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 ___ Pd-list@iem.at mailing list

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

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

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

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

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

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

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

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:

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

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

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