[PD] pix_video not working on Mac OS 10.6 ?

2011-09-29 Thread rene beekman
I'm having problems getting pix_video to work with the build-in iSight
camera on my MacBook. There is no video in the gemwin, just a white
rectangle.
When I send it a message to open the control panel, GEM hangs (it
seems only GEM hangs, I get the beach ball when I hover over the
GemWin, but can still move and edit the Pd patch)

I've got this on 2 different machines, one 2007 black MacBook and one
white 2010 machine. Both run 10.6.8 with latest updates applied.

Does anyone else have this problem? Found a solution or even just a work-around?

This is coming at the worst of times when tomorrow I need to start
teaching a motion capture course...

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Re: [PD] Fwd: Variable number of objects?

2011-09-29 Thread Roman Haefeli
On Wed, 2011-09-28 at 19:29 +0200, Ludwig Maes wrote:
 
 
 -- Forwarded message --
 From: Ludwig Maes ludwig.m...@gmail.com
 Date: 28 September 2011 19:29
 Subject: Re: [PD] Variable number of objects?
 To: Ingo i...@miamiwave.com
 
 
 I actually meant more in general, also for non-~ signals (i.e. also
 control rate .pd patches). I referred to polysynth such that people
 would see more easily what I meant. Are there really no such
 primitives? That seems like quite a restriction...
 
 How can that take 10 seconds?? I dont see what would cause such a huge
 overhead, i'd expect an increase in computations  memory though (say
 from 10 voices to 11: 10% increase in cpu workload  ram dedicated to
 these voices..., I fail to see what would necessitate a long
 initialization...)
 
 also, how is it done even with the long delays?
 


As I understand it, the whole DSP is recompiled whenever it is changed.
So, if you have a very large patch (and Ingo seems to be an expert in
very large patches) and you create another voice, it's easily possible
to eat up quite some time. 

Also, it's probably much slower the first time, if the voice abstraction
is built of many other abstractions, which need to be read from disk. 

But I guess you are right about the increase in CPU workload _after_ the
DSP graph has been recompiled: A switch from 10 two 11 instances is
expected to show only an increase of 10% in CPU usage.  

It's been said, that often you can gain quite some time while turning
off DSP during dynamic instantiation. But I guess, this makes only a
difference when performing several instantiations at the same time. When
DSP is on, each cycle would cause a complete DSP graph recompilation,
whereas when DSP is off, it's only recompiled once (after turning it on
again).  



Roman



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Re: [PD] need advice: i386 or amd64 for a new Debian installation?

2011-09-29 Thread Nicola Pandini

Thanks Lorenzo, it works!
There's only a font-related problem: the font seems to be the right one, 
but has a strange behaviour with the borders of the objects (the pic 
attached explain better what I'm talking about).


Il 26/09/2011 10:56, Lorenzo Sutton ha scritto:

Nicola,

See what other say in general about amd64 vs i386.

As for pd-extended I still have a working .deb for amd64 compiled from 
those instructions which seems to work fine (although yes, the 
compilation still seems to be broken). I'd be happy to share it with 
you if you like.


Lorenzo.

On 25/09/2011 09:59, Nicola Pandini wrote:

Thank you for the infos.
I tried to compile pd-extended for amd64 a couple of weeks ago, but it
seems to be broken (reported by Lorenzo Sutton), so I'm trying to find a
precompiled .deb for wheezy.
I found that only 0.43 has a .deb for wheezy (currently without jack
support).
I tried also to install the 0.42.5 .deb for squeeze in wheezy, but I've
got an issue of fonts.
Does anyone know if there is a 0.42.5 .deb for wheezy?


Il 25/09/2011 04:02, Ricardo Lameiro ha scritto:

If you want to use more than 3Gb of ram, you can use a PAE kernel.
This i386
kernel with a patch for extension of the adressable memory.
No dia 24 de Set de 2011 20:42, Hans-Christoph Steinerh...@at.or.at
escreveu:

If you need to access more than 3GB of RAM in Pd, then use 64-bit. If
you are worried about bugs in 64-bit, use 32-bit. But from what I
hear, Pd-extended on Debian/64-bit is good, but I haven't used it.

.hc

On Sep 24, 2011, at 2:48 PM, Nicola Pandini wrote:


Hi, I'm going to install Debian Wheezy on my laptop.
Which version should I install? i386 or amd64?
I'm asking this because I know of issues with pd-extended on 64bit
systems.

Thank you!

Nicola

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http://www.myspace.com/thewhitewhisper
http://www.myspace.com/cassandraweb

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[PD] error with RME Fireface + Mac Mini

2011-09-29 Thread João Pais

Hi list,

a friend who doesn't work usually with Pd is trying out a new system:

Mac Mini (around 2-3 years old)
OS X 10.6.8
pd-extended 0.42.5
RME Fireface UFX

Pd works fine, as long as the input count setting in Pd is set to 16 or  
less, all inputs work. If I set it to 17 or more, all inputs stop working.  
Outputs continue to function, though.


I've told him already to try out a previous + nightly build of Pd. He  
replied

The old version seems to silently crash after changing audio device to the
Fireface. The new versions don't even manage to start up properly.

Does anyone has a suggestion to give?

Thanks,

João

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Re: [PD] Variable number of objects?

2011-09-29 Thread abel . jerome
Hi,

I wrote an abstraction, using pd-messages to create objects, [index] to store 
their ID, and mouse cut method to delete them with an ID :
http://abel.jerome.free.fr/pd/dynamic-patching/patchs/dyn-objects/dynObjects.zip

For more informations, I wrote some lines about dynamic patching here :
http://abel.jerome.free.fr/pd/dynamic-patching/reviews/

+
Jérôme

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Re: [PD] Fwd: Variable number of objects?

2011-09-29 Thread Ingo
Actually, I just tried again to simply copy a couple of voices and it only
took a fraction of a second with a very short dropout - even with the dsp
on.

I have recently installed Natty instead of Lucid on a new machine. Maybe it
has something to do with realloc that Mathieu mentioned.

So it looks like dynamic patching of voices isn't that much of a problem
here anymore. It still takes 7-8 seconds to create 16 voices in my case with
the dsp off (12 with the dsp on) but that's still faster than restarting the
patch. I would never have checked again if nobody would have mentioned it.

I have attached a patch that I used for testing. These voices were receiving
their input with [receive] so no connections were needed. If you are using
wired inlets you will have to dynamically add the connections of course.

I added a cut  paste at the end because for some reasons the voices didn't
get initialized correctly. Not sure if this is needed for other
voice-abstractions.

Ingo


 -Ursprüngliche Nachricht-
 Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag von
 Roman Haefeli
 Gesendet: Donnerstag, 29. September 2011 08:36
 An: Ludwig Maes
 Cc: Pd List
 Betreff: Re: [PD] Fwd: Variable number of objects?
 
 On Wed, 2011-09-28 at 19:29 +0200, Ludwig Maes wrote:
 
 
  -- Forwarded message --
  From: Ludwig Maes ludwig.m...@gmail.com
  Date: 28 September 2011 19:29
  Subject: Re: [PD] Variable number of objects?
  To: Ingo i...@miamiwave.com
 
 
  I actually meant more in general, also for non-~ signals (i.e. also
  control rate .pd patches). I referred to polysynth such that people
  would see more easily what I meant. Are there really no such
  primitives? That seems like quite a restriction...
 
  How can that take 10 seconds?? I dont see what would cause such a huge
  overhead, i'd expect an increase in computations  memory though (say
  from 10 voices to 11: 10% increase in cpu workload  ram dedicated to
  these voices..., I fail to see what would necessitate a long
  initialization...)
 
  also, how is it done even with the long delays?
 
 
 
 As I understand it, the whole DSP is recompiled whenever it is changed.
 So, if you have a very large patch (and Ingo seems to be an expert in
 very large patches) and you create another voice, it's easily possible
 to eat up quite some time.
 
 Also, it's probably much slower the first time, if the voice abstraction
 is built of many other abstractions, which need to be read from disk.
 
 But I guess you are right about the increase in CPU workload _after_ the
 DSP graph has been recompiled: A switch from 10 two 11 instances is
 expected to show only an increase of 10% in CPU usage.
 
 It's been said, that often you can gain quite some time while turning
 off DSP during dynamic instantiation. But I guess, this makes only a
 difference when performing several instantiations at the same time. When
 DSP is on, each cycle would cause a complete DSP graph recompilation,
 whereas when DSP is off, it's only recompiled once (after turning it on
 again).
 
 
 
 Roman
 
 
 
 ___
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Re: [PD] Fwd: Variable number of objects?

2011-09-29 Thread Ingo
I just added the [; pd dsp 0( when starting to creat voices to speed it up
and eliminated the 17 voices limit of the patch.

Maybe it's useful for somebody.

Ingo

 -Ursprüngliche Nachricht-
 Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag von
 Ingo
 Gesendet: Donnerstag, 29. September 2011 11:33
 An: 'Roman Haefeli'; 'Ludwig Maes'
 Cc: 'Pd List'
 Betreff: Re: [PD] Fwd: Variable number of objects?
 
 Actually, I just tried again to simply copy a couple of voices and it only
 took a fraction of a second with a very short dropout - even with the dsp
 on.
 
 I have recently installed Natty instead of Lucid on a new machine. Maybe
 it
 has something to do with realloc that Mathieu mentioned.
 
 So it looks like dynamic patching of voices isn't that much of a problem
 here anymore. It still takes 7-8 seconds to create 16 voices in my case
 with
 the dsp off (12 with the dsp on) but that's still faster than restarting
 the
 patch. I would never have checked again if nobody would have mentioned it.
 
 I have attached a patch that I used for testing. These voices were
 receiving
 their input with [receive] so no connections were needed. If you are using
 wired inlets you will have to dynamically add the connections of course.
 
 I added a cut  paste at the end because for some reasons the voices
 didn't
 get initialized correctly. Not sure if this is needed for other
 voice-abstractions.
 
 Ingo
 
 
  -Ursprüngliche Nachricht-
  Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag
 von
  Roman Haefeli
  Gesendet: Donnerstag, 29. September 2011 08:36
  An: Ludwig Maes
  Cc: Pd List
  Betreff: Re: [PD] Fwd: Variable number of objects?
 
  On Wed, 2011-09-28 at 19:29 +0200, Ludwig Maes wrote:
  
  
   -- Forwarded message --
   From: Ludwig Maes ludwig.m...@gmail.com
   Date: 28 September 2011 19:29
   Subject: Re: [PD] Variable number of objects?
   To: Ingo i...@miamiwave.com
  
  
   I actually meant more in general, also for non-~ signals (i.e. also
   control rate .pd patches). I referred to polysynth such that people
   would see more easily what I meant. Are there really no such
   primitives? That seems like quite a restriction...
  
   How can that take 10 seconds?? I dont see what would cause such a huge
   overhead, i'd expect an increase in computations  memory though (say
   from 10 voices to 11: 10% increase in cpu workload  ram dedicated to
   these voices..., I fail to see what would necessitate a long
   initialization...)
  
   also, how is it done even with the long delays?
  
 
 
  As I understand it, the whole DSP is recompiled whenever it is changed.
  So, if you have a very large patch (and Ingo seems to be an expert in
  very large patches) and you create another voice, it's easily possible
  to eat up quite some time.
 
  Also, it's probably much slower the first time, if the voice abstraction
  is built of many other abstractions, which need to be read from disk.
 
  But I guess you are right about the increase in CPU workload _after_ the
  DSP graph has been recompiled: A switch from 10 two 11 instances is
  expected to show only an increase of 10% in CPU usage.
 
  It's been said, that often you can gain quite some time while turning
  off DSP during dynamic instantiation. But I guess, this makes only a
  difference when performing several instantiations at the same time. When
  DSP is on, each cycle would cause a complete DSP graph recompilation,
  whereas when DSP is off, it's only recompiled once (after turning it on
  again).
 
 
 
  Roman
 
 
 
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#N canvas 609 0 565 681 10;
#X text 193 513 pos left;
#X text 251 513 pos top;
#X obj 244 568 pack f f f;
#X msg 131 554 selectall;
#X msg 101 554 cut;
#X msg 61 554 paste;
#X obj 45 608 s reset_system_delay;
#X obj 260 223 f;
#X obj 292 223 + 1;
#X obj 228 280 sel;
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#X text 269 108 set number of voices;
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#X obj 283 48 bng 15 250 50 0 empty empty add_voices -52 7 1 9 -257985
-1 -1;
#X obj 61 581 s pd-voicecanvas;
#X obj 244 608 s pd-voicecanvas;
#X msg 244 588 obj \$1 \$2 samplevoice \$3;
#X obj 30 507 pipe 100;
#X text 20 279 pipe can be set faster;
#X text 242 623 send to window-name;
#X obj 342 244 nbx 2 14 0 1e+037 0 0 empty empty empty 0 -8 0 10 -261682
-1 -1 0 256;
#X obj 262 295 +;
#X obj 289 402 s pd-voicecanvas;
#X msg 

Re: [PD] Keyboard shortcuts for nudge, done editing

2011-09-29 Thread Marvin Humphrey
On Wed, Sep 28, 2011 at 06:17:08PM +0800, Simon Wise wrote:
 typing into a spreadsheet cell is somewhat analogous, and probably a 
 fairly common activity ...

Nice connection!

 generally enter saves and exits the cell, while to put a newline into a
 cell without leaving it is ctrlenter ... not sure what the OSX
 equivalent is, maybe cmdenter.

I just checked out the Google Docs spreadsheet behavior.  I assume that it
mimics the interfaces of other popular spreadsheet programs, though I don't
know that for sure.

  * enter and shiftenter both save and exit the cell.
  * controlenter and cmdenter both insert a newline.
  * esc cancels the change and exists the cell.

I haven't seen anyone object to Matthieu's suggested behaviors for enter and
esc, which are consistent with both behavior and general OS gui conventions,
so I think we may have achieved consensus there.

What's left is the basically irrelevant issue of how to insert a newline
that's going to be turned into a space later anyway.  My inclination is to
supply a patch which simply does not support the insertion of newlines.  If
that results in user confusion and support inquiries, a binding for
modifierreturn can be added later.

Marvin Humphrey


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Re: [PD] pix_video not working on Mac OS 10.6 ?

2011-09-29 Thread Hans-Christoph Steiner


Which version of Pd?  It definitely won't work if you downloaded the  
64-bit build.


.hc

On Sep 29, 2011, at 2:00 AM, rene beekman wrote:


I'm having problems getting pix_video to work with the build-in iSight
camera on my MacBook. There is no video in the gemwin, just a white
rectangle.
When I send it a message to open the control panel, GEM hangs (it
seems only GEM hangs, I get the beach ball when I hover over the
GemWin, but can still move and edit the Pd patch)

I've got this on 2 different machines, one 2007 black MacBook and one
white 2010 machine. Both run 10.6.8 with latest updates applied.

Does anyone else have this problem? Found a solution or even just a  
work-around?


This is coming at the worst of times when tomorrow I need to start
teaching a motion capture course...

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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] Fwd: Variable number of objects?

2011-09-29 Thread Ingo
I made some more changes and added some help information to the voice
creation patch so you can simple use a float to add voices and 0 to clear
all voices. There are wired inlets for the voices now. 

Hope it's helpful for anybody!

Ingo

 -Ursprüngliche Nachricht-
 Von: Ingo [mailto:i...@miamiwave.com]
 Gesendet: Donnerstag, 29. September 2011 12:02
 An: 'Ingo'; 'Roman Haefeli'; 'Ludwig Maes'
 Cc: 'Pd List'
 Betreff: AW: [PD] Fwd: Variable number of objects?
 
 I just added the [; pd dsp 0( when starting to creat voices to speed it up
 and eliminated the 17 voices limit of the patch.
 
 Maybe it's useful for somebody.
 
 Ingo
 
  -Ursprüngliche Nachricht-
  Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag
 von
  Ingo
  Gesendet: Donnerstag, 29. September 2011 11:33
  An: 'Roman Haefeli'; 'Ludwig Maes'
  Cc: 'Pd List'
  Betreff: Re: [PD] Fwd: Variable number of objects?
 
  Actually, I just tried again to simply copy a couple of voices and it
 only
  took a fraction of a second with a very short dropout - even with the
 dsp
  on.
 
  I have recently installed Natty instead of Lucid on a new machine. Maybe
  it
  has something to do with realloc that Mathieu mentioned.
 
  So it looks like dynamic patching of voices isn't that much of a
 problem
  here anymore. It still takes 7-8 seconds to create 16 voices in my case
  with
  the dsp off (12 with the dsp on) but that's still faster than restarting
  the
  patch. I would never have checked again if nobody would have mentioned
 it.
 
  I have attached a patch that I used for testing. These voices were
  receiving
  their input with [receive] so no connections were needed. If you are
 using
  wired inlets you will have to dynamically add the connections of course.
 
  I added a cut  paste at the end because for some reasons the voices
  didn't
  get initialized correctly. Not sure if this is needed for other
  voice-abstractions.
 
  Ingo
 
 
   -Ursprüngliche Nachricht-
   Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag
  von
   Roman Haefeli
   Gesendet: Donnerstag, 29. September 2011 08:36
   An: Ludwig Maes
   Cc: Pd List
   Betreff: Re: [PD] Fwd: Variable number of objects?
  
   On Wed, 2011-09-28 at 19:29 +0200, Ludwig Maes wrote:
   
   
-- Forwarded message --
From: Ludwig Maes ludwig.m...@gmail.com
Date: 28 September 2011 19:29
Subject: Re: [PD] Variable number of objects?
To: Ingo i...@miamiwave.com
   
   
I actually meant more in general, also for non-~ signals (i.e. also
control rate .pd patches). I referred to polysynth such that people
would see more easily what I meant. Are there really no such
primitives? That seems like quite a restriction...
   
How can that take 10 seconds?? I dont see what would cause such a
 huge
overhead, i'd expect an increase in computations  memory though
 (say
from 10 voices to 11: 10% increase in cpu workload  ram dedicated
 to
these voices..., I fail to see what would necessitate a long
initialization...)
   
also, how is it done even with the long delays?
   
  
  
   As I understand it, the whole DSP is recompiled whenever it is
 changed.
   So, if you have a very large patch (and Ingo seems to be an expert in
   very large patches) and you create another voice, it's easily possible
   to eat up quite some time.
  
   Also, it's probably much slower the first time, if the voice
 abstraction
   is built of many other abstractions, which need to be read from disk.
  
   But I guess you are right about the increase in CPU workload _after_
 the
   DSP graph has been recompiled: A switch from 10 two 11 instances is
   expected to show only an increase of 10% in CPU usage.
  
   It's been said, that often you can gain quite some time while turning
   off DSP during dynamic instantiation. But I guess, this makes only a
   difference when performing several instantiations at the same time.
 When
   DSP is on, each cycle would cause a complete DSP graph recompilation,
   whereas when DSP is off, it's only recompiled once (after turning it
 on
   again).
  
  
  
   Roman
  
  
  
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#N canvas 607 0 578 744 10;
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#X obj 82 589 s pd-voicecanvas;
#X obj 297 663 s pd-voicecanvas;
#X text 295 678 send to 

Re: [PD] Variable number of objects?

2011-09-29 Thread Thomas Grill


The full conference proceedings are due to be published online any  
time soon.


Ok, good to hear that - my bad conscience is not as bad any more.

The Universal Polyphonic Player infrastructure i showed at a workshop  
at the pdconf would also be a feasible approach.
I actually have finished all the patches, it's only about writing up  
some accompanying text.


gr~~~


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Re: [PD] Fwd: Variable number of objects?

2011-09-29 Thread Jonathan Wilkes
What happens if you just have the maximum number of voices you think you'd ever 
need and 

[switch~] them on and off as needed?

Since you have a large patch, I'd be curious to know how much memory is taken 
up by 

having the switched off voices just sitting there.

-Jonathan



- Original Message -
 From: Ingo i...@miamiwave.com
 To: 'Roman Haefeli' reduz...@gmail.com; 'Ludwig Maes' 
 ludwig.m...@gmail.com
 Cc: 'Pd List' pd-list@iem.at
 Sent: Thursday, September 29, 2011 5:33 AM
 Subject: Re: [PD] Fwd:  Variable number of objects?
 
 Actually, I just tried again to simply copy a couple of voices and it only
 took a fraction of a second with a very short dropout - even with the dsp
 on.
 
 I have recently installed Natty instead of Lucid on a new machine. Maybe it
 has something to do with realloc that Mathieu mentioned.
 
 So it looks like dynamic patching of voices isn't that much of a 
 problem
 here anymore. It still takes 7-8 seconds to create 16 voices in my case with
 the dsp off (12 with the dsp on) but that's still faster than restarting the
 patch. I would never have checked again if nobody would have mentioned it.
 
 I have attached a patch that I used for testing. These voices were receiving
 their input with [receive] so no connections were needed. If you are using
 wired inlets you will have to dynamically add the connections of course.
 
 I added a cut  paste at the end because for some reasons the voices 
 didn't
 get initialized correctly. Not sure if this is needed for other
 voice-abstractions.
 
 Ingo
 
 
  -Ursprüngliche Nachricht-
  Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag von
  Roman Haefeli
  Gesendet: Donnerstag, 29. September 2011 08:36
  An: Ludwig Maes
  Cc: Pd List
  Betreff: Re: [PD] Fwd: Variable number of objects?
 
  On Wed, 2011-09-28 at 19:29 +0200, Ludwig Maes wrote:
  
  
   -- Forwarded message --
   From: Ludwig Maes ludwig.m...@gmail.com
   Date: 28 September 2011 19:29
   Subject: Re: [PD] Variable number of objects?
   To: Ingo i...@miamiwave.com
  
  
   I actually meant more in general, also for non-~ signals (i.e. also
   control rate .pd patches). I referred to polysynth such that people
   would see more easily what I meant. Are there really no such
   primitives? That seems like quite a restriction...
  
   How can that take 10 seconds?? I dont see what would cause such a huge
   overhead, i'd expect an increase in computations  memory 
 though (say
   from 10 voices to 11: 10% increase in cpu workload  ram dedicated 
 to
   these voices..., I fail to see what would necessitate a long
   initialization...)
  
   also, how is it done even with the long delays?
  
 
 
  As I understand it, the whole DSP is recompiled whenever it is changed.
  So, if you have a very large patch (and Ingo seems to be an expert in
  very large patches) and you create another voice, it's easily possible
  to eat up quite some time.
 
  Also, it's probably much slower the first time, if the voice 
 abstraction
  is built of many other abstractions, which need to be read from disk.
 
  But I guess you are right about the increase in CPU workload _after_ the
  DSP graph has been recompiled: A switch from 10 two 11 instances is
  expected to show only an increase of 10% in CPU usage.
 
  It's been said, that often you can gain quite some time while turning
  off DSP during dynamic instantiation. But I guess, this makes only a
  difference when performing several instantiations at the same time. When
  DSP is on, each cycle would cause a complete DSP graph recompilation,
  whereas when DSP is off, it's only recompiled once (after turning it on
  again).
 
 
 
  Roman
 
 
 
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Re: [PD] Keyboard shortcuts for nudge, done editing

2011-09-29 Thread Jonathan Wilkes




- Original Message -
 From: Marvin Humphrey mar...@rectangular.com
 To: Simon Wise simonzw...@gmail.com
 Cc: pd-list@iem.at
 Sent: Thursday, September 29, 2011 11:09 AM
 Subject: Re: [PD] Keyboard shortcuts for nudge, done editing
 
 On Wed, Sep 28, 2011 at 06:17:08PM +0800, Simon Wise wrote:
  typing into a spreadsheet cell is somewhat analogous, and probably a 
  fairly common activity ...
 
 Nice connection!
 
  generally enter saves and exits the cell, while to put a newline 
 into a
  cell without leaving it is ctrlenter ... not sure what the 
 OSX
  equivalent is, maybe cmdenter.
 
 I just checked out the Google Docs spreadsheet behavior.  I assume that it
 mimics the interfaces of other popular spreadsheet programs, though I don't
 know that for sure.
 
   * enter and shiftenter both save and exit the cell.
   * controlenter and cmdenter both insert a 
 newline.
   * esc cancels the change and exists the cell.

Something I was thinking about for the future is a way to model keyboard input 
after the efficiency of 'vi' input.  When in Edit mode without yet editing 
the text 
of an object, one could use h, j, k, and l to move the bounding box 
selection around in the patch.  Then bind / to duplicate ctrl-f, and you have 
a 
quick way to get around the entire patch without leaving home position.  (Maybe 
also bind i to enter text-editing mode, and a to enter text editing mode 
at the end of the object's text.) Then when in text editing mode or Run mode, 
turn 
off these bindings.

The tricky part is figuring out the most efficient way to make/edit 
connections.  There is 
already auto-connect behavior for leftmost xlets-- there needs to be a way to 
make 
a new connection, remove a connection, move a connection, and possibly make 
many-to-many connections like [select 0 1 2 3 4] with each outlet going to a 
new message 
box.

DesireData has a way to edit connections with the keyboard but I found it takes 
too many 
keystrokes.

-Jonathan

 
 I haven't seen anyone object to Matthieu's suggested behaviors for 
 enter and
 esc, which are consistent with both behavior and general OS gui 
 conventions,
 so I think we may have achieved consensus there.
 
 What's left is the basically irrelevant issue of how to insert a newline
 that's going to be turned into a space later anyway.  My inclination is to
 supply a patch which simply does not support the insertion of newlines.  If
 that results in user confusion and support inquiries, a binding for
 modifierreturn can be added later.

That will result in user confusion, because when a message box with 
semicolons gets instantiated it doesn't automatically get newlines added 
until you save the patch and reopen it, while object boxes add the newlines 
after instantiation.  Currently the discrepancy can be hidden by always 
adding the newlines yourself with enter.

 
 Marvin Humphrey
 
 
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Re: [PD] Fwd: Variable number of objects?

2011-09-29 Thread Jaime Oliver
On Thu, Sep 29, 2011 at 1:17 PM, Jonathan Wilkes jancs...@yahoo.com wrote:
 What happens if you just have the maximum number of voices you think you'd 
 ever need and
 [switch~] them on and off as needed?

In my case it takes a bit long to load the patch, but if the voices
are switched off then they don't hurt cpu usage at all.

In Pd this is definitely the way to go unless you don't care about
audio dropouts...

J


 Since you have a large patch, I'd be curious to know how much memory is taken 
 up by

 having the switched off voices just sitting there.

 -Jonathan



 - Original Message -
 From: Ingo i...@miamiwave.com
 To: 'Roman Haefeli' reduz...@gmail.com; 'Ludwig Maes' 
 ludwig.m...@gmail.com
 Cc: 'Pd List' pd-list@iem.at
 Sent: Thursday, September 29, 2011 5:33 AM
 Subject: Re: [PD] Fwd:  Variable number of objects?

 Actually, I just tried again to simply copy a couple of voices and it only
 took a fraction of a second with a very short dropout - even with the dsp
 on.

 I have recently installed Natty instead of Lucid on a new machine. Maybe it
 has something to do with realloc that Mathieu mentioned.

 So it looks like dynamic patching of voices isn't that much of a
 problem
 here anymore. It still takes 7-8 seconds to create 16 voices in my case with
 the dsp off (12 with the dsp on) but that's still faster than restarting the
 patch. I would never have checked again if nobody would have mentioned it.

 I have attached a patch that I used for testing. These voices were receiving
 their input with [receive] so no connections were needed. If you are using
 wired inlets you will have to dynamically add the connections of course.

 I added a cut  paste at the end because for some reasons the voices
 didn't
 get initialized correctly. Not sure if this is needed for other
 voice-abstractions.

 Ingo


  -Ursprüngliche Nachricht-
  Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag von
  Roman Haefeli
  Gesendet: Donnerstag, 29. September 2011 08:36
  An: Ludwig Maes
  Cc: Pd List
  Betreff: Re: [PD] Fwd: Variable number of objects?

  On Wed, 2011-09-28 at 19:29 +0200, Ludwig Maes wrote:
  
  
   -- Forwarded message --
   From: Ludwig Maes ludwig.m...@gmail.com
   Date: 28 September 2011 19:29
   Subject: Re: [PD] Variable number of objects?
   To: Ingo i...@miamiwave.com
  
  
   I actually meant more in general, also for non-~ signals (i.e. also
   control rate .pd patches). I referred to polysynth such that people
   would see more easily what I meant. Are there really no such
   primitives? That seems like quite a restriction...
  
   How can that take 10 seconds?? I dont see what would cause such a huge
   overhead, i'd expect an increase in computations  memory
 though (say
   from 10 voices to 11: 10% increase in cpu workload  ram dedicated
 to
   these voices..., I fail to see what would necessitate a long
   initialization...)
  
   also, how is it done even with the long delays?
  


  As I understand it, the whole DSP is recompiled whenever it is changed.
  So, if you have a very large patch (and Ingo seems to be an expert in
  very large patches) and you create another voice, it's easily possible
  to eat up quite some time.

  Also, it's probably much slower the first time, if the voice
 abstraction
  is built of many other abstractions, which need to be read from disk.

  But I guess you are right about the increase in CPU workload _after_ the
  DSP graph has been recompiled: A switch from 10 two 11 instances is
  expected to show only an increase of 10% in CPU usage.

  It's been said, that often you can gain quite some time while turning
  off DSP during dynamic instantiation. But I guess, this makes only a
  difference when performing several instantiations at the same time. When
  DSP is on, each cycle would cause a complete DSP graph recompilation,
  whereas when DSP is off, it's only recompiled once (after turning it on
  again).



  Roman



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-- 
Jaime E Oliver LR

www.jaimeoliver.pe

858 750 0924 (cel)
858 202 1522 (home)

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Re: [PD] Fwd: Variable number of objects?

2011-09-29 Thread Ingo

 What happens if you just have the maximum number of voices you think you'd
 ever need and [switch~] them on and off as needed?
 
 Since you have a large patch, I'd be curious to know how much memory is
 taken up by having the switched off voices just sitting there.
 
 -Jonathan

That's what I am doing anyway. Memory is not an issue. There is obviously no
change in memory by simply switching the voices on or off. After I got most
of the control stuff as well as a large number of the [receive] objects out
of the way the patch doesn't need that much cpu time at all unless the
voices are turned on and playing.

Now that the switched off voices are not hardly doing anything anymore there
is no more need to adjust the voice number as it was the case before I got
rid of a whole bunch of [receive] objects and cut most of the control
messages when the [switch~] object gets turned off. In certain cases I can
limit the voice number with different [poly] objects.

One shouldn't underestimate the cpu load when several hundreds of midi
controllers per second are modulating hundreds of parameters and the get
multiplied by 16 voices constantly because the control messages are still
active all of the time.

Ingo


 - Original Message -
  From: Ingo i...@miamiwave.com
  To: 'Roman Haefeli' reduz...@gmail.com; 'Ludwig Maes'
 ludwig.m...@gmail.com
  Cc: 'Pd List' pd-list@iem.at
  Sent: Thursday, September 29, 2011 5:33 AM
  Subject: Re: [PD] Fwd:  Variable number of objects?
 
  Actually, I just tried again to simply copy a couple of voices and it
 only
  took a fraction of a second with a very short dropout - even with the
 dsp
  on.
 
  I have recently installed Natty instead of Lucid on a new machine. Maybe
 it
  has something to do with realloc that Mathieu mentioned.
 
  So it looks like dynamic patching of voices isn't that much of a
  problem
  here anymore. It still takes 7-8 seconds to create 16 voices in my case
 with
  the dsp off (12 with the dsp on) but that's still faster than restarting
 the
  patch. I would never have checked again if nobody would have mentioned
 it.
 
  I have attached a patch that I used for testing. These voices were
 receiving
  their input with [receive] so no connections were needed. If you are
 using
  wired inlets you will have to dynamically add the connections of course.
 
  I added a cut  paste at the end because for some reasons the voices
  didn't
  get initialized correctly. Not sure if this is needed for other
  voice-abstractions.
 
  Ingo
 
 
   -Ursprüngliche Nachricht-
   Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag
 von
   Roman Haefeli
   Gesendet: Donnerstag, 29. September 2011 08:36
   An: Ludwig Maes
   Cc: Pd List
   Betreff: Re: [PD] Fwd: Variable number of objects?
 
   On Wed, 2011-09-28 at 19:29 +0200, Ludwig Maes wrote:
   
   
-- Forwarded message --
From: Ludwig Maes ludwig.m...@gmail.com
Date: 28 September 2011 19:29
Subject: Re: [PD] Variable number of objects?
To: Ingo i...@miamiwave.com
   
   
I actually meant more in general, also for non-~ signals (i.e. also
control rate .pd patches). I referred to polysynth such that people
would see more easily what I meant. Are there really no such
primitives? That seems like quite a restriction...
   
How can that take 10 seconds?? I dont see what would cause such a
 huge
overhead, i'd expect an increase in computations  memory
  though (say
from 10 voices to 11: 10% increase in cpu workload  ram dedicated
  to
these voices..., I fail to see what would necessitate a long
initialization...)
   
also, how is it done even with the long delays?
   
 
 
   As I understand it, the whole DSP is recompiled whenever it is
 changed.
   So, if you have a very large patch (and Ingo seems to be an expert in
   very large patches) and you create another voice, it's easily possible
   to eat up quite some time.
 
   Also, it's probably much slower the first time, if the voice
  abstraction
   is built of many other abstractions, which need to be read from disk.
 
   But I guess you are right about the increase in CPU workload _after_
 the
   DSP graph has been recompiled: A switch from 10 two 11 instances is
   expected to show only an increase of 10% in CPU usage.
 
   It's been said, that often you can gain quite some time while turning
   off DSP during dynamic instantiation. But I guess, this makes only a
   difference when performing several instantiations at the same time.
 When
   DSP is on, each cycle would cause a complete DSP graph recompilation,
   whereas when DSP is off, it's only recompiled once (after turning it
 on
   again).
 
 
 
   Roman
 
 
 
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[PD] sigmund~

2011-09-29 Thread Benoît Fortier
Hello all,

I'm using the sigmund~ object to get amplitude and pitch information for the 
loudest peaks of a signal (see the sinusoid-tracking help patch, which can be 
found in the sigmund~ help patch). Out of that information, I want to create, 
let's say, 5 midi notes corresponding to the 5 loudest peaks of the 
signal. How would you transform the peak amplitude outputs of sigmund, 
which are linear, into midi velocities in order to make those 5 notes 
sound with the same relative amplitude that they have in the analysed signal?

It might be a stupid question but what are those linear peak amplitude values 
exactly? Do they have any unit?


More generally, can you give me any good reference, preferably online, that 
explain in details the physic and mathematic behind sound amplitude? I manage 
to work many things out by myself but i have to admit that my actual 
understanding of it is a little bit superficial. By the way, I have a good 
background in physic and mathematic so don't hesitate to suggest me more 
advanced readings.

Thank you! I've learned a lot from you already just by reading the list.


Benoît
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Re: [PD] Keyboard shortcuts for nudge, done editing

2011-09-29 Thread Marvin Humphrey
On Thu, Sep 29, 2011 at 10:37:45AM -0700, Jonathan Wilkes wrote:
 Something I was thinking about for the future is a way to model keyboard
 input after the efficiency of 'vi' input.  When in Edit mode without yet
 editing the text of an object, one could use h, j, k, and l to move
 the bounding box selection around in the patch.  Then bind / to duplicate
 ctrl-f, and you have a quick way to get around the entire patch without
 leaving home position.  (Maybe also bind i to enter text-editing mode, and
 a to enter text editing mode at the end of the object's text.) Then when
 in text editing mode or Run mode, turn off these bindings.
 
 The tricky part is figuring out the most efficient way to make/edit
 connections.  There is already auto-connect behavior for leftmost xlets--
 there needs to be a way to make a new connection, remove a connection, move
 a connection, and possibly make many-to-many connections like [select 0 1 2
 3 4] with each outlet going to a new message box.
 
 DesireData has a way to edit connections with the keyboard but I found it
 takes too many keystrokes.

Perhaps some of those features could be accommodated by having configurable
key bindings for the actions in question.  You don't have to provide default
bindings for all options, either -- just provide hooks, and let the user
create key bindings for the actions they care about.

Ever used Logic Audio?  I was quite fond of its key binding preferences
system when I used it a decade ago.

  What's left is the basically irrelevant issue of how to insert a newline
  that's going to be turned into a space later anyway.  My inclination is to
  supply a patch which simply does not support the insertion of newlines.  If
  that results in user confusion and support inquiries, a binding for
  modifierreturn can be added later.
 
 That will result in user confusion, because when a message box with 
 semicolons gets instantiated it doesn't automatically get newlines added 
 until you save the patch and reopen it, while object boxes add the newlines 
 after instantiation.  Currently the discrepancy can be hidden by always 
 adding the newlines yourself with enter.

Ah, I see.

Source text:

'eep; op; ork; ah-ah;'

Object after instantiation:

eep;
op;
ork;
ah-ah;

Message after instantiation:

eep; op; ork; ah-ah;

Message after close and reopen:

eep;
op;
ork;
ah-ah;

So people who know this and don't want to close-and-reopen require some way to
enter newlines while editing text.

That seems like a bug worth fixing, but I don't feel strongly about
shiftenter one way or another, and if it solves a problem people care
about, fine by me.

Marvin Humphrey


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Re: [PD] Fwd: Variable number of objects?

2011-09-29 Thread Ingo
 Why would you have control messages going if switch~ is off?

Because the voice gets assigned to a certain midi channel when it receives a
[noteon] and has to keep receiving all midi controllers on that channel
until the envelope release has finished. Then the next voice will play on
that same midi channel. There is nothing that cuts off the control inlets or
[send/receive]s automatically because the audio gets switched off.
So when you play 16 notes in a row all 16 voices are set up to receive
control data on that particular midi channel. Everything in the control
domain, like LFOs, [metro]s and [line]s keep running and keep calculating
pitch, volume, filter offsets and so on ...

Turning off the [receive]s would be very complicated if not impossible which
is why they need to be avoided wherever it can be done. But all of the wired
inlets can be cut off manually together with the [switch~] and turned back
on when the next note will play that voice. On top of it all 500 parameters
need to be updated to the current state of the external control input and
the current preset data when played anew.

Ingo


 -Ursprüngliche Nachricht-
 Von: Jaime Oliver [mailto:jaime.oliv...@gmail.com]
 Gesendet: Donnerstag, 29. September 2011 19:56
 An: Ingo
 Cc: Jonathan Wilkes; Pd List
 Betreff: Re: [PD] Fwd: Variable number of objects?
 
 On Thu, Sep 29, 2011 at 1:41 PM, Ingo i...@miamiwave.com wrote:
  One shouldn't underestimate the cpu load when several hundreds of midi
  controllers per second are modulating hundreds of parameters and the get
  multiplied by 16 voices constantly because the control messages are
 still
  active all of the time.
 
 Why would you have control messages going if switch~ is off?
 
 J
 
 
 
  Ingo
 
 
  - Original Message -
   From: Ingo i...@miamiwave.com
   To: 'Roman Haefeli' reduz...@gmail.com; 'Ludwig Maes'
  ludwig.m...@gmail.com
   Cc: 'Pd List' pd-list@iem.at
   Sent: Thursday, September 29, 2011 5:33 AM
   Subject: Re: [PD] Fwd:  Variable number of objects?
  
   Actually, I just tried again to simply copy a couple of voices and it
  only
   took a fraction of a second with a very short dropout - even with the
  dsp
   on.
  
   I have recently installed Natty instead of Lucid on a new machine.
 Maybe
  it
   has something to do with realloc that Mathieu mentioned.
  
   So it looks like dynamic patching of voices isn't that much of a
   problem
   here anymore. It still takes 7-8 seconds to create 16 voices in my
 case
  with
   the dsp off (12 with the dsp on) but that's still faster than
 restarting
  the
   patch. I would never have checked again if nobody would have
 mentioned
  it.
  
   I have attached a patch that I used for testing. These voices were
  receiving
   their input with [receive] so no connections were needed. If you are
  using
   wired inlets you will have to dynamically add the connections of
 course.
  
   I added a cut  paste at the end because for some reasons the voices
   didn't
   get initialized correctly. Not sure if this is needed for other
   voice-abstractions.
  
   Ingo
  
  
    -Ursprüngliche Nachricht-
    Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im
 Auftrag
  von
    Roman Haefeli
    Gesendet: Donnerstag, 29. September 2011 08:36
    An: Ludwig Maes
    Cc: Pd List
    Betreff: Re: [PD] Fwd: Variable number of objects?
  
    On Wed, 2011-09-28 at 19:29 +0200, Ludwig Maes wrote:
    
    
     -- Forwarded message --
     From: Ludwig Maes ludwig.m...@gmail.com
     Date: 28 September 2011 19:29
     Subject: Re: [PD] Variable number of objects?
     To: Ingo i...@miamiwave.com
    
    
     I actually meant more in general, also for non-~ signals (i.e.
 also
     control rate .pd patches). I referred to polysynth such that
 people
     would see more easily what I meant. Are there really no such
     primitives? That seems like quite a restriction...
    
     How can that take 10 seconds?? I dont see what would cause such a
  huge
     overhead, i'd expect an increase in computations  memory
   though (say
     from 10 voices to 11: 10% increase in cpu workload  ram
 dedicated
   to
     these voices..., I fail to see what would necessitate a long
     initialization...)
    
     also, how is it done even with the long delays?
    
  
  
    As I understand it, the whole DSP is recompiled whenever it is
  changed.
    So, if you have a very large patch (and Ingo seems to be an expert
 in
    very large patches) and you create another voice, it's easily
 possible
    to eat up quite some time.
  
    Also, it's probably much slower the first time, if the voice
   abstraction
    is built of many other abstractions, which need to be read from
 disk.
  
    But I guess you are right about the increase in CPU workload
 _after_
  the
    DSP graph has been recompiled: A switch from 10 two 11 instances is
    expected to show only an increase of 10% in CPU usage.
  
    It's been said, 

Re: [PD] sigmund~

2011-09-29 Thread michael noble
For the second part of your question I guess Miller's book would be a good
place to start, given that it also provides examples in pd.

http://crca.ucsd.edu/~msp/techniques/latest/book-html/

For a more advanced source, though not an online resource, the Musimathics
books look thorough and come highly recommended.

-m

2011/9/30 Benoît Fortier benoitfort...@yahoo.ca

 Hello all,

 I'm using the sigmund~ object to get amplitude and pitch information for
 the loudest peaks of a signal (see the sinusoid-tracking help patch, which
 can be found in the sigmund~ help patch). Out of that information, I want to
 create, let's say, 5 midi notes corresponding to the 5 loudest peaks of the
 signal. How would you transform the peak amplitude outputs of sigmund, which
 are linear, into midi velocities in order to make those 5 notes sound with
 the same relative amplitude that they have in the analysed signal?

 It might be a stupid question but what are those linear peak amplitude
 values exactly? Do they have any unit?

 More generally, can you give me any good reference, preferably online, that
 explain in details the physic and mathematic behind sound amplitude? I
 manage to work many things out by myself but i have to admit that my actual
 understanding of it is a little bit superficial. By the way, I have a good
 background in physic and mathematic so don't hesitate to suggest me more
 advanced readings.

 Thank you! I've learned a lot from you already just by reading the list.

 Benoît

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