Seq Sampler Loop
No sound out of this Oscar.
Here's a bit of the error message:
ch file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus13.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus15.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus15.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus15.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus15.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus16.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus16.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus15.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus15.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus14.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus14.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus15.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/zapa06.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus15.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus15.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus15.wav: No such file or directory
error: soundfiler_read: /home/pelao/Documentos/audio/loops/terminus15.wav:
But, it looks awesome.
Keep well ~ Shankar
How do you guys use PD with other audio programs?
didnt know jack also worked for windows xp?
EDIT:just downloaded jack from the website,but i get all kinds of errors when i try to unzip?
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot open Versions\Current\Headers (jack-1.9.2\bin\osx_32bits\Jackmp.framework\Headers --> Versions\Current\Headers)
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Symbolic link points to missing file
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot open Versions\Current\Jackmp (jack-1.9.2\bin\osx_32bits\Jackmp.framework\Jackmp --> Versions\Current\Jackmp)
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Symbolic link points to missing file
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot open Versions\Current\Resources (jack-1.9.2\bin\osx_32bits\Jackmp.framework\Resources --> Versions\Current\Resources)
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Symbolic link points to missing file
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create ersions\Current\Headers
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create Versions\Current\Jackservermp
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create Versions\Current\Resources
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot open jack-1.9.2\bin\osx_32bits\Jackservermp.framework\Resources (A --> jack-1.9.2\bin\osx_32bits\Jackservermp.framework\Resources)
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Symbolic link points to missing file
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create Versions\Current\Panda
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create Versions\Current\Resources
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot open jack-1.9.2\bin\osx_32bits\Panda.framework\Resources (A --> jack-1.9.2\bin\osx_32bits\Panda.framework\Resources)
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Symbolic link points to missing file
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create Versions\Current\Headers
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create Versions\Current\Jackmp
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create Versions\Current\Resources
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot open jack-1.9.2\bin\osx_64bits\Jackmp.framework\Resources (A --> jack-1.9.2\bin\osx_64bits\Jackmp.framework\Resources)
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Symbolic link points to missing file
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create Versions\Current\Headers
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create Versions\Current\Jackservermp
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create Versions\Current\Resources
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot open jack-1.9.2\bin\osx_64bits\Jackservermp.framework\Resources (A --> jack-1.9.2\bin\osx_64bits\Jackservermp.framework\Resources)
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Symbolic link points to missing file
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create Versions\Current\Panda
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create Versions\Current\Resources
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot open jack-1.9.2\bin\osx_64bits\Panda.framework\Resources (A --> jack-1.9.2\bin\osx_64bits\Panda.framework\Resources)
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Symbolic link points to missing file
! C:\Documents and Settings\administartor\Desktop\jack audio\jack-1.9.2.tgz: Cannot create
Can't run PD 0.42-4 under OSX 10.4.11
I hope I did this right: I opened Console, then launched PD. I've pasted the contents of the console window below (after that I pasted the contents of pd.crash.log
===== Saturday, March 28, 2009 11:45:29 AM America/New_York =====
2009-03-28 11:46:02.321 BOMArchiveHelper[343] opened /Users/larz/Downloads/.BAHh1Ptn/pd-0.42-4.mac.tar
Pt_Start() called
Mar 28 11:46:42 KlipperBook crashdump[394]: pd crashed
Mar 28 11:46:43 KlipperBook crashdump[394]: crash report written to: /Users/larz/Library/Logs/CrashReporter/pd.crash.log
pd_gui: pd process exited
================
pd.crash.log:
**********
Host Name: KlipperBook
Date/Time: 2009-03-28 11:46:40.715 -0400
OS Version: 10.4.11 (Build 8S2167)
Report Version: 4
Command: pd
Path: /Applications/Pd-0.42-4.app/Contents/Resources/Scripts/../bin/pd
Parent: Pd [351]
Version: (0.38)
PID: 352
Thread: 3
Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000004
Thread 0:
0 libSystem.B.dylib 0x9001a1cc select + 12
1 pd 0x00044706 sys_microsleep + 19 (s_inter.c:207)
2 pd 0x000423a7 m_mainloop + 468 (m_sched.c:511)
3 pd 0x000444a2 sys_main + 1642 (s_main.c:313)
4 pd 0x00002876 _start + 216
5 pd 0x0000279d start + 41
Thread 1:
0 libSystem.B.dylib 0x90009cd7 mach_msg_trap + 7
1 com.apple.CoreFoundation 0x9082d21b CFRunLoopRunSpecific + 2014
2 com.apple.CoreFoundation 0x9082ca36 CFRunLoopRunInMode + 61
3 com.apple.audio.CoreAudio 0x91469356 HALRunLoop::OwnThread(void*) + 158
4 com.apple.audio.CoreAudio 0x91469171 CAPThread::Entry(CAPThread*) + 93
5 libSystem.B.dylib 0x90024227 _pthread_body + 84
Thread 2:
0 libSystem.B.dylib 0x90047dd7 semaphore_timedwait_signal_trap + 7
1 com.apple.audio.CoreAudio 0x914765a4 CAGuard::WaitFor(unsigned long long) + 212
2 com.apple.audio.CoreAudio 0x914764c6 CAGuard::WaitUntil(unsigned long long) + 66
3 com.apple.audio.CoreAudio 0x91474e42 HP_IOThread::WorkLoop() + 690
4 com.apple.audio.CoreAudio 0x91474b8b HP_IOThread::ThreadEntry(HP_IOThread*) + 17
5 com.apple.audio.CoreAudio 0x91469171 CAPThread::Entry(CAPThread*) + 93
6 libSystem.B.dylib 0x90024227 _pthread_body + 84
Thread 3 Crashed:
0 pd 0x00074746 PaUtil_SetInputFrameCount + 13 (pa_process.c:464)
1 pd 0x00079b60 AudioIOProc + 1925 (pa_mac_core.c:1879)
Thread 3 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x000793ec ecx: 0x00000000 edx: 0x00000000
edi: 0x00000000 esi: 0xb0182190 ebp: 0xb0182168 esp: 0xb0182168
ss: 0x0000001f efl: 0x00010246 eip: 0x00074746 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
Binary Images Description:
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0x6cc000 - 0x6cffff com.apple.LiveType.component 2.1.3 /Library/QuickTime/LiveType.component/Contents/MacOS/LiveType
0x6d4000 - 0x739fff com.apple.LiveType.framework 2.1.3 /System/Library/PrivateFrameworks/LiveType.framework/Versions/A/LiveType
0x761000 - 0x7cefff com.DivXInc.DivXDecoder 6.6.0 /Library/QuickTime/DivX Decoder.component/Contents/MacOS/DivX Decoder
0x7dd000 - 0x7e0fff Motion /Library/Frameworks/Motion.framework/Versions/A/Motion
0x1008000 - 0x10a7fff com.apple.QuickTimeImporters.component 7.4.5 (67) /System/Library/QuickTime/QuickTimeImporters.component/Contents/MacOS/QuickTimeImporters
0x10cb000 - 0x1111fff com.apple.motion.component 1.0 /Library/QuickTime/Motion.component/Contents/MacOS/Motion
0x1117000 - 0x11b7fff net.sourceforge.webcam-osx.common 0.9.1 /Library/QuickTime/macam.component/Contents/MacOS/macam
0x70000000 - 0x700fafff com.apple.audio.units.Components 1.4.7 /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
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0x9031f000 - 0x90774fff com.apple.CoreGraphics 1.258.77 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
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0x90911000 - 0x90911fff com.apple.CoreServices 10.4 (???) /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices
0x90913000 - 0x90a07fff libicucore.A.dylib /usr/lib/libicucore.A.dylib
0x90a57000 - 0x90ad6fff libobjc.A.dylib /usr/lib/libobjc.A.dylib
0x90aff000 - 0x90b63fff libstdc++.6.dylib /usr/lib/libstdc++.6.dylib
0x90bd2000 - 0x90bd9fff libgcc_s.1.dylib /usr/lib/libgcc_s.1.dylib
0x90bde000 - 0x90c51fff com.apple.framework.IOKit 1.4.8 (???) /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
0x90c66000 - 0x90c78fff libauto.dylib /usr/lib/libauto.dylib
0x90c7e000 - 0x90f24fff com.apple.CoreServices.CarbonCore 682.28 /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore
0x90f67000 - 0x90fcffff com.apple.CoreServices.OSServices 4.1 /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices
0x91008000 - 0x91047fff com.apple.CFNetwork 129.22 (129.23) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CFNetwork.framework/Versions/A/CFNetwork
0x9105a000 - 0x9106afff com.apple.WebServices 1.1.3 (1.1.0) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/WebServicesCore.framework/Versions/A/WebServicesCore
0x91075000 - 0x910f4fff com.apple.SearchKit 1.0.7 /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit
0x9112e000 - 0x9114cfff com.apple.Metadata 10.4.4 (121.36) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata
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0x91406000 - 0x9140efff com.apple.DiskArbitration 2.1.2 /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration
0x91415000 - 0x9141cfff libbsm.dylib /usr/lib/libbsm.dylib
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0x91458000 - 0x914cefff com.apple.audio.CoreAudio 3.0.5 /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio
0x9151f000 - 0x9151ffff com.apple.ApplicationServices 10.4 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
0x91521000 - 0x9154dfff com.apple.AE 314 (313) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE
0x91560000 - 0x91634fff com.apple.ColorSync 4.4.10 /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync
0x9166f000 - 0x916e2fff com.apple.print.framework.PrintCore 4.6 (177.13) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore
0x91710000 - 0x917b9fff com.apple.QD 3.10.25 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD
0x917df000 - 0x9182afff com.apple.HIServices 1.5.2 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices
0x91849000 - 0x9185ffff com.apple.LangAnalysis 1.6.3 /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis
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0x918e2000 - 0x918eefff com.apple.speech.synthesis.framework 3.5 /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis
0x918f5000 - 0x91935fff com.apple.ImageIO.framework 1.5.6 /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/ImageIO
0x91948000 - 0x919fafff libcrypto.0.9.7.dylib /usr/lib/libcrypto.0.9.7.dylib
0x91a40000 - 0x91a56fff libcups.2.dylib /usr/lib/libcups.2.dylib
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0x91a7e000 - 0x91addfff libJP2.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libJP2.dylib
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0x91bc4000 - 0x91bdefff libPng.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib
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0x9410b000 - 0x945c7fff libGLProgrammability.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
0x948d3000 - 0x94beafff com.apple.QuickTime 7.4.5 (67) /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime
0x96cbe000 - 0x96cf4fff com.apple.audio.midi.CoreMIDI 1.5.1 (41) /System/Library/Frameworks/CoreMIDI.framework/Versions/A/CoreMIDI
0x970c7000 - 0x970c7fff com.apple.vecLib 3.3.1 (vecLib 3.3.1) /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib
0x97641000 - 0x97646fff com.apple.agl 2.6.2 (AGL-2.6.2) /System/Library/Frameworks/AGL.framework/Versions/A/AGL
0x9896d000 - 0x998fefff com.apple.QuickTimeComponents.component 7.4.5 (67) /System/Library/QuickTime/QuickTimeComponents.component/Contents/MacOS/QuickTimeComponents
Ableton and Pd
I'm only working with the mac so some of these things will be different on other platforms:
In essence jack and soundflower are doing the same thing. They create virtual audio connections between applications. You could make a new virtual audio connection between live and pd. You need to route Live's audio out to jack or soundflower. In pure data you will be able to select an audio in (source) from the Jack or soundflower application (instead of your normal audio in like your soundcard and core audio).
I used both some years ago and they worked perfectly. I would start with checking leopard compatibility when choosing between the applications.
IAC is used for making a virtual midi channel. You make a new virtual midi channel and connect them with the new channel. The IAC thing works pretty good. If you trigger the signals in pd you can make a midi mapping in ableton live. Pretty straightforward and very flexible. The IAC thing can be found under applications/utilities/audio midi setup.
Edit: I just started reading your post again. Why not dropping live at all? You can easily read the messages from your external controller in pd.
Crack
> Andy, *astonishing* sounds.
> 100% Pure Pure Pure PureData?
> (allowed answers: YES!!!).
Thanks very much Alberto, as you surmise...yes indeed. Not just pure Pd but very efficient Pd. One tries to re-factor the equations and models, transforming between methods and looking for shortcuts, boiling each one down to the least number of operations. There are nicer sounds, but these ones are developed to use low CPU and run multiple instances in real-time.
> About EA: which games?
Truth be told, I don't know. If I did I would probably have to observe NDA anyway. Which is one reason I'm not working on them, because I am going to publish all my methods in a coherent and structured thesis - it's the best strategy to push procedural audio forwards for all. Maybe it will be personally rewarding later down the line. But I do talk to leading developers and R&D people, and slowly working towards a strategic consensus. All the same, I'd be rather cautious about saying who is doing what, games people like to keep a few surprises back
> So this means designing an audio engine which is
> both responsive to the soundtrack/score, as well as
> to the actual action and human input of the game?
> Why wouldn't PD be the natural choice?
Pd _would_ be the natural choice. Not least of all, it's BSD type license means developers can just embed it. But it has competitors, (far less capable ones imho) that have established interests in the game audio engine market including a vast investment of skills (game sound designers are already familiar with them). So rather than let Pd simply blow them out of the water one needs a more inclusive approach by saying "hey guys..you should be embedding Pd into your engines"
Many hard decisions are not technical, but practical. For example you can't just replace all sample based assets, and you need to plan and build toolchains that fit into existing practices. Games development is big team stuff, so Pd type procedural audio has to be phased in quite carefully. Also, we want to avoid hype. The media have a talent for siezing on any new technological development and distorting it to raise unrealistic expectations. They call it "marketing", but it's another word for uninformed bullshit. This would be damaging to procedural audio if the marketers hyped up a new title as "revolutionary synthetic sound" and everyone reviewed it as rubbish. So the trick is to stealthily sneak it in under the media radar - the best we can hope for with procedural audio to begin with is that nobody really notices Then the power will be revealed.
> Obi, I've noticed that a lot of your tutorials and
> patches are based on generative synthesis/modelling,
> rather than samples. Is this the standard in the game world?
No. The standard is still very much sample based, which is the crux of the whole agenda. Sample based game audio is extremely limited from an interactive POV, even where you use hybrid granular methods. My inspiration and master, a real Jedi who laid the foundations for this project is a guy called Perry Cook, he's the one who wrote the first book on procedural audio, but it
was too ahead of the curve. Now we have multi-core CPU's there's actually a glut of cycles and execs running around saying "What are we going to use all this technology for?". The trick in moving from Perrys models to practical synthetic game audio is all about parameterisation, hooking the equations into the physics of the situation. A chap called Kees van den Doel did quite a lot of the groundwork that inspired me to take a mixed spectral/physical approach to parameterisation. This is how I break down a model and reconstruct it piecewise.
> Is this chiefly to save space on the media?
Not the main reason. But it does offer a space efficiency of many orders of magnitude!!!! Just as a bonus I don't think many games developers have realised or understood this profound fact. Procedural methods _have_ been used in gaming, for example Elite was made possible by tricks that came from the demo scene to create generative worlds, and this has been extended in Spore. But you have to remember that storage is also getting cheaper, so going in the other direction you have titles like Heavenly Sword that use 10GB of raw audio data. The problem with this approach is that it forces the gameplay to take a linear narrative, they become pseudo-films, not games.
> Cpu cycles?
No, the opposite. You trade off space for cycles. It is much much more CPU intensive than playing back samples.
> Or is it simply easier to create non-linear sound design
> this way?
Yes. In a way, it's the only way to create true non-linear (in the media sense) sound design. Everything else is a script over a matrix of pre-determined possibilities.
oops rambled again... back to it...
a.
Problem compiling external on Windows
Hey,
thanks to everyone who responded to my posts both here and in the mailing list. Since then, I've figured out how to compile externals written in C using Microsoft Visual C++ 2005. There's more to document, however, such as how to compile externals using some of the other Windows compilers (Borland, djgpp, etc.), and also how to compile externals written in C++ in Windows. But one thing at a time.
one little thing to note... steps 4 and 7 may seem a little roundabout, but they account for the fact that MSVC sometimes has trouble with spaces in directory names (eg. C://Program Files/). If anyone knows how to override this behavior, post a reply, and I'll try to simplify the steps accordingly.
Updated June 29, 2007:
use [b]C://Progra~1/[/b] instead of [b]C://Program Files/[/b],
use [b]C://Docume~1/[/b] instead of [b]C://Documents and Settings/[/b], etc.
So, without further ado...
How to compile a pd external written in C using Microsoft Visual C++ 2005:
Compared to Windows, linux offers a much more user-friendly environment for compiling pd externals. However, with a little patience, a usable environment can be set up in Windows, and the good news is that everything you need is available for free. There are several reputable Windows-compatible C/C++ compilers out there, but here I'll discuss compiling externals with Microsoft Visual C++ 2005 (MSVC for short).
1. Download and Install Microsoft Visual C++ 2005 Express Edition.
a. Click the link above, then click Go! in the Visual C++ box.
b. Run vcsetup.exe to install the program
(the setup wizard should guide you through the process).
2. Download [url=http://download.microsoft.com/download/7/7/3/7737290f-98e8-45bf-9075-85cc6ae34bf1/VS80sp1-KB9267
]Visual C++ 2005 Express Service Pack 1.
a. Click the link above to download the Service Pack.
b. Run VS80sp1-KB926748-X86-INTL.exe to install the program.
3. Create a new project:
a. Open Visual C++.
b. Open the New Project window (Ctrl+Shift+N).
c. In the Project Types pane, select Visual C++.
d. In the Templates pane, select emptyproj.
e. Enter object name (helloworld).
f. Leave Create directory for solution unchecked, and click OK.
4. Import the pd header file:
a. Get m_pd.h here, or, using pd-vanilla (not pd-extended):
1. Open Windows Explorer or My Computer.
2. Navigate to the pd/src/ directory on your system.
3. Open m_pd.h in a text editor (file type is: C/C++ header).
b. Select all (Ctrl+A).
c. Copy selection to the clipboard (Ctrl+C).
d. Back in Visual C++, open the New File window (Ctrl+N).
e. In the Categories pane, select General.
f. In the Templates pane, select Text File, and click Open.
g. Copy the contents of m_pd.h into the editor window (Ctrl+V).
h. Open the Save File As Window (Ctrl+S).
i. Save as m_pd.h.
j. From the File Menu, select Move m_pd.h into; select helloworld.
5. Write the source code for the external in C.
a. Open the New File window (Ctrl+N).
b. In the Categories pane, select General.
c. In the Templates pane, select Text File, and click Open.
d. Write your source code in the editor window.
The following example is taken from the tutorial by Johannes M. Zmoelnig.
#include "m_pd.h"
static t_class *helloworld_class;
typedef struct _helloworld {
t_object x_obj;
} t_helloworld;
void helloworld_bang(t_helloworld *x)
{
post("Hello world !!");
}
void *helloworld_new(void)
{
t_helloworld *x = (t_helloworld *)pd_new(helloworld_class);
return (void *)x;
}
void helloworld_setup(void) {
helloworld_class = class_new(gensym("helloworld"),
(t_newmethod)helloworld_new,
0, sizeof(t_helloworld),
CLASS_DEFAULT, 0);
class_addbang(helloworld_class, helloworld_bang);
}
6. Save and import the source code into the project:
a. Open the Save File As Window (Ctrl+S).
b. Save as helloworld.c.
c. From the File Menu, select Move helloworld.c into; select helloworld.
7. Access the pd library file:
a. Open Windows Explorer or My Computer.
b. Navigate to the pd/bin/ directory on your system.
c. Right-click on pd.lib (file type is: Object File Library) and select Copy.
d. Navigate to the C://TEMP/ directory on your system.
e. Paste the copy of pd.lib in the C://TEMP/ directory (right-click or Ctrl-V).
8. Set configuration properties:
a. Set configuration type to .dll:
1. Back in Visual C++, open the helloworld Property Pages window (Alt+F7).
2. In the left pane, select Configuration Properties >> General.
3. In the right pane, under Project Defaults, click on
Configuration Type, and select Dynamic Library (.dll)
(using the arrow on the right).
b. Add MSW to preprocessor definitions:
1. In the left pane, select
Configuration Properties >> C/C++ >> Preprocessor.
2. In the right pane, type MSW in the Preprocessor Definitions field.
c. Tell compiler which language to use:
1. In the left pane, select
Configuration Properties >> C/C++ >> Advanced.
2. In the right pane, select Compile As.
3. Select Compile as C Code (/TC) by clicking the arrow on the right.
d. Tell linker where to find pd.lib:
1. In the left pane, select Configuration Properties >> Linker >> Input.
2. In the right pane, select Additional Dependencies and enter
C://TEMP/pd.lib.
e. Tell linker to export the setup function:
1. In the left pane, select
Configuration Properties >> Linker >> Command Line.
2. In the right pane, type
/export:helloworld_setup in the Additional options field.
3. Click OK.
9. Compile and link:
a. Use the Build Solution command (F7).
10. Copy the new helloworld.dll file into pd.
a. Open Windows Explorer or My Computer.
b. Navigate to the
My Documents/Visual Studio 2005/Projects/helloworld/Debug/
directory on your system.
c. Right-click on helloworld.dll (file type is: Application Extension)
and select Copy.
d. Navigate to the pd/extra directory on your system.
e. Paste the copy of helloworld.dll in the pd/extra directory
(right-click or Ctrl-V).
11. Test the external in pd.
a. the external should now be a useable object in pd.
b. open a new pd patch and try to create a helloworld object.
c. add a bang to the left inlet and test it out.
d. if the main pd console window displays "Hello world !!",
the external has succeeded.
Hope this helps!
-- middlepedal
Soundflower to Decrease CPU usage for those with Firewire interfaces
Hey Guys,
I've noticed, consistently, that if I select my MOTU 828mkII as both Audio In and Audio Out in PD .39extended (newest build from Hans in daily builds, RC4) my CPU usage jumps to almost double as compared to CPU usage with my Built In audio as Audio In and Audio Out. I have not seen this behaviour in any other Mac OS X application.
I've found a way around this.
If you're a Mac OS X user, go ahead and download Soundflower from Cycling74's website: http://www.cycling74.com/downloads/soundflower
Soundflower mirrors Jack in function, but is only available for OS X. It creates a virtual 2 channel and 16 channel interface in your OS so you can route audio between applications and out the soundcard.
To work around this CPU usage bug with firewire interfaces, select Soundflower 2ch or Soundflower 16ch as your default Audio Out / Audio In within Pd. Then within the Soundflowerbed menu, select your firewire interface as your soundflower output. I don't know why this works, but it does. You can now decrease your CPU usage up to about 2x when using a firewire interface. Screenshots follow.
Builtin audio OR soundflower as output while playing the 7. datastructure sequencer demo
Firewire as audio output while playing the 7. datastructure sequencer demo
Soundflower config
Framenumber to timecode conversion
Hello,
please excuse my stupidity both in programming and generally in understanding PD. i've been trying to figure a way to convert a frame number (received with OSC) to a timecode but the code i tried to adapt from a matlab script by Malcolm A. MacIver that i found here http://www.mathworks.com/matlabcentral/fileexchange/loadFile.do?objectId=1116&objectType=File
involves some for...loop and i dont know how to do the same in PD... can anyone explain, please?
i guess the field part of the smpte timcode (and other bits of information) are usually not needed, for most people HH:MM:SS:FF Information will be ok... maybe with an adjustable framerate between 30 (ntsc) and 25 (pal)
greetings,
till
function smpte = dec2smpte(init, framecount, field)
% convert the smpte time from the total elapsed frames and field as an integer
% to the new smpte time
first_field=init(9);
weight=[1080000 108000 18000 1800 300 30 10 1];
ns=[];
remain=framecount;
for i=1:8
ns(i)=floor(remain/weight(i));
remain=remain- (ns(i)*weight(i));
end
if strcmp(first_field,':')
second_field='.';
else
second_field=':';
end
if field==1
field_flag=first_field;
else
field_flag=second_field;
end
smpte=[ ...
num2str(ns(1)) num2str(ns(2)) ':' ...
num2str(ns(3)) num2str(ns(4)) ':' ...
num2str(ns(5)) num2str(ns(6)) field_flag ...
num2str(ns(7)) num2str(ns(8))];
different approach here
function itc (int "framecount", float "rate", bool "ms")
{
rate=default(rate,25)
ms = default(ms, false)
drop = (rate==29.97)? true : false
rate2 = (drop==true)? 30 : rate
hours=floor((framecount/rate)/3600)%60
mins=floor((framecount/rate)/60.0)%60
secs=floor(framecount/rate)%60
milli=floor(1000*framecount/rate)%6000%1000
fmilli=framecount/rate - floor(framecount/rate)
#frames=floor(fmilli*rate2)
frames=framecount%int(rate)
dframes = (drop==false)? frames : (secs==0)&&(mins%10!=0)? floor(fmilli*rate2) + 2 : frames
return (ms==false)? (string(hours,"%02.0f")+":"+string(mins,"%02.0f")+":"+string(secs,"%02.0f")+":"+string(frames,"%02.0f")) :
\ (string(hours,"%02.0f")+":"+string(mins,"%02.0f")+":"+string(secs,"%02.0f")+":"+string(milli,"%03.0f"))
}
Pd output to another audio software
under preferences:
input device1: jack, channel 2
output device1: same as input.
compute audio is checked on
under the media menu:->port audio:
input device 1 : jack router 2 channels
output device 1: jack server 2 channels
under the media menu->jack
input device1: jack, channel 2
output device1: same as input. channel 2
the machine i'm using is a g5 xserve machine with a virtual output, located in a rack far away from me, behind the locked doors of an IT dept that has granted me remote desktop access. Though while it was at my place it was connected to an USB audio interface it had sound output when doing the audio/ MIDI tests or just patching an oscillator.
I'm not doing realtime audio output but recording to an mp3. my mp3 contains sounds generated from oscillators and samples, but none from the MIDI instrument i am triggering inside pd and played through simple synth.
Curiously jack display in its routing window both pd and simple synth, but also another instance of pd, named: pure_data_0, though i don't have two instances of pd running simultaneously.
I emailed jackosx and stephane letz replied back saying:
"Last time i checked the way PureData access jack, it was just broken! I mean the PD jack
code (implemented in a s_audio_jackd.c) has several problems, one of which is *never*
correctly closing the jack client. This could explain the fact you see several instances
of jack client.
I suggest to send a mail to PD developer and signaling the problem."
his comments makes me think the same problem cold be encountered using soundflower. so before i go down that patch, i'd rather finish thoroughly troubleshooting this combo, with the help of other users...
jean
Play a sample
there seems to be something called [table16] that can read large soundfiles, but it still seems to be the in development stage.
for the moment, the only thing i can suggest is to cut your 20 minute file into 20 x 60 second segments,
and then use something like this:
#N canvas 0 22 751 443 10;
#X obj 114 16 table 0-Right;
#X obj 15 16 table 0-Left;
#X obj 114 36 table 1-Right;
#X obj 15 36 table 1-Left;
#X obj 114 56 table 2-Right;
#X obj 15 56 table 2-Left;
#X obj 114 76 table 3-Right;
#X obj 15 76 table 3-Left;
#X obj 114 96 table 4-Right;
#X obj 15 96 table 4-Left;
#X obj 114 116 table 5-Right;
#X obj 15 116 table 5-Left;
#X obj 114 136 table 6-Right;
#X obj 15 136 table 6-Left;
#X obj 114 156 table 7-Right;
#X obj 15 156 table 7-Left;
#X obj 114 176 table 8-Right;
#X obj 15 176 table 8-Left;
#X obj 114 196 table 9-Right;
#X obj 15 196 table 9-Left;
#X obj 114 216 table 10-Right;
#X obj 15 216 table 10-Left;
#X obj 114 236 table 11-Right;
#X obj 15 236 table 11-Left;
#X obj 114 256 table 12-Right;
#X obj 15 256 table 12-Left;
#X obj 114 276 table 13-Right;
#X obj 15 276 table 13-Left;
#X obj 114 296 table 14-Right;
#X obj 15 296 table 14-Left;
#X obj 114 316 table 15-Right;
#X obj 15 316 table 15-Left;
#X obj 114 336 table 16-Right;
#X obj 15 336 table 16-Left;
#X obj 114 356 table 17-Right;
#X obj 15 356 table 17-Left;
#X obj 114 376 table 18-Right;
#X obj 15 376 table 18-Left;
#X obj 114 396 table 19-Right;
#X obj 15 396 table 19-Left;
#X obj 296 179 soundfiler;
#X msg 296 155 read -resize /AUDIO/$1.wav \$1-Left \$1-Right;
#X obj 296 99 until;
#X obj 296 126 f;
#X obj 322 126 + 1;
#X obj 300 57 t b b;
#X msg 298 80 20;
#X msg 341 99 0;
#X msg 300 34 load audio files;
#X floatatom 298 255 5 0 0 0 - - -;
#X obj 315 278 / 60;
#X obj 316 308 int;
#X floatatom 317 339 5 0 0 0 - - -;
#X msg 314 359 set \$1-Left;
#X obj 296 391 tabread4~;
#X text 340 255 Playing position (seconds);
#X connect 41 0 40 0;
#X connect 42 0 43 0;
#X connect 43 0 44 0;
#X connect 43 0 41 0;
#X connect 44 0 43 1;
#X connect 45 0 46 0;
#X connect 45 1 47 0;
#X connect 46 0 42 0;
#X connect 47 0 43 1;
#X connect 48 0 45 0;
#X connect 49 0 50 0;
#X connect 50 0 51 0;
#X connect 51 0 52 0;
#X connect 52 0 53 0;
#X connect 53 0 54 0;