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
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0x91075000 - 0x910f4fff com.apple.SearchKit 1.0.7 /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit
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0x91710000 - 0x917b9fff com.apple.QD 3.10.25 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD
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0x9896d000 - 0x998fefff com.apple.QuickTimeComponents.component 7.4.5 (67) /System/Library/QuickTime/QuickTimeComponents.component/Contents/MacOS/QuickTimeComponents
PD Sound
Hello!
I just came from a 4 day workshop about PD. I liked it so much that I already bought arduino, a couple of sensors and a webcam.
Anyway I was working on college computers and everything was ready to use, but now I installed it on my pc and I can't read wave files from it.
The error is:
"signal outlet connect to nonsignal inlet", and it happens every time I try to play a .wav file, when I select "compute audio" on console, when I select "Audio on", and every time I touch on "audio settings" or "ASIO".
I run the "test audio and MIDI" and I can hear both test signals. I've tried using some example patches in the 3.audio.examples folder and I could hear pc sounds.
Happens either I use GEM or not.
I made a file that has a .wav and I'm using the webcam as motion sensor to change the sound pitch. As I try to play the .wav, the console shows that error.
The .wav file is in the same folder as the PD file ofc.
I searched the forum and google for solutions:
@Thor said:
Go to Preferences > Audio Settings
then choose your built-in-audio or whatever device you use
I have noticed that when I use my isight with GEM, PD sometimes defaults to use it as input AND output (!)
try that and I bet you will be ok
=didnt work
@nickj said:
If you have a camera plugged in (ichat) , go into preferences -> audio settings then untick the input (isight) device 1.
=didnt work - dont have ichat cam but still I checked if it had any sound input and it doesnt.
@http://en.flossmanuals.net/PureData/TroubleShooting said:
I get the message "error: signal outlet connect to nonsignal inlet (ignored)" when I open a patch.
This error tends to go with the previous error "I get the message '... couldn't create' when I open a patch...". Often this error means that an object has failed to create, usually because it uses an External Object which is not available in the current installation or configuration of PD. PD will preserve the location and connections of an object which fails to create, but it will not function. You can use the "Find last error" function under the "Find" menu to track down which objects caused errors. PD will treat uncreated objects as Dataflow Objects even if they were originally Audio Objects, so this error will follow the previous one. Please see the relevant sections in the "Configuring PD" chapter for information about setting the "Path" and "Startup" options. If the External is not available in PD Extended, you may need to install it yourself.
now I ran out of ideas and just decided to ask...
I have:
- Pd-0.40.3-extended
- Win XP SP2
- Vimicro USB pc cam (VC0305)
- Realtek AC'97 Audio
If anyone can help, thx in advance.
Axiome: live sample cutting
That's a good question domien: i spent so much time on it that i figured that it would be pretty self-explanatory.
My mistake...
I'll write it as a start for a manual:
To play a slicer, you have to push a "radio" (they're vsl's too
). The sample starts at the position of the button (you have to imagine your sample apportionned on the eight buttons, even if it's 4bars length). To stop the sample, press "PLAYING" (i know this is not common sense, but wait for the next release...).
The sample-cutter (eight buttons) actions are quantized to 1/16. So you can start a loop and when it comes at the end, start a second one and if you get the good 1/16 timing, it will sync to the first one. And so on...
Now, the pattern section (darker grey):
A pattern is a recording of actions on the cutter-buttons.
Set the length. (in 1/16)
Press "record" -> it shows "press", waiting for an action on one of the cutter-buttons (not necessarily the first one) to start recording. You can cancel record-enabled, recording or playing states anytime by hitting the record button again.
So, if you enable record and press a cutter-button, you start the record counter (record button became "recording").
Play on the cutter-buttons to record a pattern loop.
At the end of the record loop, the pattern recording plays back automatically what you've just played and becomes "playing".
You can stop the slicer (press "PLAYING"), but the pattern is still playing in the background until you press ("playing") to stop it. You can start the slicer again (press any cutter-button and the pattern is plays at its current position).
@domien:
To start or stop several slicers simultaneously, you'll need to have either:
-several mouse pointers (duh!!?)
-a computer keyboard or a midi keyboard, with key assignments (you'll have to create an abstraction or subpatch. But that would not be difficult, just send bangs to the button's inputs... i may work on that later)
-Other hardware... like the monome, which buttons are mapped to the ui (see the subpatch monome_com inside the slicer abstracts.
Anyway, you can still get the samples in sync by waiting for the end/beginning of the other loop(s).
Hope i didn't confuse you with my long explanations.
Putting the draft into the package...
Oh and thanks for the compliment
.
Cheers
Help please!!!
So I am new to PD and am taking a class. I currently have an assignment due in a few days and I am trying to finish it. I have to design a patch with multiple subpatches that will do to things.
Layer 2 On this layer the sound will play at a normal speed/pitch and it will play every 10 seconds. Gradually, the periodicity of the repetition will start increasing and it will take 2 minutes to end up playing every 5 seconds. After that minute the processes will start again, over and over. In other words, there will be an accelerando in the repetition of the unmodified sound. 2 points Layer 3 On this layer the sound will play over and over but the speed/pitch will change randomly so sometimes the sound will play faster (up to a tenth of a second) and sometimes the sound will play slower (up to 10 seconds). When the file plays faster it will naturally play at a higher pitch, and when it plays slower it will play at a lower pitch. On each repetition the sound should play sometimes forward and sometimes backwards.
Any suggestions on how to do this would be I would like to recieve because I am really confused
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.
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

Escher-esque chord progressions
I've been getting into writing patches that generate music all by themselves, using mathematical
rules that apply quite nicely to music theory. I've made a few rhythm patches that make nice cross
rhythms using metronome division and delays (with values derived from multiples of the master
metronome), and i'll post these too if anyone is interested.
In this thread I'm showing off my "Mauritz Escher like Chord progressions" patch.
Screenshot: 
Mp3: http://responsible7.googlepages.com/zenpho_escher_pd.mp3
Patch: http://responsible7.googlepages.com/zenpho_escher.pd
First some basic music theory:
(skip this if you're comfortable with chords, 7ths, and inversions)
A major scale is constructed of 8 notes, with the "root" note doubled at the 8th note.
For the key of C major (all the "white" notes on a piano) the names and numbers of the notes in
the scale of C-major are:
Name, Number:
C, 1st (root)
D, 2nd
E, 3rd
F, 4th
G, 5th
A, 6th
B, 7th
C, 8th (remember the root is doubled at the octave)
A triad is constructed of the 1st, the 3rd, and the 5th notes in the scale.
A SEVENTH chord is constructed of a triad (notes 1,3 and 5) PLUS the 7th note in the
scale. So a C major 7th is note 1,3,5,7 or C,E,G,B.
Up until now we've been describing "standard" voicings of the chords, in other words, the notes
are played so that the root is the lowest pitched note, the 3rd is higher, the 5th is higher
still, and the 7th is the note just below the octave of the root.
At the risk of sounding redundant, "octave numbers" after the note name help clarify which octave
the note is to be played in. To play a C major 7th on the third octave, we would write:
C3,E3,G3,B3. To play it an octave higher we would write: C4,E4,G4,B4.
"Inversions" of chords re-order the pitches of the notes, but still play notes with the same
"name" as the 3rd, 5th, 7th etc. For example:
C3,E3,G3,B3 is a standard C major 7th...
...and G2,C3,E3,B3 is an inversion. All the notes are there (C,E,G,B) but they are in a different
order to the normal "Root, Third, Fifth, Seventh" arrangement. In this case, we say that "the
fifth is in the root".
Okay so now we know what a major 7th chord is. Lets deal with chord progressions.
Now imagine playing C3,E3,G3,B3 and removing the "root" (the C3) from the notes played,
we have a chord that reads "E3,G3,B3" - we were playing C major 7th and now we're playing E minor.
*THIS IS A VERY IMPORTANT STEP* Moving from C major 7 to E minor sounds "natrual" because the
notes that occour in C major 7 ALSO occour in the E minor.
Now lets make this E minor chord a 7th...
We've said before that a 7th chord can be constructed by playing the 1st, 3rd, and 5th notes, PLUS
the 7th note in the scale.
The scale of E minor (a flavour of minor) is:
Name, Number
E, 1st (root)
F#, 2nd
G, 3rd
E, 4th
B, 5th
C, 6th
D, 7th
E, 8th (octave)
The 7th note is "D" so we add the D note to our E minor triad to make E minor 7th.
E minor 7th is therefore: "E3,G3,B3,D4".
We can extend this E minor again, removing the root, working out the new scale for G major, adding
the 7th to make G major 7th, and again, and again, and again... but if we do - we keep moving
*UP IN PITCH* and spiral off the end of the keyboard.
HOW THE PATCH WORKS
Okay, so what my patch does is to take the idea of generating new 7th chords over and over,
but to play inversions of these chords so that the notes stay inside a single octave. If the
"root" note is in the 3rd octave, C3 for example. Then when I move to E minor, the D4 is
transposed to be a D3, to keep within this octave range.
Due to the fact that there are 12 semitones in an octave, and notes that fall outside the octave
range will wrap around to be an octave lower. The maths for generating the new chords basically
involves taking each note in the current major 7th chord and adding two semitones to each note in
turn.
Now our terminology could cause confusion here, because there are "notes in a scale" and "notes in a chord"... So I'm going to define some notation to show when i'm talking about the notes in a
chord.
For example:
A C major 7th has the notes C3,E3,G3,B3.
Note-1-in-the-chord is to be defined as chord_note_1.
Note-2-in-the-chord is defined as chord_note_2.
Note-3-in-the-chord is defined as chord_note_3.
Note-4-in-the-chord is defined as chord_note_4.
chord_note_1 has the pitch C3.
chord_note_2 has the pitch E3.
chord_note_3 has the pitch G3.
chord_note_4 has the pitch B3.
It is important to be clear about the idea of "pitch", "chord_notes" and "scale_notes" because
because chord_note_3 has the pitch "G3" and scale_note_3 of C major which is the pitch "E3".
Back to the procedure for generating new seventh chords.
We generate a major 7th to begin with.
C3,E3,G3,B3.
We add 2 semitones to chord_note_1 to get "D3", and we leave the other notes alone.
Our chord now reads: D3,E3,G3,B3.
Which is an "inversion" of E minor 7th.
This time we add 2 semitones to chord_note_2 to get "F#3", and we leave the other notes alone as
before.
Our chord now reads: D3,F#3,G3,B3
This is an inversion of G major 7th.
This time we add 2 semitones to chord_note_3 to get "A3", we leave the other notes.
Our chord now reads: D3,F#3,A3,B3
This is an inversion of B minor 7th.
This time we add 2 semitones to chord_note_4 to get C#4...
*BUT C#4 IS OUTSIDE THE OCTAVE 3! So we TRANSPOSE it down to C#3*
Our chord now reads: D#3,F#3,A3,C#3
This is an inversion of D major 7th.
After my patch modifies all 4 chord_notes, it moves back to chord_note_1, and adds another
2 semitones... over and over.
Eventually we get back to C major 7th again, but on the way we move through a variety of different
chords that evokes very interesting changes of moods.
Want to try playing with it?
Mp3: http://responsible7.googlepages.com/zenpho_escher_pd.mp3
Patch: http://responsible7.googlepages.com/zenpho_escher.pd