Re: [PD] libpd for Unity still alive?

2016-10-27 Thread Joe White
Hey Ali,

The AudioListener AFAIK is the component that makes sure the OAFR callback
is scheduled for any AudioSources on your gameobject. These stack up though
like a filter chain, so if your last audio source component has no audio
input then it'll overwrite the previous elements in the filter chain.

One solution might be to put a pass-through system in your patch. Otherwise
maybe try adding them to separate children and let Unity mix them.

Cheers,
Joe

On 26 October 2016 at 16:39, Ali Momeni  wrote:

> Here is another question for the libpd4unity crew:
>
> What is the right approach for mixing audio generated by PD, with audio
> generated by Unity?
> It seems that my "AudioListener" component attached to my "LibPd" game
> object is preventing any other Unity AudioSources to play sound.
>
> Any experience with this?
>
> Thank you,
>
> Ali
>
> On Mon, Oct 24, 2016 at 7:23 PM, Ali Momeni  wrote:
>
>> Hello all,
>>
>> My answers in line below:
>>
>> On Mon, Oct 24, 2016 at 6:56 PM, Scott R. Looney 
>> wrote:
>>
>>>
>>> Android latency is often a fact of life, even by that much. one question
>>> is whether you're getting that latency playing it in the Editor. if not,
>>> that may be a libpd question that would need answering. you might also
>>> reach out to Sebastian(hagish) to ask him, though he might be no longer
>>> working with libpd since Kalmiba wasn't updated in a while. he did in fact
>>> say that Android latency was an issue in the Read Me. however you might
>>> have more luck with this fork which has a latency fix in Android. not sure
>>> how good it is, but it's been updated about a year ago:
>>>
>>> https://github.com/marcinkaszynski/kalimba
>>>
>>
>> This is great to know; i will try that.
>> To answer your question, I do not have this latency issue in the editor.
>> Even more importantly, I don't have this issue when i build the same Pd
>> patch for android, using the libpd4unity approach, as i've done here:
>> https://github.com/cmuartfab/libpd4unity-starter
>> 
>>
>>>
>>>
>>> @ali - as i understand it, creating instances of PD/libpd has been
>>> discussed for a while as a positive step. i haven't had a need for it yet
>>> but others on this list have discussed benefits, mostly in terms of both
>>> power and resource management. there are drawbacks as well, but
>>> unfortunately i don't know the particulars. one instance is enough for me
>>> for the moment though. but i think the strength is dynamically spawning and
>>> killing resources as needed.
>>>
>>
>> Good to know; thanks scott.
>>
>> ali
>>
>>>
>>> best,
>>> scott
>>>


> ___
> Pd-list@lists.iem.at mailing list
> UNSUBSCRIBE and account-management -> https://lists.puredata.info/li
> stinfo/pd-list
>
>

>>>
>>
>
> ___
> Pd-list@lists.iem.at mailing list
> UNSUBSCRIBE and account-management -> https://lists.puredata.info/li
> stinfo/pd-list
>
>
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-27 Thread Thomas Mayer
Hello all,

I have started a discussion about the C# API over at Github:

https://github.com/libpd/libpd/issues/153

To be clear, the restructuring of the C# API should not remove the
current thin wrapper around the C API, but will additionally offer a
more idiomatic API, and should be prepared for multi-instance support,
that is about to come soon(TM).

Maybe starting this weekend I will start with a stubbed version of a new
API, and will put it in a new branch over at Github, and encourage you
all to give feedback, C# programmer or not.

I have some ideas, but not that much time.

Thanks,
Thomas

On 25.10.2016 01:23, Ali Momeni wrote:
> Hello all,
> 
> My answers in line below:
> 
> On Mon, Oct 24, 2016 at 6:56 PM, Scott R. Looney  > wrote:
> 
> 
> Android latency is often a fact of life, even by that much. one
> question is whether you're getting that latency playing it in the
> Editor. if not, that may be a libpd question that would need
> answering. you might also reach out to Sebastian(hagish) to ask him,
> though he might be no longer working with libpd since Kalmiba wasn't
> updated in a while. he did in fact say that Android latency was an
> issue in the Read Me. however you might have more luck with this
> fork which has a latency fix in Android. not sure how good it is,
> but it's been updated about a year ago:
> 
> https://github.com/marcinkaszynski/kalimba
> 
> 
> 
> This is great to know; i will try that.
> To answer your question, I do not have this latency issue in the editor. 
> Even more importantly, I don't have this issue when i build the same Pd
> patch for android, using the libpd4unity approach, as i've done here:
> https://github.com/cmuartfab/libpd4unity-starter
> 
>  
> 
> 
> 
> @ali - as i understand it, creating instances of PD/libpd has been
> discussed for a while as a positive step. i haven't had a need for
> it yet but others on this list have discussed benefits, mostly in
> terms of both power and resource management. there are drawbacks as
> well, but unfortunately i don't know the particulars. one instance
> is enough for me for the moment though. but i think the strength is
> dynamically spawning and killing resources as needed.
> 
> 
> Good to know; thanks scott.
> 
> ali 
> 
> 
> best,
> scott
> 
> 
> 
> ___
> Pd-list@lists.iem.at  mailing list
> UNSUBSCRIBE and account-management ->
> https://lists.puredata.info/listinfo/pd-list
> 
> 
> 
> 
> 
> 
> 
> ___
> Pd-list@lists.iem.at mailing list
> UNSUBSCRIBE and account-management -> 
> https://lists.puredata.info/listinfo/pd-list
> 


-- 
"From the perspective of communication analysis, government is not
an instrument of law and order, but of law and disorder." (Gracchus
Gruad in: Robert Shea & Robert A. Wilson, The Golden Apple)
http://www.residuum.org/

___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-27 Thread Ali Momeni
Here is another question for the libpd4unity crew:

What is the right approach for mixing audio generated by PD, with audio
generated by Unity?
It seems that my "AudioListener" component attached to my "LibPd" game
object is preventing any other Unity AudioSources to play sound.

Any experience with this?

Thank you,

Ali

On Mon, Oct 24, 2016 at 7:23 PM, Ali Momeni  wrote:

> Hello all,
>
> My answers in line below:
>
> On Mon, Oct 24, 2016 at 6:56 PM, Scott R. Looney 
> wrote:
>
>>
>> Android latency is often a fact of life, even by that much. one question
>> is whether you're getting that latency playing it in the Editor. if not,
>> that may be a libpd question that would need answering. you might also
>> reach out to Sebastian(hagish) to ask him, though he might be no longer
>> working with libpd since Kalmiba wasn't updated in a while. he did in fact
>> say that Android latency was an issue in the Read Me. however you might
>> have more luck with this fork which has a latency fix in Android. not sure
>> how good it is, but it's been updated about a year ago:
>>
>> https://github.com/marcinkaszynski/kalimba
>>
>
> This is great to know; i will try that.
> To answer your question, I do not have this latency issue in the editor.
> Even more importantly, I don't have this issue when i build the same Pd
> patch for android, using the libpd4unity approach, as i've done here:
> https://github.com/cmuartfab/libpd4unity-starter
> 
>
>>
>>
>> @ali - as i understand it, creating instances of PD/libpd has been
>> discussed for a while as a positive step. i haven't had a need for it yet
>> but others on this list have discussed benefits, mostly in terms of both
>> power and resource management. there are drawbacks as well, but
>> unfortunately i don't know the particulars. one instance is enough for me
>> for the moment though. but i think the strength is dynamically spawning and
>> killing resources as needed.
>>
>
> Good to know; thanks scott.
>
> ali
>
>>
>> best,
>> scott
>>
>>>
>>>
 ___
 Pd-list@lists.iem.at mailing list
 UNSUBSCRIBE and account-management -> https://lists.puredata.info/li
 stinfo/pd-list


>>>
>>
>
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-24 Thread Ali Momeni
Hello all,

My answers in line below:

On Mon, Oct 24, 2016 at 6:56 PM, Scott R. Looney 
wrote:

>
> Android latency is often a fact of life, even by that much. one question
> is whether you're getting that latency playing it in the Editor. if not,
> that may be a libpd question that would need answering. you might also
> reach out to Sebastian(hagish) to ask him, though he might be no longer
> working with libpd since Kalmiba wasn't updated in a while. he did in fact
> say that Android latency was an issue in the Read Me. however you might
> have more luck with this fork which has a latency fix in Android. not sure
> how good it is, but it's been updated about a year ago:
>
> https://github.com/marcinkaszynski/kalimba
>

This is great to know; i will try that.
To answer your question, I do not have this latency issue in the editor.
Even more importantly, I don't have this issue when i build the same Pd
patch for android, using the libpd4unity approach, as i've done here:
https://github.com/cmuartfab/libpd4unity-starter


>
>
> @ali - as i understand it, creating instances of PD/libpd has been
> discussed for a while as a positive step. i haven't had a need for it yet
> but others on this list have discussed benefits, mostly in terms of both
> power and resource management. there are drawbacks as well, but
> unfortunately i don't know the particulars. one instance is enough for me
> for the moment though. but i think the strength is dynamically spawning and
> killing resources as needed.
>

Good to know; thanks scott.

ali

>
> best,
> scott
>
>>
>>
>>> ___
>>> Pd-list@lists.iem.at mailing list
>>> UNSUBSCRIBE and account-management -> https://lists.puredata.info/li
>>> stinfo/pd-list
>>>
>>>
>>
>
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-24 Thread Scott R. Looney
hi Ali - answers inline, for my part,

On Mon, Oct 24, 2016 at 3:30 PM, Ali Momeni  wrote:

> Hello all,
> This is wonderful, thank you for contributing to this thread. Glad to see
> that Unity + PureData is active:
>
> @wing: I also put together a unity+pd integration example; it has a
> bouncing ball withs sonification done in Pd; works on Android!
> https://github.com/cmuartfab/libpd4unity-starter  I will take a look at
> your work also, thank you for sharing that.
>
> @scott: I also tried Kalimba, but i have massive latency on Android, on
> the order of 300-500ms.  Did you have this experience?
>

Android latency is often a fact of life, even by that much. one question is
whether you're getting that latency playing it in the Editor. if not, that
may be a libpd question that would need answering. you might also reach out
to Sebastian(hagish) to ask him, though he might be no longer working with
libpd since Kalmiba wasn't updated in a while. he did in fact say that
Android latency was an issue in the Read Me. however you might have more
luck with this fork which has a latency fix in Android. not sure how good
it is, but it's been updated about a year ago:

https://github.com/marcinkaszynski/kalimba

if you are getting latency in the Editor, i'm not sure what to say. i
haven't tested latency yet (midterm grading wiped my weekend out).

>
> @scott+@wing: can you give me an example or two of when you may need
> multiple instances of LibPd in one's unity project? Couldnt you just make a
> more complex Pd patch that has all the things you want happening in it?
>

@ali - as i understand it, creating instances of PD/libpd has been
discussed for a while as a positive step. i haven't had a need for it yet
but others on this list have discussed benefits, mostly in terms of both
power and resource management. there are drawbacks as well, but
unfortunately i don't know the particulars. one instance is enough for me
for the moment though. but i think the strength is dynamically spawning and
killing resources as needed.

best,
scott

>
>
>> ___
>> Pd-list@lists.iem.at mailing list
>> UNSUBSCRIBE and account-management -> https://lists.puredata.info/li
>> stinfo/pd-list
>>
>>
>
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-24 Thread Ali Momeni
Hello all,
This is wonderful, thank you for contributing to this thread. Glad to see
that Unity + PureData is active:

@wing: I also put together a unity+pd integration example; it has a
bouncing ball withs sonification done in Pd; works on Android!
https://github.com/cmuartfab/libpd4unity-starter  I will take a look at
your work also, thank you for sharing that.

@scott: I also tried Kalimba, but i have massive latency on Android, on the
order of 300-500ms.  Did you have this experience?

@scott+@wing: can you give me an example or two of when you may need
multiple instances of LibPd in one's unity project? Couldnt you just make a
more complex Pd patch that has all the things you want happening in it?

On Mon, Oct 24, 2016 at 5:51 PM, Wing Sang Wong 
wrote:

> Hi Scott,
>
> The way I handle multiple instances is to open new patches via C# and
> store the dollar zero variable in a game object.
>
> The PdAudioSource component can be attached to a prefab and you can
> instantiated the prefab via C#. PdAudioSource also stores the dollar zero
> variable of the associated patch, so you can directly send messages to a
> particular instance by calling methods in PdAudioSource. However, all send
> and receive objects in your patches need to start with a dollar zero (e.g.
> [send $0-Frequency], [receive $0-isPlaying]).
>
> For audio signals, all patches need to have appropriate [throw~ ] objects
> (e.g. [throw~ out5] [throw~ out6]) in order to be heard. Audio signals from
> all instances will go through the [catch~ ] object in pdManager.pd, which
> is mapped to the Unity audio mixer. Getting audio input from Unity to libpd
> is a little bit tricky in this case. If someone need audio input from
> Unity, one might modify the OnAudioFilterRead method in PdStereo.cs.
>
> My project isn't complete and I always welcome for suggestions or comments.
>
> Best,
> Wing
>
> ___
> Pd-list@lists.iem.at mailing list
> UNSUBSCRIBE and account-management -> https://lists.puredata.info/
> listinfo/pd-list
>
>
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-24 Thread Wing Sang Wong
Hi Scott,

The way I handle multiple instances is to open new patches via C# and store
the dollar zero variable in a game object.

The PdAudioSource component can be attached to a prefab and you can
instantiated the prefab via C#. PdAudioSource also stores the dollar zero
variable of the associated patch, so you can directly send messages to a
particular instance by calling methods in PdAudioSource. However, all send
and receive objects in your patches need to start with a dollar zero (e.g.
[send $0-Frequency], [receive $0-isPlaying]).

For audio signals, all patches need to have appropriate [throw~ ] objects
(e.g. [throw~ out5] [throw~ out6]) in order to be heard. Audio signals from
all instances will go through the [catch~ ] object in pdManager.pd, which
is mapped to the Unity audio mixer. Getting audio input from Unity to libpd
is a little bit tricky in this case. If someone need audio input from
Unity, one might modify the OnAudioFilterRead method in PdStereo.cs.

My project isn't complete and I always welcome for suggestions or comments.

Best,
Wing
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Scott R. Looney
wow Wing! that's a great project. really especially like the routing to
Unity's Mixer. i'm using Kalimba at the moment which is fine but the sound
doesn't come through Unity's audio output while in the Editor. combining PD
output with the Mixer does achieve some things that are not as easy using
PD, especially surround sound and all. one question - does your project
allow more than one instance of libpd to be called, or just one?

looking forward to to see more development on this.

best,
scott

On Sun, Oct 23, 2016 at 4:43 PM, Wing Sang Wong 
wrote:

> Hi Ali,
>
> I am working on a repository for Libpd-Unity integration recently. You may
> find the unitypackage and sample project here.
>
> https://github.com/Wilsonwaterfish/UnityLibpd
>
> If you are working on Windows, you may need to compile the libpdcsharp.dll
> by yourself as I only work on Linux and Mac.
>
> Wing
>
> ___
> Pd-list@lists.iem.at mailing list
> UNSUBSCRIBE and account-management -> https://lists.puredata.info/
> listinfo/pd-list
>
>
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Wing Sang Wong
Hi Ali,

I am working on a repository for Libpd-Unity integration recently. You may
find the unitypackage and sample project here.

https://github.com/Wilsonwaterfish/UnityLibpd

If you are working on Windows, you may need to compile the libpdcsharp.dll
by yourself as I only work on Linux and Mac.

Wing
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Ali Momeni
Thanks Dan.

My problem is with LibPdFilterRead.cs as it doesn't compile because of this
error:


*Code:*
// Unity audio callback
public void OnAudioFilterRead (float[] data, int channels)
{
if(dataPtr == IntPtr.Zero)
{
dataHandle = GCHandle.Alloc(data,GCHandleType.Pinned);
dataPtr = dataHandle.AddrOfPinnedObject();
}

if (islibpdready) {
*LibPD.Process(numberOfTicks, dataPtr, dataPtr);   //THIS
is the line that throws an error*
}
}


*Error:*
Assets/LibPdFilterRead.cs(52,31): error CS1502: The best overloaded method
match for `LibPDBinding.LibPD.Process(int, double*, double*)' has some
invalid arguments


On Sun, Oct 23, 2016 at 1:13 PM, Dan Wilcox <danomat...@gmail.com> wrote:

> https://github.com/libpd/libpd#c
>
> 
> Dan Wilcox
> @danomatika <https://twitter.com/danomatika>
> danomatika.com
> robotcowboy.com
>
> On Oct 23, 2016, at 8:21 AM, Ali Momeni <batc...@gmail.com> wrote:
>
> Thanks Dan.
>
> I'm having trouble getting the latest libpd4unity compiling:
>
> https://github.com/patricksebastien/libpd4unity/issues/18
>
> Also, if the libpd C# binaries from NuGet are a way to get libpd/unity
> integrated, would you please post a link?
>
>
> On Sun, Oct 23, 2016 at 1:35 AM, Dan Wilcox <danomat...@gmail.com> wrote:
>
>> Patrick updated the libpd version used by libpd4unity less than a month
>> ago. The other wrapper files *seem* old since the libpd API is largely
>> stable, so no need for constant commits.
>>
>> Also, libpd is much easier to build for C# / MONO in the latest version
>> so I imagine that should help in regards to unity, although I have not
>> tried it personally. There are also prebuilt libpd C# binaries for multiple
>> platforms on NuGet.
>>
>> 
>> Dan Wilcox
>> @danomatika <https://twitter.com/danomatika>
>> danomatika.com
>> robotcowboy.com
>>
>> On Oct 22, 2016, at 3:55 PM, pd-list-requ...@lists.iem.at wrote:
>>
>> *From: *Ali Momeni <batc...@gmail.com>
>> *Subject: **[PD] libpd for Unity still alive?*
>> *Date: *October 22, 2016 at 2:47:23 PM MDT
>> *To: *"pd-list@lists.iem.at" <pd-list@lists.iem.at>
>>
>>
>> Hello all,
>>
>> I'd like to play with libpd within Unity.  I've come across several
>> project that attempt this:
>>
>> https://github.com/patricksebastien/libpd4unity
>> https://github.com/Magicolo/uPD
>> https://github.com/hagish/kalimba
>>
>> but it seems like they are all old and not maintained; it also seems that
>> they haven't been tested with Unity 5.  Does anyone have any recent
>> experience with pd and unity?
>>
>> Regards,
>>
>> ali
>>
>>
>>
>
>
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Dan Wilcox
https://github.com/libpd/libpd#c <https://github.com/libpd/libpd#c>


Dan Wilcox
@danomatika <https://twitter.com/danomatika>
danomatika.com <http://danomatika.com/>
robotcowboy.com <http://robotcowboy.com/>
> On Oct 23, 2016, at 8:21 AM, Ali Momeni <batc...@gmail.com> wrote:
> 
> Thanks Dan.
> 
> I'm having trouble getting the latest libpd4unity compiling:
> 
> https://github.com/patricksebastien/libpd4unity/issues/18 
> <https://github.com/patricksebastien/libpd4unity/issues/18>
> 
> Also, if the libpd C# binaries from NuGet are a way to get libpd/unity 
> integrated, would you please post a link?
> 
> 
> On Sun, Oct 23, 2016 at 1:35 AM, Dan Wilcox <danomat...@gmail.com 
> <mailto:danomat...@gmail.com>> wrote:
> Patrick updated the libpd version used by libpd4unity less than a month ago. 
> The other wrapper files *seem* old since the libpd API is largely stable, so 
> no need for constant commits.
> 
> Also, libpd is much easier to build for C# / MONO in the latest version so I 
> imagine that should help in regards to unity, although I have not tried it 
> personally. There are also prebuilt libpd C# binaries for multiple platforms 
> on NuGet.
> 
> 
> Dan Wilcox
> @danomatika <https://twitter.com/danomatika>
> danomatika.com <http://danomatika.com/>
> robotcowboy.com <http://robotcowboy.com/>
>> On Oct 22, 2016, at 3:55 PM, pd-list-requ...@lists.iem.at 
>> <mailto:pd-list-requ...@lists.iem.at> wrote:
>> 
>> From: Ali Momeni <batc...@gmail.com <mailto:batc...@gmail.com>>
>> Subject: [PD] libpd for Unity still alive?
>> Date: October 22, 2016 at 2:47:23 PM MDT
>> To: "pd-list@lists.iem.at <mailto:pd-list@lists.iem.at>" 
>> <pd-list@lists.iem.at <mailto:pd-list@lists.iem.at>>
>> 
>> 
>> Hello all,
>> 
>> I'd like to play with libpd within Unity.  I've come across several project 
>> that attempt this:
>> 
>> https://github.com/patricksebastien/libpd4unity 
>> <https://github.com/patricksebastien/libpd4unity>
>> https://github.com/Magicolo/uPD <https://github.com/Magicolo/uPD>
>> https://github.com/hagish/kalimba <https://github.com/hagish/kalimba>
>> 
>> but it seems like they are all old and not maintained; it also seems that 
>> they haven't been tested with Unity 5.  Does anyone have any recent 
>> experience with pd and unity?
>> 
>> Regards,
>> 
>> ali
> 
> 

___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Ali Momeni
Thanks Dan.

I'm having trouble getting the latest libpd4unity compiling:

https://github.com/patricksebastien/libpd4unity/issues/18

Also, if the libpd C# binaries from NuGet are a way to get libpd/unity
integrated, would you please post a link?


On Sun, Oct 23, 2016 at 1:35 AM, Dan Wilcox <danomat...@gmail.com> wrote:

> Patrick updated the libpd version used by libpd4unity less than a month
> ago. The other wrapper files *seem* old since the libpd API is largely
> stable, so no need for constant commits.
>
> Also, libpd is much easier to build for C# / MONO in the latest version so
> I imagine that should help in regards to unity, although I have not tried
> it personally. There are also prebuilt libpd C# binaries for multiple
> platforms on NuGet.
>
> 
> Dan Wilcox
> @danomatika <https://twitter.com/danomatika>
> danomatika.com
> robotcowboy.com
>
> On Oct 22, 2016, at 3:55 PM, pd-list-requ...@lists.iem.at wrote:
>
> *From: *Ali Momeni <batc...@gmail.com>
> *Subject: **[PD] libpd for Unity still alive?*
> *Date: *October 22, 2016 at 2:47:23 PM MDT
> *To: *"pd-list@lists.iem.at" <pd-list@lists.iem.at>
>
>
> Hello all,
>
> I'd like to play with libpd within Unity.  I've come across several
> project that attempt this:
>
> https://github.com/patricksebastien/libpd4unity
> https://github.com/Magicolo/uPD
> https://github.com/hagish/kalimba
>
> but it seems like they are all old and not maintained; it also seems that
> they haven't been tested with Unity 5.  Does anyone have any recent
> experience with pd and unity?
>
> Regards,
>
> ali
>
>
>
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-23 Thread olm-e

Just to mention : FrankieZafe and friends are developping a bundle of
Ogre3d + Libpd + Bullet + OSC + blender export...

the project is called Polymorph, and is intended to permit high quality
art projects and games to be made with free software and distributed on
multiple platforms ... 

I highjack this thread because he started this project out of
frustration with Unity and Unreal from a hacking/freedom point of vue
and to supplement blender game engine in term of performance and
distribution.

It's not yet "finished" but progressing at high pace and already
permitting some cool things.

http://polymorph.cool

best;

Ol;
> Message: 2
> Date: Sat, 22 Oct 2016 23:35:18 -0600
> From: Dan Wilcox <danomat...@gmail.com>
> To: Ali Momeni <batc...@gmail.com>
> Cc: Pd-List <pd-list@lists.iem.at>
> Subject: Re: [PD] libpd for Unity still alive?
> Message-ID: <d9e6196f-0a6b-4ab0-a485-79d9baa1b...@gmail.com>
> Content-Type: text/plain; charset="utf-8"
>
> Patrick updated the libpd version used by libpd4unity less than a month ago. 
> The other wrapper files *seem* old since the libpd API is largely stable, so 
> no need for constant commits.
>
> Also, libpd is much easier to build for C# / MONO in the latest version so I 
> imagine that should help in regards to unity, although I have not tried it 
> personally. There are also prebuilt libpd C# binaries for multiple platforms 
> on NuGet.
>
> 
> Dan Wilcox
> @danomatika <https://twitter.com/danomatika>
> danomatika.com <http://danomatika.com/>
> robotcowboy.com <http://robotcowboy.com/>
>> On Oct 22, 2016, at 3:55 PM, pd-list-requ...@lists.iem.at wrote:
>>
>> From: Ali Momeni <batc...@gmail.com <mailto:batc...@gmail.com>>
>> Subject: [PD] libpd for Unity still alive?
>> Date: October 22, 2016 at 2:47:23 PM MDT
>> To: "pd-list@lists.iem.at <mailto:pd-list@lists.iem.at>" 
>> <pd-list@lists.iem.at <mailto:pd-list@lists.iem.at>>
>>
>>
>> Hello all,
>>
>> I'd like to play with libpd within Unity.  I've come across several project 
>> that attempt this:
>>
>> https://github.com/patricksebastien/libpd4unity 
>> <https://github.com/patricksebastien/libpd4unity>
>> https://github.com/Magicolo/uPD <https://github.com/Magicolo/uPD>
>> https://github.com/hagish/kalimba <https://github.com/hagish/kalimba>
>>
>> but it seems like they are all old and not maintained; it also seems that 
>> they haven't been tested with Unity 5.  Does anyone have any recent 
>> experience with pd and unity?
>>
>> Regards,
>>
>> ali



___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-22 Thread Dan Wilcox
Patrick updated the libpd version used by libpd4unity less than a month ago. 
The other wrapper files *seem* old since the libpd API is largely stable, so no 
need for constant commits.

Also, libpd is much easier to build for C# / MONO in the latest version so I 
imagine that should help in regards to unity, although I have not tried it 
personally. There are also prebuilt libpd C# binaries for multiple platforms on 
NuGet.


Dan Wilcox
@danomatika <https://twitter.com/danomatika>
danomatika.com <http://danomatika.com/>
robotcowboy.com <http://robotcowboy.com/>
> On Oct 22, 2016, at 3:55 PM, pd-list-requ...@lists.iem.at wrote:
> 
> From: Ali Momeni <batc...@gmail.com <mailto:batc...@gmail.com>>
> Subject: [PD] libpd for Unity still alive?
> Date: October 22, 2016 at 2:47:23 PM MDT
> To: "pd-list@lists.iem.at <mailto:pd-list@lists.iem.at>" 
> <pd-list@lists.iem.at <mailto:pd-list@lists.iem.at>>
> 
> 
> Hello all,
> 
> I'd like to play with libpd within Unity.  I've come across several project 
> that attempt this:
> 
> https://github.com/patricksebastien/libpd4unity 
> <https://github.com/patricksebastien/libpd4unity>
> https://github.com/Magicolo/uPD <https://github.com/Magicolo/uPD>
> https://github.com/hagish/kalimba <https://github.com/hagish/kalimba>
> 
> but it seems like they are all old and not maintained; it also seems that 
> they haven't been tested with Unity 5.  Does anyone have any recent 
> experience with pd and unity?
> 
> Regards,
> 
> ali

___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-22 Thread Ali Momeni
Thanks scott,

Do  you mean

https://github.com/hagish/kalimba

seems that it was last updated 3 or 4 years ago?



I have the Magicolo example working in Unity 5.4.1f1, but the notion of
contains/mixers/sequencers seems too high-level for me; i'm looking for
something much more simple; a pd patch making sound in unity, and audio and
control input and output to and from the patch.  Can Kalimba do that for
you?

ali

On Sat, Oct 22, 2016 at 5:07 PM, Scott R. Looney 
wrote:

> yup - using Kalimba at the moment in Unity 5.3. works fine though
> admittedly i have not yet built it on the platform. so i can at least
> verify the OSC messaging works as it's supposed to. Magicolo was a cool
> idea but never got anywhere, and i haven't used Patrick's method - as i
> recall it was untested on a Mac.
>
> hope this helps,
> scott
>
> On Sat, Oct 22, 2016 at 1:47 PM, Ali Momeni  wrote:
>
>> Hello all,
>>
>> I'd like to play with libpd within Unity.  I've come across several
>> project that attempt this:
>>
>> https://github.com/patricksebastien/libpd4unity
>> https://github.com/Magicolo/uPD
>> https://github.com/hagish/kalimba
>>
>> but it seems like they are all old and not maintained; it also seems that
>> they haven't been tested with Unity 5.  Does anyone have any recent
>> experience with pd and unity?
>>
>> Regards,
>>
>> ali
>>
>> ___
>> Pd-list@lists.iem.at mailing list
>> UNSUBSCRIBE and account-management -> https://lists.puredata.info/li
>> stinfo/pd-list
>>
>>
>
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


Re: [PD] libpd for Unity still alive?

2016-10-22 Thread Scott R. Looney
yup - using Kalimba at the moment in Unity 5.3. works fine though
admittedly i have not yet built it on the platform. so i can at least
verify the OSC messaging works as it's supposed to. Magicolo was a cool
idea but never got anywhere, and i haven't used Patrick's method - as i
recall it was untested on a Mac.

hope this helps,
scott

On Sat, Oct 22, 2016 at 1:47 PM, Ali Momeni  wrote:

> Hello all,
>
> I'd like to play with libpd within Unity.  I've come across several
> project that attempt this:
>
> https://github.com/patricksebastien/libpd4unity
> https://github.com/Magicolo/uPD
> https://github.com/hagish/kalimba
>
> but it seems like they are all old and not maintained; it also seems that
> they haven't been tested with Unity 5.  Does anyone have any recent
> experience with pd and unity?
>
> Regards,
>
> ali
>
> ___
> Pd-list@lists.iem.at mailing list
> UNSUBSCRIBE and account-management -> https://lists.puredata.info/
> listinfo/pd-list
>
>
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list


[PD] libpd for Unity still alive?

2016-10-22 Thread Ali Momeni
Hello all,

I'd like to play with libpd within Unity.  I've come across several project
that attempt this:

https://github.com/patricksebastien/libpd4unity
https://github.com/Magicolo/uPD
https://github.com/hagish/kalimba

but it seems like they are all old and not maintained; it also seems that
they haven't been tested with Unity 5.  Does anyone have any recent
experience with pd and unity?

Regards,

ali
___
Pd-list@lists.iem.at mailing list
UNSUBSCRIBE and account-management -> 
https://lists.puredata.info/listinfo/pd-list