Re: [PD] libpd and Unity
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Game Audio abstractions- how to publish?
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. -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.14 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/ iEYEARECAAYFAlMKNhwACgkQ3EB7kzgMM6INXQCdGpxkpuj4rRxG7xUX9yzRzWAY U2MAn19At9UB7NhUUh+0bA/o5UqDZIz+ =fk+d -END PGP SIGNATURE- ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Game Audio abstractions- how to publish?
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 http://lists.puredata.info/listinfo/pd-list or, via email, send a message with subject or body 'help' to pd-list-requ...@iem.at 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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list -- 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?
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. -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.14 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/ iEYEARECAAYFAlMEwT0ACgkQ3EB7kzgMM6K5tACcDgg3/eGCuCCNy16TDG//netU IQcAnAhP6KlJzcFjgog2mfN8my3CgmUu =ucNX -END PGP SIGNATURE- ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
[PD] Game Audio abstractions- how to publish?
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] groove machine how to: keep metro and a loop in sync
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] groove machine how to: keep metro and a loop in sync
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
[PD] groove machine how to: keep metro and a loop in sync
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
[PD] Kalimba: a Unity-Puredata binding released!
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
[PD] Creating a drum machine with save slots
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] PD on Playstation 3?
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
[PD] PD on Playstation 3?
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] PD on Playstation 3?
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] PD on Playstation 3?
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Open midi files in PD Vanilla?
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. ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] libPD and Unity status?
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! ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
[PD] Open midi files in PD Vanilla?
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 :=) Filippo___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list