Re: [PD] oldschool rave synths

2007-03-27 Thread shift8
On Sat, 2007-03-24 at 05:54 +, padawan12 wrote:
 On Mon, 19 Mar 2007 10:55:39 -0700
 shift8 [EMAIL PROTECTED] wrote:
 
  spore, not seed - sry :)
  
  looks like eno's doing a procedural / generative sound track for it!
 
 Yeah I checked that out. It's procedural music, basically what we do
 in puredata. 

pretty cool!

  
  http://www.we-make-money-not-art.com/archives/009261.php
  
  
  On Thu, 2007-03-15 at 16:49 -0700, shift8 wrote:
   
   my interests here are developments like the Seed game prototype, the
   concept of synthesizing *anything* - generic assemblers, a la the 
 
 That's what I really mean by procedural audio, but with an important
 constraint. As opposed to synthetic sound, procedural sound is run real-time
 on the client. Synthetic sound *can  be* computed a priori in the studio and 
 recorded.
 Spore seemed to be hinting at the former, which get me very excited because 
 it's
 exactly my work with physics engine tie in to the sounds, but from what I can 
 make of their propaganda it isn't actually what they are doing. I hear that EA
 are using Puredata now, but still for synthetic sound. I don't actually know
 any examples of games working with runtime sound synthesis objects.

got it - i was using the term to mean synthesis on the client... or
something :)  the concept of storing descriptors of sound events in the
game source, and synthesising then on the client.  same for terrain
generation, fractal trees, etc.  those are really exciting to me.

there was a gamasutra article a couple of years or so ago that covers
this a little, though i don't know any actual games that use it ether.

they moved it to a must be logged in section for some reason, but it's
a free membership for viewing:

http://www.gamasutra.com/resource_guide/20030528/paul_01.shtml

-- 
Mechanize something idiosyncratic.



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Re: [PD] oldschool rave synths

2007-03-26 Thread Derek Holzer
Various versions of Extended on OS X, and AFAIK all PD versions on 
Windows, have trouble with the [~] object.

It can be replaced with:

[expr~ $v1   $v2]

if there are two audio signals to be compared (as in a Pulse Width 
Modulation application of this), or:

[expr~ $v1   1]

in the case you are simply converting a phasor~ to a balanced square wave.

best,
d.

Thomas Mayer wrote:

 You'll need [~] from Zexy plus [eadsr~] and [svf~] externals. You can
 also hear the synth in use:
 http://thomas.dergrossebruder.org/misc/residuum-in_the_swamp.ogg

-- 
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---Oblique Strategy # 199:
What would make this really successful?

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Re: [PD] oldschool rave synths

2007-03-26 Thread Roman Haefeli
very diverse sound! i would be also very interested in the (are they
909?) kick and the clap. have you done them in pd?

roman

On Mon, 2007-03-26 at 17:37 +0200, Thomas Mayer wrote:
 hard off wrote:
  have you made a good oldschool pd synth?  anything i make sounds like
  some roland groovebox from the 90's.
  
  anyone got any cool old rave sounds?
 
 After all this discussion about hard bass synths, I've made an
 abstraction with four pulse synth. Pulsewidth modulation can be done via
 the right inlet, e.g. applying
 
 [osc~ 0.2]
 |
 [avg~]
 |
 [abs]
 
 to it.
 
 You'll need [~] from Zexy plus [eadsr~] and [svf~] externals. You can
 also hear the synth in use:
 http://thomas.dergrossebruder.org/misc/residuum-in_the_swamp.ogg
 
 cu Thomas
 plain text document attachment (hoover~.pd)
 #N canvas 545 280 496 600 10;
 #X obj 33 -17 inlet;
 #X obj 134 -23 inlet;
 #X obj 253 -18 inlet;
 #X obj 308 -18 inlet;
 #X obj 359 -17 inlet;
 #X obj 187 458 outlet~;
 #X text 33 -36 freq;
 #X text 133 -38 vel;
 #X text 248 -35 cutoff;
 #X text 312 -38 res;
 #X text 355 -38 pulsewidth;
 #X obj 123 294 svf~ low;
 #X obj 50 190 +~;
 #X obj 210 203 +~;
 #X obj 181 164 *~ 0.5;
 #X obj 263 168 *~ 0.3;
 #X obj 122 226 +~;
 #X obj 95 160 *~ 0.5;
 #X obj 8 139 pulsewidth~;
 #X obj 185 373 *~;
 #X obj 186 422 *~;
 #X obj 200 293 eadsr~ 20 220 0.5 180;
 #X obj 179 9 sel 0;
 #X obj 374 294 / 127;
 #X msg 183 41 0;
 #X obj 81 97 * 0.97;
 #X obj 163 100 * 1.02;
 #X obj 226 97 * 1.11;
 #X obj 94 136 pulsewidth~;
 #X obj 180 136 pulsewidth~;
 #X obj 265 137 pulsewidth~;
 #X obj 411 31 loadbang;
 #X msg 410 70 0.5;
 #X connect 0 0 18 0;
 #X connect 0 0 25 0;
 #X connect 0 0 26 0;
 #X connect 0 0 27 0;
 #X connect 1 0 22 0;
 #X connect 1 0 21 0;
 #X connect 2 0 11 1;
 #X connect 3 0 11 2;
 #X connect 4 0 18 1;
 #X connect 4 0 28 1;
 #X connect 4 0 29 1;
 #X connect 4 0 30 1;
 #X connect 11 0 19 0;
 #X connect 12 0 16 0;
 #X connect 13 0 16 1;
 #X connect 14 0 13 0;
 #X connect 15 0 13 1;
 #X connect 16 0 11 0;
 #X connect 17 0 12 1;
 #X connect 18 0 12 0;
 #X connect 19 0 20 0;
 #X connect 20 0 5 0;
 #X connect 21 0 19 1;
 #X connect 22 1 23 0;
 #X connect 22 1 24 0;
 #X connect 23 0 20 1;
 #X connect 24 0 18 2;
 #X connect 24 0 28 2;
 #X connect 24 0 29 2;
 #X connect 24 0 30 2;
 #X connect 25 0 28 0;
 #X connect 26 0 29 0;
 #X connect 27 0 30 0;
 #X connect 28 0 17 0;
 #X connect 29 0 14 0;
 #X connect 30 0 15 0;
 #X connect 31 0 32 0;
 #X connect 32 0 18 1;
 #X connect 32 0 28 1;
 #X connect 32 0 29 1;
 #X connect 32 0 30 1;
 plain text document attachment (pulsewidth~.pd)
 #N canvas 202 290 450 401 10;
 #X obj 65 33 inlet;
 #X obj 127 36 inlet;
 #X obj 181 37 inlet;
 #X text 62 14 freq;
 #X text 109 13 pulsewidth;
 #X text 185 15 reset;
 #X obj 67 160 hip~ 5;
 #X obj 67 188 outlet~;
 #X obj 66 100 ~ \$2;
 #X obj 65 70 phasor~ \$1;
 #X obj 67 130 -~;
 #X obj 151 94 expr 1 - \$2;
 #X connect 0 0 9 0;
 #X connect 1 0 8 1;
 #X connect 1 0 11 0;
 #X connect 2 0 9 1;
 #X connect 6 0 7 0;
 #X connect 8 0 10 0;
 #X connect 9 0 8 0;
 #X connect 10 0 6 0;
 #X connect 11 0 10 1;
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Re: [PD] oldschool rave synths

2007-03-26 Thread Thomas Mayer
padawan12 wrote:
 Cool, that's an efficient PWM osc. It has a clean
 sound, more prophet than juno. What is svf~?


svf~ is a state variable filter with a great implementation of resonance
IMHO.

cu Thomas
-- 
Prisons are needed only to provide the illusion that courts and police
are effective. They're a kind of job insurance.
(Leto II. in: Frank Herbert, God Emperor of Dune)
http://thomas.dergrossebruder.org/

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Re: [PD] oldschool rave synths

2007-03-26 Thread Frank Barknecht
Hallo,
Thomas Mayer hat gesagt: // Thomas Mayer wrote:

 padawan12 wrote:
  Cool, that's an efficient PWM osc. It has a clean
  sound, more prophet than juno. What is svf~?
 
 
 svf~ is a state variable filter with a great implementation of resonance
 IMHO.

There are different versions, though. I know of at least two [svf~]s.

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__

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Re: [PD] oldschool rave synths

2007-03-23 Thread padawan12
On Mon, 19 Mar 2007 10:55:39 -0700
shift8 [EMAIL PROTECTED] wrote:

 spore, not seed - sry :)
 
 looks like eno's doing a procedural / generative sound track for it!

Yeah I checked that out. It's procedural music, basically what we do
in puredata. 

 
 http://www.we-make-money-not-art.com/archives/009261.php
 
 
 On Thu, 2007-03-15 at 16:49 -0700, shift8 wrote:
  
  my interests here are developments like the Seed game prototype, the
  concept of synthesizing *anything* - generic assemblers, a la the 

That's what I really mean by procedural audio, but with an important
constraint. As opposed to synthetic sound, procedural sound is run real-time
on the client. Synthetic sound *can  be* computed a priori in the studio and 
recorded.
Spore seemed to be hinting at the former, which get me very excited because it's
exactly my work with physics engine tie in to the sounds, but from what I can 
make of their propaganda it isn't actually what they are doing. I hear that EA
are using Puredata now, but still for synthetic sound. I don't actually know
any examples of games working with runtime sound synthesis objects.



 -- 
 Mechanize something idiosyncratic.
 
 

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Re: [PD] oldschool rave synths

2007-03-19 Thread shift8
spore, not seed - sry :)

looks like eno's doing a procedural / generative sound track for it!

http://www.we-make-money-not-art.com/archives/009261.php


On Thu, 2007-03-15 at 16:49 -0700, shift8 wrote:
 
 my interests here are developments like the Seed game prototype, the
 concept of synthesizing *anything* - generic assemblers, a la the 
-- 
Mechanize something idiosyncratic.



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Re: [PD] oldschool rave synths

2007-03-16 Thread Frank Barknecht
Hallo,
shift8 hat gesagt: // shift8 wrote:

  A personal favourite of mine then is F.R. Moore's Elements of
  Computer Music, but it doesn't fit your description. But I come back
  to it again and again, while my CMT is collecting dust.
 
 ok, but i'm intrigued - i've almost always been a fan of your pd
 studies, and appreciate that often that's exactly what they are -
 illustrations of less then obvious techniques.  this book inspires that
 to some extent?

Not more than the others. But Elements is *the* classic textbook on
computer music, everything - Dodges/Jerse, Roads - else came
afterwards, and it's still one of the best written books in that area,
has tons of useful source code and it starts with explain the Fourier
Transform instead of putting it somewhere in the middle.

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__

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Re: [PD] oldschool rave synths

2007-03-16 Thread padawan12
On Thu, 15 Mar 2007 22:56:46 -0400
Chuckk Hubbard [EMAIL PROTECTED] wrote:

 On 3/16/07, padawan12 [EMAIL PROTECTED] wrote:
  On Thu, 15 Mar 2007 06:54:40 -0700
  shift8 [EMAIL PROTECTED] wrote:
 
  As Chuckk and some of the other mathematicians have said here, some
  esoteric pure math like operator theory subsumes the whole subject, because
 
 Wait, what?  I wish I was a mathematician.  Do I come across that way?
 I don't know what operator theory is, but I guess if it's related to
 what I've said about music cognition, then I have some idea.

One k too many, I meant t'other Charlie :) I'm sure C.Henry once said there
was something to be said for looking at operator theory, maybe I totally
misunderstood because thats well beyond me.

  sound is about changes and transformations, but I wonder what other peoples
  top 10 'must have' concepts are. I suppose it depends on your goals, for 
  example
  a lot of composers learn a disproportionate amount of stats and 
  distributions.
 
 I'm humbled by those guys.  I borrowed an extra book from my
 probability teacher (since probability class at an art school is kind
 of tame), hoping to understand Gaussian, Poisson, etc., after seeing
 them in the Csound manual, but I'm kind of marooned.

Can you remember what it was? I say disproportionate, but really from ignorance
of use in composition. For sounds generally they are useful.  The times I've
encountered that theory was with water, where I found bilinear exponential to
be useful, gaussian normal and 1/f for damping effects. 

I think there was bit of talk on this list about perlin noise and somebody
mentioned 3D terrain generation, I'm generally interested in that and other
natural distributions that can be used for textutred extents. I think if I
understood more behind the statistical theories I could link them better to
observed physical behaviours. But there's a lot to think about,

http://en.wikipedia.org/wiki/Probability_distribution

Having the graphs printed on the right is really useful because in stats 
talk some familiar curves are called by different names.


Probably half of them are no use for sound applications at all. Poisson 
should be useful for rain and breaking glass and quite sparse events I guess.
Also I thought all the tons of stats work that's been done on earthquakes
is probably useful to model any type of frictional excitation generally,
I mean if it works for tectonic plates aren't the same principles there
between a violin bow and a string?


 You never apprehend the object as a whole, because you
 don't know what comes next.  Then again, I just apprehended that
 bottle of lager as a whole, so I'm not sure if I'm making much
 sense...


I think beer is triangular, up to a point everything improves linearly,
then it all turns to bollocks and goes downhill at roughly the same rate:)

peace,
Andy

 Viva la dialectic.
 
 -Chuckk
 
 
 -- 
 http://www.badmuthahubbard.com
 
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Re: [PD] oldschool rave synths

2007-03-16 Thread Frank Barknecht
Hallo,
Frank Barknecht hat gesagt: // Frank Barknecht wrote:

 Not more than the others. But Elements is *the* classic textbook on
 computer music, everything - Dodges/Jerse, Roads - else came
 afterwards

Ah, sorry, I got that wrong: The first edition of the Dogde/Jerse is
older than Elements of ...

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__

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Re: [PD] oldschool rave synths

2007-03-16 Thread Steffen

On 16/03/2007, at 22.26, padawan12 wrote:

 One k too many, I meant t'other Charlie :) I'm sure C.Henry once  
 said there
 was something to be said for looking at operator theory, maybe I  
 totally
 misunderstood because thats well beyond me.

You might think of this email:
http://lists.puredata.info/pipermail/pd-list/2006-08/040561.html

Two side notes:

- 1 -
It would be cool if people have a bibtex or other reference file to  
share. There often come some reference to some PDF that someone wrote  
up to a proceeding or to some journal. And often they are directly  
linked to Pd, and at other times they are about a general dsp/ 
synthesis topic.

I ask since while these mastodon and influential text books are good  
there is a lot of stuff spread out in journals and proceedings that  
are worth reading and which are detailed and interesting on it's own.

- 2 -
The relates to a prayer i have been meaning to say: Some of the cool  
stuff people make or implement in Pd often use some technique or are  
inspired by some article (or part of a book). It would be really nice  
with more references in those patches.

Note that i don't say that since i'm lazy and just don't bother to  
ready the books mentioned in this thread - in fact i can't wait to  
read them and have been meaning to for a while, but don't have had  
the time.

I say that since i don't have a music or new-media background hence  
it's hard to put thing into an over all picture of what is techniques  
are about - much like what i think is shift8 motivation for the  
request, to get a picture of what is out there and what does it do.

I also believe that adding such lill info in patches, that i request  
in my prayer, will aid the use Pd in conventional (university  
courses)  as well as unconventional (workshops, self-learning)  
learning environments.

And yeah. Big up to the community power. 

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Re: [PD] oldschool rave synths

2007-03-16 Thread Chuckk Hubbard
On 3/16/07, padawan12 [EMAIL PROTECTED] wrote:
 On Thu, 15 Mar 2007 22:56:46 -0400
 Chuckk Hubbard [EMAIL PROTECTED] wrote:

  On 3/16/07, padawan12 [EMAIL PROTECTED] wrote:
   As Chuckk and some of the other mathematicians have said here, some
   esoteric pure math like operator theory subsumes the whole subject, 
   because
 
  Wait, what?  I wish I was a mathematician.  Do I come across that way?
  I don't know what operator theory is, but I guess if it's related to
  what I've said about music cognition, then I have some idea.

 One k too many, I meant t'other Charlie :) I'm sure C.Henry once said there
 was something to be said for looking at operator theory, maybe I totally
 misunderstood because thats well beyond me.

I realized after I posted that you must have meant him, but alas I was
too tipsy to respond again.

   sound is about changes and transformations, but I wonder what other 
   peoples
   top 10 'must have' concepts are. I suppose it depends on your goals, for 
   example
   a lot of composers learn a disproportionate amount of stats and 
   distributions.
 
  I'm humbled by those guys.  I borrowed an extra book from my
  probability teacher (since probability class at an art school is kind
  of tame), hoping to understand Gaussian, Poisson, etc., after seeing
  them in the Csound manual, but I'm kind of marooned.

 Can you remember what it was? I say disproportionate, but really from 
 ignorance

What what was?  The Csound opcode?
I do think of it as overkill for synthesis purposes, but people use
Csound for lots of other purposes.  I guess for algorithmic
composition that kind of specificity is indispensible.


  You never apprehend the object as a whole, because you
  don't know what comes next.  Then again, I just apprehended that
  bottle of lager as a whole, so I'm not sure if I'm making much
  sense...


 I think beer is triangular, up to a point everything improves linearly,
 then it all turns to bollocks and goes downhill at roughly the same rate:)

It might have been smoother if I had distributed the beer more
uniformly across the 10 minutes I took to drink it.  Or I could have
used a smaller hop size to get more gradual changes.

-Chuckk

-- 
http://www.badmuthahubbard.com

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Re: [PD] oldschool rave synths

2007-03-16 Thread Kyle Klipowicz
Nice pun!

~Kyle

On 3/16/07, Chuckk Hubbard [EMAIL PROTECTED] wrote:
 It might have been smoother if I had distributed the beer more
 uniformly across the 10 minutes I took to drink it.  Or I could have
 used a smaller hop size to get more gradual changes.
-- 

http://theradioproject.com
http://perhapsidid.blogspot.com

(()()()(()))()()())(
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Re: [PD] oldschool rave synths

2007-03-16 Thread padawan12
On Fri, 16 Mar 2007 14:06:37 -0400
Chuckk Hubbard [EMAIL PROTECTED] wrote:


 What what was?  The Csound opcode?

No the book on stats for music applications.



 I do think of it as overkill for synthesis purposes, but people use
 Csound for lots of other purposes.  I guess for algorithmic
 composition that kind of specificity is indispensible.

I'd argue for its audio precision, but then it's not realtime (by design)
in the same way that Pd is. Not sure what control stuff you could do in 
csound that you couldn't in Pd (?) Never really loved the score-orchestra
dichotomy either, without that wall to negotiate I think you have more
freedom in instrument design and in generation. 


 It might have been smoother if I had distributed the beer more
 uniformly across the 10 minutes I took to drink it.  Or I could have
 used a smaller hop size to get more gradual changes.

Hop size, yeah :) 




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Re: [PD] oldschool rave synths

2007-03-16 Thread Chuckk Hubbard
On 3/17/07, padawan12 [EMAIL PROTECTED] wrote:
 On Fri, 16 Mar 2007 14:06:37 -0400
 Chuckk Hubbard [EMAIL PROTECTED] wrote:


  What what was?  The Csound opcode?

 No the book on stats for music applications.

Alas, it is merely a probability textbook with a little more detail
than the one we're using in class; it isn't geared towards music.

  I do think of it as overkill for synthesis purposes, but people use
  Csound for lots of other purposes.  I guess for algorithmic
  composition that kind of specificity is indispensible.

 I'd argue for its audio precision, but then it's not realtime (by design)
 in the same way that Pd is. Not sure what control stuff you could do in
 csound that you couldn't in Pd (?) Never really loved the score-orchestra
 dichotomy either, without that wall to negotiate I think you have more
 freedom in instrument design and in generation.

I love Csound for a bunch of reasons.  The score format is definitely
not one of them.
The csoundapi~ Pd object is awesome, though, and now supports multiple
instances.  At the moment, I'm working with a 4-movement microtonal
sonata I wrote with my Pd JIsequencer and translated to a Csound
score.  I find it much easier to control synthesis and production with
Csound.  I think just because it has higher-level stuff.  It's also
older and has more contributors.  But I bet for most people the bottom
line is whether they prefer to work with text or graphics.  I like
both.
I'm not sure why, but it seems like the Csound and Pd camps are almost
mutually exclusive.

-Chuckk

-- 
http://www.badmuthahubbard.com

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Re: [PD] oldschool rave synths

2007-03-16 Thread Kyle Klipowicz
Would you please be willing to share some examples of using the CSound
external with Pd? I have it, but have not really done much with it.

~Kyle

On 3/16/07, Chuckk Hubbard [EMAIL PROTECTED] wrote:
 On 3/17/07, padawan12 [EMAIL PROTECTED] wrote:
  On Fri, 16 Mar 2007 14:06:37 -0400
  Chuckk Hubbard [EMAIL PROTECTED] wrote:
 
 
   What what was?  The Csound opcode?
 
  No the book on stats for music applications.

 Alas, it is merely a probability textbook with a little more detail
 than the one we're using in class; it isn't geared towards music.

   I do think of it as overkill for synthesis purposes, but people use
   Csound for lots of other purposes.  I guess for algorithmic
   composition that kind of specificity is indispensible.
 
  I'd argue for its audio precision, but then it's not realtime (by design)
  in the same way that Pd is. Not sure what control stuff you could do in
  csound that you couldn't in Pd (?) Never really loved the score-orchestra
  dichotomy either, without that wall to negotiate I think you have more
  freedom in instrument design and in generation.

 I love Csound for a bunch of reasons.  The score format is definitely
 not one of them.
 The csoundapi~ Pd object is awesome, though, and now supports multiple
 instances.  At the moment, I'm working with a 4-movement microtonal
 sonata I wrote with my Pd JIsequencer and translated to a Csound
 score.  I find it much easier to control synthesis and production with
 Csound.  I think just because it has higher-level stuff.  It's also
 older and has more contributors.  But I bet for most people the bottom
 line is whether they prefer to work with text or graphics.  I like
 both.
 I'm not sure why, but it seems like the Csound and Pd camps are almost
 mutually exclusive.

 -Chuckk

 --
 http://www.badmuthahubbard.com

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http://perhapsidid.blogspot.com

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Re: [PD] oldschool rave synths

2007-03-16 Thread Chuckk Hubbard

I'm always embarrassed to share my patches, as I'm not much of a
programmer and they tend to be really haphazard.
So far I've mostly used it to get a feel for Csound opcodes, and of
course to have better GUI control.  I have one for grain3 and one for
testing different filter opcodes.

Careful with the filter tester.  For some reason the output of reson
is like ten thousand times as high as any of the others.
Like I said, you can now run sound from multiple instances, so
csoundapi~ objects can feed into each other, if you have some reason
to do that...  At any rate, it beats having one csoundapi~ object and
having everything send to the same subpatch to process.

-Chuckk

On 3/16/07, Kyle Klipowicz [EMAIL PROTECTED] wrote:

Would you please be willing to share some examples of using the CSound
external with Pd? I have it, but have not really done much with it.

~Kyle
#N canvas 27 173 1216 644 12;
#X obj 223 502 dac~;
#X msg 631 240 event e;
#X msg 30 110 control kcps1 \$1;
#X floatatom 170 63 5 0 0 0 - - -;
#X msg 170 110 control kphs1 \$1;
#X msg 30 190 control kgdur1 \$1;
#X obj 416 327 print three;
#X obj 470 355 print four;
#X floatatom 30 142 5 0 0 0 - - -;
#X obj 30 164 / 1000;
#X msg 366 173 reset;
#X msg 154 265 run \$1;
#X obj 154 245 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 1
1;
#X floatatom 30 63 5 0 0 0 - - -;
#X obj 30 85 / 100;
#X msg 86 37 280;
#X msg 100 138 155;
#X obj 632 -48 notein 1;
#X msg 253 59 156;
#X obj 791 -16 moses 0.001;
#X obj 796 101 spigot;
#X msg 825 75 1;
#X msg 859 75 0;
#X obj 632 43 spigot;
#X msg 756 17 1;
#X msg 791 17 0;
#X obj 324 -2 loadbang;
#X obj 231 392 lop~ 400;
#X obj 319 391 lop~ 400;
#X floatatom 160 343 5 0 0 0 - - -;
#X obj 170 85 / 100;
#X obj 632 68 t f f;
#X obj 632 149 pack 0 0 0;
#X obj 707 98 / 1000;
#X obj 707 124 + 1;
#X msg 796 125 control off \$1;
#X msg 631 215 event i \$3 0 0.1 \$1 \$2 \, control off -999;
#X obj 324 282 csoundapi~ midigrain3.csd;
#X msg 324 25 set kcps1 kcps2 kcps3 kphs1 kgdur1 off offr kthresh;
#X text 703 -48 MIDI through PD;
#X text 920 125 noteoff message;
#X text 114 322 cutoff;
#X text 715 146 csound allows decimal instrument names to create different
instances of the same instrument that don't interrupt each other. this
pack object allows each note number to start a different instance \,
as 1.06 \, 1.061 \, etc.;
#X text 21 31 Formant;
#X text 17 211 Grain duration;
#X text 153 38 Normalized location;
#X text 890 -15 noteon or noteoff?;
#X text 671 449 MIDI/PD control of Csound's grain3;
#X connect 1 0 37 0;
#X connect 2 0 37 0;
#X connect 3 0 30 0;
#X connect 4 0 37 0;
#X connect 5 0 37 0;
#X connect 8 0 9 0;
#X connect 9 0 5 0;
#X connect 10 0 37 0;
#X connect 11 0 37 0;
#X connect 12 0 11 0;
#X connect 13 0 14 0;
#X connect 14 0 2 0;
#X connect 15 0 14 0;
#X connect 16 0 9 0;
#X connect 17 0 23 0;
#X connect 17 0 20 0;
#X connect 17 1 19 0;
#X connect 18 0 30 0;
#X connect 19 0 25 0;
#X connect 19 0 21 0;
#X connect 19 1 24 0;
#X connect 19 1 22 0;
#X connect 19 1 32 1;
#X connect 20 0 35 0;
#X connect 21 0 20 1;
#X connect 22 0 20 1;
#X connect 23 0 31 0;
#X connect 24 0 23 1;
#X connect 25 0 23 1;
#X connect 26 0 38 0;
#X connect 26 0 12 0;
#X connect 27 0 0 0;
#X connect 28 0 0 1;
#X connect 29 0 27 1;
#X connect 29 0 28 1;
#X connect 30 0 4 0;
#X connect 31 0 32 0;
#X connect 31 1 33 0;
#X connect 32 0 36 0;
#X connect 33 0 34 0;
#X connect 34 0 32 2;
#X connect 35 0 37 0;
#X connect 36 0 37 0;
#X connect 37 0 27 0;
#X connect 37 1 28 0;
#X connect 37 2 6 0;
#X connect 37 3 7 0;
#X connect 38 0 37 0;


midigrain3.csd
Description: Binary data


csapifiltertest.csd
Description: Binary data
#N canvas 351 45 916 710 12;
#X msg 172 320 control freq \$1;
#X msg 328 276 control q \$1;
#X obj 356 40 vsl 15 200 0 100 0 0 empty empty empty 0 -9 0 10 -262144
-1 -1 1000 1;
#X floatatom 357 254 5 0 0 0 - - -;
#X obj 281 40 vsl 15 200 0 2000 0 0 empty empty empty 0 -9 0 10 -262144
-1 -1 1200 1;
#X floatatom 281 246 5 0 0 0 - - -;
#X obj 184 449 dac~;
#X obj 598 308 phasor~;
#X floatatom 573 267 5 0 0 0 - - -;
#X obj 598 333 *~;
#X floatatom 669 259 5 0 0 0 - - -;
#X obj 669 284 / 100;
#X obj 76 494 env~;
#X floatatom 76 522 5 0 0 0 - - -;
#X obj 478 41 vsl 15 200 0 100 0 0 empty empty empty 0 -9 0 10 -262144
-1 -1 1500 1;
#X floatatom 478 250 5 0 0 0 - - -;
#X msg 406 305 control gain \$1;
#X msg 494 434 rezzy;
#X msg 503 458 butterlp;
#X msg 512 482 butterbp;
#X msg 527 504 reson;
#X msg 530 529 lowpass2;
#X msg 550 554 tone;
#X msg 409 473 raw;
#X msg 292 647 control filter \$1;
#X obj 335 577 route raw rezzy butterlp butterbp reson lowpass2 tone
;
#X msg 331 603 0;
#X msg 380 601 1;
#X msg 439 605 2;
#X msg 504 604 3;
#X msg 566 607 4;
#X msg 625 609 5;
#X msg 690 609 6;
#X msg 33 282 set freq q gain switch filter;
#X msg 95 390 run \$1;
#X obj 74 375 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 0
1;
#X msg 254 452 reset;
#X msg 307 449 compile;
#X obj 33 248 loadbang;
#X text 314 16 Q/bw depending;
#X 

Re: [PD] oldschool rave synths

2007-03-16 Thread Michal Seta
shift8 [EMAIL PROTECTED] writes:

 sounds perfect - amazon i presume?  cc would be dope tho...

If you're on a budget you can always try http://www.abebooks.com.

./MiS


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Re: [PD] oldschool rave synths

2007-03-15 Thread Steffen

On 15/03/2007, at 16.24, padawan12 wrote:

 I thought [lowpass] and [highpass] were vanilla.

I found them in externals/ggee/filters/. They are in 0.39.2-extended- 
test7 as fx [ggee/highpass~] or after [import ggee].

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Re: [PD] oldschool rave synths

2007-03-15 Thread shift8
dude - you are a ninja.  uhm, i mean, a jedi. seriously - i want to
emulate you a bit when i grow up ;P

that said, what resources would you recommend that illustrate calculus
as used for signal processing, but from a more functional point of view
as opposed to a theoretical one.  i know there are dsp chip programming
guides for engineering, but there seems to be only how and not the
why in most cases there.  too theoretical of descriptions makes it
difficult for me to visualize the action or imagine the sonic
implications of the theory being discussed.

personally, i find that the application of theories make much more sense
than the abstract theories themselves.  maybe it's brain damage, or
perhaps plain 'ol ignorance.

but anyway, here's a simple example:

someone tells me an empirical definition of the nyquist theory, it's
hard to get my head around.  but if someone says hey, you can't sample
a frequency that is = 1/2 of the sample rate, because the wavelength is
too short in duration to fit sample boundaries, and it causes
distortions that are related to the frequency being sampled. that
totally makes sense.  i can picture that from a functional point of
view, and then have a much easier time with the math an theory of it.

are there any resources, books, etc out that approach the subject of dsp
in a style like this?

thanks and high regards,
star

On Thu, 2007-03-15 at 15:24 +, padawan12 wrote:
 [pow~] is from cyclone, I think in the case I used it (pow 2) you can replace 
 it with
 an equivilent [expr~] expression or [*~]. I thought [lowpass] and [highpass] 
 were vanilla. 
 They are needed to set the coeffs for biquad~ 
 
 On Wed, 14 Mar 2007 16:49:29 -0800
 Josh Steiner [EMAIL PROTECTED] wrote:
 
  i seem to be missing:
  
  lowpass, highpass and pow~
  
  running 0.39.2-extended-test7 on winxp
  
  -josh
  
  padawan12 wrote:
   Sorry Hardoff, scratch that last load of rubbish. The parasite synth is 
   the
   wrong patch, and I thought I was talking about different oscillators, it
   should have been something more like the ones here. The oscillator is
   a dual-slope one in hoover-triangles.pd, much easier to pull out than the 
   last mess.
  
   Another take is the hoover-pwm.pd, which is a juno voice basically, it's 
   much brighter and
   fizzy down low. It just depends what you want more in the low registers, 
   up high theres
   not so much difference. 
   One is pulse width mod of a square, the other is slope mod of a triangle, 
   both have a bit
   of frequency lfo on too at about 5 Hz. A fat Juno hoover noise uses the 
   fast chorus 
   so there's one on both versions. Each has the same sequence so you can 
   compare the sounds.
   All the hoover flavours have a different character, like a highpass 
   resonant filter
   makes an interesting addition. But what they share in common is a busy 
   sound made 
   by having 3 or 4 detuned components. Juno is a pwm + saw + square mix, 
   with the 
   square an octave down.
  
  
   On Mon, 12 Mar 2007 22:34:01 +0900
   hard off [EMAIL PROTECTED] wrote:
  
 
   andy's tokyo techno one is cool.
  
   but i want hoovers.  i keep try to make them and they always suck.
   there must have been a secret ingredient that i am forgetting.
  
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Re: [PD] oldschool rave synths

2007-03-15 Thread Thomas Jeppesen
Not sure if it's exactly what you are after, but the computer musical
tutorial by Curtis Roads, takes you through it all in a not too
scientific/mathematic way. Actually I think it accompanies PD extremely
well.

http://www.amazon.com/Computer-Music-Tutorial-Curtis-Roads/dp/0262680823/ref=pd_bbs_sr_1/102-5380871-4068156?ie=UTF8s=booksqid=1173978334sr=8-1

I hope you'll find it useful.

Cheers!
Thomas

- Original Message - 
From: shift8 [EMAIL PROTECTED]
To: padawan12 [EMAIL PROTECTED]
Cc: pd-list@iem.at; Josh Steiner [EMAIL PROTECTED]; 
[EMAIL PROTECTED]
Sent: Thursday, March 15, 2007 6:54 AM
Subject: Re: [PD] oldschool rave synths


 dude - you are a ninja.  uhm, i mean, a jedi. seriously - i want to
 emulate you a bit when i grow up ;P

 that said, what resources would you recommend that illustrate calculus
 as used for signal processing, but from a more functional point of view
 as opposed to a theoretical one.  i know there are dsp chip programming
 guides for engineering, but there seems to be only how and not the
 why in most cases there.  too theoretical of descriptions makes it
 difficult for me to visualize the action or imagine the sonic
 implications of the theory being discussed.

 personally, i find that the application of theories make much more sense
 than the abstract theories themselves.  maybe it's brain damage, or
 perhaps plain 'ol ignorance.

 but anyway, here's a simple example:

 someone tells me an empirical definition of the nyquist theory, it's
 hard to get my head around.  but if someone says hey, you can't sample
 a frequency that is = 1/2 of the sample rate, because the wavelength is
 too short in duration to fit sample boundaries, and it causes
 distortions that are related to the frequency being sampled. that
 totally makes sense.  i can picture that from a functional point of
 view, and then have a much easier time with the math an theory of it.

 are there any resources, books, etc out that approach the subject of dsp
 in a style like this?

 thanks and high regards,
 star

 On Thu, 2007-03-15 at 15:24 +, padawan12 wrote:
 [pow~] is from cyclone, I think in the case I used it (pow 2) you can 
 replace it with
 an equivilent [expr~] expression or [*~]. I thought [lowpass] and 
 [highpass] were vanilla.
 They are needed to set the coeffs for biquad~

 On Wed, 14 Mar 2007 16:49:29 -0800
 Josh Steiner [EMAIL PROTECTED] wrote:

  i seem to be missing:
 
  lowpass, highpass and pow~
 
  running 0.39.2-extended-test7 on winxp
 
  -josh
 
  padawan12 wrote:
   Sorry Hardoff, scratch that last load of rubbish. The parasite synth 
   is the
   wrong patch, and I thought I was talking about different oscillators, 
   it
   should have been something more like the ones here. The oscillator is
   a dual-slope one in hoover-triangles.pd, much easier to pull out than 
   the last mess.
  
   Another take is the hoover-pwm.pd, which is a juno voice basically, 
   it's much brighter and
   fizzy down low. It just depends what you want more in the low 
   registers, up high theres
   not so much difference.
   One is pulse width mod of a square, the other is slope mod of a 
   triangle, both have a bit
   of frequency lfo on too at about 5 Hz. A fat Juno hoover noise uses 
   the fast chorus
   so there's one on both versions. Each has the same sequence so you 
   can compare the sounds.
   All the hoover flavours have a different character, like a highpass 
   resonant filter
   makes an interesting addition. But what they share in common is a 
   busy sound made
   by having 3 or 4 detuned components. Juno is a pwm + saw + square 
   mix, with the
   square an octave down.
  
  
   On Mon, 12 Mar 2007 22:34:01 +0900
   hard off [EMAIL PROTECTED] wrote:
  
  
   andy's tokyo techno one is cool.
  
   but i want hoovers.  i keep try to make them and they always suck.
   there must have been a secret ingredient that i am forgetting.
  
   ___
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   UNSUBSCRIBE and account-management - 
   http://lists.puredata.info/listinfo/pd-list
  
   
  
   ___
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   UNSUBSCRIBE and account-management - 
   http://lists.puredata.info/listinfo/pd-list
  
 
 
  -- 
  
  tasty electronic music vittles  --  bluevitriol.com
  the only music blog you need--  playtherecords.com
  you are the dj.  interactive music  --  improbableorchestra.com
  random observations of the bizarre  --  vitriolix.com
 

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Re: [PD] oldschool rave synths

2007-03-15 Thread Frank Barknecht
Hallo,
shift8 hat gesagt: // shift8 wrote:

 are there any resources, books, etc out that approach the subject of
 dsp in a style like this?

I think, without some abstraction (sic!) one wouldn't get far with Pd.
It's just not a tool for ignoring certain rather abstract issues. But
I don't think you're looking for such a tool anyways. So for starters
I would recommend Computer Music by Dodge/Jerse. It doesn't
skip the necessary math, but has a good way of explaining it and
illustrating its use from a practical POV. It's definitly a book every
aspiring Pd user should read. I won't say the same of the Computer
Music Tutorial, which IMO often is a bit to, uhm, referential: It's
very complete in its scope, but too often just directs you to a paper
or another book if you want to know the real details. And it's too
heavy to carry around in your bag.

A personal favourite of mine then is F.R. Moore's Elements of
Computer Music, but it doesn't fit your description. But I come back
to it again and again, while my CMT is collecting dust.

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__

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Re: [PD] oldschool rave synths

2007-03-15 Thread Steffen

On 15/03/2007, at 14.54, shift8 wrote:

 are there any resources, books, etc out that approach the subject  
 of dsp
 in a style like this?

There is also

Music: a Mathematical Offering by Dave Benson
URL: http://www.maths.abdn.ac.uk/~bensondj/html/maths-music.html

There is a free and regularly updated PDF version on that site. Also  
it was reviewed in the February issue of The Wire Mag.

 From the TOC:

7. Digital music

7.1 Digital signals
7.2 Dithering
7.3 WAV and MP3 files
7.4 MIDI
7.5 Delta functions and sampling
7.6 Nyquist's theorem
7.7 The z-transform
7.8 Digital filters
7.9 The discrete Fourier transform
7.10 The fast Fourier transform

8. Synthesis

8.1 Introduction
8.2 Envelopes and LFOs
8.3 Additive synthesis
8.4 Physical modeling
8.5 The Karplus-Strong algorithm
8.6 Filter analysis for the Karplus-Strong algorithm
8.7 Amplitude and frequency modulation
8.8 The Yamaha DX7 and FM synthesis
8.9 Feedback, or self-modulation
8.10 CSound
8.11 FM synthesis using CSound
8.12 Simple FM instruments
8.13 Further techniques in CSound
8.14 Other methods of synthesis
8.15 The phase vocoder
8.16 Chebychev polynomials


I like this topic. In fact is was thinking about requesting folks  
bibtex files for inspiration. Anyone? 

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Re: [PD] oldschool rave synths

2007-03-15 Thread Derek Holzer
Funny, I tend to recommend two books to people: the Dodge/Jerse one for 
those who aren't mathematical (like myself), and the Roads one (the 
CMT) for those who are. Keeping in mind that whole chapters of the 
revised Dodge/Jerse--basically all the chapters on anything which are 
contemporary like granular synthesis--have been lifted almost verbatim 
from Curtis Roads' works, the Dodge/Jerse book is an excellent 
introduction. I still find that the CMT is like a bible, and when I'm 
scratching my head I can browse through it to find the right starting 
point. But it would be much more incomprehensible without the headstart 
I got from the Dodge/Jerse book.

best,
d.

Frank Barknecht wrote:

 I think, without some abstraction (sic!) one wouldn't get far with Pd.
 It's just not a tool for ignoring certain rather abstract issues. But
 I don't think you're looking for such a tool anyways. So for starters
 I would recommend Computer Music by Dodge/Jerse. It doesn't
 skip the necessary math, but has a good way of explaining it and
 illustrating its use from a practical POV. It's definitly a book every
 aspiring Pd user should read. I won't say the same of the Computer
 Music Tutorial, which IMO often is a bit to, uhm, referential: It's
 very complete in its scope, but too often just directs you to a paper
 or another book if you want to know the real details. And it's too
 heavy to carry around in your bag.

-- 
derek holzer ::: http://www.umatic.nl
---Oblique Strategy # 9:
Adding on

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Re: [PD] oldschool rave synths

2007-03-15 Thread shift8
thanks man, i'll check this out - 

but, for the record, i'm not put off by the maths so much (they are 
needed to implement, after all :), but i am most interested in 
practical implementations w/ and explorations of the implications of 
the techniques - that's my main interest and, like pd itself, augments 
my learning style. :)

cheers  thx,
star

On Thu, 2007-03-15 at 18:04 -0700, Thomas Jeppesen wrote:
 Not sure if it's exactly what you are after, but the computer musical 
 tutorial by Curtis Roads, takes you through it all in a not too 
 scientific/mathematic way. Actually I think it accompanies PD extremely 
 well.
 
 http://www.amazon.com/Computer-Music-Tutorial-Curtis-Roads/dp/0262680823/ref=pd_bbs_sr_1/102-5380871-4068156?ie=UTF8s=booksqid=1173978334sr=8-1
 
 I hope you'll find it useful.
 
 Cheers!
 Thomas
 
 - Original Message - 
 From: shift8 [EMAIL PROTECTED]
 To: padawan12 [EMAIL PROTECTED]
 Cc: pd-list@iem.at; Josh Steiner [EMAIL PROTECTED]; 
 [EMAIL PROTECTED]
 Sent: Thursday, March 15, 2007 6:54 AM
 Subject: Re: [PD] oldschool rave synths
 
 
  dude - you are a ninja.  uhm, i mean, a jedi. seriously - i want to
  emulate you a bit when i grow up ;P
 
  that said, what resources would you recommend that illustrate calculus
  as used for signal processing, but from a more functional point of view
  as opposed to a theoretical one.  i know there are dsp chip programming
  guides for engineering, but there seems to be only how and not the
  why in most cases there.  too theoretical of descriptions makes it
  difficult for me to visualize the action or imagine the sonic
  implications of the theory being discussed.
 
  personally, i find that the application of theories make much more sense
  than the abstract theories themselves.  maybe it's brain damage, or
  perhaps plain 'ol ignorance.
 
  but anyway, here's a simple example:
 
  someone tells me an empirical definition of the nyquist theory, it's
  hard to get my head around.  but if someone says hey, you can't sample
  a frequency that is = 1/2 of the sample rate, because the wavelength is
  too short in duration to fit sample boundaries, and it causes
  distortions that are related to the frequency being sampled. that
  totally makes sense.  i can picture that from a functional point of
  view, and then have a much easier time with the math an theory of it.
 
  are there any resources, books, etc out that approach the subject of dsp
  in a style like this?
 
  thanks and high regards,
  star
 
  On Thu, 2007-03-15 at 15:24 +, padawan12 wrote:
  [pow~] is from cyclone, I think in the case I used it (pow 2) you can 
  replace it with
  an equivilent [expr~] expression or [*~]. I thought [lowpass] and 
  [highpass] were vanilla.
  They are needed to set the coeffs for biquad~
 
  On Wed, 14 Mar 2007 16:49:29 -0800
  Josh Steiner [EMAIL PROTECTED] wrote:
 
   i seem to be missing:
  
   lowpass, highpass and pow~
  
   running 0.39.2-extended-test7 on winxp
  
   -josh
  
   padawan12 wrote:
Sorry Hardoff, scratch that last load of rubbish. The parasite synth 
is the
wrong patch, and I thought I was talking about different oscillators, 
it
should have been something more like the ones here. The oscillator is
a dual-slope one in hoover-triangles.pd, much easier to pull out than 
the last mess.
   
Another take is the hoover-pwm.pd, which is a juno voice basically, 
it's much brighter and
fizzy down low. It just depends what you want more in the low 
registers, up high theres
not so much difference.
One is pulse width mod of a square, the other is slope mod of a 
triangle, both have a bit
of frequency lfo on too at about 5 Hz. A fat Juno hoover noise uses 
the fast chorus
so there's one on both versions. Each has the same sequence so you 
can compare the sounds.
All the hoover flavours have a different character, like a highpass 
resonant filter
makes an interesting addition. But what they share in common is a 
busy sound made
by having 3 or 4 detuned components. Juno is a pwm + saw + square 
mix, with the
square an octave down.
   
   
On Mon, 12 Mar 2007 22:34:01 +0900
hard off [EMAIL PROTECTED] wrote:
   
   
andy's tokyo techno one is cool.
   
but i want hoovers.  i keep try to make them and they always suck.
there must have been a secret ingredient that i am forgetting.
   
___
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   tasty electronic

Re: [PD] oldschool rave synths

2007-03-15 Thread shift8
On Thu, 2007-03-15 at 20:45 +0100, Frank Barknecht wrote:
 Hallo,
 shift8 hat gesagt: // shift8 wrote:
 
  are there any resources, books, etc out that approach the subject of
  dsp in a style like this?
 
 I think, without some abstraction (sic!) one wouldn't get far with Pd.

heh :)

 It's just not a tool for ignoring certain rather abstract issues. 
 But I don't think you're looking for such a tool anyways. So for starters
 I would recommend Computer Music by Dodge/Jerse. It doesn't
 skip the necessary math, but has a good way of explaining it and
 illustrating its use from a practical POV. 

sounds perfect - amazon i presume?  cc would be dope tho...

 It's definitly a book every
 aspiring Pd user should read. I won't say the same of the Computer
 Music Tutorial, which IMO often is a bit to, uhm, referential: It's
 very complete in its scope, but too often just directs you to a paper
 or another book if you want to know the real details. And it's too
 heavy to carry around in your bag.

'k

 A personal favourite of mine then is F.R. Moore's Elements of
 Computer Music, but it doesn't fit your description. But I come back
 to it again and again, while my CMT is collecting dust.

ok, but i'm intrigued - i've almost always been a fan of your pd
studies, and appreciate that often that's exactly what they are -
illustrations of less then obvious techniques.  this book inspires that
to some extent?

 Ciao
l8
-- 
Mechanize something idiosyncratic.



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Re: [PD] oldschool rave synths

2007-03-15 Thread shift8
excellent lead - thanks!  i love this list :)

On Thu, 2007-03-15 at 21:43 +0100, Steffen wrote:
 On 15/03/2007, at 14.54, shift8 wrote:
 
  are there any resources, books, etc out that approach the subject  
  of dsp
  in a style like this?
 
 There is also
 
 Music: a Mathematical Offering by Dave Benson
 URL: http://www.maths.abdn.ac.uk/~bensondj/html/maths-music.html
 
 There is a free and regularly updated PDF version on that site. Also  
 it was reviewed in the February issue of The Wire Mag.
 
  From the TOC:
 
 7. Digital music
 
 7.1 Digital signals
 7.2 Dithering
 7.3 WAV and MP3 files
 7.4 MIDI
 7.5 Delta functions and sampling
 7.6 Nyquist's theorem
 7.7 The z-transform
 7.8 Digital filters
 7.9 The discrete Fourier transform
 7.10 The fast Fourier transform
 
 8. Synthesis
 
 8.1 Introduction
 8.2 Envelopes and LFOs
 8.3 Additive synthesis
 8.4 Physical modeling
 8.5 The Karplus-Strong algorithm
 8.6 Filter analysis for the Karplus-Strong algorithm
 8.7 Amplitude and frequency modulation
 8.8 The Yamaha DX7 and FM synthesis
 8.9 Feedback, or self-modulation
 8.10 CSound
 8.11 FM synthesis using CSound
 8.12 Simple FM instruments
 8.13 Further techniques in CSound
 8.14 Other methods of synthesis
 8.15 The phase vocoder
 8.16 Chebychev polynomials
 
 
 I like this topic. In fact is was thinking about requesting folks  
 bibtex files for inspiration. Anyone? 
 
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Re: [PD] oldschool rave synths

2007-03-15 Thread shift8
man - so many good recommendations - thx^3!

On Thu, 2007-03-15 at 19:38 -0700, Thomas Jeppesen wrote:
 Not sure if it's exactly what you are after, but the computer musical
 tutorial by Curtis Roads, takes you through it all in a not too
 scientific/mathematic way. Actually I think it accompanies PD extremely
 well.
 
 http://www.amazon.com/Computer-Music-Tutorial-Curtis-Roads/dp/0262680823/ref=pd_bbs_sr_1/102-5380871-4068156?ie=UTF8s=booksqid=1173978334sr=8-1
 
 I hope you'll find it useful.
 
 Cheers!
 Thomas
 
 - Original Message - 
 From: shift8 [EMAIL PROTECTED]
 To: padawan12 [EMAIL PROTECTED]
 Cc: pd-list@iem.at; Josh Steiner [EMAIL PROTECTED]; 
 [EMAIL PROTECTED]
 Sent: Thursday, March 15, 2007 6:54 AM
 Subject: Re: [PD] oldschool rave synths
 
 
  dude - you are a ninja.  uhm, i mean, a jedi. seriously - i want to
  emulate you a bit when i grow up ;P
 
  that said, what resources would you recommend that illustrate calculus
  as used for signal processing, but from a more functional point of view
  as opposed to a theoretical one.  i know there are dsp chip programming
  guides for engineering, but there seems to be only how and not the
  why in most cases there.  too theoretical of descriptions makes it
  difficult for me to visualize the action or imagine the sonic
  implications of the theory being discussed.
 
  personally, i find that the application of theories make much more sense
  than the abstract theories themselves.  maybe it's brain damage, or
  perhaps plain 'ol ignorance.
 
  but anyway, here's a simple example:
 
  someone tells me an empirical definition of the nyquist theory, it's
  hard to get my head around.  but if someone says hey, you can't sample
  a frequency that is = 1/2 of the sample rate, because the wavelength is
  too short in duration to fit sample boundaries, and it causes
  distortions that are related to the frequency being sampled. that
  totally makes sense.  i can picture that from a functional point of
  view, and then have a much easier time with the math an theory of it.
 
  are there any resources, books, etc out that approach the subject of dsp
  in a style like this?
 
  thanks and high regards,
  star
 
  On Thu, 2007-03-15 at 15:24 +, padawan12 wrote:
  [pow~] is from cyclone, I think in the case I used it (pow 2) you can 
  replace it with
  an equivilent [expr~] expression or [*~]. I thought [lowpass] and 
  [highpass] were vanilla.
  They are needed to set the coeffs for biquad~
 
  On Wed, 14 Mar 2007 16:49:29 -0800
  Josh Steiner [EMAIL PROTECTED] wrote:
 
   i seem to be missing:
  
   lowpass, highpass and pow~
  
   running 0.39.2-extended-test7 on winxp
  
   -josh
  
   padawan12 wrote:
Sorry Hardoff, scratch that last load of rubbish. The parasite synth 
is the
wrong patch, and I thought I was talking about different oscillators, 
it
should have been something more like the ones here. The oscillator is
a dual-slope one in hoover-triangles.pd, much easier to pull out than 
the last mess.
   
Another take is the hoover-pwm.pd, which is a juno voice basically, 
it's much brighter and
fizzy down low. It just depends what you want more in the low 
registers, up high theres
not so much difference.
One is pulse width mod of a square, the other is slope mod of a 
triangle, both have a bit
of frequency lfo on too at about 5 Hz. A fat Juno hoover noise uses 
the fast chorus
so there's one on both versions. Each has the same sequence so you 
can compare the sounds.
All the hoover flavours have a different character, like a highpass 
resonant filter
makes an interesting addition. But what they share in common is a 
busy sound made
by having 3 or 4 detuned components. Juno is a pwm + saw + square 
mix, with the
square an octave down.
   
   
On Mon, 12 Mar 2007 22:34:01 +0900
hard off [EMAIL PROTECTED] wrote:
   
   
andy's tokyo techno one is cool.
   
but i want hoovers.  i keep try to make them and they always suck.
there must have been a secret ingredient that i am forgetting.
   
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   you are the dj.  interactive music  --  improbableorchestra.com
   random observations of the bizarre  --  vitriolix.com
  
 
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Re: [PD] oldschool rave synths

2007-03-15 Thread shift8
On Fri, 2007-03-16 at 08:26 +, padawan12 wrote:
 On Thu, 15 Mar 2007 06:54:40 -0700
 shift8 [EMAIL PROTECTED] wrote:
 
  what resources would you recommend that illustrate calculus
  as used for signal processing, but from a more functional point of view
  as opposed to a theoretical one.  
 
 I heartily recommend Steven W Smiths Scientists and Engineers guide to DSP, 
 before tackling Perry Cook, Eduardo Miranda and our own Miller Puckette.
 Calculus is only a small part of the picture, maybe you use the word too
 broadly because it's just a technique that helps understand certain equations.
 For calculus you needn't really go above A level, a little of that with a good
 grasp of algebra, trig and geometry are a solid enough basis. Linear algebra
 and matrices are some useful tricks to put in your bag, and you can get 
 a long way by reading many of the tutorials for Octave.

this site rocks!

 http://www.dspguide.com/

haven't seen this one - will check it out. 

 http://www.amazon.co.uk/Real-Sound-Synthesis-Interactive-Applications/dp/1568811683
 
 As Chuckk and some of the other mathematicians have said here, some
 esoteric pure math like operator theory subsumes the whole subject, because
 sound is about changes and transformations, but I wonder what other peoples
 top 10 'must have' concepts are. I suppose it depends on your goals, for 
 example
 a lot of composers learn a disproportionate amount of stats and distributions.

i have been playing around with those a bit from a very lay perspective
- mostly randomized scales w/ occasional octave shifting (random w/ %,
usually).  i'm a fan of generative work, and hope to get better at it as
time goes by and i better my skills.

 
  i know there are dsp chip programming
  guides for engineering, but there seems to be only how and not the
  why in most cases there.  too theoretical of descriptions makes it
  difficult for me to visualize the action or imagine the sonic
  implications of the theory being discussed.
  
  personally, i find that the application of theories make much more sense
  than the abstract theories themselves.  maybe it's brain damage, or
  perhaps plain 'ol ignorance.
  
  but anyway, here's a simple example:
  
  someone tells me an empirical definition of the nyquist theory, it's
  hard to get my head around.  but if someone says hey, you can't sample
  a frequency that is = 1/2 of the sample rate, because the wavelength is
  too short in duration to fit sample boundaries, and it causes
  distortions that are related to the frequency being sampled. that
  totally makes sense.  i can picture that from a functional point of
  view, and then have a much easier time with the math an theory of it.
 
 I strongly agree with you about teaching theory in context. It is
 hard to pick good examples and write using only words so that the knowledge
 sticks. Sometimes symbolic representation is the only way to be unambiguous.
 That is why Puredata is a powerful teaching and exploration tool, the diagram
 is the program. We are also lucky to have people like Derek and Frank who 
 write from a position of least assumptions. I find a lot can be learned
 by just browsing the archives.

truly - i've learned so much from pd, the help docs (brilliantly
implemented in pd themselves), and all of the rocking folks that share
their ideas w/ the list so often.  the pd archive is a super bad ass
resource - one of the days i'm going to throw together a script that
culls patches from the archives and makes the containing mail the
readme.txt for them.  

  
  are there any resources, books, etc out that approach the subject of dsp
  in a style like this?
 
 One of Eduardo Mirandas more gentle books Computer Sound Design gives
 a pretty broad read, it also has some fun Windows and Mac software on
 the CD ROM. And you can't go wrong reading classics like Roads.

that's like the 3rd recommendation for Rhoads - guess i'll be picking
that one up :)

 Perhaps it's important to know that classic DSP is only a part of synthesis
 and analysis. It's the implementation layer.

true - but i think the digital representation has a definite impact on
technique. 

 Another area of wisdom to explore is physics. I like to start sound design
 lectures by explaining that sound is a branch of dynamics, particularly
 fluid dynamics. Physics really helps design realistic sound effects, to know
 about propagation, interference, reflection, damping, stress, elasticity
 and all that. Then you can make ballpark models of what sound waves are doing
 in an object of given materials and dimensions. There's a big section in the
 book I'm writing about knowledge, imperative, declarative and procedural,
 and how to move from a description to a model to a method. Really this is
 Software Engineering, but that's what we are doing at the end of the day.

software and systems arch is what i do for a living, and one of the big
reasons why pd has such a draw to me.  i'm much better at 

Re: [PD] oldschool rave synths

2007-03-15 Thread shift8
wow - super big ups for all of the responses on this.  thanks every one.
don't want to gush, but damn

community knowledge++

!!
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Re: [PD] oldschool rave synths

2007-03-15 Thread padawan12
On Thu, 15 Mar 2007 21:26:15 +0100
Frank Barknecht [EMAIL PROTECTED] wrote:

 .. but there's always the JO
 Smith's website for the formulas.

Ah yes for more advanced, Julius Smith physical modelling guru 

http://www-ccrma.stanford.edu/~jos/index.html

Dave Bensons (with the free pdf of his book)

http://www.maths.abdn.ac.uk/~bensondj/html/maths-music.html

Mustn't forget the great resource at

http://www.musicdsp.org/

any other good shares? :)

Andy




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Re: [PD] oldschool rave synths

2007-03-15 Thread padawan12
On Thu, 15 Mar 2007 16:49:13 -0700
shift8 [EMAIL PROTECTED] wrote:

 truly - i've learned so much from pd, the help docs (brilliantly
 implemented in pd themselves), and all of the rocking folks that share

Yeah, massive community bigup, it's really coming together now. You don't
realise the incremental improvements most of the time when you're close
to a program, then one day you download the latest and it's oh that's
fixed, this works now, there's shitloads more helpfiles, it's really good! 
And cross platform is rocking too. I get more things working with mates
who use Mac and Win than in the past.

 moving away from
 static content in general, the basic sameness of images and audio in
 time and frequency space, etc etc.

Yeah, I'm totally into procedural content, programs good, data bad :}

 

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Re: [PD] oldschool rave synths

2007-03-15 Thread Chuckk Hubbard
On 3/16/07, padawan12 [EMAIL PROTECTED] wrote:
 On Thu, 15 Mar 2007 06:54:40 -0700
 shift8 [EMAIL PROTECTED] wrote:

 As Chuckk and some of the other mathematicians have said here, some
 esoteric pure math like operator theory subsumes the whole subject, because

Wait, what?  I wish I was a mathematician.  Do I come across that way?
I don't know what operator theory is, but I guess if it's related to
what I've said about music cognition, then I have some idea.

 sound is about changes and transformations, but I wonder what other peoples
 top 10 'must have' concepts are. I suppose it depends on your goals, for 
 example
 a lot of composers learn a disproportionate amount of stats and distributions.

I'm humbled by those guys.  I borrowed an extra book from my
probability teacher (since probability class at an art school is kind
of tame), hoping to understand Gaussian, Poisson, etc., after seeing
them in the Csound manual, but I'm kind of marooned.
I've actually had some pretty heated (and useless) arguments with
teachers about form in music.  I argue that it doesn't exist, e.g.
that the beginning and end don't work the same way and so form is kind
of a misnomer.  You never apprehend the object as a whole, because you
don't know what comes next.  Then again, I just apprehended that
bottle of lager as a whole, so I'm not sure if I'm making much
sense...
Viva la dialectic.

-Chuckk


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Re: [PD] oldschool rave synths

2007-03-14 Thread padawan12
[pow~] is from cyclone, I think in the case I used it (pow 2) you can replace 
it with
an equivilent [expr~] expression or [*~]. I thought [lowpass] and [highpass] 
were vanilla. 
They are needed to set the coeffs for biquad~ 

On Wed, 14 Mar 2007 16:49:29 -0800
Josh Steiner [EMAIL PROTECTED] wrote:

 i seem to be missing:
 
 lowpass, highpass and pow~
 
 running 0.39.2-extended-test7 on winxp
 
 -josh
 
 padawan12 wrote:
  Sorry Hardoff, scratch that last load of rubbish. The parasite synth is the
  wrong patch, and I thought I was talking about different oscillators, it
  should have been something more like the ones here. The oscillator is
  a dual-slope one in hoover-triangles.pd, much easier to pull out than the 
  last mess.
 
  Another take is the hoover-pwm.pd, which is a juno voice basically, it's 
  much brighter and
  fizzy down low. It just depends what you want more in the low registers, up 
  high theres
  not so much difference. 
  One is pulse width mod of a square, the other is slope mod of a triangle, 
  both have a bit
  of frequency lfo on too at about 5 Hz. A fat Juno hoover noise uses the 
  fast chorus 
  so there's one on both versions. Each has the same sequence so you can 
  compare the sounds.
  All the hoover flavours have a different character, like a highpass 
  resonant filter
  makes an interesting addition. But what they share in common is a busy 
  sound made 
  by having 3 or 4 detuned components. Juno is a pwm + saw + square mix, with 
  the 
  square an octave down.
 
 
  On Mon, 12 Mar 2007 22:34:01 +0900
  hard off [EMAIL PROTECTED] wrote:
 

  andy's tokyo techno one is cool.
 
  but i want hoovers.  i keep try to make them and they always suck.
  there must have been a secret ingredient that i am forgetting.
 
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 tasty electronic music vittles  --  bluevitriol.com
 the only music blog you need--  playtherecords.com
 you are the dj.  interactive music  --  improbableorchestra.com
 random observations of the bizarre  --  vitriolix.com
 

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Re: [PD] oldschool rave synths

2007-03-13 Thread Kyle Klipowicz
That synth is sick. Reminds me of my days idolizing Ed Rush and Optical.

~Kyle

On 3/13/07, padawan12 [EMAIL PROTECTED] wrote:

 Dunno if you can make this into anything useful. It's very nasty.

 twin vari-slope triangle - chebyshev waveshaper - formant
  ^   |
  |_  FM feedback |

 I was trying to get something like a virus sound for a mate who
 is into jungle. This is the weaponised version with no anti-aliasing
 whatsoever (apparently that makes it sound better).
 Careful, it's already claimed one set of speakers. You might want to
 put some filters on the output to tame it a bit.


 But it's not classic hoover. You want lots of detuned triangles for
 that. Somewhere there's one called Edgar.pd I made which does that quite
 nicely, but just rip the dual slope triangle out of this one, dupe it a few
 times and give them a spread of about 3%, that's the secret ingredient.


 On Mon, 12 Mar 2007 22:34:01 +0900
 hard off [EMAIL PROTECTED] wrote:

  andy's tokyo techno one is cool.
 
  but i want hoovers.  i keep try to make them and they always suck.
  there must have been a secret ingredient that i am forgetting.
 
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Re: [PD] oldschool rave synths

2007-03-13 Thread hard off
Juno is a pwm + saw + square mix, with the

ooh la la!  perfect.  cheers.

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[PD] oldschool rave synths

2007-03-12 Thread hard off
have you made a good oldschool pd synth?  anything i make sounds like
some roland groovebox from the 90's.

anyone got any cool old rave sounds?

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Re: [PD] oldschool rave synths

2007-03-12 Thread Steffen

On 12/03/2007, at 11.56, hard off wrote:

 have you made a good oldschool pd synth?  anything i make sounds like
 some roland groovebox from the 90's.

Frank's got a 303 thingy, http://footils.org/cms/show/19

I'd be surprised if Andy doesn't have some oldtech sounding stuff about.

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Re: [PD] oldschool rave synths

2007-03-12 Thread hard off
andy's tokyo techno one is cool.

but i want hoovers.  i keep try to make them and they always suck.
there must have been a secret ingredient that i am forgetting.

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Re: [PD] oldschool rave synths

2007-03-12 Thread padawan12

Dunno if you can make this into anything useful. It's very nasty.

twin vari-slope triangle - chebyshev waveshaper - formant
  ^   |
  |_  FM feedback |

I was trying to get something like a virus sound for a mate who
is into jungle. This is the weaponised version with no anti-aliasing
whatsoever (apparently that makes it sound better).
Careful, it's already claimed one set of speakers. You might want to 
put some filters on the output to tame it a bit.


But it's not classic hoover. You want lots of detuned triangles for
that. Somewhere there's one called Edgar.pd I made which does that quite
nicely, but just rip the dual slope triangle out of this one, dupe it a few
times and give them a spread of about 3%, that's the secret ingredient.


On Mon, 12 Mar 2007 22:34:01 +0900
hard off [EMAIL PROTECTED] wrote:

 andy's tokyo techno one is cool.
 
 but i want hoovers.  i keep try to make them and they always suck.
 there must have been a secret ingredient that i am forgetting.
 
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parasite-synth.pd
Description: Binary data
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