On Thu, 21 Oct 2010, Martin Schied wrote:
Isn't the heat proportional to the mean power ? Then you just do [*~]
with itself and then some kind of [rpole~] to account for the
accumulation thereof. After that I don't really know what to do with that.
one could feed the output of thi
On Fri, 22 Oct 2010, Martin Schied wrote:
I wanted to use a fairly high a < 1 because then the phase for all
frequencies is approximately 90° off like for the ideal a=1. Using
slightly smaller factors and comparing input / output didn't satisfy my
expectations. maybe that would't matter at all
On 22.10.2010 03:10, Mathieu Bouchard wrote:
On Fri, 22 Oct 2010, Martin Schied wrote:
yeah, but this is often the case when messing things up in pd. I
tried rpole~ 1 with sinewaves first which worked as integrator, but
already had different results for the output of rpole~ if the wave
start
Hey list,
after Jonathan suggestion I made an update of my mediagrid abraction.
Now it doesn't set the dirty flag (by using coord message) so it will not
ask you to save every time you close it.
And also astupid issue whit filename and space as been solved.
You can download the new version at the
Hi!
I agree with Martin Peach in most points and want to add some sentences.
On 22.10.2010 01:17, Martin Peach wrote:
A perfect speaker will reproduce the sound exactly by transforming the
instantaneous voltage to a displacement in or out. That's called
'compliance' in the speaker biz. The id
On Fri, 22 Oct 2010, Martin Schied wrote:
yeah, but this is often the case when messing things up in pd. I tried
rpole~ 1 with sinewaves first which worked as integrator, but already
had different results for the output of rpole~ if the wave started at 0
or pi/2 (which is logic, but I didn't t
Hi!
On 21.10.2010 07:17, Mathieu Bouchard wrote:
On Thu, 21 Oct 2010, Martin Schied wrote:
It shouldn't be too hard to do this integration with basic pole /
zero objects. A problem using integration only is the lack of
mechanical damping. A real speaker goes back to x=0 if no signal is
pres
Dear Adriano,
thank you for posting this!
Have you already thought about registering with puredata.org and hosting
your great abstractions there, along with many excellent contributions
by other members of the pure data community?
best,
P.
Adriano Monteiro wrote:
Hi list,
I'm writing to ma
saint wrote:
+1 on ben saylor's partconv~ - works excellently.
arm yourself with the free acousticas IR's...
http://www.acousticas.net/World/IRs/AcousticasM7.zip
of the $3,500 bricasti m7 unit...
http://www.bricasti.com/m7.html
...and you'll not go back to algorithmic reverbs again.
or just g
A perfect speaker will reproduce the sound exactly by transforming the
instantaneous voltage to a displacement in or out. That's called
'compliance' in the speaker biz. The ideal speaker has zero mass and is
totally rigid.
So nonlinearities will show up:
1> when the speaker is massive and can't
On 2010-10-21 13:26, Leandro da Mota Damasceno wrote:
Hey guys
So, I am working with a Max/MSP standalone application that sends OSC
messages through UDP, but it's not using any / signs in the beginning of
the message. So I'm getting the following in PD
unpackOSC: Path doesn't begin with "/", d
Hi Roman
Thanks for the help. Actually, I did not write the code in Max/MSP, but I
think I will end up writing my own version of the application, because it
does need a lot of tweaking. It is funny to realize how Max/MSP can be kind
of agnostic towards that.
Well, I will try your patch. I hope it
Hi again
(I reply to the list as well...)
Yeah, I now remember that the OSC address must always be a multiple of 4
bytes long. I also stumbled across this problem a while ago and wrote an
abstraction back then that does pad the the address of the OSC message
with zeros as needed. Insert it right
Good to hear! Now we have to sort of the troubles with the Uno...
.hc
On Oct 21, 2010, at 12:16 PM, olsen wrote:
sorry4delay but finally i got my hands free for testing it on an
Arduino Mega(Atmega1280) with the new arduino21 feat. firmata-2.2 &
Pduino-0.5beta8
__DigitalInput
Works all
On Thu, 2010-10-21 at 19:39 +0100, Claude Heiland-Allen wrote:
> On 21/10/10 18:26, Leandro da Mota Damasceno wrote:
> > So, the question is... Is there any workaround I could try in PD?
>
> |
> [list split 1]
> | |
> "/$1" |
> | |
> [list append ]
> |
> [list trim]
This is awesome! Strickly so. Thanks!
How does partitioned convolution work?
Pierre
2010/10/21 saint
> +1 on ben saylor's partconv~ - works excellently.
>
> arm yourself with the free acousticas IR's...
> http://www.acousticas.net/World/IRs/AcousticasM7.zip
>
> of the $3,500 bricasti m7 unit..
Si hay alguien mas en Puerto Rico que utiliza Pd o Max debemos encontrarnos
para compartir nuestro conocimiento y no estar siempre trabajando solitos
por ahi. Efectivamente hacer nuestro PR Patching Circle.
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On 21/10/10 18:26, Leandro da Mota Damasceno wrote:
So, the question is... Is there any workaround I could try in PD?
|
[list split 1]
| |
"/$1" |
| |
[list append ]
|
[list trim]
|
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UNSUBSC
On Thu, 21 Oct 2010, Leandro da Mota Damasceno wrote:
Like, a lot. It just ignores the messages because of the lack of the
"/". Since the standalone application was made by Max/MSP users, they
ignored this apparent limitation on PD. In fact, I tried in Max/MSP with
a udpreceive object linked t
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 10/21/2010 07:26 PM, Leandro da Mota Damasceno wrote:
> Hey guys
>
> So, I am working with a Max/MSP standalone application that sends OSC
> messages through UDP, but it's not using any / signs in the beginning of the
> message. So I'm getting the
Hey guys
So, I am working with a Max/MSP standalone application that sends OSC
messages through UDP, but it's not using any / signs in the beginning of the
message. So I'm getting the following in PD
unpackOSC: Path doesn't begin with "/", dropping message
Like, a lot. It just ignores the messag
2010/10/21 Correa Diego :
Maybe you would want to shorten it?
This is the body of the traduction:
>
>
>
> Dear friends,
> The second year of activities of "Taller de Algoritmia"
> include new modules and applied knowledge in art
> aesthetic as well as a more direct relationship with innovat
sorry4delay but finally i got my hands free for testing it on an Arduino Mega(Atmega1280) with the new arduino21 feat.
firmata-2.2 & Pduino-0.5beta8
__DigitalInput
Works all the way up to Pin 53 - all Pins corresponding to Pins number in
Pduino-test.pd
__DigitalOutput
Same here
__PWM
works for
Hi Tim,
On Thu, Oct 21, 2010 at 05:51:20PM +0200, tim vets wrote:
> the way I understood it, [delta] is the equivalent of:
> [image: delta.png]
> I also don't know where I got [delta] from, it doesn't seem to have a help
> patch associated with it.
Maybe it's the [delta] from maxlib. I attached i
2010/10/21 tim vets
>
>
> 2010/10/21 IOhannes zmölnig
>
> On 10/21/2010 03:30 PM, tim vets wrote:
>> > Hi all,
>> > I'm a bit confused about the grain rate of [line]
>> > the help says that 'the default grain rate is 20 ms'
>> > however, when I connect a [delta] to a [line], it shows zero's,
>>
2010/10/21 IOhannes zmölnig
> On 10/21/2010 03:30 PM, tim vets wrote:
> > Hi all,
> > I'm a bit confused about the grain rate of [line]
> > the help says that 'the default grain rate is 20 ms'
> > however, when I connect a [delta] to a [line], it shows zero's,
> > while inserting a [speedlim 20]
Hi!
Looking at power and air pressure - we don't have to care about them
as long as we don't want to include thermal effects
Isn't the heat proportional to the mean power ? Then you just do [*~]
with itself and then some kind of [rpole~] to account for the
accumulation thereof. After that
On Thu, 21 Oct 2010, Frank Barknecht wrote:
On Thu, Oct 21, 2010 at 11:11:12AM -0400, Mathieu Bouchard wrote:
Instead I used [b]-[fps, mode logical], is that what you mean ?
[t b b]
| |
[timer]
would be a line-rate-check that doesn't require any externals. See attachement.
But this d
On Thu, Oct 21, 2010 at 11:11:12AM -0400, Mathieu Bouchard wrote:
> On Thu, 21 Oct 2010, tim vets wrote:
>
>> Hi all,I'm a bit confused about the grain rate of [line] the help says
>> that 'the default grain rate is 20 ms' however, when I connect a
>> [delta] to a [line], it shows zero's, while
On 10/21/2010 03:30 PM, tim vets wrote:
> Hi all,
> I'm a bit confused about the grain rate of [line]
> the help says that 'the default grain rate is 20 ms'
> however, when I connect a [delta] to a [line], it shows zero's,
> while inserting a [speedlim 20] changes that.
> also some other tests in a
On Thu, 21 Oct 2010, tim vets wrote:
Hi all,I'm a bit confused about the grain rate of [line] the help says
that 'the default grain rate is 20 ms' however, when I connect a [delta]
to a [line], it shows zero's, while inserting a [speedlim 20] changes
that. also some other tests in attached pa
Hi,
Just in case this could be useful to someone, here's what i've ended up
doing in order to reduce the click at the looping point :
- I decide of the length and the starting point of the loop in a table.
- Then i play the "sample" plus an extra X ms at the end using another
phasor object (at a f
+1 on ben saylor's partconv~ - works excellently.
arm yourself with the free acousticas IR's...
http://www.acousticas.net/World/IRs/AcousticasM7.zip
of the $3,500 bricasti m7 unit...
http://www.bricasti.com/m7.html
...and you'll not go back to algorithmic reverbs again.
or just get some balloon
Hi all,
I'm a bit confused about the grain rate of [line]
the help says that 'the default grain rate is 20 ms'
however, when I connect a [delta] to a [line], it shows zero's,
while inserting a [speedlim 20] changes that.
also some other tests in attached patch.
can someone explain ?
Thanks,
Tim
#N
Le jeudi 21 octobre 2010 à 12:01 +0200, cyrille henry a écrit :
>
> Le 21/10/2010 11:37, cyrille henry a écrit :
> > hello,
> >
> > i don't have a ready made solution, but once you have a FB, nothing
> > should be very complex.
> >
> > unless i miss the complex part of the problem.
> >
> > if i've
Le 21/10/2010 11:37, cyrille henry a écrit :
hello,
i don't have a ready made solution, but once you have a FB, nothing
should be very complex.
unless i miss the complex part of the problem.
if i've got 5 min later tonight, i'll try to make a soft_edge shader
that can deal with everything...
On 2010-10-21 11:37, cyrille henry wrote:
> hello,
>
> i don't have a ready made solution, but once you have a FB, nothing
> should be very complex.
>
> unless i miss the complex part of the problem.
it's not a complicated problem.
the most complicated part is the calibration to the actual proje
hello,
i don't have a ready made solution, but once you have a FB, nothing should be
very complex.
unless i miss the complex part of the problem.
if i've got 5 min later tonight, i'll try to make a soft_edge shader that can
deal with everything...
cyrille
Le 21/10/2010 11:11, IOhannes m zm
On 2010-10-21 10:45, cyrille henry wrote:
> hello,
>
> one solution is to render your scene in a big framebuffer.
> (if you use 3 screen of 1024x768, and a 100 pixel overlap, then you need
> a 3x1024-2x100 pixel wide framebuffer)
>
> then render this frambuffer as a texture on 3 rectangle, using
hello,
one solution is to render your scene in a big framebuffer.
(if you use 3 screen of 1024x768, and a 100 pixel overlap, then you need a
3x1024-2x100 pixel wide framebuffer)
then render this frambuffer as a texture on 3 rectangle, using pix_coordinate
in order to keep only the desire part
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