Hi,
On 25.10.2016 22:52, Thomas Mayer wrote:
> 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 addit
Yeah! This reflects my feelings as well.
From: Pd-list on behalf of William Huston
Sent: 27 October 2016 05:04
To: pd-list@lists.iem.at
Subject: [PD] #PdCon16 thoughts
I haven't figured out housing yet.
There is an amazing place called the
HI Hostel in NYC (kin
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 ch
I haven't figured out housing yet.
There is an amazing place called the
*HI Hostel in NYC* (kinda far uptown).
I had a very good experience there
during the People's Climate March.
It had a very nice vibe.
Diverse, hip crowd.
*(Please save me a reservation for one!!!)*
I am SO looking forward
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
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 wit