1 argument2 a b 1 2] object.  That 
reloads the script on each object creation, but the scripts have to have 
a slightly different format.


Claude
-- 
http://claudiusmaximus.goto10.org

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Re: [PD] Phasor Driven Midi File Playback?

2008-02-11 Thread Martin Peach
saint wrote:

I've been trying to incorporate synched looped midi file playback into a 
system of tabread looping players. So far I've been using xeq but recently 
discovered seq in the cyclone library.

I can kinda get xeq to work but it involves me cheating the tempo of the 
file playback, banging a sync point at the start of every audio loop and 
I'm getting quite confused with the different xeq objects (the 
documentation has been down for a number of years)...

Is there a more graceful way of doing this like I do with the 
phasor/tabread audio? I see that seq has a 'goto' command with seconds and 
milliseconds, if I fed that with my audio phasor would the midi loops play 
in sync with the audio loops?


There's the [mrpeach/midifile] object. You feed it ticks from a [metro] to 
advance through the file and can jump to any tick in the file. It can also 
dump the file so you can find the tick number to go to. It doesn't know 
about seconds but you can tune the speed very finely. I have had it running 
in sync with the Hydrogen drum machine for hours at a time.

Martin



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Re: [PD] no focus for gemwin on os x 10.5

2008-02-11 Thread marius schebella
solved!!
sorry for the late reply, but something happened between 12/07 and 01/08 
that solved that problem. I don't know, why I did not notice earlier. (I 
am using pd-extended 0.40.3 autobuild from 20080117.
gemmouse working again and focus too, and everything, thanks to whoever 
fixed it!
marius.

marius schebella wrote:
 I was trying to google for other programs that have similar bugs, and 
 most of them are talking about rez.
 maybe it is also related to fltk? does pd or gem use fltk?
 http://www.mail-archive.com/[EMAIL PROTECTED]/msg02489.html
 again, would it make a difference if I try to compile gem on 10.5? my 
 last attempt failed...
 marius.
 
 Hans-Christoph Steiner wrote:

 On Nov 7, 2007, at 8:31 AM, IOhannes m zmoelnig wrote:

 marius schebella wrote:
 hi IOhannes,
 ok, you're right, I am sorry. Is there anybody else working on GEM
 besides you and chris?

 well, hans has write access.

 i think chris is your man.

 I think Marius could fix it too, if he wants to :)

 Patches welcome!

 .hc



 fgmadsr
 IOhannes

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Re: [PD] gemmouse wish

2008-02-11 Thread marius schebella
Hi IOhannes,
is this still on your todo list? it would make interface building in gem 
a lot easier.
marius.

IOhannes m zmoelnig wrote:
 B. Bogart wrote:
 Why not do [gemmouse 8 4] for 2:1 window?
 
 but then the window must have an aspect ratio of in 2:1 (which is ok if
 you do know it beforehand)
 
 generally i agree with marius, that it makes more sense if giving only
 one arg to [gemmouse] it should normalize to y.
 
 
 Of course you have to keep track of your own window size and alter the
 coords in responce, but that is largely the PD way anyhow, to keep track
 of what your doing yourself.

 You could just normalize from 0 to 1 and rescale based on your window size?

 As far as I know most platforms don't even allow mouse resizing of
 gemwindows...
 
 at least there is one...
 
 
 mfga.sdr
 IOhannes
 
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Re: [PD] [PD-dev] SQLite for PD v0.0

2008-02-11 Thread Hans-Christoph Steiner


If it is part of the build system, then the Windows build will come  
more or less automatically.


.hc

On Jan 31, 2008, at 5:20 PM, Mike McGonagle wrote:


Rob,

I am planning on putting this stuff up this weekend in the Extended  
CVS. I hope that I can have the Linux Makefile by then. I am not  
really certain about Windows, though...


Mike


On Jan 31, 2008 2:39 PM, robcanning [EMAIL PROTECTED] wrote:
i'd love to try this - is there a makefile for linux out there?
or is there any other sql type object out there?
thanks
rob c



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every high ideal.

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Re: [PD] hover info

2008-02-11 Thread Hans-Christoph Steiner

Parts of this have been coded, but were rejected by miller because of  
the implementation.  It would be a useful thing, but getting things  
working is 1% inspiration 99% perspiration, so now someone just needs  
to code it :D

.hc

On Feb 6, 2008, at 12:48 PM, beau wrote:

 just an idea for helping people learn pd, but while not add hover info
 for each object. This would be some info about each object so that if
 you turn the mode on and then hover your mouse over the object a
 window pops up that tells you something about how it works?


 ~B/
 www.cypod.co.nr

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Re: [PD] *.lua = *.pd_lua or *.l_lua?

2008-02-11 Thread Frank Barknecht
Hallo,
marius schebella hat gesagt: // marius schebella wrote:

 I am not sure if I agree with your (frank's) point. wouldn't it be 
 easier keep your pd searchpaths clean of non-pd related lua scripts than 
 to put a fancy file extension on every script?

Not really: As soon as you start distributing things, you'd have to
bundle your helper modules anway and explain everyone to not put them
in their Pd paths. This would be even worse for Pd-extended: Where
should the non-pdlua Lua files go? How to add and manage Lua search
paths? It's a can of worms.

 anyway, I think 3 letters of file extension should be enough, *.pdl
 is shorter.

You need to use bittorrent more often. ;)

 or add an obligatory description statement somewhere in the first lines 
 of the script so that pdlua recognizes it as a pd loadable lua script.

See my other mail why I don't think this is a good solution. And
actually it's already in effect: When a Lua file doesn't register
itself with Pd, it's not loaded. But Pd still tries to do so, which is
one thing I'm trying to avoid.

Ciao
-- 
 Frank Barknecht _ __footils.org__

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Re: [PD] Phasor Driven Midi File Playback?

2008-02-11 Thread saint
ah brilliant thanks martin that's exactly what i need i reckon. will be able to 
try it out tomorrow properly!

- Original Message 
From: Martin Peach [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; pd-list@iem.at
Sent: Monday, 11 February, 2008 8:19:56 PM
Subject: RE: [PD] Phasor Driven Midi File Playback?

saint 
wrote:

I've 
been 
trying 
to 
incorporate 
synched 
looped 
midi 
file 
playback 
into 
a 
system 
of 
tabread 
looping 
players. 
So 
far 
I've 
been 
using 
xeq 
but 
recently 
discovered 
seq 
in 
the 
cyclone 
library.

I 
can 
kinda 
get 
xeq 
to 
work 
but 
it 
involves 
me 
cheating 
the 
tempo 
of 
the 
file 
playback, 
banging 
a 
sync 
point 
at 
the 
start 
of 
every 
audio 
loop 
and 
I'm 
getting 
quite 
confused 
with 
the 
different 
xeq 
objects 
(the 
documentation 
has 
been 
down 
for 
a 
number 
of 
years)...

Is 
there 
a 
more 
graceful 
way 
of 
doing 
this 
like 
I 
do 
with 
the 
phasor/tabread 
audio? 
I 
see 
that 
seq 
has 
a 
'goto' 
command 
with 
seconds 
and 
milliseconds, 
if 
I 
fed 
that 
with 
my 
audio 
phasor 
would 
the 
midi 
loops 
play 
in 
sync 
with 
the 
audio 
loops?


There's 
the 
[mrpeach/midifile] 
object. 
You 
feed 
it 
ticks 
from 
a 
[metro] 
to 
advance 
through 
the 
file 
and 
can 
jump 
to 
any 
tick 
in 
the 
file. 
It 
can 
also 
dump 
the 
file 
so 
you 
can 
find 
the 
tick 
number 
to 
go 
to. 
It 
doesn't 
know 
about 
seconds 
but 
you 
can 
tune 
the 
speed 
very 
finely. 
I 
have 
had 
it 
running 
in 
sync 
with 
the 
Hydrogen 
drum 
machine 
for 
hours 
at 
a 
time.

Martin








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Re: [PD] table feedback tutorial

2008-02-11 Thread Max Neupert

beautiful!

i like opening the table window(s) and watching and playing with the  
forms and sounds. its like an electric arc. fascinating.


m


Am 08.02.2008 um 20:15 schrieb Claude Heiland-Allen:


Hi all,

I wrote a tutorial on using [table] [tabwrite~] [tabosc4~] in feedback
loops:

https://devel.goto10.org/dl.php?repname=maximuspath=%2Ftutorials% 
2Ftable-feedback%2Frev=0isdir=1


File listing, to get a flavour of what's covered:

01_Introduction.pd
02_A_Simple_Loop.pd
03_Sample_Rate_Dependence.pd
04_Sample_Rate_Independence.pd
05_Blocks_And_Phase.pd
06_Decoupling.pd
07_Windowing.pd
08_Normalizing.pd
09_Double_Buffering.pd
10_Example_Organ.pd
11_Example_Sparkles.pd
12_Conclusion.pd

Hope someone finds it useful, all feedback appreciated (sorry for the
pun, heh).

Thanks,


Claude
--
http://claudiusmaximus.goto10.org

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Description: Signierter Teil der Nachricht
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[PD] Phasor Driven Midi File Playback?

2008-02-11 Thread saint
Hi,

I've been trying to incorporate synched looped midi file playback into a system 
of tabread looping players. So far I've been using xeq but recently discovered 
seq in the cyclone library.

I can kinda get xeq to work but it involves me cheating the tempo of the file 
playback, banging a sync point at the start of every audio loop and I'm getting 
quite confused with the different xeq objects (the documentation has been down 
for a number of years)...

Is there a more graceful way of doing this like I do with the phasor/tabread 
audio? I see that seq has a 'goto' command with seconds and milliseconds, if I 
fed that with my audio phasor would the midi loops play in sync with the audio 
loops?


Cheers, as always, for your time.


John.




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Re: [PD] *.lua = *.pd_lua or *.l_lua?

2008-02-11 Thread (())_n
hi

I like *.lua because editors recognize them as lua and are able to  
parse the magic. What I was having problems with pdlua is that I have  
to restart PD whenever I change my script. Reloading the pd patch  
doesn't even do it. Could there be some autowatch flag read from the  
scripts that then checks to see if the file is changing and reloads  
it? If there is such a flag or method to reload the scripts without  
restarting PD please tell me. I have Pd-0.40.3-extended-20080203 on  
leopard.

cheers + thanks!

(())_n


On Feb 11, 2008, at 3:14 AM, Frank Barknecht wrote:

 Hallo,
 Hans-Christoph Steiner hat gesagt: // Hans-Christoph Steiner wrote:

 I think that we'd probably be better off not adding any more arcane
 file extensions.

 Lua scripts don't have a required file extension, the .lua is just a
 convention in the lua world, but as an embedded language, you will
 fine lua scripts with all kinds of other extensions. *.lua however is
 kind of required when you import modules using require, but as pdlua
 scripts aren't modules, we'd better avoid to use it as well.

 An easy way to avoid this is to have pdlua look for a setup function
 in the .lua it is trying to open.  If there is no setup function,
 then it wouldn't load that file.  That's really the key technique for
 loading pd binaries.  The differing file extensions aren't really
 necessary.

 I don't know much about it, but aren't loaders in Pd registered for
 file endings? I guess it may slow down things a lot if python,
 rt-scheme, Q, lua or whatever loader would first need to inspect all
 files to find out that most aren't loadable.

 Ciao
 -- 
 Frank Barknecht _  
 __footils.org__

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Re: [PD] searchpath inside patch

2008-02-11 Thread Claude Heiland-Allen
Achim Bornhoeft wrote:
 Is there a possibility to put a statement (relative pathname) inside a 
 patch where to look for additional abstractions, for example to search 
 for abstractions inside a subfolder abs which is in the same directory 
 than the patch itself.

You can use relative paths inside the object boxes, like [abs/] or 
so.  I got tired of this quickly and keep all the patches for each 
project in a flat directory.

I think recent Pd's have a system for adding paths in patches, but I've 
never used that feature.  Also I don't know if [abs/a] would 
conflict with Pd-extended's namespace system, not using Pd-extended myself.

 Thanks for help,
 Achim


Claude
-- 
http://claudiusmaximus.goto10.org

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[PD] pd-extended box colors semi transparent

2008-02-11 Thread marius schebella
hi hans,
does tcl/tk support transperency? is it possible to make the 
backgroundcolor of the objectboxes semitransparent?
esp. in a case like this:

[bang]
  |
[bang]
  |
[bang]

you cannot tell if the middle bang is connected or not. also sometimes 
you could hide parts of objects, and I would rather like to have a 
transparent behaviour.
marius.

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[PD] sound device positions change after reboot Pd uses wrong soundcard

2008-02-11 Thread tim
Hi all,

Sometimes when I reboot, my soundcard seems to move up or down in the 
list of audio devices, causing Pd do start with the wrong one.
Also aconnect 16:0 128:0 fails because 16:0 is now 20:0...
It happens only now and then, so it's hard to test.
Last time it happened after I accidently turned off the computer (so a 
'dirty' reboot).
How can I make sure the position and name of my soundcard is consistent 
throughout several reboots ?
Or maybe dynamically adapt pd's startup options so that it will always 
use the right soundcard ?
This is on a desktop with ubuntustudio (7.04 feisty), an internal 
(VIA8237) soundcard and a PCI with breakout (Echo Layla3G), using alsa 
and alsa-midi, pd 0.39 (time to upgrade, I know...)
Any tips appreciated,
Tim

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Re: [PD] good ol' font size test for 0.41

2008-02-11 Thread Hans-Christoph Steiner


Unfortunately, 0.41.0 on Mac OS X still has the same IEMGUI/Pd font  
issue as before:


inline: font0.41.0.png


I still think it is best to hardcode tk scaling to 1 on all  
platforms.  Pd is not using tk scaling at all, so it should be turned  
off, instead of writing code to work around a  it.


.hc

On Feb 8, 2008, at 6:37 PM, Miller Puckette wrote:


Sorry for the slow followup.

I'm of the belief that the font sizes for object, message, and comment
boxes are the same in 0.41 as 0.40, would like to know if that's not
true.

I adopted all of HC's patches for the IEM GUIs, since fint size  
changes in

those seem less of a problem.

cheers
Miller

On Thu, Jan 31, 2008 at 06:43:55PM -0500, Hans-Christoph Steiner  
wrote:


On Jan 31, 2008, at 5:35 PM, Martin Peach wrote:


Hans-Christoph Steiner wrote:



Has anyone tried testing the font sizes on 0.41 yet?  I am
reviving  this good ol' font test patch to see how it's working.
The [courier  10( box is a new size on Mac OS X (71x16) and it
seems that the  IEMGUI font and the Pd font are not the same
size.  On Mac OS X, a Pd  font of 10pt matches the IEMGUI font of
12pt.



The message box fits into a 60x19 rectangle here on WinXP, so it
seems to be 2 pixels wider than previous versions.


Hmm, so I guess 0.41 is basically in the same boat as previous
versions in regards to box/font size problems.

.hc






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Re: [PD] *.lua = *.pd_lua or *.l_lua?

2008-02-11 Thread marius schebella
I don't know how short file extension and bittorrent relate, because I 
really do not use bt often. but I think I got your point.
btw, in max/msp when you add new files to the max-search path you have 
to restart max to make the changes effective. I think max caches the 
files somehow, and that probably makes the loading process of new 
objects faster. but I like the pd way more (although I think at some 
point (with thousands of folders to search this might slow down the 
system...)
marius.

Frank Barknecht wrote:
 Hallo,
 marius schebella hat gesagt: // marius schebella wrote:
 
 I am not sure if I agree with your (frank's) point. wouldn't it be 
 easier keep your pd searchpaths clean of non-pd related lua scripts than 
 to put a fancy file extension on every script?
 
 Not really: As soon as you start distributing things, you'd have to
 bundle your helper modules anway and explain everyone to not put them
 in their Pd paths. This would be even worse for Pd-extended: Where
 should the non-pdlua Lua files go? How to add and manage Lua search
 paths? It's a can of worms.
 
 anyway, I think 3 letters of file extension should be enough, *.pdl
 is shorter.
 
 You need to use bittorrent more often. ;)
 
 or add an obligatory description statement somewhere in the first lines 
 of the script so that pdlua recognizes it as a pd loadable lua script.
 
 See my other mail why I don't think this is a good solution. And
 actually it's already in effect: When a Lua file doesn't register
 itself with Pd, it's not loaded. But Pd still tries to do so, which is
 one thing I'm trying to avoid.
 
 Ciao


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Re: [PD] [PD-dev] SQLite for PD v0.0

2008-02-11 Thread Mike McGonagle
Sorry, Hans,

I still have not put these things into the extended stuff yet. I am
wondering if, as you suggest, that if I put everything into a subfolder in
'extras', then could I also place my abstractions there, too? Basically, I
have a set of abstractions that I have been developing along with the
externals (some for SQL, and some for other things). But I am seeing my
stuff as kind of a self contained library that I have been using for my own
projects.

Anyway, I am still kind of stumbling around with the next example. It is a
bigger example (a micro-tonal tone where organ) that stores both tunings as
well as patches. I ran across some oddities with counter and using
fractional increments, over the weekend, and it kind of set me back a bit (I
am planning on posting the stuff I discovered about using fractional
counters tomorrow).

Mike


On Feb 11, 2008 1:37 PM, Hans-Christoph Steiner [EMAIL PROTECTED] wrote:


 If it is part of the build system, then the Windows build will come more
 or less automatically.

 .hc

 On Jan 31, 2008, at 5:20 PM, Mike McGonagle wrote:

 Rob,
 I am planning on putting this stuff up this weekend in the Extended CVS. I
 hope that I can have the Linux Makefile by then. I am not really certain
 about Windows, though...

 Mike


 On Jan 31, 2008 2:39 PM, robcanning [EMAIL PROTECTED] wrote:

  i'd love to try this - is there a makefile for linux out there?
  or is there any other sql type object out there?
  thanks
  rob c
 



 --
 Peace may sound simple—one beautiful word— but it requires everything we
 have, every quality, every strength, every dream, every high ideal.
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Re: [PD] *.lua = *.pd_lua or *.l_lua?

2008-02-11 Thread marius schebella
I am not sure if I agree with your (frank's) point. wouldn't it be 
easier keep your pd searchpaths clean of non-pd related lua scripts than 
to put a fancy file extension on every script?
anyway, I think 3 letters of file extension should be enough, *.pdl is 
shorter.
or add an obligatory description statement somewhere in the first lines 
of the script so that pdlua recognizes it as a pd loadable lua script.
marius.

Frank Barknecht wrote:
 Hi Claude and list,
 
 I'm thinking if a custom file extension for pdlua classes would make
 sense? Currently pdlua loads all *.lua files, which complicates
 working with *.lua modules not intended to be used as pd classes:
 Those would have to be in a directory outside of Pd's search path to
 not pollute Pd's namespace. 
 
 So my suggestion would be to use something like *.pd_lua, *.pdlua or
 *.l_lua as extension. What do you think? The same question may become
 an issue for other loaders as well, so a standard solution would be
 nice.
 
 Ciao


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Re: [PD] smoothing control signals

2008-02-11 Thread Michal Seta
On Feb 11, 2008 1:24 PM, B. Bogart [EMAIL PROTECTED] wrote:
 [smooth] in pixelTANGO does just lop in message domain, written by
 Thomas Grill. Should just work in pd extended...

That's incorrect, [smooth] makes use of audio domain.  The one by TG
from 2003, anyways, perhaps there is another version of which I am not
aware.

./MiS

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Re: [PD] smoothing control signals

2008-02-11 Thread B. Bogart
[smooth] in pixelTANGO does just lop in message domain, written by
Thomas Grill. Should just work in pd extended...

.b.

Roman Haefeli wrote:
 On Fri, 2008-02-08 at 22:43 +, matthew venn wrote:
 
 I'm a beginner with PD, and I'm finding it useful and frustrating in
 equal amounts!

 yo.. before you get too frustrated, ask the list first (as you did now).
 i'd assume that many people would be appreciative of your frustration
 and therefore are willing to help.
 
 Right now I'm looking at ways to smooth control signals. I wanted a
 control version of [lop~]. I couldn't find anything in the docs,
 archives or the wiki. In the end I made the attached abstraction using
 [lop~] and [snapshot~]. I wonder if this is inefficient? Now all my
 patches need to have 'compute audio' turned on.
 
 yeah, this is a bit inefficient, because it is not really necessary to
 go into the audio domain. 
 I'm sure I must have missed an obvious external or patch somewhere, as
 it seems to me like quite a useful function.
 
 definitely it is. some people mentioned [line], which is probably the
 most preferrable solution in the most cases. if you _really_ want to
 have the behaviour of a [lop~], then have a look at attached patch,
 which tries to imitate a [lop~] in the message-domain.
 
 roman
 
 
 
 
 
   
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[PD] kraftpad/ddr_pad patch

2008-02-11 Thread Noah Walcutt
This is my first PD project, thanks to Dave Merrill for the starter patch
and inspiration.

*If this patch already exists online please refer me to where I can find
it.*

1)  Here is what I'm trying to do:

--Create a patch for Dave Merrill's DDR-style musical
instrument.http://www.instructables.com/id/DDR-style-musical-instrument/
that will play notes from the cmajor scale when certain pads on the assembly
are depressed.
--Dave has already created a patch that interprets signals from the pad
--I am trying to assign these (eight) signals to different oscillators so
that when a pad is stepped is on one oscillator plays at a time.

2)  Here are the issues I'm having:

--all of the oscillators output continuously when I turn the audio on
--not all of the inlets in cmajorscale_phasor.pd appear to be working in my
subpatch (ie I step on a pad and only 4 of the inlets show they have
recieved a float)

3)  Attached is a patch of what I've come up with so far, as well as the
other patches written by Dave Merrill.

Any help would be most appreciated!

Thanks,

Noah


cmajorscale_phasor.pd
Description: Binary data


kraftpad_win32wrapper.pd
Description: Binary data


kraftwindows.pd
Description: Binary data
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Re: [PD] smoothing control signals

2008-02-11 Thread Hans-Christoph Steiner

By the way, the mapping lib is included in Pd-extended.  Check out  
Help - Browser - 5.reference - mapping.

.hc

On Feb 11, 2008, at 6:32 AM, cyrille henry wrote:

 hello,

 i did not see the original question.
 the mapping lib have a lot's of diferents kind of data filter.
 have a look at iir, fir and median_n objects.

 if you wish to use line, then have also a look at line3.


 cyrille



 Roman Haefeli a écrit :
 On Fri, 2008-02-08 at 22:43 +, matthew venn wrote:

 I'm a beginner with PD, and I'm finding it useful and frustrating in
 equal amounts!

 yo.. before you get too frustrated, ask the list first (as you did  
 now).
 i'd assume that many people would be appreciative of your frustration
 and therefore are willing to help.

 Right now I'm looking at ways to smooth control signals. I wanted a
 control version of [lop~]. I couldn't find anything in the docs,
 archives or the wiki. In the end I made the attached abstraction  
 using
 [lop~] and [snapshot~]. I wonder if this is inefficient? Now all my
 patches need to have 'compute audio' turned on.

 yeah, this is a bit inefficient, because it is not really  
 necessary to
 go into the audio domain.
 I'm sure I must have missed an obvious external or patch  
 somewhere, as
 it seems to me like quite a useful function.

 definitely it is. some people mentioned [line], which is probably the
 most preferrable solution in the most cases. if you _really_ want to
 have the behaviour of a [lop~], then have a look at attached patch,
 which tries to imitate a [lop~] in the message-domain.

 roman





  
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Re: [PD] Comments on pd as a library to be used in game

2008-02-11 Thread Hans-Christoph Steiner

On Feb 11, 2008, at 9:55 AM, Pablo Martin wrote:

 Andy Farnell escribió:
 Hey Pablo,

 Yes it is feasible. So Apricot is to use Pd?


 Well its still being decided, and most team know nothing about pd, so
 they are a bit reluctant to accept this kind of risks... though they
 also understand some of the good parts, but of course i think it would
 be great.


Hey Pablo!

You should know that Pd is the sound engine for EA's Spore (http:// 
www.spore.com/ ).  If that doesn't convince you that Pd will work in  
a game, I don't know what will.  ;)  I am not sure how much of EA's  
code made it back into Pd itself.  I suspect that the new callback  
support in 0.41 is related.

As for using Pd as a library, I don't think that is feasible.  You  
need to have a realtime scheduler in order to use Pd, and I don't  
think Pd is so modular that you can separate the objects from the Pd  
scheduler.

.hc


 


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Re: [PD] can't see objects, Pd-0.40.3-extended-windowsxp-i386.exe

2008-02-11 Thread Hans-Christoph Steiner

Unfortunately not, at least from me.  I am waiting for a power supply  
that I ordered, then I'll have a Windows machine again.

.hc

On Feb 11, 2008, at 8:06 AM, Ingo Scherzinger wrote:

 Any news about the windows version?

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Re: [PD] searchpath inside patch

2008-02-11 Thread Hans-Christoph Steiner

On Feb 11, 2008, at 9:43 AM, Claude Heiland-Allen wrote:

 Achim Bornhoeft wrote:
 Is there a possibility to put a statement (relative pathname)  
 inside a
 patch where to look for additional abstractions, for example to  
 search
 for abstractions inside a subfolder abs which is in the same  
 directory
 than the patch itself.

 You can use relative paths inside the object boxes, like [abs/] or
 so.  I got tired of this quickly and keep all the patches for each
 project in a flat directory.

 I think recent Pd's have a system for adding paths in patches, but  
 I've
 never used that feature.  Also I don't know if [abs/a] would
 conflict with Pd-extended's namespace system, not using Pd-extended  
 myself.

Nope, no conflicts with Pd-extended, AFAIK.  Pd-extended's libdir  
format just takes advantage of that feature in Pd.

.hc


 Thanks for help,
 Achim


 Claude
 -- 
 http://claudiusmaximus.goto10.org

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Re: [PD] sound for blender apricot opensource game

2008-02-11 Thread Hans-Christoph Steiner

On Feb 11, 2008, at 9:43 AM, Pablo Martin wrote:

 Hi!

 Sorry guys i didnt see this thread before...

 Hans-Christoph Steiner escribió:
 By the way, is the Pablo Martin on the Apricot team caedes (who has
 done some work with PDP)?



 Yeah :). Thats why there is so much interest in using pd (also we got
 some emails already about people )... as i'm talking about it with
 people. Of course there is a lot of concern about some stuff, as we  
 have
 huge todolist already, which is why i started a thread this morning to
 try get some feedback. My main concern is i have some experience in
 controlling  pd from some other programs (both games and vj tools)  
 and i
 always wished to be able to control pd from program itself instead of
 its command line interface (which sucks :D), ie, use it as a real
 library. If people can answer my question and maybe even step  
 forward to
 help (with the library thing), all the better. This is a great
 opportunity to do some cross publicizing of different tools.

You might be interested in IEM's xmlrpc library for Pd.  That will  
give you an interface closer to a library.  We could use this project  
as an impetus to get iemxmlrpc into Pd-extended, if it isn't  
already.  Other options are OSC, and just using Pd messages over a  
network socket (they are very simple format, anything ASCII ending  
with a semi-colon and a carraige return).

It would also be a useful test case for steering the build system  
towards making custom distros.  This would mean that Apricot could  
easily use any Pd library that is included in Pd-extended, but we  
could then strip out anything that isn't actually used.

I'll be in Amsterdam from April 30th until May 7th ish, I could meet  
up with you guys for some face time, if that's not too late. :)

.hc


 


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Re: [PD] pd-extended box colors semi transparent

2008-02-11 Thread Hans-Christoph Steiner

That's a bug, cords should always be on top.  Please file a report if  
there isn't one there already.  The new color scheme still needs some  
work.

I think transparency would be too heavy for this anyway, and we don't  
need it to represent things AFAIK.

.hc

On Feb 11, 2008, at 5:54 PM, marius schebella wrote:

 hi hans,
 does tcl/tk support transperency? is it possible to make the
 backgroundcolor of the objectboxes semitransparent?
 esp. in a case like this:

 [bang]
   |
 [bang]
   |
 [bang]

 you cannot tell if the middle bang is connected or not. also sometimes
 you could hide parts of objects, and I would rather like to have a
 transparent behaviour.
 marius.

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Re: [PD] Comments on pd as a library to be used in game

2008-02-11 Thread Pablo Martin
Andy Farnell escribió:
 Hey Pablo,

 Yes it is feasible. So Apricot is to use Pd?
   

Well its still being decided, and most team know nothing about pd, so
they are a bit reluctant to accept this kind of risks... though they
also understand some of the good parts, but of course i think it would
be great.

 Pablo


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Re: [PD] lost messages with netsend

2008-02-11 Thread matteo sisti sette
Ok, I have been able to isolate it and create a test patch.

The bug is triggered when, immediately after connecting (i.e.
triggered by the 1 output by netsend), you send MANY messages through
netsend.
The first X messages are lost, where X is not necessarily an integer.
I guess it is an overflow in some buffer.

Note that if you send the very same amount of messages at any other
moment, not immediately after connecting, they are sent correctly.

I attach the test patch.

I will file it to the bug tracker - I post it here just because it
answer the question I previously posted

2008/2/11, matteo sisti sette [EMAIL PROTECTED]:
 Hi,

 I use netsend and netreceive to send messages across 2 instances of pd
 on the same machine (localhost).

 I use the outlet of netsend to detect when netsend is connected, and
 when it is ([select 1]) I immediately send out some data through it.

 IN SOME CASES (no consistent behaviour detected), these data that are
 sent just after the connection is established, are simply LOST, i.e.
 they are not received at the other end, and netsend does NOT give the
 error netsend: not connected.

 I cannot provide a test patch, since in any simple test this does not
 happen, but when I put the very very exact same thing into a bigger
 patch, this happens.


 Even a [delay 0] between detecting the active connection and sending
 the data does not fix the problem, while a [delay 500] for example
 does.

 In summary the problem is:
 Messages sent to a [netsend] immediately after the connection is
 established (after netsend has output a 1) may be lost, without
 issuing an error message.

 Has anyone experienced it?

 Any suggestion on how to systematically trigger it so as to produce a
 test patch to post to the bug tracker?

 The bug may even be in netreceive, not necessarily netsend.

 --
 Matteo Sisti Sette
 [EMAIL PROTECTED]
 http://www.matteosistisette.com



-- 
Matteo Sisti Sette
[EMAIL PROTECTED]
http://www.matteosistisette.com
#N canvas 158 146 1048 517 12;
#X obj 181 140 netsend;
#X msg 134 63 connect localhost 5000;
#X obj 181 170 select 1;
#X msg 195 99 disconnect;
#X obj 180 229 t b b;
#X msg 241 255 0;
#X obj 179 292 until;
#X obj 175 332 f;
#X obj 214 331 + 1;
#X msg 17 219 send bla bla \$1;
#X obj 739 156 print CONNECTED;
#X obj 624 202 print DATA;
#X obj 624 121 netreceive 5000;
#X msg 178 264 1000;
#X obj 271 171 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144
-1 -1;
#X connect 0 0 2 0;
#X connect 1 0 0 0;
#X connect 2 0 4 0;
#X connect 3 0 0 0;
#X connect 4 0 13 0;
#X connect 4 1 5 0;
#X connect 5 0 7 1;
#X connect 6 0 7 0;
#X connect 7 0 8 0;
#X connect 7 0 9 0;
#X connect 8 0 7 1;
#X connect 9 0 0 0;
#X connect 12 0 11 0;
#X connect 12 1 10 0;
#X connect 13 0 6 0;
#X connect 14 0 4 0;
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[PD] lost messages with netsend

2008-02-11 Thread matteo sisti sette
Hi,

I use netsend and netreceive to send messages across 2 instances of pd
on the same machine (localhost).

I use the outlet of netsend to detect when netsend is connected, and
when it is ([select 1]) I immediately send out some data through it.

IN SOME CASES (no consistent behaviour detected), these data that are
sent just after the connection is established, are simply LOST, i.e.
they are not received at the other end, and netsend does NOT give the
error netsend: not connected.

I cannot provide a test patch, since in any simple test this does not
happen, but when I put the very very exact same thing into a bigger
patch, this happens.


Even a [delay 0] between detecting the active connection and sending
the data does not fix the problem, while a [delay 500] for example
does.

In summary the problem is:
Messages sent to a [netsend] immediately after the connection is
established (after netsend has output a 1) may be lost, without
issuing an error message.

Has anyone experienced it?

Any suggestion on how to systematically trigger it so as to produce a
test patch to post to the bug tracker?

The bug may even be in netreceive, not necessarily netsend.

-- 
Matteo Sisti Sette
[EMAIL PROTECTED]
http://www.matteosistisette.com

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Re: [PD] pd becomes unresponsive but does not eat cpu

2008-02-11 Thread matteo sisti sette
 Claude Heiland-Allen [EMAIL PROTECTED]:

 Some versions of Pd behave like this if you try to print certain
 characters like '{'.

You mean using [print] ?

Is 0.40.1 one of those version?

I don't think it's my case though. I'm printing plenty of things but I
don't think there's any strange character in them. Indeed I was now
trying to print a { to test it, and I don't even know how to do that
(I can't type a { in a message box) so it's unlikely I have done it
unintentionally

However, what other character may cause this? Are there other [print]
weirdnesses that can cause the problem apart from printing special
characters?

Thanks
m.

--
Matteo Sisti Sette
[EMAIL PROTECTED]
http://www.matteosistisette.com


-- 
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[EMAIL PROTECTED]
http://www.matteosistisette.com

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Re: [PD] Comments on pd as a library to be used in game

2008-02-11 Thread Andy Farnell


Hey Pablo,

Yes it is feasible. So Apricot is to use Pd?

You literally caught me walking out the door for a few days off.
So I'll get back to this discussion Thursday.

I've pretty much got an object for every sound you need in a game
including detailed parameterisation and some already with OSC bindings.

We have several people here on list who are enthusiastic about 
working such a project and I am in regular touch with other researchers
and programmers who are developing this area.

good wishes to you,
chat soon,
Andy


On Mon, 11 Feb 2008 12:17:26 +0100
Pablo Martin [EMAIL PROTECTED] wrote:

 Hi!
 
 Blender foundation together with crystalspace community just started
 making a kickass game http://apricot.blender.org.
 
 We are thinking about using puredata to handle the music system (and
 maybe also some more cool stuff), but I think it'd be important to be
 able to have puredata as a library to link and control it easier from
 the game (instead of running a separate process and handling all
 communication with osc socket). I think there was some work in progress
 in this direction with desiredata but i cant be so sure... can anybody
 confirm on the status of this or if its feasible at all? My general idea
 on the subject is we should be able to run pd as a game engine plugin
 (instead of our own sound system for example), and handle opening the
 different patches for different stuff, as well of communicating with
 each of them.
 
 Another thing, i'd like to hear from people who have used pd in games to
 know exactly what you did with it.
 
 I am one of main devs for the project, and i have great puredata
 experience, so i think it'd be very interesting to work on this, still,
 we are very time pressed so integrating pd should not pose too much
 runtime or distribution basic problems, specially the lib thing
 distresses me (and handling of patches from there). Just so everyone
 knows, we do have osc receiver in the game engine, so we could basically
 plug pd stuff to anywhere from object positions to shader variables to
 do funky stuff, sending osc messages to pd as part of logic also is not
 a problem.
 
 Cheers!
 
  Pablo
 
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Re: [PD] pd becomes unresponsive but does not eat cpu

2008-02-11 Thread Claude Heiland-Allen
Some versions of Pd behave like this if you try to print certain 
characters like '{'.


matteo sisti sette wrote:
 Symptoms are somewhat similar to an unstopped [until], except that:
 - an unstopped until eats up almost 100% cpu (50% on a dual core),
 while I'm experiencing 0% cpu consumption
 - a while, an unstopped until is automatically stopped or something
 (is it the watchdog?) and pd becomes responsive again, while I am not
 experiencing this.
 
 
 
 2008/2/11, matteo sisti sette [EMAIL PROTECTED]:
 Hi,

 Does anyone know what kind of errors may cause PD to become completely
 unresponsive (i.e.: you click on any GUI object and nothing happens,
 ctrl+e does not change cursor, clicking on any object doesn't open it,
 pd's window won't close, etc) but without consuming any CPU at all
 (0%)???

 It's something triggered by something in my patch, but as usual I am
 not able to isolate it, as all tests with small quantities of things
 always worked and never had any error, and just when things get bigger
 (only a matter of quantity: more instances of the very same things)
 something weird happens

 Windows XP here.


 What if a message tree becomes HUGE not in depth (which would give a
 stack overflow) but in breadth? A part from the time needed to
 execute it (if that was the problem, pd would hang consuming a lot of
 cpu), is it possible that it gets just too big and everything breaks
 and stop working without triggering a stack overflow or whatever
 error? Or must it be something else?

 Thanks,
 m.

 --
 Matteo Sisti Sette
 [EMAIL PROTECTED]
 http://www.matteosistisette.com

 
 


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Re: [PD] smoothing control signals

2008-02-11 Thread cyrille henry
hello,

i did not see the original question.
the mapping lib have a lot's of diferents kind of data filter.
have a look at iir, fir and median_n objects.

if you wish to use line, then have also a look at line3.


cyrille



Roman Haefeli a écrit :
 On Fri, 2008-02-08 at 22:43 +, matthew venn wrote:
 
 I'm a beginner with PD, and I'm finding it useful and frustrating in
 equal amounts!

 yo.. before you get too frustrated, ask the list first (as you did now).
 i'd assume that many people would be appreciative of your frustration
 and therefore are willing to help.
 
 Right now I'm looking at ways to smooth control signals. I wanted a
 control version of [lop~]. I couldn't find anything in the docs,
 archives or the wiki. In the end I made the attached abstraction using
 [lop~] and [snapshot~]. I wonder if this is inefficient? Now all my
 patches need to have 'compute audio' turned on.
 
 yeah, this is a bit inefficient, because it is not really necessary to
 go into the audio domain. 
 I'm sure I must have missed an obvious external or patch somewhere, as
 it seems to me like quite a useful function.
 
 definitely it is. some people mentioned [line], which is probably the
 most preferrable solution in the most cases. if you _really_ want to
 have the behaviour of a [lop~], then have a look at attached patch,
 which tries to imitate a [lop~] in the message-domain.
 
 roman
 
 
 
 
 
   
 ___ 
 Telefonate ohne weitere Kosten vom PC zum PC: http://messenger.yahoo.de
 
 
 ___
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Re: [PD] pitchshifter object?

2008-02-11 Thread hard off
that rubber band thing looks great.

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Re: [PD] smoothing control signals

2008-02-11 Thread Jamie Bullock

On Fri, 2008-02-08 at 22:43 +, matthew venn wrote:

 I'm sure I must have missed an obvious external or patch somewhere, as
 it seems to me like quite a useful function.

I think [mavg] from the zexy library does what you want. zexy is
included with Pd-extended. If you are on Linux another easy way to get
it might be through your package manager (depending on which distro you
use).

Jamie

-- 
www.postlude.co.uk


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[PD] smoothing control signals

2008-02-11 Thread matthew venn
Hi list,

I'm a beginner with PD, and I'm finding it useful and frustrating in equal
amounts!

Right now I'm looking at ways to smooth control signals. I wanted a control
version of [lop~]. I couldn't find anything in the docs, archives or the
wiki. In the end I made the attached abstraction using [lop~] and
[snapshot~]. I wonder if this is inefficient? Now all my patches need to
have 'compute audio' turned on.

I'm sure I must have missed an obvious external or patch somewhere, as it
seems to me like quite a useful function.

Thanks,

Matthew


controlsmoother.pd
Description: Binary data
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Re: [PD] *.lua = *.pd_lua or *.l_lua?

2008-02-11 Thread Hans-Christoph Steiner

On Feb 11, 2008, at 1:27 PM, Claude Heiland-Allen wrote:

 (())_n wrote:
 I like *.lua because editors recognize them as lua and are able to
 parse the magic.

 You should be able to manually choose a highlight mode in any decent
 editor, regardless of extension, and some you should be able to add a
 default mode for extra extensions.

 It would be confusing if .pd files were called .txt, I think

It would be.  But .pd seems good enough, we get along fine  
without .pd_abstraction, .pd_patch, etc.  And Max/MSP's mxj seems to  
work fine only using .java.  pyext seems to work well using  
only .py.  There is nothing stopping anyone from making a .dll on  
Windows with a setup function and sticking it in pd/extra.  If  
someone tried to load it, Pd would make it's best effort, and the  
setup function won't create any inlets or outlets, so it would just  
sit there.

The reason why Pd has so many extensions for binaries is to deal with  
binary incompatibility (i.e. an object compiled for PowerPC won't  
work on Intel).  If you want to make support classes in a separate  
lua file, I would recommend a subdir, like support/myfile.lua. That  
would make things clear without having to create custom file  
extensions, which will break all sorts of other things, like  
automatic detection in editors, as well as creating an extra arcane  
detail unique to Pd that someone has to learn in order to use pdlua.

.hc



 What I was having problems with pdlua is that I have
 to restart PD whenever I change my script.

 Try the [luax scriptname argument1 argument2 a b 1 2] object.  That
 reloads the script on each object creation, but the scripts have to  
 have
 a slightly different format.


 Claude
 -- 
 http://claudiusmaximus.goto10.org

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Re: [PD] sound for blender apricot opensource game

2008-02-11 Thread marius schebella
afaik, xmlrpc is a little bit slower, because it uses a pull mechanism. 
you send a request from a client to the server and that responds with 
data. i think just sending osc over udp is faster. don't know about 
securityissues...
marius.


Hans-Christoph Steiner wrote:
 On Feb 11, 2008, at 9:43 AM, Pablo Martin wrote:
 
 Hi!

 Sorry guys i didnt see this thread before...

 Hans-Christoph Steiner escribió:
 By the way, is the Pablo Martin on the Apricot team caedes (who has
 done some work with PDP)?


 Yeah :). Thats why there is so much interest in using pd (also we got
 some emails already about people )... as i'm talking about it with
 people. Of course there is a lot of concern about some stuff, as we  
 have
 huge todolist already, which is why i started a thread this morning to
 try get some feedback. My main concern is i have some experience in
 controlling  pd from some other programs (both games and vj tools)  
 and i
 always wished to be able to control pd from program itself instead of
 its command line interface (which sucks :D), ie, use it as a real
 library. If people can answer my question and maybe even step  
 forward to
 help (with the library thing), all the better. This is a great
 opportunity to do some cross publicizing of different tools.
 
 You might be interested in IEM's xmlrpc library for Pd.  That will  
 give you an interface closer to a library.  We could use this project  
 as an impetus to get iemxmlrpc into Pd-extended, if it isn't  
 already.  Other options are OSC, and just using Pd messages over a  
 network socket (they are very simple format, anything ASCII ending  
 with a semi-colon and a carraige return).
 
 It would also be a useful test case for steering the build system  
 towards making custom distros.  This would mean that Apricot could  
 easily use any Pd library that is included in Pd-extended, but we  
 could then strip out anything that isn't actually used.
 
 I'll be in Amsterdam from April 30th until May 7th ish, I could meet  
 up with you guys for some face time, if that's not too late. :)
 
 .hc
 
 
  
 
 
 There is no way to peace, peace is the way.   -A.J. Muste
 
 
 
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Re: [PD] [PD-dev] SQLite for PD v0.0

2008-02-11 Thread Hans-Christoph Steiner


You could make a library that includes your sqldb object and those  
abstractions.  I think that's the way to do it.  They you could set  
up your stuff in SVN like this:


pure-data/trunk/externals/mogo/sqldb

And then have other projects like this:

pure-data/trunk/externals/mogo/otherproject
pure-data/trunk/externals/mogo/yetanother

.hc



On Feb 11, 2008, at 5:29 PM, Mike McGonagle wrote:


Sorry, Hans,

I still have not put these things into the extended stuff yet. I am  
wondering if, as you suggest, that if I put everything into a  
subfolder in 'extras', then could I also place my abstractions  
there, too? Basically, I have a set of abstractions that I have  
been developing along with the externals (some for SQL, and some  
for other things). But I am seeing my stuff as kind of a self  
contained library that I have been using for my own projects.


Anyway, I am still kind of stumbling around with the next example.  
It is a bigger example (a micro-tonal tone where organ) that stores  
both tunings as well as patches. I ran across some oddities with  
counter and using fractional increments, over the weekend, and it  
kind of set me back a bit (I am planning on posting the stuff I  
discovered about using fractional counters tomorrow).


Mike


On Feb 11, 2008 1:37 PM, Hans-Christoph Steiner [EMAIL PROTECTED] wrote:

If it is part of the build system, then the Windows build will come  
more or less automatically.


.hc

On Jan 31, 2008, at 5:20 PM, Mike McGonagle wrote:


Rob,

I am planning on putting this stuff up this weekend in the  
Extended CVS. I hope that I can have the Linux Makefile by then. I  
am not really certain about Windows, though...


Mike


On Jan 31, 2008 2:39 PM, robcanning [EMAIL PROTECTED] wrote:
i'd love to try this - is there a makefile for linux out there?
or is there any other sql type object out there?
thanks
rob c



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Re: [PD] sound for blender apricot opensource game

2008-02-11 Thread Pablo Martin
Hi!

Sorry guys i didnt see this thread before...

Hans-Christoph Steiner escribió:
 By the way, is the Pablo Martin on the Apricot team caedes (who has  
 done some work with PDP)?

   

Yeah :). Thats why there is so much interest in using pd (also we got
some emails already about people )... as i'm talking about it with
people. Of course there is a lot of concern about some stuff, as we have
huge todolist already, which is why i started a thread this morning to
try get some feedback. My main concern is i have some experience in
controlling  pd from some other programs (both games and vj tools) and i
always wished to be able to control pd from program itself instead of
its command line interface (which sucks :D), ie, use it as a real
library. If people can answer my question and maybe even step forward to
help (with the library thing), all the better. This is a great
opportunity to do some cross publicizing of different tools.

 Pablo



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[PD] searchpath inside patch

2008-02-11 Thread Achim Bornhoeft
Is there a possibility to put a statement (relative pathname) inside a 
patch where to look for additional abstractions, for example to search 
for abstractions inside a subfolder abs which is in the same directory 
than the patch itself.

Thanks for help,
Achim


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[PD] can't see objects, Pd-0.40.3-extended-windowsxp-i386.exe

2008-02-11 Thread Ingo Scherzinger
Any news about the windows version?

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Re: [PD] smoothing control signals

2008-02-11 Thread Derek Holzer
[pack 0 0]
|
[line]

is what you are after.

The control data goes in the left inlet of pack, and on the right is the 
amount of interpolation in ms. See the help file for [line] for more 
info. You can also use [line~] for controlling audio objects.

d.

matthew venn wrote:
 Hi list,
 
 I'm a beginner with PD, and I'm finding it useful and frustrating in 
 equal amounts!
 
 Right now I'm looking at ways to smooth control signals. I wanted a 
 control version of [lop~]. I couldn't find anything in the docs, 
 archives or the wiki. In the end I made the attached abstraction using 
 [lop~] and [snapshot~]. I wonder if this is inefficient? Now all my 
 patches need to have 'compute audio' turned on.
 
 I'm sure I must have missed an obvious external or patch somewhere, as 
 it seems to me like quite a useful function.

-- 
derek holzer ::: http://www.umatic.nl ::: http://blog.myspace.com/macumbista
---Oblique Strategy # 1:
(Organic) machinery

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Re: [PD] microphone feedback canceling

2008-02-11 Thread Derek Holzer
You're on the right track. Most DSP feedback filters try to track the 
loudest sinusoidal frequency and then use a notch filter to reduce it. 
You could try something with [fiddle~], and make sure that the signals 
you want to pass remain below a certain threshold. Then everything above 
that could be checked by [fiddle~] which could drive the filter. But 
really, if you soundcheck things well and keep mic levels within reason, 
this kind of thing shouldn't be necessary. I used mics and PD for a few 
years live and never ran into this problem provided I had a soundcheck.

best,
d.

tim wrote:
 Hi,
 I'm planning to use a microphone on stage, with pd.
 With it comes the risk of unwanted feedback.
 Has anyone done a feedback canceling patch or seen a proven technique ?
 I don't know much about how this works in commercial devices (and if 
 they really work for that matter), but I suppose it's done by detecting 
 a frequency that peaks and apply a filter on that...


-- 
derek holzer ::: http://www.umatic.nl ::: http://blog.myspace.com/macumbista
---Oblique Strategy # 161:
Trust in the you of now

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Re: [PD] smoothing control signals

2008-02-11 Thread Roman Haefeli
On Fri, 2008-02-08 at 22:43 +, matthew venn wrote:

 I'm a beginner with PD, and I'm finding it useful and frustrating in
 equal amounts!
 
yo.. before you get too frustrated, ask the list first (as you did now).
i'd assume that many people would be appreciative of your frustration
and therefore are willing to help.

 Right now I'm looking at ways to smooth control signals. I wanted a
 control version of [lop~]. I couldn't find anything in the docs,
 archives or the wiki. In the end I made the attached abstraction using
 [lop~] and [snapshot~]. I wonder if this is inefficient? Now all my
 patches need to have 'compute audio' turned on.

yeah, this is a bit inefficient, because it is not really necessary to
go into the audio domain. 
 
 I'm sure I must have missed an obvious external or patch somewhere, as
 it seems to me like quite a useful function.

definitely it is. some people mentioned [line], which is probably the
most preferrable solution in the most cases. if you _really_ want to
have the behaviour of a [lop~], then have a look at attached patch,
which tries to imitate a [lop~] in the message-domain.

roman






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Re: [PD] *.lua = *.pd_lua or *.l_lua?

2008-02-11 Thread Frank Barknecht
Hallo,
Hans-Christoph Steiner hat gesagt: // Hans-Christoph Steiner wrote:

 I think that we'd probably be better off not adding any more arcane  
 file extensions.  

Lua scripts don't have a required file extension, the .lua is just a
convention in the lua world, but as an embedded language, you will
fine lua scripts with all kinds of other extensions. *.lua however is
kind of required when you import modules using require, but as pdlua
scripts aren't modules, we'd better avoid to use it as well.

 An easy way to avoid this is to have pdlua look for a setup function  
 in the .lua it is trying to open.  If there is no setup function,  
 then it wouldn't load that file.  That's really the key technique for  
 loading pd binaries.  The differing file extensions aren't really  
 necessary.

I don't know much about it, but aren't loaders in Pd registered for
file endings? I guess it may slow down things a lot if python,
rt-scheme, Q, lua or whatever loader would first need to inspect all
files to find out that most aren't loadable.

Ciao
-- 
 Frank Barknecht _ __footils.org__

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Re: [PD] lua questions

2008-02-11 Thread (())_n
hi marius,

try glTranslated instead of glTransatef. I remember Wes saying that  
lua converts everything to double.

cheers,

(())_n

On Feb 8, 2008, at 8:21 PM, marius schebella wrote:

 hi,
 maybe this is related to the luagl version I am using, or this is some
 other problem, but glTranslatef(0.0, 0.0, 1.0) or glScalef(2.0, 2.0,
 2.0) give me an error
 attempt to call global 'glTranslatef' (a nil value).
 I call it a day,
 marius.


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