Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Scott R. Looney
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

Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Wing Sang Wong
Hi Ali, I am working on a repository for Libpd-Unity integration recently. You may find the unitypackage and sample project here. https://github.com/Wilsonwaterfish/UnityLibpd If you are working on Windows, you may need to compile the libpdcsharp.dll by yourself as I only work on Linux and Mac.

Re: [PD] decrease / increase endless rotary midi controller handling

2016-10-23 Thread Robert Grah
Hi cyrille, thanks for your patch. It seems that turning the knob faster sends the values faster but bound to the rotation angle. No inteligent logic in that. So I added the time since the last value change into the patch. Now I can get faster value changes when turning faster and on

Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Ali Momeni
Thanks Dan. My problem is with LibPdFilterRead.cs as it doesn't compile because of this error: *Code:* // Unity audio callback public void OnAudioFilterRead (float[] data, int channels) { if(dataPtr == IntPtr.Zero) { dataHandle =

Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Dan Wilcox
https://github.com/libpd/libpd#c Dan Wilcox @danomatika danomatika.com robotcowboy.com > On Oct 23, 2016, at 8:21 AM, Ali Momeni wrote: > > Thanks

[PD] struct feature request

2016-10-23 Thread Jonathan Wilkes via Pd-list
[struct foo float x float y array a b] would be easier to read with semis: [struct foo;float x;float y;array a b] Quick-n-dirty way would be to ignore semis in the arg parser ___ Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management ->

Re: [PD] scalar properties code

2016-10-23 Thread Jonathan Wilkes via Pd-list
Regarding commit 55c6224fe552eb49050730b618bd83843d9e4ed3: * The code replacing the memcpy call does nothing.  I assume you want to swap sc_vec fields* What is the reason for adding glist_noselect(x)? From: Jonathan Wilkes via Pd-list To: Pd-List

Re: [PD] libpd for Unity still alive?

2016-10-23 Thread Ali Momeni
Thanks Dan. I'm having trouble getting the latest libpd4unity compiling: https://github.com/patricksebastien/libpd4unity/issues/18 Also, if the libpd C# binaries from NuGet are a way to get libpd/unity integrated, would you please post a link? On Sun, Oct 23, 2016 at 1:35 AM, Dan Wilcox

Re: [PD] libpd for Unity still alive?

2016-10-23 Thread olm-e
Just to mention : FrankieZafe and friends are developping a bundle of Ogre3d + Libpd + Bullet + OSC + blender export... the project is called Polymorph, and is intended to permit high quality art projects and games to be made with free software and distributed on multiple platforms ... I

Re: [PD] Request for help investigating the xeq sequencer package

2016-10-23 Thread Fred Jan Kraan
On 22-10-16 23:55, Jonathan Wilkes wrote: Hi Fred Jan, What features do you find in the xeq library which couldn't be sustainably implemented with abstractions? What features it contains is to be found out. For a great part, they probably could be implemented as abstractions. The Context