sking for it. There is a
> bridge patch to communicate in OSC:
> https://github.com/maceq687/MC-Modules/tree/master/other
>
> Discord community is pretty active.
>
> Maybe you want to build your own, but it could be a solution.
>
> rph-r
>
>
> Le 17/08/2023 à 12:20, Sco
hey folks, i've been asking on the PD Discord but i thought i'd throw it
out here as well. i'm planning on the next version of a 3D VR music
sequencer project and ideally i'd like to do it in PD but i want it to run
on a Quest headset (probably Quest 3 since it will be coming out soon). i
find it
never opened the code box - just running the patch and being able to
control it via slider and MIDI trigger was decent enough for me to test it
out.
best,
scott
On Tue, Oct 11, 2022 at 4:05 AM Alexandre Torres Porres
wrote:
> Em seg., 10 de out. de 2022 às 16:51, Scott R. Looney <
>
at 5:41 AM Alexandre Torres Porres
wrote:
>
>
> Em dom., 9 de out. de 2022 às 21:11, Scott R. Looney <
> scottrloo...@gmail.com> escreveu:
>
>> as i recall Albert Graef updated it recently. it's called faustgen2~ i
>> believe:
>>
>> https://github.com/a
as i recall Albert Graef updated it recently. it's called faustgen2~ i
believe:
https://github.com/agraef/pd-faustgen
best,
scott
On Sun, Oct 9, 2022 at 4:46 PM Alexandre Torres Porres
wrote:
> is there a repository?
>
> Em qui., 6 de out. de 2022 às 09:50, alfonso santimone <
>
signals away from inactive
instruments as well? for this example assume the MIDI note triggering only
routes to the active instrument as well, so no audio is even triggered.
scott
On Wed, Dec 8, 2021 at 12:21 PM Scott R. Looney
wrote:
> hmm - well i'm not against the concept of NOT using dyna
-> output example at some point as the
> Zirkonium server is admittedly overkill to learn from.
>
> On Dec 8, 2021, at 3:16 PM, pd-list-requ...@lists.iem.at wrote:
>
> Message: 1
> Date: Wed, 8 Dec 2021 04:31:03 -0800
> From: "Scott R. Looney"
> To: pd-list
hi folks, since Alexander was just covering dynamic patching in PD on the
puredata.info site i thought i might inquire about options for dynamic
patching. i've perused a few libraries like iemguts, and a new one called
clj-puredata using Clojure. i sent this to the dev about my use case and i
hi Dan - re netreceive - i have not updated the patch on the OSC receiving
front for some time. i started making this patch in late 2018 i believe and
after a lot of testing this is what worked and has worked since from Unity
to PD. i'm using .50.0 at the moment. i'd be happy to do netreceive
dpreceive - oscars, or the udprevceive works already with the OSC I use
> now from Unity.
>
> Will come back if tested the extOSC package for Unity, probably in 12
> hours.
>
> Best,
>
> Popesz
>
> On Tue, Feb 9, 2021 at 10:55 AM Scott R. Looney
> wrote:
>
&g
hi Csaba - i have done a fair amount of work with OSC in Unity and i highly
recommend the extOSC plugin for this (it's free).
https://github.com/Iam1337/extOSC
homemade OSC sounds cool but there are a lot of flavors and not all of them
play well with PD. i tried a number of options and what
On Sun, Jan 17, 2021 at 4:58 PM Alexandre Torres Porres
wrote:
>
>
> Em dom., 17 de jan. de 2021 às 20:09, IOhannes m zmölnig
> escreveu:
>
>> the only guaranteed font to be available on Windows and Linux is "DejaVu
>> Sans Mono" (and if the font-renderer weren't broken on macOS, you could
>>
hi Chris - just saw this. i have never tried it but the AudioInjector folks
have a 6 input, 8 output via RCA hat that fits on the RPi:
https://shop.audioinjector.net/detail/Sound_Cards/Octo+RCA+sound+card
super cheap - something like $60 US, and has header breakouts as well.
worth a look...the
hi folks, i'm interested in virtual instruments using waveguide synthesis
so i tried PerCoLate and wasn't satisfied with the choices available. then
i found out about Faust and that it has a lot of these types of virtual
instruments, so i tried running Pierre's [faustgen~] but it won't load due
to
yup there's one from about a year ago:
https://github.com/LibPdIntegration/LibPdIntegration
builds for Windows, macOS, and iOS (sorry no Android yet). have not tried
it but this one lets you run multiple instances of PD.
best,
scott
On Tue, May 26, 2020 at 12:37 AM Max wrote:
> Hi list,
>
>
hi Oliver - thanks for the advice! i was thinking of slowing the
transmission speed as a solution, but i'll try it with iemnet library later
today. incidentally i did try this data dump scenario via OSC on my macOS
machine from the Unity Editor and it had no issue with PD at all. BTW i'm
using the
hi folks! first thing i'd like to ask is where the application crash logs
for PD are stored for Windows 10. i'm having an extremely frustrating time
getting PD 0.50 64bit to perform reliably and stably.
the latest crashes are a result of a new preset system i'm using that sends
positions of
well, i did mention that it was PD 0.49 but i did experiment with a lot of
different versions - 64 bit, 32 bit vanilla as well as CEAMMCs distribution
in 32 and 64 bit. so, point taken. so far seems be fairly decent. this
patch mainly does sample or synth based live playback - it's not heavy on
thanks for the input! i had forgotten about asio4all actually. i was using
a version of PD compiled by CEAMMC which looked like it had support for
ASIO but it seemed to be very unstable and caused the app to crash or stall
and never gave clear sound. so i switched back to 64 bit vanilla and tried
hey folks - i've been working with PD using a Windows 10 laptop and i seem
to be having a difficult time keeping the setup stable and getting low
latency audio out.
i have used this Windows 10 laptop for a variety of tasks with VR rigs,
gaming, browsing,etc and it does a credible job, but running
hey folks my PD on Windows saga continues. over the last day i've
experienced:
15 second MIDI input delay on MIDI port input (32 and 64 bit vanilla) -
Purr Data and the CEAMMC PD distribution had no issues. but for me using a
Roland UM-ONE very basic USB- MIDI interface, PD was effectively not
er
> from scratch.
>
> Sounds like a good idea :-) Just do a clean install of Msys2 and install
> the mingw64 toolchain with 'pacman -S mingw-w64-x86_64-toolchain'. That
> should be everything you need.
>
> If you still get errors, please post the full output.
>
> Christof
>
gt;
>
>
> Gesendet: Freitag, 12. Juli 2019 um 11:07 Uhr
> Von: "Scott R. Looney"
> An: pd-list
> Betreff: Re: [PD] - need some assistance compiling an external for Windows
>
>
>
> On Fri, Jul 12, 2019 at 1:46 AM IOhannes m zmölnig [mailto:zmoel...@iem.at]
On Fri, Jul 12, 2019 at 1:46 AM IOhannes m zmölnig wrote:
> On 7/12/19 9:15 AM, Scott R. Looney wrote:
> > any tips on where to copy the folder so that the path is clearly given?
> i'm
> > not 100% sure but i'm reasonably certain all my errors so far are path
> > related.
.
best,
scott
On Fri, Jul 12, 2019 at 1:15 AM IOhannes m zmölnig wrote:
> On 7/12/19 9:15 AM, Scott R. Looney wrote:
> > okay - good. now what i need to do is set PDLIBDIR variable to point to
> the
> > repo on the drive.
>
> PDLIBDIR is only relevant for telling
ll':
>
> On the msys2 shell use unix "/" path delimiters like:
>
> make all PDLIBDIR=../pd-plaits-master
>
>
> :)
>
>
> Mensaje telepatico asistido por maquinas.
>
> On 7/12/2019 4:15 AM, Scott R. Looney wrote:
>
> okay - good. now what i need to
could find out more information, but i'm still stuck.
best,
scott
On Fri, Jul 12, 2019 at 12:15 AM Scott R. Looney
wrote:
> okay - good. now what i need to do is set PDLIBDIR variable to point to
> the repo on the drive. what's tripping me up is the variance of forward and
> bac
,
scott
On Fri, Jul 12, 2019 at 12:02 AM IOhannes m zmölnig wrote:
> Am 12. Juli 2019 06:34:04 MESZ schrieb "Scott R. Looney" <
> scottrloo...@gmail.com>:
> >okay, one last question. since this is an external and the directions
> >are
> >for compiling PD itself
i'm
really glad for the work that folks have done to try to streamline the
process but it's still a slog.
best,
scott
On Thu, Jul 11, 2019 at 9:34 PM Scott R. Looney
wrote:
> okay, one last question. since this is an external and the directions are
> for compiling PD itself from source do i
.
On Thu, Jul 11, 2019 at 2:28 PM Lucas Cordiviola
wrote:
> if you build a 32 bit external can this be used with the 64 bit version of
> PD as well?
>
> Nope. They have to match.
>
> :)
>
> Mensaje telepatico asistido por maquinas.
>
> On 7/11/2019 6:13 PM, Scott R. Loon
thanks very much Lucas and Oliver!! one question - if you build a 32 bit
external can this be used with the 64 bit version of PD as well? i ask this
because it seemed the 64 bit build was a bit more complicated.
best,
scott
On Thu, Jul 11, 2019 at 1:09 PM Lucas Cordiviola
wrote:
> Hi Scott,
>
and trying different approaches, but any input
or feedback would be helpful. thanks!
best,
scott
On Wed, Jul 10, 2019 at 2:09 PM Scott R. Looney
wrote:
> okay i've installed msys2 and what should be gcc into mingw64 on a
> Windows10 laptop. this is not terribly clear as there are dozens of
>
compiler to install on my Mac so depending on how
difficult this is to do in Windows i may just go that route.
best,
scott
On Wed, Jul 10, 2019 at 12:06 AM IOhannes m zmölnig wrote:
>
>
> Am 10. Juli 2019 08:05:40 MESZ schrieb "Scott R. Looney" <
> scottrloo...@gmail.com>:
hey folks, i asked this on the PD patchrepo but no response so far.
i've recently run into a situation in which i have to recompile an external
currently only available for mac (pd_darwin) to a Windows platform. the
code was ported from the original C/C++ code of the Mutable Instrument
module
hi Dana - [declare] is the object, and the rest of the stuff are the
arguments that are typed into the object. put an object there and type
'declare -lib Gem' in its contents. save the patch and try and see in PD's
console window tells you that it loaded Gem.
best,
scott
On Tue, May 21, 2019 at
who are coming from Max and don't want to bother much in
> learning another way of doing something.
>
> Em sáb, 11 de mai de 2019 às 14:37, Scott R. Looney <
> scottrloo...@gmail.com> escreveu:
>
>> sorry gents - i was pretty sure it happened but it seems to be working
&g
sorry gents - i was pretty sure it happened but it seems to be working fine
now. i could not reproduce the error a second time with a new setup and
when i went back to my misbehaving patch it was behaving properly again. i
had started in a subpatcher originally, and had copied [coll] to another
hi folks just a quick clarification on cyclone's [coll] object that i'm
using in PD. i named mine [coll list] and i've loaded a text file into it.
however, it seems like updates to the [coll list] object only seem to carry
through all the coll objects in the active patch window. if you have a 'pd'
just to chime in here, i'm on a Mac and i noticed that i can't enter in a
number manually while in Run mode on 0.49 either (Edit mode is no problem,
though). i can use the mouse to change the number by clicking and
dragging, and holding down Shift while doing it allows decimal adjustment.
but it
thank you sir, that did the trick just fine. appreciate it!
best,
scott
On Mon, Apr 1, 2019 at 1:39 AM IOhannes m zmoelnig wrote:
> On 01.04.19 09:20, Scott R. Looney wrote:
> > hey folks i'm trying to get the IEM waveguide library examples to load
> and
> > having a b
0. Februar 2019 um 15:36 Uhr
> > Von: "michael strohmann"
> > An: "Scott R. Looney"
> > Cc: PD-List
> > Betreff: Re: [PD] trying to set up OSC between Unity and PD via
> [netreceive] or [iemnet/udpreceive]
> >
> > HI Scott,
> > i d
peach/unpackOSC resp.
> osc/unpackOSC externals.
>
> > Gesendet: Sonntag, 10. Februar 2019 um 09:39 Uhr
> > Von: "Scott R. Looney"
> > An: pd-list
> > Betreff: Re: [PD] trying to set up OSC between Unity and PD via
> [netreceive] or [iemnet/udpreceive]
>
anyway.
On Sun, Feb 10, 2019 at 12:20 AM Roman Haefeli wrote:
> The equivalent to [iemnet/udpreceive] is [netreceive -u -b].
>
> Roman
>
> On Sat, 2019-02-09 at 23:40 -0800, Scott R. Looney wrote:
> > hey folks, i'm trying to set up a OSC communication between Unity and
>
hey folks, i'm trying to set up a OSC communication between Unity and PD.
the eventual goal is that an iOS app will be sending data to PD to control
various parameters. this isn't a libpd issue as i do not want to run a PD
patch in Unity. i only want the remote communication.
so far i've tried
hey folks, i'm working with PD and decided to move my MIDI performance
patch to my laptop which is a Windows 10 machine. it's a really simple one
that switches outgoing midi channels based on OSC data from TouchOSC. on a
Mac, i use the main MIDI input from the controller to PD, then PDs output
is
that does this one thing just fine. it's a bit of kludgy workaround but for
this demo it'll do well enough.
best,
scott
On Sat, Jul 7, 2018 at 3:30 AM, IOhannes m zmölnig wrote:
> On 07/07/2018 10:34 AM, Scott R. Looney wrote:
> > hey folks, on a Mac, with 48.1 vanilla and i'm tryin
b -u] and [netreceive -b -u] for
> a pure vanilla solution.
>
> personally, I always use the OSC objects from the "mrpeach"/"osc" library
> ([packOSC], [unpackOSC] etc.) together with the [udpsend] and [udpreceive]
> from "iemnet". I've never used OSCx...
>
&
hey folks, on a Mac, with 48.1 vanilla and i'm trying to load the OSCx
library at startup and not getting anywhere. using this with TouchOSC,
which is apparently not compatible with netsend or netreceive, even in UDP
mode. everything works smoothly in PurrData but for vanilla 48.1 i have to
hey folks this may have been covered before, but just curious if there's a
list of all the objects (not externals) in alphabetical order? i know about
the list of object section in the Browser but that's not as helpful as it
tries to save space a lot. there's an oldish website (
hey Jonathan - i would love to work with this for my purposes, but
currently i have to be limited to objects for vanilla. is there a way at
all to do this, since your original goal was to make l2Ork's new features
accessible to all platforms? ideally i'd just like a superior vanilla PD
editing
a
thought.
best,
scott
On Tue, Mar 7, 2017 at 4:30 AM, Scott R. Looney <scottrloo...@gmail.com>
wrote:
> okay - well that seems to work for my single patch demo. but for some
> reason it doesn't work when loading it into the larger patch. the 'A#'
> references are gone but the tabl
, Mar 7, 2017 at 12:49 AM, IOhannes m zmoelnig <zmoel...@iem.at>
wrote:
> On 2017-03-07 08:45, Scott R. Looney wrote:
> > the issue seems to be involving audio data arrays and [soundfiler].
> mainly
> > it looks like adding a read command creates some kind of error, and i
&
hi pd folks - reaching out to the libpd oriented people on the list. i'm
running into some issues using the latest libpd4unity version in Unity with
a semi updated C# wrapper and libpdcsharp.
the issue seems to be involving audio data arrays and [soundfiler]. mainly
it looks like adding a read
ps://github.com/cmuartfab/libpd4unity-starter
>
>
> Looking forward to hearing more about what you're doing with unity and pd;
> there are at least 7 or 8 of us in the world that care about this
> combination :)
>
> -ali
>
> On Sat, Feb 25, 2017 at 4:24 AM, Scott R.
make PD's GUI run for prototyping and testing purposes. i guess you'd have
to switch between two outputs at the patch?
best,
scott
On Fri, Feb 24, 2017 at 11:13 AM, Alexandros Drymonitis <adr...@gmail.com>
wrote:
>
>
> On Fri, Feb 24, 2017 at 9:08 PM, Scott R. Looney <scot
hey folks, not trying to add noise but i know some libpd folks are around
on this list. anyone able to get me information on doing a build on Android
using Unity and libpd (from a Mac)? the only thing that pops up in a search
is a project called Kalimba (which i'm using) that's like four years
actually, i was curious about that myself but sort of on both tangents. at
the higher end i'm using Unity and PD vanilla via Kalimba and would
definitely like to use it without involving too much extra as it is in that
situation.
but the embedded factor is pretty important too. i've been checking
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;
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
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
eck +
> 29365
> 9 Tk 0x0b035392 TkCreateFrame + 140
> 10 Tk 0x0b02da41 Tk_Init + 1529
> 11 Pd 0x34da Pd + 9434
> 12 Tk 0x0b01ff01 Tk_MainEx + 145
i agree - kinda antithetical to the ethos of Pure Data, really. i think you
could use Heavy to turn a patch into rather voluminous C++ code. i remember
from the devs that they said the code output wasn't supposed to be edited
or analyzed by humans, but rather existed to be wrapped to work in a
+1 on Patrick's idea! and to continue to some extent where Patrick left
off, you can use magicolo's uPD project as a jumping off point:
https://github.com/Magicolo/uPD. i tried it out but and had issues
understanding this approach personally but i think it might hold some
potential, as it can
hi Matti - the only thing i've seen that is something similar to what
you're asking is the Heavy toolchain from Enzien Audio based on the online
Tannhauser compiler. it can convert a PD patch into C++ where it can then
be used as a plugin for different platforms, including in game audio
this is a stupid Apple thing meant to lock you into Apple or approved devs
only. to fix this, go into your System Preferences select Security and
click the lock icon. then find the section with the words 'Allow
applications downloaded from' (in 10.8 its the General tab). change this to
Anywhere
i think normal vs bold should be a preference. the kerning on the font on
my 1920 X 1080 display in bold makes the letters run together and it's
actually more difficult to perceive for me than the plain font. so an easy
switch rather than a runtime config file or flag would be preferable for me
at
Pierre - this looks totally amazing. one question, though. is there any
kind of plan for making it run as an Audio Unit plugin? or is that
something i could conceivably use Juce to do? i'm on Logic mostly these
days.
best,
scott
On Sat, Apr 2, 2016 at 12:55 PM, IOhannes m zmölnig
out Heavy? Its git has only readme.md.
>
>
> On 2/4/2016 7:33 PM, Scott R. Looney wrote:
>
> hey there, i followed the download links to Github where it looks like
> there is source. there's no indication of license for their source but it
> uses Juce which i think has a GPL
hey there, i followed the download links to Github where it looks like
there is source. there's no indication of license for their source but it
uses Juce which i think has a GPL option:
https://github.com/logsol/pd-pulp
hope this helps,
scott
On Thu, Feb 4, 2016 at 4:25 PM, Ivica Ico Bukvic
hey everybody - i may be off base here but just wondering if removing key
bindings would mean having to use the mouse more for various actions inside
PD besides the ones already mapped? i haven't used the Window menu but i'd
certainly like to have as much under keyboard control as possible when
this is excellent news for those of us using libpd on iOS. thanks very much
Sharokh!
best,
scott
On Mon, Nov 9, 2015 at 8:29 AM, Shahrokh Yadegari wrote:
> I am happy to report that IRCAM has agreed to release the original expr
> code under BSD license, and I am more than glad
thanks Jonathan. this is what i assumed re LGPL when i saw a discussion
about using fluidsynth in a build, which has a LGPL variant but not
anything more permissive. so one question would be if anyone here on the
list had a paid app rejected or accepted on the App Store due to using an
LGPL
sounds fantastic Dan! definitely looking forward
Alexander - the only one i know of is Marek Bereza's Pandemonium:
http://www.mazbox.com/pandemonium/
pretty old and was alpha at that time.
best,
scott
On Mon, Aug 24, 2015 at 10:53 AM, Dan Wilcox danomat...@gmail.com wrote:
It’s possible
hey there - just to offer my armchair two cents on the subject...
i am definitely no electrical engineer but to me Q, resonance and
bandwidth are basically the same thing. this is commonly found in
parametric EQs - there's not a lot of difference functionally between a
fully parametric one band
hey there - not sure if this will help . it's from CCRMA's site referring
to a C based version of a biquad filter, but i imagine that functionally it
shouldn't be too far off:
https://ccrma.stanford.edu/~jorgeh/projects/ass/ASStk/doc/com/australsounds/Filter/BiQuad.html
maybe this will help a
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