57 result(s) matching "pong", (0.09 seconds)
Random Music Generator based on pong
Hi Here's a music generator inspired by 'Pd pong' from RichT. The balls bounce around a box, where the side bounce triggers the new note, the height at the bounce generates the frequency, the current height sets the level and the current width set the pan The graphics don't always work, but seem to work best with a newly opened Pd and then open pongo-panned-gui.pd. If they still don't show, open note-ball.pd also, then save note-ball.pd and graphic miraculously appear. Not sure how to fix that yet, anybody? Cheers Balwyn [pongo-panned.zip](/uploads/files/upload-1d02e34e-a9e3-4abd-bdbe-51077a8e33be.zip)
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
Curiously, you (@gsagostinho) felt the attack was too harsh, and that some depth was needed (@LiamG). I felt that too, mostly the attack thing problem. So I analyzed the sound a bit further... This is the data: 1. In the game, when you click on a light pad, there's a sound emission every ≈ **2** seconds. 2. An emission is formed by a main sound, let's call it *W*, and 3 echoes...let's call them *w*. So you can think of an emission as formed by 4 beats, the 1st one being stronger. So an emission is: ***Wwww***. 3. *W* seems to last **500** milliseconds, and it has a typical **decaying exponential envelope**. 4. Obviously, there's some **ping-pong delay effect**. Its delay time ≈ **375** milliseconds (≈ 160 bpm). (This means that echoes happen every 375 milliseconds). ![One emission.png](/uploads/files/upload-dd3478c8-c47b-435b-a2d1-16331180e10b.png) 5. **Phase is fixed**. W always starts start in the **positive** domain. 6. Curiously, there is **no (obvious) slow attack, W starts straightforwardly as a normal sine tone** (and decays exponentially over 500 ms). So the attack is as fast as possible. ![Phase.png](/uploads/files/upload-23a9a6dc-392c-460d-b3da-9dbfd9c77ca5.png) 7. **No reverb** going on, or so it seems. 8. The **stereo balance of *W* (i.e. "position"), is not easy to understand**. It seems to be randomly drifting from left to right, a sort of random LFO thing? For example, clicking on the left zone of the game does not automatically produce a louder sound at your left ear. ![Many emissions.png](/uploads/files/upload-8d15d0f6-a903-46d9-924b-61a8f207fa5a.png) CONCLUSION (rough!): we may have felt the attack was **too harsh and that there was little depth due to the absence of the (2-stereo) ping-pong effect**. (Also, having seen flashing lights may have had some weird effect in the way we initially processed the sounds). So, if you want to recreate that specific kind of sound...**the answer is neither slow attack nor reverb. Ping-pong delay is the answer**.
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...
Highpass (hip~) not working as expected
Heya folks, Iam using puredata vanilla to develope a mobile app with libpd. I dont use any externals from PD Extended, Playing with the [lop~] [bp~] and [hip~] filter I recognized some strange behaviour. The lowpass is working well. But the highpass filter does not work for me. Filtering a [pink~] signal with [hip~ 20000] does not filter the signal like i would expect. Look at the following images illustrating the problem. Iam using a patch with 4 serial highpass filter with the same input frequency. Until 6000Hz everything is fine, but then things do not work as anticipated. Using a [noise~] instead of [pink~] makes the filter even more impractical. Maybe Im totally wrong and thats the normal way it should work? The Test Patch: [hip-test.pd](/uploads/files/upload-92cd4aca-48e9-405d-9c68-accfd28a1dda.pd) 0Hz Filter: ![0-hip.png](/uploads/files/upload-a0729132-48f1-4902-92ca-20f96a1e37d4.png) 6000Hz Filter: ![6000-hip.png](/uploads/files/upload-a6cd32a4-942d-485b-a8f8-14fd4cf06dd9.png) 20000Hz Filter![20000-hip.png](/uploads/files/upload-e08c98cd-219c-49c9-9645-3f6da8e5e5f2.png) Thanks in advance! Edit: I have been playing around with the [bp~] filter and noticed some strange behaviour, too. Until 13kHz everything is working as expected. However cut-off frequencies above this value are not working anymore and the cut-off will still stay at 13kHz. The [vcf~] is working fine and it does what it is meant to do.
Thank you, Gilberto! Let me show you why I think that the sound designer of the game may have not applied a slow attack. If you apply a slow attack, precisely a 1ms exponential attack, such as the following: ![1ms exponential attack.PNG](/uploads/files/upload-bc5fb97b-a9ee-475a-9cf1-b3a1f1babeff.PNG) ...to various tones, you get waveforms like the following ones (all within a single cycle time window): ![1ms exponential attack on various tones.PNG](/uploads/files/upload-2058ab06-5895-44b5-ac3a-918c5a2e2633.PNG) The higher the tone, the easier it becomes to see and measure distortion (within those 1ms periods). (Here I'm using the term distortion meaning deviation from a sine tone, and not that it is a bad sounding thing!). **In the sounds of the game, there's nothing like any of the above waveforms.** As I wrote, the sounds of the game have a frozen phase, *W* always starts start in the positive domain. I've only found clean repetitive sine tones. The sound designer just wanted to make a simple game, not dsp fireworks! I hope these last pics help you to see what I've seen. - - - By the way, when I say "Ping-pong delay is the answer", there's no arrogance in it. That's just a rough conclusion, a quick one, for the sake of clarity and simplicity! There can be many answers, maybe the more answers the better. Ping-pong delay is just one of many possible answers.
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.
MEH-SYSTEM 1.0 released.
(WIP posted in http://forum.pdpatchrepo.info/topic/7244/building-my-own-looper) After using the MEH-SYSTEM several times, on stage... I upload the 1.0 "DJ-MEH" version, with GPL license! This is the exact version that I use in my show "Mario Mey & Pinokio 3D-Circus". It has some personal commands... but they don't affect the correct function of MEH-SYSTEM (personal commands at bottom of specifications). You can watch the entire acting here. Sorry, I speak argentine spanish, but you will understand the point. [https://www.youtube.com/watch?v=ckKg\_rS5ezQ] About MEH-SYSTEM... it's a bit complex to explain all the functions and specs, but I will try... 8 stereo record banks, 32 seconds max each. 4 recording modes: SAMPLE, RESAMPLE, "LOOPING" and OVERDUB. 2 FX CONSOLES controlled by XYpads, HOLD button, DEPTH fader, etc. 100 (and more) effects for each FX console (almost the same KP3 effects). Controlled by TouchOSC interface, on Android ( "meh\_system5.touchosc" interface included in ZIP) (sorry Hexler, I didn't paid for it). Mic in: has EQ3 (for using different types of mics) and LIMITER. Recording modes: SAMPLE: it uses predefined BPM to record in 1, 2, 4, 8 and 16 beats, using Mic as input. RESAMPLE: same as SAMPLE, but it uses everything (FX, Mic and Banks) as input. "LOOPING": uses the Boss LooperStation recording Style. To use this mode, no bank must be playing. Clicking (or tapping) the button, it starts recording. Clicking again, it stops recording and starts playing. Taking the amount of beats, MEH-SYSTEM defines the new BPM. OVERDUB: while, at least, one bank is playing, it start recording in the same bank "overdubbing". Also, it can be activated as Stop button using "LOOPING" mode. (it uses ipoke2~, compiled for Linux64). FX Consoles modes: 1\. Mic & Banks -\> FX1 -\> FX2 -\> Output 2\. Mic -\> FX1 -\> Output, Banks -\> FX2 -\> Output 3\. Banks -\> FX1 -\> Output, Mic -\> FX2 -\> Output 4\. Mic -\> Output, Banks -\> FX1 -\> FX2 -\> Output 5\. Banks -\> Output, Mic -\> FX1 -\> FX2 -\> Output First 2 Banks: have LIMITER (every bank can has it, it's like this for optimization, I only need those) Output: has LIMITER and EQ7 (actually, I don't use the EQ). MEH-SYSTEM uses original or modified abstracts from: DIY2 FXs (by Matt Davey, I love him), eq7.mmb~ (by Maelstorm), CMETRONOME (I think by Chris Edward, posted by screwtop), RJDJ-vocoder, VLFO (by don't know who), and don't remember other... A lot of people helped me to develop MEH-SYSTEM, by this forum, by list, by IRC... so I don't remember all their names. To all of them: THANKS. [http://www.pdpatchrepo.info/hurleur/MEH-SYSTEM\_1.0\_(DJ-MEH-version).zip] : http://puredata.hurleur.com/viewtopic.php?pid=37430 : https://www.youtube.com/watch?v=ckKg_rS5ezQ : http://www.pdpatchrepo.info/hurleur/MEH-SYSTEM_1.0_(DJ-MEH-version).zip
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
@gsagostinho Great! I'm glad that the last pics made things easier to understand. @LiamG Your're welcome, Liam. And it's a pleasure for me too. As regards the ping-pong object, I don't have a classic one, but there must be some synth in this forum, or somewhere, that has one of those already baked.
Thanks for this excellent work, Landon! I've learned a lot from reading this. I'll be trying all of these things when I get some time (hopefully next week). Is there any object ready made for ping pong delay? It would be easy for me to build it, but there wouldn't be any point if it is sitting there in an external. It's such a pleasure to share these things with other people and work on it together.
Does a PD patch like this already exist?
Hi, welcome to Pd and to this forum, In the spirit of Christmas, I prepared this patch for you: [midi-player.zip](/uploads/files/upload-dce34358-2e0c-4560-926b-f0099d6c545d.zip) It allows you to load 10 MIDI files that can be played once or looped. To control the playback a file using your mouse, just click on the buttons play and stop. Alternatively, you can use a key of your MIDI keyboard to do that (simply write which MIDI key you are pressing and which channel is the keyboard input coming from in the pink areas PLAY and STOP). ![howto.png](/uploads/files/upload-899afb40-96dd-4fd7-9810-4a7e63785507.png) To use your VST or soundfounts, simply ask those applications to listen to the correct channels that you set in the "channel out" sections. You can send a file to one VST, then a second to another one, a third to a sf application, etc. I hope you will find this useful. Take care, Gilberto
L2Ork canvas/graphics functionality different than pd-extended?
Hi, That's a strange problem you are having, I downloaded your abstractions and created a new patch using them, and they change the colour from pink to green when I Ctrl click them in Edit Mode or when I click on them in the execution mode. So it seems the toggle is working fine on my computer. About the installation, did you try to install it side by side with pd-extended? It wasn't that easy for me at first either, but now I have both running perfectly well side by side. And the best thing about Pd-l2Ork is not even the heavenly curved cables, but also infinite undos, colour schemes (they are currently working on a way to let the user create __and save__ colour scheme presets via the GUI!), better tidy up algorithm, resizing GUI by simply clicking and dragging them. The devs are very active developing it, and they are also very friendly, so if you find a bug or have some specific problem you can't solve via this forum, please do contact them via their mailing list. Take care, Gilberto
Basic Realtime Vocal Synth
Hi, I can have a look on your patch some other time if you don't mind, today I am very busy. But as far as I know, a vocoder algorithm is much more complex than a simple ring modulation, and you can't expect to get those cool effects like the ones used by Kraftwerk and Daft Punk by using the latter (and that is what you are using on your patch). Most vocoder algorithms I have seen use some form of FFT analysis, and this is something more advanced than simple AM and FM modulations. Have a look on those Porres's examples, he has some really cool ones about vocoders (and to be honest, I am promising to study these algorithms in depth myself for long time since I do not understand the theory well at all). Take care, Gilberto
Hi there, I've built an abstraction that glitches mp3 files. ![mp3glitcher.jpg](/uploads/upload-6878bdf7-dc14-45aa-865a-d5cf7397223a.jpg) It uses some of the concepts I discovered when I was working on the jpeglitcher. After reading some documentation about the mp3 file structure, I tried to find the "sweet spots" of these files: the places where a single byte change causes the greatest possible sonic mutations. An mp3 file is made of a succession of frames. One frame is 26,122449 ms of audio, whatever the bitrate, frequency... After a period of trials and experimentations, I realized that the best places to glitch within these files where the so called "side information" area and the audio data itself. Messing around with frame headers, as I did in the beginning, was quite hazardous: files would easily break and, if readable, they just sounded too "destroyed" and sufferd heavy time domain damage. I think about this abstraction as a synthesis tool: a unique way for producers to process drum loops (for instance) or any other part of a song. If you use the random number glitch, each instance of glitch of the same, unalterd original file will give you a different result. Moreover: a glitched mp3 will sound differently in every software player: vlc will have its own interpretation, probably very different from Itunes or any other DAW sequencer you import this file into... For instance, [drumloop5.mp3](/uploads/upload-62bd4e8f-44db-4d5a-aee2-b8df602d2393.mp3) can turn into [glitch3.mp3](/uploads/upload-c8d52035-5395-460b-9561-9b7839b6c89e.mp3) or [glitch6.mp3](/uploads/upload-82386f58-06d6-45d8-ad7c-7496336ea98a.mp3) or even [glitch8.mp3](/uploads/upload-b6dd8550-85f6-4fde-8c04-32cd27a071c4.mp3) opening new possibilities for experimental musicians. The mp3glitcher is a CPU hungry abstraction when it comes to the actual glitching process. A typical 4'00" song can take up to 90 seconds to process on an old computer (but far less on more recent systems...) so don't panic if you don't get a result immediately. Also do not use this on a variable bitrate file as (for some reason beyond my comprehension) it will most likely not work. Please feel free to use this tool and give me comments about it, so I can make it better. [mp3glitcher.pd](/uploads/upload-1668bdfc-3b0e-4600-a2c3-332bb775b933.pd) [mp3glitcher.app](http://1drv.ms/1u4hE7D) Tested on mac (OS 10.5 and 10.9) and PC (win. xp/7). recquires pd-extended. The zip files is the stand alone version for mac
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