Re: [PD] libpd and Unity

2014-03-06 Thread Filippo Beck Peccoz
Hi Varun,

thank you for this great tool! Is it possible to send events from PD to Unity 
with this as well?

Best,

Filippo


Filippo Beck Peccoz - FBP
Game Audio Production
www.fbpsound.com

Studio: +49 (0)89-80033204
Fax: +49(0)89-99752164
Mobile: +49-(0)1520-4004143
Skype: fbpsound

On Mar 6, 2014, at 12:16 AM, Varun Nair nothingtok...@gmail.com wrote:

 Hi all,
 
 I extended Patrick Sebastien's work in libpd-4-unity on Windows and now have 
 it working on OSX and Android. iOS is pending but will happen soon. The whole 
 API hasn't been tested, but basic functionality is in place and works.
 
 More info here. Feedback and bug reports are welcome!
 
 Best,
 Varun
 
 -- 
 @ntkeep
 re-sounding.com
 designingsound.org
 
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Re: [PD] Game Audio abstractions- how to publish?

2014-02-23 Thread Filippo Beck Peccoz
Hi Max,

found the help patch with the meta information  it and will be studying it 
tonight :)

Thanks,

Filippo






On Feb 23, 2014, at 6:55 PM, Max abonneme...@revolwear.com wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Am 2014? 02? 20? 00:00, schrieb Filippo Beck Peccoz:
 I'll make help patches for all of the abstractions. As far as I
 know, it suffices to name the patch /name/-help.pd, and put it in
 the same folder, right?
 
 That's right!
 
 Also, where can I edit the metadata and what can you edit in there
 exactly?
 
 I don't think there is a web resource explaining the format, but there
 is this excellent patch you may look at:
 all_about_help_patches.pd
 which on my computer is to be found at
 /usr/lib/pd-extended/doc/5.reference/
 there is the standard anatomy of a help patch demonstrated including
 the [pd META] subpatch containing the meta data.
 
 m.
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 Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/
 
 iEYEARECAAYFAlMKNhwACgkQ3EB7kzgMM6INXQCdGpxkpuj4rRxG7xUX9yzRzWAY
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Re: [PD] Game Audio abstractions- how to publish?

2014-02-21 Thread Filippo Beck Peccoz
Hi Tony,

just put it on Github- hope I did everything right :) 
https://github.com/fbpsound/pip_abstractions . Will be working on the help 
patches this WE.

Thanks again for your input!

Cheers,

Filippo






On Feb 19, 2014, at 4:36 PM, Tony Hillerson tony.hiller...@gmail.com wrote:

 Filippo, you should put it up on Github. I can help if you need it...
 
 -- 
 Tony Hillerson
 
 On Tuesday, February 18, 2014 at 22:07 PM, pd-list-requ...@iem.at wrote:
 
 Send Pd-list mailing list submissions to
 pd-list@iem.at
 
 To subscribe or unsubscribe via the World Wide Web, visit
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 or, via email, send a message with subject or body 'help' to
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 You can reach the person managing the list at
 pd-list-ow...@iem.at
 
 When replying, please edit your Subject line so it is more specific
 than Re: Contents of Pd-list digest...
 Today's Topics:
 
 1. Re: Game Audio abstractions- how to publish? (Joe White)
 2. Re: Wich licence? (Mario Mey)
 3. Re: libpd separating gui from core (Rich E)
 4. Re: libpd separating gui from core (Jonathan Wilkes)
 5. Re: libpd separating gui from core (Jonathan Wilkes)
 Forwarded message:
 
 From: Joe White white.j...@gmail.com
 To: Filippo Beck Peccoz m...@fbpsound.com
 Cc: PD list pd-list@iem.at
 Date: Tuesday, February 18, 2014 at 7:25:45 
 Subject: Re: [PD] Game Audio abstractions- how to publish?
 
 Nice one Filippo! Thanks for sharing
 
 Cheers,
 Joe
 
 
 On 16 February 2014 21:31, Filippo Beck Peccoz m...@fbpsound.com wrote:
 Hello list,
 
 I've collected and cleaned up a few patches that I've been using a lot 
 while making game audio with PD (mainly for Android, using libpd, Unity 
 and Kalimba) and wanted to make them available to everyone.
 Giving a tiny bit back since I've received so much help and advice from 
 the PD community!
 
 I'm mainly trying to cover what a PD beginner/game audio composer would 
 need in order to start building a PD-based audio engine for a video game. 
 Threw in some mixer abstractions, some stuff for interactive music, a 
 state-based drum machine and so on.
 
 As I said it's super basic, but it might just be less intimidating for 
 someone who's just interested in the game audio potential of PD to have 
 these basic blocks handy.
 
 Let me know if there is anything that can/should/must be improved in order 
 for it to be of any use! I'd like to make help patches for the abstraction 
 as well, but am not sure if they really need them since most of them are 
 very simple. What do you think?
 
 https://fbpserver.dyndns.org/pydio/data/public/5b1c5c.php
 
 Cheers,
 
 
 Filippo
 
 
 
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 -- 
 Follow me on Twitter @diplojocus
 Forwarded message:
 
 From: Mario Mey mario...@gmail.com
 To: pd-list@iem.at
 Date: Tuesday, February 18, 2014 at 12:54:03 
 Subject: Re: [PD] Wich licence?
 
 Right, I put GPL license, I think it is the best for this project. I
 uploaded it here:
 
 http://puredata.hurleur.com/viewtopic.php?pid=40358#p40358
 
 You can see MEH-SYSTEM on stage and with full success, here:
 https://www.youtube.com/watch?v=ckKg_rS5ezQ
 
 Thanks everybody!
 
 
 
 On 16/02/14 02:03, Jonathan Wilkes wrote:
 On 02/15/2014 03:14 PM, olm-e wrote:
 On 15/02/14 20:53, pd-list-requ...@iem.at wrote:
 Date: Sat, 15 Feb 2014 16:52:58 -0300
 From: Mario Mey mario...@gmail.com
 Subject: Re: [PD] Wich licence?
 To: pd-list@iem.at
 Message-ID: 52ffc59a.4030...@gmail.com
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed
 
 On 14/02/14 15:45, Jonathan Wilkes wrote:
 How would that be any different than spyware?
 
 -Jonathan
 Haha! Good point!
 
 Thanks everybody for the answers. I took a look to Matt Davey's DIY2
 effects and he put no license txt file on its folder. Maelstorm mmb
 libraries have no license too...
 
 My patch is for everyone who wants to use it or learn with it. If
 someone finally uses MEH-SYSTEM or a modified version of it in stage or
 for a video or whatever... I would like to know it... only that!
 
 Maybe I leave it as is. Saying nothing about license...
 
 Skim the Wikipedia pages for GPL and 3-clause BSD, choose the one you
 prefer, and then you're done.
 
 Otherwise you create potential work for anyone who may have a use for
 your software to figure out what the terms of use and distribution
 are. It's probably not a big deal for a particular piece of software,
 and there are plenty of Pd patches out there that don't specify
 anything. But when you take, say, everything that exists on Github,
 the lack of licenses probably leads to busywork that eats up
 measurable amounts of time and effort.
 
 -Jonathan
 
 
 
 
 --
 Hello,
 having no licence is probably not a good idea, as it's like enforcing
 the default copyright rules that basically give no rights at all ...
 (lots of code

Re: [PD] Game Audio abstractions- how to publish?

2014-02-19 Thread Filippo Beck Peccoz
Hi Max,

thanks for your feedback, that's exactly what I need to know and don't yet! :)
I'll make help patches for all of the abstractions. As far as I know, it 
suffices to name the patch name-help.pd, and put it in the same folder, right?

Also, where can I edit the metadata and what can you edit in there exactly?

Thanks again for your reply,

Filippo


Filippo Beck Peccoz
Game Audio

www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143
Studio: +49-(0)89-80033204
Fax: +49-(0)89-99752164




On Feb 19, 2014, at 3:35 PM, Max abonneme...@revolwear.com wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Am 2014년 02월 17일 06:31, schrieb Filippo Beck Peccoz:
 
 Let me know if there is anything that can/should/must be improved
 in order for it to be of any use! I'd like to make help patches for
 the abstraction as well, but am not sure if they really need them
 since most of them are very simple. What do you think?
 
 my 2ct:
 
 I personally think help patches are always useful, no matter how
 simple the abstraction is. the help patches also can serve as a
 testbed to make sure the abstraction is doing what it is supposed to.
 
 including [pd meta] information would be next on your list, so your
 abstractions can be indexed by the search plugin.
 
 also putting them on github may help lover the bar for contributions.
 
 m.
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 IQcAnAhP6KlJzcFjgog2mfN8my3CgmUu
 =ucNX
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[PD] Game Audio abstractions- how to publish?

2014-02-16 Thread Filippo Beck Peccoz
Hello list,

I've collected and cleaned up a few patches that I've been using a lot while 
making game audio with PD (mainly for Android, using libpd, Unity and Kalimba) 
and wanted to make them available to everyone.
Giving a tiny bit back since I've received so much help and advice from the PD 
community!

I'm mainly trying to cover what a PD beginner/game audio composer would need in 
order to start building a PD-based audio engine for a video game. Threw in some 
mixer abstractions, some stuff for interactive music, a state-based drum 
machine and so on.

As I said it's super basic, but it might just be less intimidating for someone 
who's just interested in the game audio potential of PD to have these basic 
blocks handy.

Let me know if there is anything that can/should/must be improved in order for 
it to be of any use! I'd like to make help patches for the abstraction as well, 
but am not sure if they really need them since most of them are very simple. 
What do you think?

https://fbpserver.dyndns.org/pydio/data/public/5b1c5c.php

Cheers,


Filippo


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Re: [PD] groove machine how to: keep metro and a loop in sync

2014-01-14 Thread Filippo Beck Peccoz
Just an update: I solved my issue by removing an [i] object that I inserted in 
the subpatch that handles the bpm conversion it rounded off the tempo just 
enough to cause that drift- why I included this in the first place  I don't 
know -.- 

Now it's rock solid!

As always, thanks for your input and best from Munich,


Filippo


Filippo Beck Peccoz
Game Audio

www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143
Studio: +49-(0)89-80033204
Fax: +49-(0)89-99752164




On Jan 13, 2014, at 8:26 PM, Filippo Beck Peccoz m...@fbpsound.com wrote:

 Thank you Funs for pointing the reply-all thing out, sorry! Now sending to 
 the whole list :)
 
 I'd be happy to keep tabplay for this since it seems solid and easy to work 
 with, but will have to look deeper into the phasor~ solution, it looks very 
 interesting.
 
 Brian, thanks for your suggestions, and here is the patch with a test loop.
 
 https://fbpserver.dyndns.org/pydio/data/public/366c84.php
 
 It's messy but I commented a bit to show the way- I'm still thinking about 
 how to integrate some sort of dynamic difficulty level that gradually 
 introduces longer stretches of silence, but that is not hardcoded like it 
 is here.
 
 After a while, the fade kicks in just a tad early, it seems to me. The basic 
 functions are there, but it's weird that it seems to slide a bit. Or am I 
 going crazy? :)
 
 
 Cheers,
 
 Filippo
 
 
 Filippo Beck Peccoz
 Game Audio
 
 www.fbpsound.com
 Twitter: @fbpsound
 Skype: fbpsound
 Mobile: +49-(0)1520-4004143
 Studio: +49-(0)89-80033204
 Fax: +49-(0)89-99752164
 
 
 
 
 On Jan 13, 2014, at 7:22 PM, Brian Fay ovaltinevor...@gmail.com wrote:
 
 I'm not super-familiar with the guts of Pd's scheduling system, but I think 
 that if one metro object outputs a bang to separate tabplay~ objects, both 
 should start playing at exactly the same time. 
 
 While using line~ or phasor~ can lead to more robust samplers (allowing you 
 to adjust playback speed, etc.), I think tabplay~ should be perfectly 
 adequate for this patch.
 
 Filippo, it would help us to see your patch and the samples you are using, 
 so that we could get a better idea of how the loops are getting out of sync.
 
 -Brian
 
 
 On Mon, Jan 13, 2014 at 12:45 PM, Funs Seelen funssee...@gmail.com wrote:
 
 Hi Filippo,
 
 You're welcome.
 
 You probably forgot to reply-to-all, but I added pd-list to the 
 conversation. I hope you don't mind, but I do this ...
 a) to prevent ten people to answer the same question, not knowing that nine 
 others are or have been spending time to do exactly the same, and
 b) for the archive. It's annoying if you have a problem, search the web, and 
 do find your question, but not the answer, since it is not made public.
 
 On Mon, Jan 13, 2014 at 5:48 PM, Filippo Beck Peccoz m...@fbpsound.com 
 wrote:
 Hi Funs and thanks a lot for the message! Sorry if I'm launching noob 
 questions at you, but so far I've only used a tabplay~ object and a metro 
 with a set bpm, and triggered both of them at the same time- this is 
 obviously not ideal..although it almost works the fade into and out of the 
 drum loop should be perfectly timed, especially for this kind of application.
 
 I am, however, a little lost as to how extrapolate bar/beat information from 
 the objects you suggested. I'm sure it's super easy and I'm missing 
 something obvious. Why do you put the 1000 in the message that goes to the 
 line object?
  
 I assumed you were reading the table with [tabread~] or [tabread4~]. For 
 looping purposes it is common to use [phasor~] in combination with one of 
 these two. If the loop should last 1 second (1000 ms) its frequence should 
 be 1 Hertz (cycle per second). So the equivalent for the argument `1' for 
 [phasor~] would be `1000' (milliseconds) for [line~]. Translation is done 
 using the following function: y = 1000 / x, where x is the length of the 
 time interval in ms and y the frequency in Hz (note that x = 1000 / y). This 
 one second sample was just an example. [soundfiler] outputs the length of 
 your sound sample in dsp samples.
 
 I don't understand what you mean by `bar/beat information', for I can't 
 precisely imagine what you are building.
 
 Regards,
 Funs
 
 
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Re: [PD] groove machine how to: keep metro and a loop in sync

2014-01-13 Thread Filippo Beck Peccoz
Thank you Funs for pointing the reply-all thing out, sorry! Now sending to the 
whole list :)

I'd be happy to keep tabplay for this since it seems solid and easy to work 
with, but will have to look deeper into the phasor~ solution, it looks very 
interesting.

Brian, thanks for your suggestions, and here is the patch with a test loop.

https://fbpserver.dyndns.org/pydio/data/public/366c84.php

It's messy but I commented a bit to show the way- I'm still thinking about how 
to integrate some sort of dynamic difficulty level that gradually introduces 
longer stretches of silence, but that is not hardcoded like it is here.

After a while, the fade kicks in just a tad early, it seems to me. The basic 
functions are there, but it's weird that it seems to slide a bit. Or am I going 
crazy? :)


Cheers,

Filippo


Filippo Beck Peccoz
Game Audio

www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143
Studio: +49-(0)89-80033204
Fax: +49-(0)89-99752164




On Jan 13, 2014, at 7:22 PM, Brian Fay ovaltinevor...@gmail.com wrote:

 I'm not super-familiar with the guts of Pd's scheduling system, but I think 
 that if one metro object outputs a bang to separate tabplay~ objects, both 
 should start playing at exactly the same time. 
 
 While using line~ or phasor~ can lead to more robust samplers (allowing you 
 to adjust playback speed, etc.), I think tabplay~ should be perfectly 
 adequate for this patch.
 
 Filippo, it would help us to see your patch and the samples you are using, so 
 that we could get a better idea of how the loops are getting out of sync.
 
 -Brian
 
 
 On Mon, Jan 13, 2014 at 12:45 PM, Funs Seelen funssee...@gmail.com wrote:
 
 Hi Filippo,
 
 You're welcome.
 
 You probably forgot to reply-to-all, but I added pd-list to the conversation. 
 I hope you don't mind, but I do this ...
 a) to prevent ten people to answer the same question, not knowing that nine 
 others are or have been spending time to do exactly the same, and
 b) for the archive. It's annoying if you have a problem, search the web, and 
 do find your question, but not the answer, since it is not made public.
 
 On Mon, Jan 13, 2014 at 5:48 PM, Filippo Beck Peccoz m...@fbpsound.com 
 wrote:
 Hi Funs and thanks a lot for the message! Sorry if I'm launching noob 
 questions at you, but so far I've only used a tabplay~ object and a metro 
 with a set bpm, and triggered both of them at the same time- this is 
 obviously not ideal..although it almost works the fade into and out of the 
 drum loop should be perfectly timed, especially for this kind of application.
 
 I am, however, a little lost as to how extrapolate bar/beat information from 
 the objects you suggested. I'm sure it's super easy and I'm missing something 
 obvious. Why do you put the 1000 in the message that goes to the line object?
  
 I assumed you were reading the table with [tabread~] or [tabread4~]. For 
 looping purposes it is common to use [phasor~] in combination with one of 
 these two. If the loop should last 1 second (1000 ms) its frequence should be 
 1 Hertz (cycle per second). So the equivalent for the argument `1' for 
 [phasor~] would be `1000' (milliseconds) for [line~]. Translation is done 
 using the following function: y = 1000 / x, where x is the length of the time 
 interval in ms and y the frequency in Hz (note that x = 1000 / y). This one 
 second sample was just an example. [soundfiler] outputs the length of your 
 sound sample in dsp samples.
 
 I don't understand what you mean by `bar/beat information', for I can't 
 precisely imagine what you are building.
 
 Regards,
 Funs
 
 
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[PD] groove machine how to: keep metro and a loop in sync

2014-01-10 Thread Filippo Beck Peccoz
Dear list,

happy new year first of all :)

I wanted to ask you about something that should be simple, but might not be 
that much.

Inspired by a talk on groove by Victor Wooten, I'm working on a patch that 
plays a wav loop repeatedly (drums) and then cuts the volume on the track for a 
certain number of beats. The interval gets larger and larger, forcing you to 
work on your timing and general groove feel.

The patch is already working quite OK, but one thing I cannot seem to get 
completely right is a perfect sync between the beats which cut off the volume 
of the wav.

I'm using a metro object set to the bpm of the loop and start both 
concurrently. Maybe this is just much too imprecise for what I'm trying to do..

thank you all!


Cheers from Munich,

Filippo


Filippo Beck Peccoz
Game Audio

www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143
Studio: +49-(0)89-80033204
Fax: +49-(0)89-99752164




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[PD] Kalimba: a Unity-Puredata binding released!

2012-11-13 Thread Filippo Beck Peccoz
Hi list,

I'm writing to let you know that Kalimba- a Puredata binding for Unity which 
also deploys on iOS and Android via libPD - is now on github.

https://github.com/hagish/kalimba


It's possible to locally create patches that receive data from Unity via TCP, 
and then build the project for mobile devices.

We hope that anyone who's interested in using Unity together with PD will 
benefit from this!


Cheers from Munich,

FBP



Filippo Beck Peccoz
Game Audio
www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143

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[PD] Creating a drum machine with save slots

2012-09-11 Thread Filippo Beck Peccoz
Hello list!

I'm working on a drum machine to be used in a mobile game- it's a trading card 
game.
Right now, I have a 64 step grid with 5 instruments ready (although a tad messy 
:D) and I can manually write patterns in by hand using toggle boxes.

In every turn, the game features many different game states, like deck 
building, defense, attack and so on. It would be great to have a drum machine 
that can change beat patterns based on those states, and maybe generate fresh 
patterns in a controlled way. Two different problems, I know, but I was 
wondering first of all how you would solve the saving of patterns inside the 
instrument.

I would basically create arrays with patterns in them, name them appropriately 
and then tell PD when to change to specific patterns via message. Is there a 
better way I'm missing?


The idea is to create a very dynamic drumsound, which is closely related to 
what's happening on screen. We can already change the tempo and mix sounds in 
and out, but the real fun starts when patterns will become more flexible!

Thanks for reading, any advice is greatly appreciated!


Cheers from Munich,

Filippo





Filippo Beck Peccoz
Game Audio
www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143

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Re: [PD] PD on Playstation 3?

2012-08-20 Thread Filippo Beck Peccoz
Hi all,

thanks a lot Scott, I'll be in touch! Simon: yes, I'm happy to see that it is 
indeed doable, and the devs seem keen on trying this out for the sake of a more 
exciting musical score! What I meant was that no indie dev has yet used PD on a 
PS3, but then again, how many indies develop for PS3 anyways? It'll be a 
challenge in some ways, but it's worth it :)

Filippo

Filippo Beck Peccoz
Game Audio
www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143

On Aug 20, 2012, at 6:05 AM, Simon Wise wrote:

 On 19/08/12 22:44, Filippo Beck Peccoz wrote:
 
 ah, seems like not much has happened since then.. I'm pretty sure it is
 doable with lbpd (correct me if I am horribly wrong), but what would be great
 is to have someone show up saying I've done it and it works! so that I can
 convince our programmers to integrate PD ;)
 
 well, those threads make it clear that Mark did it, it works, and it has been 
 used in at least one serious game and for a while at least was available 
 internally in Sony. So it can be done. But that version is not available to 
 use. Others have done a lot of open source work since, such as libpd, which 
 may be useful.
 
 Simon

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[PD] PD on Playstation 3?

2012-08-19 Thread Filippo Beck Peccoz
Hi all,

as I mentioned to some of you on the list before, I'm working on a game which 
would benefit enormously from having PD as audio engine (thinking of doing lots 
os Mario Galaxy-esque musical games and adaptive sound effects). The only catch 
is that it's going to be developed for the PS3.

Now my question: does anyone have practical experience with porting PD to PS3? 
Does it run smoothly? Is it easy to do so?

Any thoughts are greatly appreciated :)


Cheers from Munich,


Filippo


Filippo Beck Peccoz
Game Audio
www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143

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Re: [PD] PD on Playstation 3?

2012-08-19 Thread Filippo Beck Peccoz
Hi Simon, thanks for the quick reply! 

ah, seems like not much has happened since then.. I'm pretty sure it is doable 
with lbpd (correct me if I am horribly wrong), but what would be great is to 
have someone show up saying I've done it and it works! so that I can convince 
our programmers to integrate PD ;)

Filippo


Filippo Beck Peccoz
Game Audio
www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143

On Aug 19, 2012, at 4:00 PM, Simon Wise wrote:

 On 19/08/12 18:38, Filippo Beck Peccoz wrote:
 Hi all,
 
 Now my question: does anyone have practical experience with porting PD to 
 PS3? Does it run smoothly? Is it easy to do so?
 
 Any thoughts are greatly appreciated :)
 
 there was a discussion back a few years regarding this ...
 
 the archives show these threads:
 
 http://lists.puredata.info/pipermail/pd-list/2007-11/056300.html
 
 http://lists.puredata.info/pipermail/pd-list/2007-07/052174.html
 
 http://lists.puredata.info/pipermail/pd-list/2007-12/058006.html
 
 that was 5 years ago of course, but it was ported and used at that time, in 
 house by Sony at least ... but that port was not released (most of Pd vanilla 
 is not copyleft or GPL ... but rather a more liberal license ... so keeping 
 the port closed is OK by the license).
 
 Simon
 
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Re: [PD] PD on Playstation 3?

2012-08-19 Thread Filippo Beck Peccoz
Thanks, Peter, this is great info- I will definitively contact Kent and send 
the devs to you then :) I already forwarded them your answer, let's hope 
they'll be up for it!


Filippo


Filippo Beck Peccoz
Game Audio
www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143

On Aug 19, 2012, at 5:54 PM, Peter Brinkmann wrote:

 Hi Filippo,
 You may want to reach out to Kent Jolly. He gave a talk on the use of
 Pd at Electronic Arts last year. He's also interested in libpd.
 
 I'm not familiar with PS3 development, but the basic setup of libpd in
 a new environment is always the same. Since libpd doesn't have any
 dependencies, you can just drop it into your project (as long as you
 have a C compiler, that is). Then you wire the process callback of
 libpd into the audio components of your environment (if your audio
 environment offers a callback-driven API like JACK or PortAudio, that
 just takes a few lines of code).
 
 The only part that requires thought is concurrency. Chances are that
 the process method will be invoked on a separate thread, while control
 messages will come from another thread. That requires some sort of
 synchronization. The easiest way to do that is with mutex locks, but
 there are other ways if you'd rather avoid locks. Feel free to refer
 your developers to me if they have questions.
 Cheers,
 Peter
 
 
 On Sun, Aug 19, 2012 at 10:44 AM, Filippo Beck Peccoz m...@fbpsound.com 
 wrote:
 Hi Simon, thanks for the quick reply!
 
 ah, seems like not much has happened since then.. I'm pretty sure it is
 doable with lbpd (correct me if I am horribly wrong), but what would be
 great is to have someone show up saying I've done it and it works! so that
 I can convince our programmers to integrate PD ;)
 
 Filippo
 
 
 Filippo Beck Peccoz
 Game Audio
 www.fbpsound.com
 Twitter: @fbpsound
 Skype: fbpsound
 Mobile: +49-(0)1520-4004143
 
 On Aug 19, 2012, at 4:00 PM, Simon Wise wrote:
 
 On 19/08/12 18:38, Filippo Beck Peccoz wrote:
 
 Hi all,
 
 
 Now my question: does anyone have practical experience with porting PD to
 PS3? Does it run smoothly? Is it easy to do so?
 
 
 Any thoughts are greatly appreciated :)
 
 
 there was a discussion back a few years regarding this ...
 
 the archives show these threads:
 
 http://lists.puredata.info/pipermail/pd-list/2007-11/056300.html
 
 http://lists.puredata.info/pipermail/pd-list/2007-07/052174.html
 
 http://lists.puredata.info/pipermail/pd-list/2007-12/058006.html
 
 that was 5 years ago of course, but it was ported and used at that time, in
 house by Sony at least ... but that port was not released (most of Pd
 vanilla is not copyleft or GPL ... but rather a more liberal license ... so
 keeping the port closed is OK by the license).
 
 Simon
 
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Re: [PD] Open midi files in PD Vanilla?

2012-08-18 Thread Filippo Beck Peccoz
Hi all,


wow, thank you so much for your answers and sorry for my late reply- been off 
the internet for a couple of days.

I'm very happy I've found this mailing list, as I'm excited like a little kid 
to be able to use PD's power for a game score, but also have lots of questions 
marks still flying around in my head :)

The Rjdj lib is indeed a treasure chest...  I'm now collecting ideas as to what 
abstractions would be indispensable for the game composer: It would be great to 
create a sort of package with prebuilt mixers, synths, midi players etc. to 
help musicians get into writing game scores with PD more easily. Many 
colleagues I talk about the potential of using PD  for games are sort of scared 
about the programming part. However, I'm sure there are many things already 
built in PD, which with some modifications could lend themselves well for 
inclusion into a Game Music 101 Bundle. Any thoughts on this?

As to connecting Unity- Puredata: We'll be releasing the early version of the 
Unity-PD-libpd bridge on github soon- I'll let you know as soon as it's out. 
We've achieved sending messages from Unity to PD, but as I've heard not yet the 
other way around.


Cheers from Munich and thanks again,


Filippo


Filippo Beck Peccoz
Game Audio
www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143

On Aug 16, 2012, at 1:51 AM, patrick wrote:

 On 12-08-14 12:05 AM, Peter Brinkmann wrote:
 That's great! Did you document your experiences anywhere? I get lots
 of questions about Gem and libpd, and it would be great to have a
 resource to point people to.
 
 sadly no. but it was very easy (on linux that is). i just used the pulseaudio 
 example: http://www.workinprogress.ca/libpd and loaded a patch that use Gem 
 window. that's it a standalone 3d / dsp application.
 
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Re: [PD] libPD and Unity status?

2012-08-13 Thread Filippo Beck Peccoz
Hey everyone,

as some of you already know, I've started development of an Android trading 
card game made in Unity, using libpd and thus PD as the audio engine.

I'm not a programmer, but so far, our own coder managed to integrate PD in a 
way to easily prototype the audio keeping pd and unity open, using the 
[netreceive] object to pass numbers and messages from Unity to PD.

Indeed, building requires that libpd gets compiled via Xcode, instead of 
directly in Unity, but so far, things are running smoothly here. We're going to 
release this bridge we made soon as open source, and I'd be very happy to 
hear if someone is interested and has any advice/suggestions!

As a game composer, the thought of being able to utilize PD is like jumping 
from cave drawings to the latest graphic tablet :) I'm very excited about the 
opportunity.

Talk to you soon,

Filippo

p.s. Hi Scott, good to see you're on the list, too! :)

Filippo Beck Peccoz
Game Audio
www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143

On Aug 12, 2012, at 1:56 AM, Peter Brinkmann wrote:

 I hope that it won't be necessary to do this in two steps, prototyping
 with Pd and deployment with libpd; that would mean discarding one of
 the strengths of libpd (here's an old blog post on the matter:
 http://nettoyeur.noisepages.com/2011/02/libpd-workflow-prototyping-and-production/).
 It would be great if somebody figured out how to integrate libpd into
 Unity and then posted the code to GitHub. I'm still hoping that Henk
 Boom will write the blog post that he hinted at a while ago.
 Cheers,
 Peter
 
 On Sat, Aug 11, 2012 at 1:13 PM, Scott R. Looney scottrloo...@gmail.com 
 wrote:
 i think the answer at the moment is not to use libPD when running Unity live
 in a prototyping designing fashion, but rather instead communicate messages
 via TCP to PD itself, and let PD do the work directly. then when building
 the iOS project, you adjust the code in Xcode to use libPD for the audio
 output. that's the tricky part. i think that could work for now. it becomes
 a lot more complex to set simple audio sources, but perhaps there could be a
 mixture going on. i'll probably take further discussion off list as it would
 not relate as much to PD but more to Unity.
 
 scott
 
 
 On Sat, Aug 11, 2012 at 8:50 AM, patrick pured...@11h11.com wrote:
 
 hi Scott,
 
 it's somewhat working for me on Windows, but only when using the
 audio.clip.GetData / SetData. right now i am trying to use the
 OnAudioFilterRead() but it's glitchy (i can hear pd running but it's mostly
 noise).
 
 you can see an attempt here:
 http://goo.gl/BWdo4
 
 here's my github:
 https://github.com/patricksebastien/libpd4unity
 
 OnAudioFilterRead():
 http://goo.gl/WE2Xx
 
 keep us updated!
 
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[PD] Open midi files in PD Vanilla?

2012-08-13 Thread Filippo Beck Peccoz
Hi list,

copying here a puredata forum post which remained unanswered- hope someone can 
help :)

after searching around the forums and the net I decided to post this question 
here.. I'm using PD as the audio engine for a mobile game (using libpd, and 
therefore only Vanilla objects).

This is very exciting, and I'm exploring all the possibilities for composition 
and realtime sound generation. One big thing I wanted to include is the 
possibility of reading midi files inside the patch, and pipe the data to 
envelopes and oscillators accordingly. Extended apparently has the seq 
object, but how about Vanilla? Is there a way to import a .mid file into a 
patch?

Thank you all for helping a greenhorn out :=)


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