Interchangeable effects with throw~ and catch~
Hi all,
I'm trying to build a patch that takes an input signal and passes it through 2 effects in series, with a crossfade wet/dry at each stage.
[input ]
| \
| \
| \
| [effect 1]
| \
[xfade]
|\
| \
| \
| [effect 2]
| \
[xfade]
|
|
[output]
However, these two effects need to be interchangeable — that is, there are 8 possible effects that can be used, and you should be able to choose between them. Also, you are not allowed to select the same effect twice.
This has proved to be a bit of a brain teaser for me, and my throw~ and catch~ objects are doing things that I don't want them to do. Is there a simple way to achieve what I'm trying to do?
Thanks in advance,
-chmod
Pdvst (effect-plugin) notein-problem
Thanks for the reply!
I don't think it's a configuration issue, because it works for other plugins, like GSnap and a granular synth (Partikkel Audio) with audio- and midi-input, amongst others. This is what I did: Add a "midi out" and set the port number to the same as the effect plugin. Theoretically, this method should work for any VST-effect. But for all I know, PdVst could work better in other DAWs, like Sonar..
Have you tried to run a PdVst effect plugin in Sonar, and successfully give it both audio- and midi-input simultaneously?
In the pdv-file I have to specify whether my plugin should act as an effect or an instrument. I set it to effect (VSTi = FALSE), because that makes most sense for my patch. A VST-effect should theoretically be able to receive both audio- and midi-input. If I set it to instrument, it will, by design, be unable able to receive any audio to prosess.
It is, of course, possible that pdvst disables [notein] when the plugin is set to act as an effect..
I attached my .pdv, in case you want to check it for errors.
Pdvst (effect-plugin) notein-problem
Hi! I'm new in this forum =)
I created a PD-patch that takes midi notes to place several narrow bandpass-filters, in order to extract tone-defining sounds out of noisy sounds. This effect requires both audio and midi input. I want to implement this PD-patch as a VST-plugin in my DAW (in this case FL Studio). I have therefore downloaded and applied PdVst to my patch and successfully been able to run it as an effect-plugin in my DAW. But one crucial thing is not working: The sending of midi notes from the DAW (or directly from a midi-keyboard, for that sake) to the [notein] object in my PD patch! * Maybe PdVst-effect-plugins just aren't designed to receive midi notes via the notein-object? If so, what would you suggest as an alternative (method)? Btw, I've tried to create simple a PdVst-instrument (as opposed to effect), and it could successfully receive midi-notes from the DAW, but it didn't have any audio input...
Any help is highly appreciated =)
Here's a (slightly edited) screenshot of my DAW and PdVst with the patch:
(click the image for full size)
* I know the VST-effect standard generally allows effects to receive midi notes this way. For example the VST effect plugin GSnap (ala AutoTune) can tune any (monophonic) sound input to the key played on a midi-keyboard.
BECAUSE you guys are MIDI experts, you could well help on this...
Dear Anyone who understands virtual MIDI circuitry
I'm a disabled wannabe composer who has to use a notation package and mouse, because I can't physically play a keyboard. I use Quick Score Elite Level 2 - it doesn't have its own forum - and I'm having one HUGE problem with it that's stopping me from mixing - literally! I can see it IS possible to do what I want with it, I just can't get my outputs and virtual circuitry right.
I've got 2 main multi-sound plug-ins I use with QSE. Sampletank 2.5 with Miroslav Orchestra and Proteus VX. Now if I choose a bunch of sounds from one of them, each sound comes up on its own little stave and slider, complete with places to insert plug-in effects (like EQ and stuff.) So far, so pretty.
So you've got - say - 5 sounds. Each one is on its own stave, so any notes you put on that stave get played by that sound. The staves have controllers so you can control the individual sound's velocity/volume/pan/aftertouch etc. They all work fine. There are also a bunch of spare controller numbers. The documentation with QSE doesn't really go into how you use those. It's a great program but its customer relations need sorting - no forum, Canadian guys who wrote it very rarely answer E-mails in a meaningful way, hence me having to ask this here.
Except the sliders don't DO anything! The only one that does anything is the one the main synth. is on. That's the only one that takes any notice of the effects you use. Which means you're putting the SAME effect on the WHOLE SYNTH, not just on one instrument sound you've chosen from it. Yet the slider the main synth is on looks exactly the same as all the other sliders. The other sliders just slide up and down without changing the output sounds in any way. Neither do any effects plugins you put on the individual sliders change any of the sounds in any way. The only time they work is if you put them on the main slider that the whole synth. is sitting on - and then, of course, the effect's applied to ALL the sounds coming out of that synth, not just the single sound you want to alter.
I DO understand that MIDI isn't sounds, it's instructions to make sounds, but if the slider the whole synth is on works, how do you route the instructions to the other sliders so they accept them, too?
Anyone got any idea WHY the sounds aren't obeying the sliders they're sitting on? Oddly enough, single-shot plug-ins DO obey the sliders perfectly. It's just the multi-sound VSTs who's sounds don't individually want to play ball.
Now when you select a VSTi, you get 2 choices - assign to a track or use All Channels. If you assign it to a track, of course only instructions routed to that track will be picked up by the VSTi. BUT - they only go to the one instrument on that VST channel. So you can then apply effects happily to the sound on Channel One. I can't work out how to route the effects for the instrument on Channel 2 to Channel 2 in the VSTi, and so on. Someone told me on another forum that because I've got everything on All Channels, the effects signals are cancelling eachother out, I can't find out anything about this at the moment.
I know, theoretically, if I had one instance of the whole synth and just used one instrument from each instance, that would work. It does. Thing is, with Sampletank I got Miroslav Orchestra and you can't load PART of Miroslav. It's all or nothing. So if I wanted 12 instruments that way, I'd have to have 12 copies of Miroslav in memory and you just don't get enough memory in a 32 bit PC for that.
To round up. What I'm trying to do is set things up so I can send separate effects - EQ etc - to separate virtual instruments from ONE instance of a multi-sound sampler (Proteus VX or Sampletank.) I know it must be possible because the main synth takes the effects OK, it's just routing them to the individual sounds that's thrown me. I know you get one-shot sound VSTi's, but - no offence to any creators here - the sounds usually aint that good from them. Besides, all my best sounds are in Miroslav/Proteus VX and I just wanted to be able to create/mix pieces using those.
I'm a REAL NOOOB with all this so if anyone answers - keep it simple. Please! If anyone needs more info to answer this, just ask me what info you need and I'll look it up on the program.
Yours respectfully
ulrichburke
A collection of GLSL effects?
Hm, what happens when you click the print message to glsl_fragment?
For me it looks like this:
[glsl_fragment]: glsl_fragment Hardware Info
[glsl_fragment]: ============================
[glsl_fragment]: MAX_FRAGMENT_UNIFORM_COMPONENTS: 2048
[glsl_fragment]: MAX_TEXTURE_COORDS: 8
[glsl_fragment]: MAX_TEXTURE_IMAGE_UNITS: 32
What kind of GPU / Drivers do you use?
A collection of GLSL effects?
hey az
i get these errors...it doesnt want to link
error: [glsl_fragment]: shader not loaded
linking: link 9.80909e-45 7.00649e-45
linking: link 9.80909e-45 1.12104e-44
[glsl_program]: Info_log:
[glsl_program]: linking with uncompiled shader
[glsl_program]: Link failed!
[glsl_vertex]: Vertex_shader Hardware Info
[glsl_vertex]: ============================
[glsl_vertex]: MAX_VERTEX_ATTRIBS: 16
[glsl_vertex]: MAX_VERTEX_UNIFORM_COMPONENTS_ARB: 4096
[glsl_vertex]: MAX_VARYING_FLOATS: 64
[glsl_vertex]: MAX_COMBINED_TEXTURE_IMAGE_UNITS: 32
[glsl_vertex]: MAX_VERTEX_TEXTURE_IMAGE_UNITS: 16
[glsl_vertex]: MAX_TEXTURE_IMAGE_UNITS: 16
[glsl_vertex]: MAX_TEXTURE_COORDS: 8
GLSL question
you can find a solution for GLSL multitexture in this help patch:
GEM -> Examples -> 10.glsl/ > 05.multitexture.pd
hope this helps.
it's not straightforward to me, but should work.
and if you have a spare moment please give me feedback on this
http://puredata.hurleur.com/sujet-5000-collection-glsl-effects
thanks!
A collection of GLSL effects?
Hello everybody,
it's been a long time since i started wondering about getting some advanced visual effects out of pd. I know "advanced visuals" could mean a lot of different things, but let's say I am thinking of pixel stuff like depth of field, bloom, glow, blurring. I kind of tried everything, from basic pix effects to freeframe fx and gridflow convolutions but no matter what I do, since these effects are cpu based the resulting patch is always dead slow.
My first question is: as far as i know pd is born as an audio software, does it make sense to keep pushing it into the domains of visuals?
Don't get me wrong, I love pd and I know the amazing stuff you could get out gem and gridflow. Let's think of all these kind of 3d manipulations, sound visualization, video mixing, opencv stuff, pmpd physics simulation, just to name a few. You could just get some wonderful visuals by only using geos and simple texturing. But, sometimes, I find myself in front of limitations, like the ones about pixel effects I said before, and I wonder if I should just leave pd to what it's good for and move to video driven software like vvvv or "classic" programming environment like Processing.
I know a lot of stuff I've been talking about could be achieved with an irrelevant cpu cost by leaving calculations to the gpu. I think GLSL potential is extremely huge and I got to work some basic blurring, glowing and blooming effects I found on the web, but still seems a little workaroundy for me (especially multipass rendering).
Here is the second question: could opengl and glsl scripting be the solution to my first question? and what do you guys think about having a place where we can host a (hopefully growing) collection of ready to use GLSL effects along with example patches? maybe with a standard framework of objects for multi texture effects and general GLSL handling?
Ok, that's all. Any feedback will be extremely appreciated.
Here follows a simple GLSL blooming effect applied to gem particles (works on macosx 10.5, pd extended, gem 0.92.3)
Effect Send and Return
I'm trying to make a bank of sends and returns for effects. The sends and returns are all in one patch, and I'm using the send~ and receive~ objects to send the original signal from a drum machine to another patch containing the effects, and back again.
I want to be able to switch the relative positions of each effect module in the signal path so have tried to use the [makefilename] object to alter the ID of the send and return coming into and going out of the effect module. However, this doesn't seem to work ~ i get all sorts of unwanted feedback delay effects and whining when changing the position of the effect.
If i set the send~ name manually it's ok, it's just when I try to change the position automatically. Possibly something to do with not being allowed multiple send~s to a single receive~?
Pls refer attached patches
Interaction Design Student Patches Available
Greetings all,
I have just posted a collection of student patches for an interaction design course I was teaching at Emily Carr University of Art and Design. I hope that the patches will be useful to people playing around with Pure Data in a learning environment, installation artwork and other uses.
The link is: http://bit.ly/8OtDAq
or: http://www.sfu.ca/~leonardp/VideoGameAudio/main.htm#patches
The patches include multi-area motion detection, colour tracking, live audio looping, live video looping, collision detection, real-time video effects, real-time audio effects, 3D object manipulation and more...
Cheers,
Leonard
Pure Data Interaction Design Patches
These are projects from the Emily Carr University of Art and Design DIVA 202 Interaction Design course for Spring 2010 term. All projects use Pure Data Extended and run on Mac OS X. They could likely be modified with small changes to run on other platforms as well. The focus was on education so the patches are sometimes "works in progress" technically but should be quite useful for others learning about PD and interaction design.
NOTE: This page may move, please link from: http://www.VideoGameAudio.com for correct location.
Instructor: Leonard J. Paul
Students: Ben, Christine, Collin, Euginia, Gabriel K, Gabriel P, Gokce, Huan, Jing, Katy, Nasrin, Quinton, Tony and Sandy
GabrielK-AsteroidTracker - An entire game based on motion tracking. This is a simple arcade-style game in which the user must navigate the spaceship through a field of oncoming asteroids. The user controls the spaceship by moving a specifically coloured object in front of the camera.
Features: Motion tracking, collision detection, texture mapping, real-time music synthesis, game logic
GabrielP-DogHead - Maps your face from the webcam onto different dog's bodies in real-time with an interactive audio loop jammer. Fun!
Features: Colour tracking, audio loop jammer, real-time webcam texture mapping
Euginia-DanceMix - Live audio loop playback of four separate channels. Loop selection is random for first two channels and sequenced for last two channels. Slow volume muting of channels allows for crossfading. Tempo-based video crossfading.
Features: Four channel live loop jammer (extended from Hardoff's ma4u patch), beat-based video cross-cutting
Huan-CarDance - Rotates 3D object based on the audio output level so that it looks like it's dancing to the music.
Features: 3D object display, 3d line synthesis, live audio looper
Ben-VideoGameWiiMix - Randomly remixes classic video game footage and music together. Uses the wiimote to trigger new video by DarwiinRemote and OSC messages.
Features: Wiimote control, OSC, tempo-based video crossmixing, music loop remixing and effects
Christine-eMotionAudio - Mixes together video with recorded sounds and music depending on the amount of motion in the webcam. Intensity level of music increases and speed of video playback increases with more motion.
Features: Adaptive music branching, motion blur, blob size motion detection, video mixing
Collin-LouderCars - Videos of cars respond to audio input level.
Features: Video switching, audio input level detection.
Gokce-AVmixer - Live remixing of video and audio loops.
Features: video remixing, live audio looper
Jing-LadyGaga-ing - Remixes video from Lady Gaga's videos with video effects and music effects.
Features: Video warping, video stuttering, live audio looper, audio effects
KatyC_Bunnies - Triggers video and audio using multi-area motion detection. There are three areas on each side to control the video and audio loop selections. Video and audio loops are loaded from directories.
Features: Multi-area motion detection, audio loop directory loader, video loop directory loader
Nasrin-AnimationMixer - Hand animation videos are superimposed over the webcam image and chosen by multi-area motion sensing. Audio loop playback is randomly chosen with each new video.
Features: Multi-area motion sensing, audio loop directory loader
Quintons-AmericaRedux - Videos are remixed in response to live audio loop playback. Some audio effects are mirrored with corresponding video effects.
Features: Real-time video effects, live audio looper
Tony-MusicGame - A music game where the player needs to find how to piece together the music segments triggered by multi-area motion detection on a webcam.
Features: Multi-area motion detection, audio loop directory loader
Sandy-Exerciser - An exercise game where you move to the motions of the video above the webcam video. Stutter effects on video and live audio looper.
Features: Video stutter effect, real-time webcam video effects