Re: [PD] libpd and Unity

2014-03-13 Thread Pagano, Patrick
Hello, i switched to OSX and have an example of libpd and a sine tone on a 
slider inside Unity 4.3.1 working
I did a make and got a libpd.dylib, which had to be renamed to libpd.bundle and 
i followed this blog post successfully
http://kylehalladay.com/all/blog/2013/11/10/Libpd-and-Unity.html

Does anyone have any other examples of pd providing other sound for Unity? I 
would like to see if pd can be used to provide the full audio part for a game 
but i am also interested in perhaps making a synth emulation in Unity3D. I have 
the code for an ARP Odyssey that still works and it even has midi working. So 
it might be a nice starter project, especially if i can export it to a 
ipad/iphone.

I guess i am just looking for some more in-depth examples to digest before i 
get cracking

thanks!

pp



Patrick Pagano B.S, M.F.A
Audio and Projection Design Faculty
Digital Worlds Institute
University of Florida, USA
(352)294-2020


From: pured...@11h11.com [pured...@11h11.com]
Sent: Wednesday, March 12, 2014 7:23 PM
To: Pagano, Patrick
Cc: pd-list@iem.at
Subject: Re: [PD] libpd and Unity

Would be useful to see the errors. Also what version of Unity (free /
pro) (3.5 / 4)?
Did you compile your own pdcsharlib.dll?

Windows: install mingw and compile libpd
(https://github.com/libpd/libpd) make csharplib. Copy
libs/libpdcsharl.dll to Assets/Plugins

à+

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Re: [PD] libpd and Unity

2014-03-13 Thread puredata

Excellent!

Btw someone reported that it's also working on Unity free osX version by:
- compiling libpdcsharp and then modify the loader_path  execute:
- install_name_tool -id @loader_path/libpdcsharp.dylib  libpdcsharp.dylib
- place in the root of Assets folder;

As for more example, I think Varun is working on something very nice,  
stay tuned (hint spatialization - sorry could not resist). Also if you  
want to see if libpd4unity is able to run more heavy patches, you  
can try the generative patches from the repo:


http://pdpatchrepo.info/patches/ (click on vanilla)

à+

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Re: [PD] libpd and Unity

2014-03-12 Thread Pagano, Patrick
I am NOT getting both of them working the csharplib.dll throws a ton of errors 
on a windows7 install. 
Can someone link a different libpd  Unity Project that makes sound to show an 
example?

I would love to get it working but so far i am unsuccesful with windows so far

pp


Patrick Pagano B.S, M.F.A
Audio and Projection Design Faculty
Digital Worlds Institute
University of Florida, USA
(352)294-2020


From: pd-list-boun...@iem.at [pd-list-boun...@iem.at] on behalf of 
pured...@11h11.com [pured...@11h11.com]
Sent: Saturday, March 08, 2014 6:51 PM
To: pd-list@iem.at
Subject: Re: [PD] libpd and Unity

Yes both adc / dac are working:

You can load a sample in a AudioSource, this will be the ADC signal
You can make a patch with a DAC, this will be the AudioListener

Communication from Unity - PD is working
Communication from PD - Unity is working

Loading externals are working too. But what I do is to compile the
external with libpd and call it in setup(). I have been using comport
for communication between a microcontroller and Unity:
https://www.youtube.com/watch?v=fVlGEmsO0Ps

Right now:
Unity 3.5 / Unity 4
OSX (Unity PRO)
Windows 32bit (can be run on 64bit)*
Android

Coming eventually:
iOS

*I have been able to use the indie/free version of Unity 3.5 on
Windows when placing the libpdcsharp.dll  at the right place. Didn't
test with Unity 4. Since Unity4 you can build for Android even with
the indie version.

Not implemented, spatialisation when using a DAC. ADC / AudioSource is
handle by Unity (you need to toggle 3D sound).

à+

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Re: [PD] libpd and Unity

2014-03-12 Thread puredata
Would be useful to see the errors. Also what version of Unity (free /  
pro) (3.5 / 4)?

Did you compile your own pdcsharlib.dll?

Windows: install mingw and compile libpd  
(https://github.com/libpd/libpd) make csharplib. Copy  
libs/libpdcsharl.dll to Assets/Plugins


à+

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Re: [PD] libpd and Unity

2014-03-12 Thread Roman Haefeli
Hey

On Mit, 2014-03-12 at 19:23 -0400, pured...@11h11.com wrote:
[...]

How is it there in the future? :-)

Roman



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Re: [PD] libpd and Unity

2014-03-08 Thread puredata

Yes both adc / dac are working:

You can load a sample in a AudioSource, this will be the ADC signal
You can make a patch with a DAC, this will be the AudioListener

Communication from Unity - PD is working
Communication from PD - Unity is working

Loading externals are working too. But what I do is to compile the  
external with libpd and call it in setup(). I have been using comport  
for communication between a microcontroller and Unity:

https://www.youtube.com/watch?v=fVlGEmsO0Ps

Right now:
Unity 3.5 / Unity 4
OSX (Unity PRO)
Windows 32bit (can be run on 64bit)*
Android

Coming eventually:
iOS

*I have been able to use the indie/free version of Unity 3.5 on  
Windows when placing the libpdcsharp.dll  at the right place. Didn't  
test with Unity 4. Since Unity4 you can build for Android even with  
the indie version.


Not implemented, spatialisation when using a DAC. ADC / AudioSource is  
handle by Unity (you need to toggle 3D sound).


à+

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Re: [PD] libpd and Unity

2014-03-07 Thread Dan Wilcox
Are you using the libpd master branch? Can you use the pd_045-4 branch as that 
will become the new master soon. The change is that I added hook setter 
functions and updated all of the wrappers. I wasn't able to test the csharp 
wrapper, so if that's what you're using on Windows it would be nice to double 
check that it's working.

On Mar 5, 2014, at 10:35 PM, pd-list-requ...@iem.at wrote:

 From: Varun Nair nothingtok...@gmail.com
 Subject: [PD] libpd and Unity
 Date: March 5, 2014 at 6:16:05 PM EST
 To: pd-list@iem.at
 
 
 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


Dan Wilcox
@danomatika
danomatika.com
robotcowboy.com





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Re: [PD] libpd and Unity

2014-03-07 Thread Varun Nair
Yes, it was built from the master branch. The C# wrappers are used 
across OSX, Android and Windows in Unity. Will test pd_045-4 next when I 
get the time.


Cheers
Varun

--
@ntkeep http://twitter.com/ntkeep
re-sounding.com http://re-sounding.com
designingsound.org http://designingsound.org



Dan Wilcox mailto:danomat...@gmail.com
7 March 2014 14:53
Are you using the libpd master branch? Can you use the pd_045-4 branch 
as that will become the new master soon. The change is that I added 
hook setter functions and updated all of the wrappers. I wasn't able 
to test the csharp wrapper, so if that's what you're using on Windows 
it would be nice to double check that it's working.





Dan Wilcox
@danomatika
danomatika.com http://danomatika.com
robotcowboy.com http://robotcowboy.com





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Re: [PD] libpd and Unity

2014-03-07 Thread Pagano, Patrick
Can you guys be clear about what is working? Pd audio in Unity? :-) crossing 
fingers

Sent from my iPhone

On Mar 7, 2014, at 1:45 PM, Varun Nair 
nothingtok...@gmail.commailto:nothingtok...@gmail.com wrote:

Yes, it was built from the master branch. The C# wrappers are used across OSX, 
Android and Windows in Unity. Will test pd_045-4 next when I get the time.

Cheers
Varun

--
@ntkeephttp://twitter.com/ntkeep
re-sounding.comhttp://re-sounding.com
designingsound.orghttp://designingsound.org


Dan Wilcoxmailto:danomat...@gmail.com
7 March 2014 14:53
Are you using the libpd master branch? Can you use the pd_045-4 branch as that 
will become the new master soon. The change is that I added hook setter 
functions and updated all of the wrappers. I wasn't able to test the csharp 
wrapper, so if that's what you're using on Windows it would be nice to double 
check that it's working.




Dan Wilcox
@danomatika
danomatika.comhttp://danomatika.com
robotcowboy.comhttp://robotcowboy.com





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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] libpd and Unity

2014-03-06 Thread Varun Nair

Hi Filippo,

Yes! Works both ways. Messaging and audio related stuff has been tested. 
Haven't got into MIDI and arrays yet.


Cheers
Varun

--
@ntkeep http://twitter.com/ntkeep
re-sounding.com http://re-sounding.com
designingsound.org http://designingsound.org



Filippo Beck Peccoz mailto:m...@fbpsound.com
6 March 2014 10:38
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 http://www.fbpsound.com

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



Varun Nair mailto:nothingtok...@gmail.com
5 March 2014 23:16
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 http://twobigears.com/labs/unity-and-libpd/. Feedback 
and bug reports are welcome!


Best,
Varun

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Re: [PD] libPD and Unity status?

2012-09-04 Thread Scott R. Looney
hey filippo,

any ETA of the alpha version of Kalimba Bridge? just curious where things
are at the moment, since we're now at Sept 4th, and you mentioned
availability Sept 1st. let me know if you can.

thanks,

scott
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Re: [PD] libPD and Unity status?

2012-08-24 Thread Scott R. Looney
thanks very much Patrick! i have downloaded the project and successfully
opened your scene file on my Mac. just FYI even so, it totally crashes on a
Mac if you enter Play mode. i know you indicated it wouldn't run on a Mac.
i'm just confirming that is true for me at least. running it immediately
pops open a crash reporting dialog in Unity and the program quits soon
afterwards.

obviously there is more difference between how a PC and Mac work in Unity
than i thought. interesting though, that in most cases a Unity project can
usually be opened by a Mac or a PC with no issues, and i have been able to
use DLLs of a different product in the past with no issues as well.

I'll see what i can troubleshoot on my end. meanwhile keep us informed.
great news that you can use it in Unity Free!

best,
scott

On Thu, Aug 23, 2012 at 5:59 PM, patrick pured...@11h11.com wrote:

 Hi,

 An update on libpd in unity, it's working on unity free:
 https://github.com/**patricksebastien/libpd4unityhttps://github.com/patricksebastien/libpd4unity

 You need to copy libpdcsharp.dll where Unity.exe is installed or where
 your game executable is located in case of a pc standalone build.

 A very short video (watch out: loud) showing a theremin connected in libpd
 using comport and sending the data to unity.

 http://www.youtube.com/watch?**v=fVlGEmsO0Pshttp://www.youtube.com/watch?v=fVlGEmsO0Ps

 I need to learn how to play the theremin :)


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Re: [PD] libPD and Unity status?

2012-08-23 Thread patrick

Hi,

An update on libpd in unity, it's working on unity free:
https://github.com/patricksebastien/libpd4unity

You need to copy libpdcsharp.dll where Unity.exe is installed or where 
your game executable is located in case of a pc standalone build.


A very short video (watch out: loud) showing a theremin connected in 
libpd using comport and sending the data to unity.


http://www.youtube.com/watch?v=fVlGEmsO0Ps

I need to learn how to play the theremin :)

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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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Re: [PD] libPD and Unity status?

2012-08-13 Thread patrick

hi,

i was able to use libpd inside Unity 3d Pro (at my job...), will update 
my github with the piece of code that did the trick for me.


i guess with the free version of Unity the solution posted by Filippo is 
the (only?) way to go. but i think if you have the android license (was 
free for awhile) you can import DLL. need to test this.


cheers


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Re: [PD] libPD and Unity status?

2012-08-13 Thread Peter Brinkmann
Hi everybody,
This is exciting stuff! It would be great if we could document all
Unity-related efforts in one place. I created a wiki page for this
purpose: https://github.com/libpd/libpd/wiki/Unity Feel free to update
this page if you have any insights to share.
Thanks,
 Peter


On Mon, Aug 13, 2012 at 10:56 PM, patrick pured...@11h11.com wrote:
 hi,

 i was able to use libpd inside Unity 3d Pro (at my job...), will update my
 github with the piece of code that did the trick for me.

 i guess with the free version of Unity the solution posted by Filippo is the
 (only?) way to go. but i think if you have the android license (was free for
 awhile) you can import DLL. need to test this.

 cheers



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Re: [PD] libPD and Unity status?

2012-08-13 Thread Peter Brinkmann
Hi Scott,
About dynamic patching with libpd, the topic came up at Pd Everywhere:
createdigitalnoise.com/discussion/867/webpd-reloaded

The upshot is that dynamic patching is done with Pd messages, and the
message passing mechanism of libpd supports this. There has been talk
of creating a dynamic patching library on top of libpd, but I don't
know the current state of this idea.
Cheers,
 Peter


On Sun, Aug 12, 2012 at 12:05 AM, Scott R. Looney
scottrloo...@gmail.com wrote:
 hi Peter - i remember that post. having very recently come into game audio i
 got myself acquainted with middleware through FMOD, and immediately thought
 there should be a better way to do this. i've read the posts on the goal of
 separating the GUI from the code, and that's what i think should happen, but
 doing it in Unity Free is my focus. things like not being able to implement
 filtering in your audio unless you pay $1500 for Unity Pro is absurd.

 what i'm envisioning is TCP or event-based communication to an app that is
 using libPD. the app would have a GUI talking directly to libPD and
 outputting audio. vitally important to this would be the ability to
 dynamically create or instantiate patches or objects. i'm fairly certain
 this can be done in PD. can such a thing also be done with libPD?

 regarding using the separate app - ideally i want something that can be used
 for a variety of game engines, not just Unity. if we use libPD in a Unity
 project, then we'd either be forced to create the GUI in Unity or have
 separate communication with the GUI outside of Unity. i suppose that's
 possible but i'd have to consider whether it's more efficient or not.

 scott

 On Sat, Aug 11, 2012 at 4:56 PM, Peter Brinkmann
 peter.brinkm...@googlemail.com 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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Re: [PD] libPD and Unity status?

2012-08-13 Thread Scott R. Looney
thanks peter! - this is helpful. it looks like sebastien has been doing
something with his version of WebPD fairly recently so i'll shoot him an
email to see where things are at with this.

@ everyone else,

with regard to making things work on Unity Free, the best approach i
believe would be to use the GetData and SetData functions. anything
involving a filter function in Unity or Plugins in other languages other
that C# will not work unless you have a license for Unity Pro. it's
definitely good to hear about Patrick's progress, however. I think one step
to testing on Unity Free would be to take the DLL plugin out of the Plugins
folder and see if it will work.

i'll contribute what i can on the wiki. hope this can really come together!

scott

On Mon, Aug 13, 2012 at 8:47 PM, Peter Brinkmann 
peter.brinkm...@googlemail.com wrote:

 Hi Scott,
 About dynamic patching with libpd, the topic came up at Pd Everywhere:
 createdigitalnoise.com/discussion/867/webpd-reloaded

 The upshot is that dynamic patching is done with Pd messages, and the
 message passing mechanism of libpd supports this. There has been talk
 of creating a dynamic patching library on top of libpd, but I don't
 know the current state of this idea.
 Cheers,
  Peter


 On Sun, Aug 12, 2012 at 12:05 AM, Scott R. Looney
 scottrloo...@gmail.com wrote:
  hi Peter - i remember that post. having very recently come into game
 audio i
  got myself acquainted with middleware through FMOD, and immediately
 thought
  there should be a better way to do this. i've read the posts on the goal
 of
  separating the GUI from the code, and that's what i think should happen,
 but
  doing it in Unity Free is my focus. things like not being able to
 implement
  filtering in your audio unless you pay $1500 for Unity Pro is absurd.
 
  what i'm envisioning is TCP or event-based communication to an app that
 is
  using libPD. the app would have a GUI talking directly to libPD and
  outputting audio. vitally important to this would be the ability to
  dynamically create or instantiate patches or objects. i'm fairly certain
  this can be done in PD. can such a thing also be done with libPD?
 
  regarding using the separate app - ideally i want something that can be
 used
  for a variety of game engines, not just Unity. if we use libPD in a Unity
  project, then we'd either be forced to create the GUI in Unity or have
  separate communication with the GUI outside of Unity. i suppose that's
  possible but i'd have to consider whether it's more efficient or not.
 
  scott
 
  On Sat, Aug 11, 2012 at 4:56 PM, Peter Brinkmann
  peter.brinkm...@googlemail.com 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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Re: [PD] libPD and Unity status?

2012-08-11 Thread patrick

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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Re: [PD] libPD and Unity status?

2012-08-11 Thread Scott R. Looney
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/libpd4unityhttps://github.com/patricksebastien/libpd4unity

 OnAudioFilterRead():
 http://goo.gl/WE2Xx

 keep us updated!

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

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Re: [PD] libPD and Unity status?

2012-08-11 Thread Peter Brinkmann
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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Re: [PD] libPD and Unity status?

2012-08-11 Thread Scott R. Looney
hi Peter - i remember that post. having very recently come into game audio
i got myself acquainted with middleware through FMOD, and immediately
thought there should be a better way to do this. i've read the posts on the
goal of separating the GUI from the code, and that's what i think should
happen, but doing it in Unity Free is my focus. things like not being able
to implement filtering in your audio unless you pay $1500 for Unity Pro is
absurd.

what i'm envisioning is TCP or event-based communication to an app that is
using libPD. the app would have a GUI talking directly to libPD and
outputting audio. vitally important to this would be the ability to
dynamically create or instantiate patches or objects. i'm fairly certain
this can be done in PD. can such a thing also be done with libPD?

regarding using the separate app - ideally i want something that can be
used for a variety of game engines, not just Unity. if we use libPD in a
Unity project, then we'd either be forced to create the GUI in Unity or
have separate communication with the GUI outside of Unity. i suppose that's
possible but i'd have to consider whether it's more efficient or not.

scott

On Sat, Aug 11, 2012 at 4:56 PM, Peter Brinkmann 
peter.brinkm...@googlemail.com 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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