57 result(s) matching "pong", (0.23 seconds)
Just don't look at the code please. [http://www.pdpatchrepo.info/hurleur/pd\_pong.rar] : http://www.pdpatchrepo.info/hurleur/pd_pong.rar
Pink Floyd "On the Run"
I'm a newbie to PD (and this board). In order to teach myself, I've been trying to recreate the EMS Synthi VSC3 patch used in Pink Floyd's "On the Run" from their Dark Side of the Moon album. Attached is my current progress. Getting there, but the filter settings need a lot of work :) [http://www.pdpatchrepo.info/hurleur/dsotm\_on\_the\_run\_2.pd] : http://www.pdpatchrepo.info/hurleur/dsotm_on_the_run_2.pd
Adding to a pong patch
Hello everyone, I've found this pong patch on the forums here and am trying to add another canvas element in the center that will bounce the ball if hit. Does anyone have any advice? Thanks [http://www.pdpatchrepo.info/hurleur/pong\_(1).pd] : http://www.pdpatchrepo.info/hurleur/pong_(1).pd
How to make combo filter, foward and reverse and ping pong ect
I am looking at the combo filter from DIY2 and I won't to know how to make the reverse mode and ping pong mode and random ect
Audio panic button
Hi I'm wondering if there's a way to patch an audio panic button that also resets all the metros, vd~ and any other time related operations? For example, if a patch has a long reverb or delay tail, I'd like to just stop or reset it. \[; pd dsp 0( stops the output but all the timers? regards
Hi, Can someone please help on this. for an assignment i need to do Pong game using Puredata. this is new to me and I haven't worked on this before either. I managed to get to know how it works. I am just checking if someone can help in building this. I know how to create the ball and the slides but I need some guidance in organising all those and work together. Thanks in advance, Avengeer
Midi panic object?
Is there any easy way to make a midi panic button that will turn all midi notes off or is there an object that already does this?
this must have been done already right? pong for pd. [http://www.pdpatchrepo.info/hurleur/pong.pd] : http://www.pdpatchrepo.info/hurleur/pong.pd
Pduino + digital in? - Ping))))
Hi, I have been using pduino with my Arduino just fine with the analog inputs, but am having trouble trying to use my Parallax Ping))) Ultrasonic Range Finder with the digital inputs to get the range finder values into PD. Can anyone help? Any suggestions?
This is my first totally-pd song. Oh well, it's not really complete yet but a solid draft of what it's going to be like. I've been watching too much pingu lately, hence the title :) For those interested : all audio is generated during 2 pd jams and recorded in 6 stereo files. Then i took the best bits and laid them down in a sequencer + some compression. I hope you enjoy it. [http://wwW.jittered.com/pd/domxh-PinguWasHere.mp3] Domien : http://wwW.jittered.com/pd/domxh-PinguWasHere.mp3
Puredata checking internet connection
I gave up trying to parse stuff, string handling was a bit much for me in PD. In the end I swapped ping for a whois as this meant that i didn't have to parse the reply from popen Here's what I came up with, bit clunky but it does the job. If you're specifically after parsing a ping then this is no good, but on OSX and PD 0.41.4-extended this will return whether or not I have an active connection. Cheers Owen. [http://www.pdpatchrepo.info/hurleur/ping.pd] : http://www.pdpatchrepo.info/hurleur/ping.pd
Vinyl Control with PD
hello, im no pd expert at all... im looking for a possibilty to get data from a timecodevinyl (like finalscratch, serrato, miss pinky) into pd and send it over midi or osc to vvvv. i know that theres miss pinky for max/msp. but is there an opensource equivalent for pd somewhere on the net? thanks for your help...
Midi panic object?
bit OT [http://thinkl33t.co.uk/the-panic-button] : http://thinkl33t.co.uk/the-panic-button
Puredata checking internet connection
pure data becomes infinitely powerful when you combine the power of the \*nix (linux, mac, e.t.c.) shell. look at the shell object \[shell\]. within mac and the standard linux kernel comes a command called ping, so type 'man ping' into your terminal window for more info on how to use it, and how to interact it with pure data.
Parabolic Beat Slasher.
i think it would be more like mods and punks. max would be the mods. pd would be the punks, diy etc the video is on hold currently because of lots of work being done and its kind of temporarily dissassembled so that we can assemble a huge soundsystem we call the "lofi hifi" its essentially hifi bits we found left out for garbage collections.
Controlling a synth with a keyboard
here's a better, newer version that doesn't need any abstractions: [http://www.pdpatchrepo.info/hurleur/pianokeys.pd] : http://www.pdpatchrepo.info/hurleur/pianokeys.pd
TR808~ sample player
sorry...didn't i reply to your email? sorry, my bad. we were having a great chuckle about the fact that you live in penge. what a funny name for a place. i'll check this patch soon, but i have a suspicion that the list2symbol object is for loading the drum samples? if so i can workaround it using yves' playlist external and using seek messages .
Contribution to this cool forum
wow , funkly approved you punk ! i like it a lot.
yes, after years and years of development, for your creative pleasure... a shitty synth that sounds remarkably like a casiotone home keyboard. totally terrible synth patch, but the 'pianokeys' subpatch might come in useful. [http://www.pdpatchrepo.info/hurleur/pd-casio.zip] : http://www.pdpatchrepo.info/hurleur/pd-casio.zip
Game controller buttons
Hello! Anotheer n00b question unfortunately :s I have a playstation controller plugged in via the hid object. I want btn 14 ( x button ) to activate a bang. This works but also pings back data when i release the button... Is there anyway around this ? ps . Im creating a drum machine using the ps3 controller as the interface. Currently one press of x equals 2 kicks
Guidance in patching - filters and noise
I would love to get some pointers on a couple of issues. I have copied, pasted and been reading all over. And here is a kind of FM synth. But: - I dont know if my vcf filter is in the right place? Where are som normal places to put filters? - The pink noise takes over, how can a mix it in better? I really like the noise it does from the preset to the far right. - Some other way to store and retrieve presets easy? Url? And, i had a \[line\] coming from a message box with \[1, 0 100\] And it worked, it was placed between vcf and the last osc. But when i tried to set the time with message boxes i completely failed. Guidance in any way, tips, tricks, pointers etc is gratefully appreciated. meanwhile i'll continue down the [www.pd-tutorial.com] -road. /Jon [http://www.pdpatchrepo.info/hurleur/FM\_modul-noise.pd] : http://www.pd-tutorial.com : http://www.pdpatchrepo.info/hurleur/FM_modul-noise.pd
Follow position with a camera
Would it be posible to use PD together with a webcamera to follow a persons position in a room? I want to send midi-control-values to ableton Live depending on a persons movements in a room. At the moment Im using arduino and a ping-sensor for the purpose, but I would be able to make much more complex stuff if I can follow the movements on more than one axis. Im still a beginner in PD and I guess if its possible this would be kind of advanced stuff, but then I have something to work on! All tips or ideas regarding this are very welcome.
Nat with touchOSC and PB
Hello, I try using touchOSC on Ableton but the iphone is not on the same network that my DAW. net@ iphone : 192.168.1.111 router : 192.168.1.1 ( ISP router ) net@ host : 192.168.10.150 net@ linux router 1 : ra0, interface type : wifi - 192.168.1.150 net@ linux router 2 : eth0, interface type : cable - 192.168.10.1 touchOSC configuration : host : 192.168.10.150 Port : 8000 Port : 9000 Local IP @ : 192.168.1.110 I need to know how must I configure TouchOSC and absolutely, IPTABLES NAT RULES. I didnt manage to make the iphone discuss to my host. But I can ping or ssh from my host to my Iphone. there is no blocking rules on my linux router. thanks for your help.
Puredata checking internet connection
Hello all, Thank for taking the time to read/try and help. I'm a rusty Max/MSP convert who's fumbling away and needs a pointer or two. I'm trying to make a patch for an art installation foolproof so that I can happily leave it running for a month. The patch needs to stream audio using mp3stream~. Because I cannot guarantee the internet connection at the gallery I'm preparing a fallback mode where the patch would switch to a recording until the connection was re-established. The method I have devised is a simple test on the audio levels of the incoming streams. This is 'ok' but the source audio I'm using (police scanner radio) can be sparse at times anyway so the test may bring up false positives when the radio streams are just a bit quiet. I was wondering if there is something a bit more elegant I could use perhaps involving pinging a server or something similar to test the connection? If anyone's got any pointers and could spare the minute to share them it'd make my day. Thanks, Owen.
Urgent help needed for university project!
Hello! I&\#8217;m currently in development of a game that requires pitch to be a variable. !(http://img.photobucket.com/albums/v282/Chronex/puredatascreeny.jpg) I&\#8217;ve got the above set up I just need to know what the code within Red5 to get the numbers working in Flash just like in Pure-Date. Any suggestions would be great as my deadline is only a few weeks away and I&\#8217;m really starting to panic! Cheers :)
\[lop\] not \[lop~\]
Hello yesterday I was filtering some \[pink~\] with \[lop~\]. I accidently typed \[lop\] (no tide) and a whole new object popped up. I have never seen this before and tried to get to grips with it, However all I was left with was extreme white noise which I could'nt adjust with any volume control and a number box with \[nan\\ inside it. there was no signal being fed into the \[lop\] I was just wondering if anybody had come across this before and If so what is the main purpose of the object. I don't really understand the terminology of the help on this one. C
@liammur said: > thank you for that, explained a lot. One last question, how does the score rise when it goes offscreen? im trying to do something similar however i want a score raised when it comes in contact with an object similar to the pong bats. sorry for the beginner questions! when the ball X position is either 0 or 480 (left or right edge), the ball Y position is subtracted from the paddle Y position. If this value is within the allowed range (for some reason i seem to have chosen -80 -\> +20 pixels) then the ball is 'HIT'. If the value is outside the allowed range, then the ball is 'OUT'. If it goes out on the left edge, the right hand side player get's one point added - and vice versa
thank you for that, explained a lot. One last question, how does the score rise when it goes offscreen? im trying to do something similar however i want a score raised when it comes in contact with an object similar to the pong bats. sorry for the beginner questions!
(i was hardoff before i got re-incarnated) this is a very old patch, and i barely remember making it. But.. it just uses a \[line\] to send the ball in either direction. the line time is set at 1000, and the direction is always the opposite to what it was going in. I'm surprised it's not buggy, but the construct i used was to send the \[line\] value to a select object. The pong table has dimensions from 0 to 480, so i just used \[sel 0 480\] and then the 0 outlet sent a new line target of 480, and the 480 outlet sent a new target of 0\. if i did this patch again now though, i'd use: \[\>= 480\] | \[sel 1\] | \[0 ( | and \[<= 0\] | \[sel 1\] | \[480 ( | the angle seems to have been semi randomly generated within a certain area. You can see that section on the right hand side of the patch below the \[r angle\] object. that is probably a bit different to the original game, which might have actually calculated the angle of reflection, but it seemed to work well enough and add a bit more realism perhaps. anyway, thanks for the encouragement to post patches. quite funny to see a response to one i did years ago and didn't even remember. :D
hi forum. i dunno if announcements of this kind belong to the abstractions forum, the patches one or the news one (maybe even the pd-announce mailing list?) but for i wish to share my pack of abstractions with the community, i file it under abstract~. for those of you who use pd mainly for music synthesis, my bagoftricks might be interesting, i announced it already (0.2.6) together with that shameful electro track i posted here (yes, i can do better ;). here's the new version 0.2.8: \[url=[https://www.puredata.org/Members/syntax\_the\_nerd] \][https://www.puredata.org/Members/syntax\_the\_nerd] from the changes.txt (since 0.2.6): -added bot.wshaper, capable of cosine, polynomic and some other transform -fixed pitch bug in bot.blubber, much more usable on idm drums now -added bot.chord, simple number to harmonic group of numbers converter -repaired a bunch of ugly bugs in bot.plucker. should be in tune now and cpu aware -added bot.paraeq single 2p-bandpass wrapper -slightly changed bot.distort's behaviour -added a volume control to bot.blip -changed bot.filter from using bot.synth2's vcf filterboxes to regular lp/hp/bp's. saves a lot of cpu, they weren't signal controlled anyway -bot.revplay can now play forward. idm retriggers hooray! -added bot.kmute, a keyboard-controlled spigot scheduler -added "please hurt" to the bot-song-archive -nailed down some cpu leaks -added some cpu leaks -added bot.pong ;) not really finished yet, though, but fun to watch (beware, it drains some cpu cycles) -added a new hihat sound to bot.minidrm -some bugs added, some fixed -extended bot.sq-piano somewhat -crippled bot.sq, now depends heavily on bot.sq-piano enjoy, and don't forget to mail comments, flames or tracks to me. stn : https://www.puredata.org/Members/syntax_the_nerd
Live Mic'd Vocal Manipulation
Hi All, I'm just (at last) getting to pd, using the latest extended version on a Macbook Pro. I've been working at a couple of projects, the attached is a patch for one of them; involves a live logitech mic input with four sub-patches that are intended to manipulate the incoming vocals if/when triggered by a ping-sensor reading. I was pleased to get any of this working : ) but it seems to me that all the sub-patches are not feeding through (I can't hear any pitch or speed altercations, for eg). I'm afraid this is about as far as my own insights to-date take me.... Help? Pleases and thank you's... in advance. [http://www.pdpatchrepo.info/hurleur/live\_sleepless.pd] : http://www.pdpatchrepo.info/hurleur/live_sleepless.pd
very nice idea! The ball visual might 'ping' when a sample is triggered, like with a ripple splash thing? [http://www.pdpatchrepo.info/hurleur/rippletest.pd] : http://www.pdpatchrepo.info/hurleur/rippletest.pd
short answer: no. medium answer: you could transfer from the GPU to the CPU to use pix\_ and back to the GPU again, but it'll be sloooow. long answer: you can do similar things, but it's more work: you can use fragment shaders (which you will probably have to write yourself * ) to manipulate textures on the GPU, which should perform much quicker than doing the same on the CPU (as the pix\_ objects do). I've not used shaders in Gem (prefer to do my OpenGL stuff in plain C instead of Pd), but there should be some ping-pong shader examples (probably "game of life"?). * the good news is that writing fragment shaders for image processing is normally easier than writing the same algorithms for a CPU, and if you have a CPU algorithm like the pix\_ objects you can usually convert it..
Puredata checking internet connection
Hi! I'm kind of having the same problem... Do you know how to parse the data coming from the shell object, using the ping command? Regards, Rui
Pix\_alpha with .mov?
the chain should be: gemhead | \[colorRGB 1 1 1 1\] <- the last inlet is an alpha-channel on a 0-1 range | \[alpha\] | \[pix\_movie\] | \[rectangle\] however, all i ever got was a pink & green psychedelic flashing, and therefore using pix\_film is more practical. the renderchain goes like this: gemhead | \[alpha\] | \[pix\_film\] | \[pix\_alpha\] <- see the help file for setting up high- and low pass. good for lumakeying. | \[pix\_texture\] | \[rectangle\]
Pduino + digital in? - Ping))))
Thanks Hans. The Ping))) works with the Arduino in a digital pin over the serial communication just fine and can get the measurements to read out into the Arduino serial monitor window. I will try the one you suggest since analog ins work just fine with me and pduino, thank you for the tip.
Pduino + digital in? - Ping))))
The Parallax Ping Ultrasonic sensors require a special firmware to use them. You won't get any data from them using just a digital in or analog in. If you want a very easy to use ultrasonic sensor, I recommend the Maxbotix ones. They output an analog signal, here's one of them: [http://www.sparkfun.com/commerce/product\_info.php?products\_id=639] To use the Parallax sensor, basically, you can get the Parallex Arduino firmware from the Arduino forums, then use the Arduino Firmata library to set up the communications. : http://www.sparkfun.com/commerce/product_info.php?products_id=639
if i can find it i have a cool track (or more like test) i made, i build a dual atari punk console (APC is usually a 555 timer square wave oscillator, but i used a 556 which is two 555's in one, to get two frequencies), with pitch knobs for each oscillator, then ran it into pd where i gated/reverbed/delayed it... at the end of the track it plays the oscillators clean and sounds like total ass, but through Pd it sounds pretty awesome! i need to find it though because it's an old file that i can't seem to find. other than that though i haven't really done any circuit bending, let alone with pd.
Gui messages help patch
That's exactly what I was looking for! Thank you. BUT... for some damned reason -1.67475e+07 (print tells me this) will send orange-y yellow (R: 255 G: 140 B: 0) if banged directly from the \[pd RGB\] into \[color $1( but if I try any other method, like \[color -1.67475e+07( I get a purple-y pink! Wah Deh Fuh?
After TV pong this is basically the first real computer game I ever played, written in BASIC. It was called "sheep" on the PET about 1978 (there was also "ghosts" on the TRS80). You started at a random location with one predator at a random location and you took a move, then the predator took a move, and you had to try to escape from the area. Next round there were two predators etc...
CompDR drum generator
This is my try at a no-sample drummachine. It's a rather complex machine, so i'll try to explain it as clear as i can, but still probably very unclear :) To just make sound, you should (normally) do this : - select a preset (bottom left) - press the run button (top left) Some more functions: - there are four instruments (2 bassdrums, 1 snare, 1 hihat/cymbal thing), you can control their levels in the mix section - each instrument follows one of the tables at the right (not the fifth one) - to access each instrument's controls click the \[pd controls\] object. I won't explain each control, just try them. However, each instrument has a pink radio-strip, this selects which table the instrument currently uses. The brown radio skips notes. - to ad grit, use the woodfire section (beware of your ears, although it will diminish the output level). This is my go at a constant-output-level thing (is this some form of compression?). - there's a (vst) reverb section for which i normally use the free PSP pianoverb (its controls are mapped in the verb section parameters). The input to the plugin can follow the fifth table, by using the \[folw\] toggle. This might be a rather confusing section - there's an FM section which can follow the snare and/or hihat (blue toggles in the mix section). The five sliders in the main section control the fm amount/depth/filter - the green slider in the main section is the main level - the organe \[hp\] slider is the main highpass-level Something about the tables. Each table has a set of controls: - Dark red clears the current pattern - Dark blue randomizes the entire pattern - Switch the green toggle on the record notes with the spacebar - Light red button clears all notes except the recorded ones - Light blue button randomizes all notes except the recorded ones - The buttons marked < and \> shift the pattern left/right - The radiostrips selects an other pattern - Patterns can be loaded/saved by the green/red buttons bellow the radio strip - The very small green toggles enables/disables the auto-load-pattern function - The randomization depth is controlled by the yellow slider bellow - The orange slider / grey radio controls the number of steps played Enjoy it. Domien [http://www.pdpatchrepo.info/hurleur/CompDR.StandAlone.pd] : http://www.pdpatchrepo.info/hurleur/CompDR.StandAlone.pd
ok! sorry, lemme try again: i want pd to tell me the amplitude (down to zero=none) of any white/pink/brown/any type of NOISE there may be in a source, instead of/as well as multi amps of multi PITCH. i know fully well that noise itself is just extremely multi and clustered pitch... but this does not help when trying to extract- ie, snare sounds in a band recording (not just sudden transients, because they can be instrumental/not percussive) OR wind in an outdoor recording of a choir (or something). ...i've got the pitch bit sorted, using various implementations of fft. i hope that makes more sense...
Help me catch a thief, please!
wish is the tcl/tk shell that hosts pd's gui - so if you kill the gui pd's engine disappears in panic solution/workaround is to remove all non-necessary gui objects - not fun but unlikely to be fixed soon...
Checking data stream
This one is a bit complicated, I can just about picture what I want in my head; I will do my best to describe it here. Please don't get scared off by the long post! I've put detail as I need this to work for a project I'm working on for my degree. All help appreciated :) I have a stream of values (floats) coming from an external source (via OSC). I want to be able to tell when this stream is interrupted, eg no more floats are arriving, so that I can switch off shape rendering in Gem. A little about the patch: Wii Remote detecting IR LEDs. IR data captured with OSCulator. OSC data sent to PD over localhost. OSC streams routed to x and y values of IR points. x and y values draw small circles in gem, showing position of IR points in real time. Now, the problem is, if the IR beam is interrupted (no more OSC data coming in), the circle shapes stay on screen and don't move. When the beam is restored, the circles ping over to their new position. I want there to be NO circles if the beam is interrupted (no data flow). I want to be able to say (in pseudo code) If data stream render circle on send data stream to \[translateXYZ\] else send stop rendering to \[circle\] end if I have read all the PD help patches and can't find anything that would really do the trick. I have a suspicion there might be something to do with checking if a value existed over time? Or maybe 'bang' something to 'remind' it theres no more data. Any help appreciated. I would attach the patch, but since its so hardware dependent, there wouldn't be much point. I hope I have described it as best above.
Gem project idea's
Hi I have use Pd to build a instrument that can be used in an electroaccoustic audio visual concert. Need to use gem, random processes and subpatch arrays. Does anyone have any idea's what I could do.... I have a week to do the project starting today. And would love your opinions. It is very important for my final grade in my masters HELP !! IM KINNA PANICING AT THIS STAGE :-(
Best Linux for PD?
Also try Musix [http://musix.org.ar/en/index.html] My personal 2 pence on Pure::Dyne is that it's great as a CD distro but bit tricky once installed. Both have a collection of awesome software included for A/V. : http://musix.org.ar/en/index.html
use \[counter\] from Gem... 3 arguments: from, to, and direction (fwd, bckwd, ping-pong) - direction can be changed dyamically..
HELP!! I can't figure out how to use this program!!
to begin with, have a look at the tutorials that came with pd (through help\>browser) :) very helpful are the tutorials and examples by eg andy farnell (obiwannabe.co.uk), frank barknecht, derek holzer (the granulator), claude heiland allen (find them through google or the pd list archives at [http://lists.puredata.info/pipermail/pd-list]). but do keep in mind that "just" making the text inaudible to various degrees might involve quite a bit of work: you'd best think of pd as a programming language, so you have to really know what you want to do and more or less build it from scratch. having said that, i think on andy's site, or else in the list archives (i don't know the forum that well yet, you'll probably find useful info here too) you'll find info on some objects that already do sth (\[moog~\] for instance, \[pong~\], \[kink~\], \[fdn~\] or the iem filters). most of these are in pd-extended, is that what you're using? their help files will show you examples, if you can find them. (if they don't open through the object, try reference\>object in the help browser, though quite likely you'll have to search through the library folders to find them. good luck! robbert : http://lists.puredata.info/pipermail/pd-list
Are there externals for ... ?
Was just out of curiosity. I'm Italian too. I'm wondering about another couple topics I'd like to cover with pureData (basicly, I'm aiming at having a single software for doing everything). These are: compression, encryption, SQL databases and html rendering (I'd like to see html pages inside a puredata window, or a GEM one by the way). Another couple questions in the while: 1) How does PureData manage files and filesystem? 2) Is PureData networking protocol suitable for etherogeneous network applications? (eg is it ok to ping/log on servers?) 3) Does video capture work out-of-the-box with GEM (or does it require another external?) 4) Is it possible to acquire through a scanner with PD? 5) Is it possible to send/receive signals through connection ports (usb, serial, etc) ? 6) How does PureData handle text/text files? 7) Does PD support codecs? (mp3, divx, audio cd, etc) 8) Is PD suitable for a home server? (can PD accept incoming connections and manage a home lan?) I'm actually using PureData under Windows, but I hope to migrate to Linux as soon as I find and test out everything. Thanks again for any help. Bye, Berserk. .
I love pingu :) Sounds great domien, and it reaffirms my long-held belief that delay is king. The handclap-style sounds in the rhythm, how did you generate those? Also, do you listen to boards of canada? It sounds as though you do...
DOes the job though doesn't it? :) THis is how its done in max (i checked one of their examples). It uses pong~ which is equivalent to wrap~ thanks
Vinyl Control with PD
nestor: \> I think the draw of this quest for most is the aesthetic. Agree. And a solution that leaves the turntable intact in its function for playing normal records would be greatly superior to one that renders it unusable for its original purpose. That's why i think Pinkys method has a lot to be said for it. mnemonic: \> ..two orange-sized spheres on shafts that the operator could grab and rotate with a great quickness. Say the left-hand is a coarse-scope adjustment to the album position and the right-hand is fine-scope. I like it, very futuristic! One of the creatures in the jazz band at Mos Isely space port would have one of these. :) Maybe casainhos method with the shaft encoder is the best all round compromise, because DJs could play existing discs and have the possibility to drop in FX (on that audio) based on the time index.
Vinyl Control with PD
I think the draw of this quest for most is the aesthetic. Without the turntable and some vinyl, it's kind of pointless. Abandoning the analog element, there are many many options for 'digital scratching' but they can only replicate the Physics of the steel and the Vinyl. If your going to go to the trouble of developing a physical computing environment from scratch, why bother with emulation? The beauty of Ms. Pinkys system is that the interface is familiar and analog... accessible. Not everyone wants to play a bunch \[boxes~\] with an arduino on a laptop.
Vinyl Control with PD
there are two issues that fight to such an extent they are exclusive afaics, you can have good absolute time encoding so that you can drop anywhere into the timecode and quickly know the position within something like an hour of audio, or you can can have good relative encoding such that you can scratch the actual audio back and forth. Old frame based timecode such as used on tape, I can say from experience is no use to scratch, it takes too long for the decoder to lock to the absolute position and the divisions between time markers is too big. You can get the decoder to interpolate (or freewheel) between marks but without enough marks per second of code it won't work for scratching. Sounds like Pinkys system is using FSK, which uses two sine tones like a modem, the trellis encoding is an ECC layer that makes this more reliable and a little more efficient, but basically this is how you encode a binary number into vinyl to tape (if the groove actually had 1s and 0s it would break the stylus very quickly) If we started at 0 and had one second of codes at 44.1Kz then at 33 rpm (0.55555 revolutions per second) at 12 inches (30cm) diameter gives us 1.885m/s (at the best case outside of the disc), which is 0.0000427m for each timecode chunk. In that chunk we would have to encode at least 24 bits to have an integer time index over about an hour, making the distance between timecode chunks 1.7e-6m. Too small! That's why we have CD technology not not vinyl, if there were a way to squeeze that much digital info into a vinyl groove Phillips or Sony would have looked at it :) If we use an entirely relative approach, where instead of symbols we encode a constantly variable analogue signal (what vinyl is best for) and use that to increment or decrement a counter in the decoder much better results are possible. Some timecode is reversible, that's kind of the point when you work with tape, you have a buffer and a way to detect frame boundaries and read the frames in reverse. \> Any other Ideas? Personally I believe the best way is not to encode on the vinyl at all, but to make a turntable that very accurately measures the angular velocity of the wheel and the angular position of the tone arm pickup. You can probably do this using bits hacked from a disk drive. It would need occasional calibrating, but is the best all round solution for high resolution with absolute time. (think of the tone arm and the table rotation like the mantissa and exponent of a floating point number, they're both part of the same number with the tone arm counting the big divisions and the turntable wheel counting the smaller ones.)
Vinyl Control with PD
Okay, I'm hoping that y'all have heard of the great work of Ms. Pinky? She's developed a system which rivals that employed by final scratch, while staying decidedly DIY/opensourcey. Her records are encoded with something akin to "Trellis Coded Modulation" (wikipedia it) and the decoding was originally done in a MAX/MSP patch! Apparently her system allows both relative and absolute playback of digital files (tables, control values, whatever) If what Obi says about the stanton vinyl is true (sawtooth waves) it sounds like it would be pretty east to index an array with one. What I never understood about the "timecode vinyl" (misconception?) was that timecode only goes one direction. Imagine if it didn't though! I could scratch my ProTools sessions! What about a record that was somehow encoded with a bitstream index which began at 0 and just incremented at 44.1k? Or a frequency sweep that started very low and swept higher and higher. We could track the pitch with \[Fiddle~\] or whatever, then use that as an index. Any other Ideas?
Advice pls! - switching filter types
It depends.... to take a strict design approach a well thought out synth will shut down any DSP that isn't routed in, and two small filters might not seem like much until you run 10 instances of it and wonder why there is a residual CPU usage when you aren't playing anything. Bypassing/routing on only the input side can also lead to unwanted noise if you have a filter selector which leaves outputs connected. For common household composition though ... nah, they won't matter :D Me or Matt? There's no Brighton Texas afaics :) So yeah!!! I live just along the coast from you, couple of hours away. If we get 4 or 5 who put in a few quid we can hire a room, projector and sound rig, and then go down the pub after a workshop and jamming session. I pinged the Blip organisers to see if they have any slots for a Pd workshop this year.
Controlling a synth with a keyboard
like this: \[pianokeys\] | \[print\] and then press some keys, and then look in the pd console window to see what is output. it should be something like: print: 1 56 print: 0 56 print: 1 47 print: 0 47 the first digit is a note on/off and the 2nd digit is a midinumber. (i got my old linux machine running again, so i can chat anytime now) so, to turn a list into two streams, you can use \[unpack f f\], and then one stream comes out of each outlet of the unpack object. i have never used synthedit, but from what i understand pd is more 'low level' ..ie closer to a programming language. the learnign curve is a bit steep at times, but if you stick with it you make it through. you don't have to learn really hard maths or anything. (unless you want to)