ofelia test grid
Hi @Cuinjune, thank you for the feedback.
- Happily "Shift" works again. I meant the functions that shift the grid one step into one direction. It did not work anymore because i needed to adjust the functions to the 2 dimensional table.
- You are right, I do not need to return the table, i think your suggestion to do that internally with pd.Array() is the solution. Will try that tonight.
- It is fine for me to write a 2-dimensional lua table to a 1 dimensional [array]. With "flatten" I meant to make a 1 dimensional table out of a 2 dimensional table. With "deflatten" I meant to make a 2 dimensional table out of a 1 dimensional table. I think I did not found the right terms for that.
- Thanks. That was my mistake, it works again. I still think there is some strange behaviour under certain conditions with sending bangs into ofelia objects, but I am not sure anymore. I will check that and post a minimal patch if I still find that behaviour.
ofelia test grid
@Jona Hi, the video looks cool!
-
Sorry, I don't know what you mean by "how to make "shift" work again". I hope you'll find a solution.
-
Yes, returning a 2 dimensional table will cause a patch to crash since it doesn't know how to convert it to a pd list. Why do you need to return the table? If you're trying to write the table to a pd array, I think you can do it internally using a pd.Array() class without returning the table.
-
I'm not sure what would be the best way to save and recall a 2-dimensional lua table in pd. Even if you have a 2-dimensional table, you can write the data to 1 dimensional [array] and read back from it if your table has a fixed size. (e.g. 32x32 2-dimensional array can become 1024 1-dimensional array) And I don't know what you mean by flatten/deflatten the lua table.
-
I checked your patch and you are sending [invert( message into the "ofelia d -c11 -k $0-Invert" object which does not call ofelia.bang() function but ofelia.invert() function. So you should either send "bang" message to an object or rename the function to "ofelia.invert()"
ofelia test grid
@Cuinjune the conway implementation does work now (with and without borders). to achieve that i changed the 1-dimensional table into a 2-dimensional table. because of that i could not figure out yet how to make "shift" work again (except "shift up", which already works), but i will find a solution. the second issue is (again) saving the grid, because pd seems to crash when i return a 2-dimensional table (even without setting the pd [array]).
here is a minimal example of my issue: return_2dim_table.pd
i also wonder if it makes more sense to save a 2-dimensional lua table into a [text] object (which seems kind of an equivalent) or an [array] object. if i save into [array] i have to flatten the lua table before saving and "de"flatten before i load it back into the lua table. or get and set the array/table line by line. basically my main question is: what is the best way to save and recall a 2-dimensional lua table in pure data? everything else does work (and i think better than before).
i also put the matrix transformation functions (shift, invert and so on...) into single ofelia define objects (again), because i think it is better for keeping track of the code.
Ofelia2_GridXMatrix.pd
another issue that i found is that sending a bang into ofelia.bang does not work sometimes while a directly connected bang does work (the "Invert" bang in ofelia2_gridxmatrix.pd for example). which is not really a problem because there are easy workarounds, just wanted to mention it.
i really appreciate all the possibilities of the ofelia library, and i think i just scratched the surface....
edit: everything besides saving works again.
[small job offer] porting max external to pd
Edit 1: Took a shot porting it in this little textarea. Probably doesn't compile yet...
Edit 2: Ok, this should compile now. I haven't actually tried to instantiate it yet, though. It's possible I set it up with the wrong number of xlets.
Edit 3: Seems to instantiate ok. It appears it doesn't take signal input so the CLASS_MAINSIGNALIN macro is neccessary. Just comment that part out to make it a control signal.
Note-- in my port it's called [vb_fourses~]
for the reason noted below.
I have no idea if the algorithm behaves correctly, but it does output sound.
Btw-- AFAICT you should be able to compile this external for the 64-bit version of Purr Data and it should work properly. It doesn't require a special 64-bit codepath in Pd so I commented that part out.
Btw 2-- there should probably be a "best practices" rule that states you can only name your class something that is a legal C function name. Because this class doesn't follow that practice I made a mistake in the port. Further, the user will make a mistake because I had to change the class name. If I had instead made the setup function a different name than the creator I would create an additional problem that would force users to declare the lib before using it. Bad all around, and not worth whatever benefit there is to naming a class "foo.bar" instead of "foo_bar"
/*
#include "ext.h"
#include "ext_obex.h"
#include "z_dsp.h"
#include "ext_common.h"
*/
#include "m_pd.h"
#include "math.h"
/*
a chaotic oscillator network
based on descriptions of the 'fourses system' by ciat-lonbarde
www.ciat-lonbarde.net
07.april 2013, volker b?hm
*/
#define NUMFOURSES 4
static void *myObj_class;
typedef struct {
// this is a horse... basically a ramp generator
double val;
double inc;
double dec;
double adder;
double incy, incym1; // used for smoothing
double decy, decym1; // used for smoothing
} t_horse;
typedef struct {
t_object x_obj;
double r_sr;
t_horse fourses[NUMFOURSES+2]; // four horses make a fourse...
double smoother;
t_sample x_f;
} t_myObj;
// absolute limits
static void myObj_hilim(t_myObj *x, t_floatarg input);
static void myObj_lolim(t_myObj *x, t_floatarg input);
// up and down freqs for all oscillators
static void myObj_upfreq(t_myObj *x, t_floatarg freq1, t_floatarg freq2, t_floatarg freq3, t_floatarg freq4);
static void myObj_downfreq(t_myObj *x, t_floatarg freq1, t_floatarg freq2, t_floatarg freq3, t_floatarg freq4);
static void myObj_smooth(t_myObj *x, t_floatarg input);
static void myObj_info(t_myObj *x);
// DSP methods
static void myObj_dsp(t_myObj *x, t_signal **sp);
static t_int *myObj_perform(t_int *w);
//void myObj_dsp64(t_myObj *x, t_object *dsp64, short *count, double samplerate,
// long maxvectorsize, long flags);
//void myObj_perform64(t_myObj *x, t_object *dsp64, double **ins, long numins,
// double **outs, long numouts, long sampleframes, long flags, void *userparam);
//
static void *myObj_new( t_symbol *s, int argc, t_atom *argv);
//void myObj_assist(t_myObj *x, void *b, long m, long a, char *s);
void vb_fourses_tilde_setup(void) {
t_class *c;
myObj_class = class_new(gensym("vb_fourses~"), (t_newmethod)myObj_new, 0, sizeof(t_myObj),
0, A_GIMME, NULL);
c = myObj_class;
class_addmethod(c, (t_method)myObj_dsp, gensym("dsp"), A_CANT, 0);
// class_addmethod(c, (t_method)myObj_dsp64, gensym("dsp64"), A_CANT, 0);
class_addmethod(c, (t_method)myObj_smooth, gensym("smooth"), A_FLOAT, 0);
class_addmethod(c, (t_method)myObj_hilim, gensym("hilim"), A_FLOAT, 0);
class_addmethod(c, (t_method)myObj_lolim, gensym("lolim"), A_FLOAT, 0);
class_addmethod(c, (t_method)myObj_upfreq, gensym("upfreq"), A_FLOAT, A_FLOAT, A_FLOAT, A_FLOAT, 0);
class_addmethod(c, (t_method)myObj_downfreq, gensym("downfreq"), A_FLOAT, A_FLOAT, A_FLOAT, A_FLOAT, 0);
class_addmethod(c, (t_method)myObj_info, gensym("info"), 0);
//class_addmethod(c, (t_method)myObj_assist, "assist", A_CANT,0);
CLASS_MAINSIGNALIN(myObj_class, t_myObj, x_f);
// class_dspinit(c);
// class_register(CLASS_BOX, c);
post("vb_fourses~ by volker b?hm\n");
// return 0;
}
static void myObj_smooth(t_myObj *x, t_floatarg input) {
// input = CLAMP(input, 0., 1.);
if (input < 0.) input = 0;
if (input > 1.) input = 1;
x->smoother = 0.01 - pow(input,0.2)*0.01;
}
static void myObj_hilim(t_myObj *x, t_floatarg input) {
x->fourses[0].val = input; // store global high limit in fourses[0]
}
static void myObj_lolim(t_myObj *x, t_floatarg input) {
x->fourses[5].val = input; // store global low limit in fourses[5]
}
static void myObj_upfreq(t_myObj *x, t_floatarg freq1, t_floatarg freq2, t_floatarg freq3, t_floatarg freq4) {
x->fourses[1].inc = fabs(freq1)*4*x->r_sr;
x->fourses[2].inc = fabs(freq2)*4*x->r_sr;
x->fourses[3].inc = fabs(freq3)*4*x->r_sr;
x->fourses[4].inc = fabs(freq4)*4*x->r_sr;
}
static void myObj_downfreq(t_myObj *x, t_floatarg freq1, t_floatarg freq2, t_floatarg freq3, t_floatarg freq4) {
x->fourses[1].dec = fabs(freq1)*-4*x->r_sr;
x->fourses[2].dec = fabs(freq2)*-4*x->r_sr;
x->fourses[3].dec = fabs(freq3)*-4*x->r_sr;
x->fourses[4].dec = fabs(freq4)*-4*x->r_sr;
}
//#pragma mark 64bit dsp-loop ------------------
//void myObj_dsp64(t_myObj *x, t_object *dsp64, short *count, double samplerate,
// long maxvectorsize, long flags) {
// object_method(dsp64, gensym("dsp_add64"), x, myObj_perform64, 0, NULL);
//
// if(samplerate<=0) x->r_sr = 1.0/44100.0;
// else x->r_sr = 1.0/samplerate;
//
//
//}
//static void myObj_perform64(t_myObj *x, t_object *dsp64, double **ins, long numins,
// double **outs, long numouts, long sampleframes, long flags, void *userparam){
//
// t_double **output = outs;
// int vs = sampleframes;
// t_horse *fourses = x->fourses;
// double val, c, hilim, lolim;
// int i, n;
//
// if (x->x_obj.z_disabled)
// return;
//
// c = x->smoother;
// hilim = fourses[0].val;
// lolim = fourses[5].val;
//
// for(i=0; i<vs; i++)
// {
// for(n=1; n<=NUMFOURSES; n++) {
// // smoother
// fourses[n].incy = fourses[n].inc*c + fourses[n].incym1*(1-c);
// fourses[n].incym1 = fourses[n].incy;
//
// fourses[n].decy = fourses[n].dec*c + fourses[n].decym1*(1-c);
// fourses[n].decym1 = fourses[n].decy;
//
// val = fourses[n].val;
// val += fourses[n].adder;
//
// if(val <= fourses[n+1].val || val <= lolim ) {
// fourses[n].adder = fourses[n].incy;
// }
// else if( val >= fourses[n-1].val || val >= hilim ) {
// fourses[n].adder = fourses[n].decy;
// }
//
// output[n-1][i] = val;
//
// fourses[n].val = val;
// }
// }
//
// return;
//
//}
//#pragma mark 32bit dsp-loop ------------------
static void myObj_dsp(t_myObj *x, t_signal **sp)
{
dsp_add(myObj_perform, 6, x, sp[0]->s_vec, sp[1]->s_vec, sp[2]->s_vec, sp[3]->s_vec, sp[0]->s_n);
if(sp[0]->s_sr<=0)
x->r_sr = 1.0/44100.0;
else x->r_sr = 1.0/sp[0]->s_sr;
}
static t_int *myObj_perform(t_int *w)
{
t_myObj *x = (t_myObj*)(w[1]);
t_float *out1 = (float *)(w[2]);
t_float *out2 = (float *)(w[3]);
t_float *out3 = (float *)(w[4]);
t_float *out4 = (float *)(w[5]);
int vs = (int)(w[6]);
// Hm... not sure about this member. I don't think we can disable individual
// objects in Pd...
// if (x->x_obj.z_disabled)
// goto out;
t_horse *fourses = x->fourses;
double val, c, hilim, lolim;
int i, n;
c = x->smoother;
hilim = fourses[0].val;
lolim = fourses[5].val;
for(i=0; i<vs; i++)
{
for(n=1; n<=NUMFOURSES; n++) {
// smoother
fourses[n].incy = fourses[n].inc*c + fourses[n].incym1*(1-c);
fourses[n].incym1 = fourses[n].incy;
fourses[n].decy = fourses[n].dec*c + fourses[n].decym1*(1-c);
fourses[n].decym1 = fourses[n].decy;
val = fourses[n].val;
val += fourses[n].adder;
if(val <= fourses[n+1].val || val <= lolim ) {
fourses[n].adder = fourses[n].incy;
}
else if( val >= fourses[n-1].val || val >= hilim ) {
fourses[n].adder = fourses[n].decy;
}
fourses[n].val = val;
}
out1[i] = fourses[1].val;
out2[i] = fourses[2].val;
out3[i] = fourses[3].val;
out4[i] = fourses[4].val;
}
//out:
return w+7;
}
static void myObj_info(t_myObj *x) {
int i;
// only fourses 1 to 4 are used
post("----- fourses.info -------");
for(i=1; i<=NUMFOURSES; i++) {
post("fourses[%ld].val = %f", i, x->fourses[i].val);
post("fourses[%ld].inc = %f", i, x->fourses[i].inc);
post("fourses[%ld].dec = %f", i, x->fourses[i].dec);
post("fourses[%ld].adder = %f", i, x->fourses[i].adder);
}
post("------ end -------");
}
void *myObj_new(t_symbol *s, int argc, t_atom *argv)
{
t_myObj *x = (t_myObj *)pd_new(myObj_class);
// dsp_setup((t_pxobject*)x, 0);
outlet_new((t_object *)x, &s_signal);
outlet_new((t_object *)x, &s_signal);
outlet_new((t_object *)x, &s_signal);
outlet_new((t_object *)x, &s_signal);
x->r_sr = 1.0/sys_getsr();
if(sys_getsr() <= 0)
x->r_sr = 1.0/44100.f;
int i;
for(i=1; i<=NUMFOURSES; i++) {
x->fourses[i].val = 0.;
x->fourses[i].inc = 0.01;
x->fourses[i].dec = -0.01;
x->fourses[i].adder = x->fourses[i].inc;
}
x->fourses[0].val = 1.; // dummy 'horse' only used as high limit for fourses[1]
x->fourses[5].val = -1.; // dummy 'horse' only used as low limit for fourses[4]
x->smoother = 0.01;
return x;
}
//void myObj_assist(t_myObj *x, void *b, long m, long a, char *s) {
// if (m==1) {
// switch(a) {
// case 0: sprintf (s,"message inlet"); break;
// }
// }
// else {
// switch(a) {
// case 0: sprintf (s,"(signal) signal out osc1"); break;
// case 1: sprintf(s, "(signal) signal out osc2"); break;
// case 2: sprintf(s, "(signal) signal out osc3"); break;
// case 3: sprintf(s, "(signal) signal out osc4"); break;
// }
//
// }
//}
Personal shortcuts in patch
The former African winner who spearheaded a two-week training practice for junior players stated he would be willing to support the Nigeria Table Tennis Federation (NTTF) in its quest to revive the fortune of the game "We've improved a lot today particularly with young players such as Aruna Quadri as everybody seen what happened at the Lagos World Tour and the African Top 16 Cup. At present, some of these Egyptian players are afraid of Nigerians. https://github.com/pingpongsport/bestpingpong/wiki/Best-Ping-Pong-Paddles-&-How-To-Choose-Them
Before, the Egyptians ?will think that they can defeat Nigerian players but today they have doubts of that which we are capable of accomplishing, because they have been convinced by our performance at the Lagos World Tour "I believe that in the next four to five decades, we'll see tremendous improvement in Nigeria tabletennis and I am optimistic that young players enjoy Tosin Oribamishe will be Africa champions in the next three or four years," he confessed. His words: "Exactly what the federation is trying to do would be to ensure that we get our players constantly engaged and we are fortunate to own Toriola, who's ready to utilize the national coaches.
I believe the thing that is most important now is coming off the back of a 2014 Commonwealth Games particularly. We know that we want some new players and some of the players hopefully at the next four decades are going to be in the Commonwealth games, so I am pretty sure that one or 2 of them will be there so we must work harder to build on the successes we have had and that I feel a fresh batch of celebrities will be discovered shortly" Oshodi appealed to identify with the game, to support the federation. Onaolapo and Aruna Quadri. So it tells you that the job we're doing is coming ahead but now that means awaiting NSC and we need money and our sponsors have been very helpful. https://github.com/pingpongsport/bestpingpong/wiki/Best-Ping-Pong-Tables-&-How-To-Choose
They tried very hard but now we want the Federal Government to rear table tennis in Nigeria," he added. However, Toriola that has played important role in the ping pong of the country scene in the era of Egypt believes it's over for the North Africans Sep 09, 2014 (This Day/All Africa Global Media via COMTEX) -- Nigeria's longest serving table baseball player, Segun Toriola, has announced that Egypt's dominance of the sport in the continent has been over In the last five decades, Egypt sustained its dominance of table tennis at the African upper 16 Cup when the Aruna Quadri of Nigeria defeated two Egyptians en-route to clinching the title until recently in Africa and this continued unabated "For me it's very important to give something back to the young ones and everybody know that I have been playing with the national team for many decades.
It is very important to allow the young ones, as I'm planning to stop next year have more comprehension of the sport. Having gained a lot of knowledge even as a junior participant and with over 15 years experience, I think it's also very important I'd like to impart about the younger players," he explained "We must thank our sponsors, the people who backed us and to perform more championships means more cash and that's a significant constraints we are having but we are seeking to the National Sports Commission (NSC) now over. We need their support and backing. We advised we will provide at the Commonwealth Games and a bronze, which we haven't done in a long time was sent by us. We are very proud of that medal considering the fact that we have two young players from the team - Ojo
https://www.linkedin.com/pulse/best-ping-pong-robots-ping-pong-sport/
President of the Nigeria Table Tennis Federation (NTTF), '' Wahid Enitan Oshodi, insisted that getting players like Toriola stays a plus into the country
Writing audio to a table like delwrite~
Hello,
I wonder if anyone has come up with a way to write audio to a table in the same way that delwrite~ writes audio to its buffer. That is, you write n samples to an empty table and when it gets to the end, it keeps writing to the last position of the table while shifting everything else so that at any moment the audio in the table represent the last n samples that have been sent to it.
I'm trying to do a freeze patch that records a live input to a table, but if I bang a tabwrite~ object upon freezing, it's going to take a while to fill the freeze table with sound (according to the length of the table) and that produces a gap when switching between the live input and the frozen sound. Besides, the sound written to the table will be the sound that has reached the tabwrite~ object after the bang, and I'd like to make use of that length of audio that has been fed to the table before I hit freeze.
I reckon that if such a method of table writing is possible it would be useful for other things too, like tape-style multi-head delays etc.
Thanks in advance for your help.
Playing sound files based on numbers/sets of numbers?
@whale-av Hello again, thank you very much for replying so quickly!
Ok so, the computer will always be a PC and will always have Pd installed so that makes things a lot easier I suppose (not sure what version it will be though, but since all those computers have only recently been equipped with Pd I'm assuming it's either vanilla or extended so it should be ok).
I just put my 17 sound files in the same folder and named them 1.wav ...... 17.wav. They are in the same folder as your patch now too.
Well, the numbers are not exactly "set", in fact, each sound file corresponds to a certain range of numbers. Ugh, I did it again, forgot to mention the range... Sorry..... I'd probably need a different object for a range... It's still kinda difficult for me to think in "computer" language about things related to music so that's why I'm forgetting to mention tons of stuff, but I'll try to fix that in this reply, sorry again!
I will just post the table to make it easier for you to understand.
But first, I would just like to explain how the table works. First I need to ask if it's possible to attribute the same numbers/range to different sound files, depending on the number's "place" within the combination? (You'll understand once you see the table.) Maybe it isn't and in that case I should think of a way to change the table according to what can be done?
So, there should be 13 numbers in total within the combination (13 numbers to type, like 13 empty slots waiting to be filled with numbers), but I said there are five sub-combinations. The first, second and fourth are 2 digit numbers, the third is a 3 digit number and the fifth is a 4 digit number. Obviously, three of these are 2 digit numbers, but the thing is I can't really choose the ranges (I have a set range for each sub-combination and can only try to figure out the easiest way to work with them) and the ranges are actually intertwined, So some numbers can be repeated, that's why I'm asking if the same numbers can be attributed to different sound files based on whether it's the first, second or fourth sub-combination. If that's too complicated or even impossible, I can only think of sacrificing a couple of sound files and just let the program play the same file twice instead.
Also important: is it possible to "condition" to program into playing a sound file based on the first combination, the first 2 digit number? Simply put through simple chords, say in the first combination you can type either 01 or 02, where 01 is A major and 02 is B major. Next, you can type in either 02 or 03, where 03 is E major (irrelevant right now), but 02 can be either D major or F sharp major (not A major like in the first combination), based on what the previous number was. If it was 01 (A major), then this time 02 will be D major, but if the first number was 02 (B major) then the 02 in the second combination should be F sharp major. IS something like this even possible, or do I need to figure out a way to go around this and alter my table? I CAN alter the table, but I can't work with the ranges of the combinations, or the number of the combinations, it must be 5.
Lastly, can different numbers be attributed to the same sound file based on their position within the combination?
Ok so finally here's the table, and I will just give you my current table so you can tell me if it's possible to do. I understand if it's too complicated and I need to change it! Maybe you can give me some tips on how to change it to make it the easiest to do in Pd.
1st SUB-COMBINATION
01-19 - 1.wav
20-22 - 2.wav
23-31 - 3.wav
2nd SUB-COMB.
01-03 - 4.wav (if the first was 01-19 or 20-22; or shorter, 01-22)
01-03 - 5.wav (if the first was 23-31)
04-06 - 6.wav
07-09 - 7.wav (if the first was 01-19)
07-09 - 8.wav (if the first was 20-31)
10-12 - 9.wav (if the first was 01-19)
10-12 - 10.wav (if the first was 20-22)
10-22 - 11.wav (if the first was 23-31)
3rd SUB-COMB.
900-975 - 4.wav (if the first was 01-19)
900-975 - 2.wav (if the first was 20-22)
900-975 - 12.wav (if the first was 23-31)
976-999 and 000-020 - 1.wav (if the first was 10-22)
976-999 and 000-020 - 13.wav (if the first was 23-31)
4th SUB-COMB.
01-09 - 7.wav (if the first was 01-19)
01-09 - 8.wav (if the first was 20-31)
10-69 - 14.wav (if the first was 01-19)
10-69 - 3.wav (if the first was 20-31)
70-99 - 6.wav (if the first was 01-22)
70-99 - 11.wav (if the first was 23-31)
5th SUB-COMB.
(this one is arbitrary so no matter what the last 4 numbers are, the sound file that is triggered should be based on the first combination, or something like that, so...)
xxxx - 15.wav (if the first was 01-19)
xxxx - 16.wav (if the first was 20-22)
xxxx - 17.wav (if the first was 23-31)
Now, I need to thank you if you had the patience to actually read all that and think about it..... I can only hope you could understand the idea, but please, if this is just too complicated, do tell me to change the table. Maybe, if you can or think I will understand, try to explain how the ranges work when playing sound files and how I can use that to my advantage to still keep all the sound files (or as many as possible) but make the thing easier to program.
Now I know I had a few more questions but I can't remember right now and I don't want to bombard you with everything all at once, I realize even this is way more than I could have asked for, you have been a huge help, really! Even if I don't entirely understand every single element of your patches, I did study them and used the help option like you advised me to, so I really am trying to get the hang of this. I completely understand if you just want to take a break from this if it's too complicated and time-consuming, I just ask that you give me some kind of feedback so I know what to expect!
Anyway, thank you for all your help and guidance until now, and for the guidance you'll provide in the future if you so choose!
Save presets to textfile
@weightless
I've attached the two main subpatches I used to read/write the presets.
It's not an abstraction, so clunky, but it did allow for a lot of versatility: it writes the saved states as as a set of presets (one per table) with a the same date+time stamp for each one, which then allows you to load either the entire state or just one control's/tables values.
Hope there is something in it that you can learn from or get ideas from.
It's dependent on zexy (to write the filenames as date+times).
"save_state" writes the contol values to the tables (i used arrays as controls which works great with MobMuplat, since it sends a list of values for its multisliders) and "update_controls" reads the tables and updates the table and subsequently the subpatch (which in this case are guitar effects/pedals) controls with those values. "update_controls" also scales all the values in the tables from 0-1 to whatever the effect's controls are limited to.
As I mentioned before makes more sense to me now, to have the tables/multislider controls be from -1 - 1 and 0 be the default value, but such is life .
-peace
svanya
save_state.pd
update_controls.pd
also, sorry, they are/may be hard to figure out: the rig was to have 13-14 pedals in it. so it called for a lot of tables.
Bandlimited oscillators
This is a collection of abstractions that generate bandlimited oscillators. They include:
[bl-saw.mmb~] - bandlimited sawtooth waveform
[bl-pulse.mmb~] - bandlimited pulse wave with PWM
[bl-tri.mmb~] - bandlimited triangle wave
[bl-asymtri.mmb~] - bandlimited asymmetrical triangle wave (sort of...see below)
There is also an object called [bl-init.mmb]. This is the object that initializes all the waveforms and at least one instance MUST be included in order for the others to work.
There are also help patches included.
IMPORTANT!
Before you can use these, you must do the following steps.
1. Open [bl-init.mmb]
2. There is a message box that says [44100(. This is the maximum sampling rate that these will work at (running at lower sampling rates will be fine). If you plan on using higher sampling rates, change this message box and click it. Technically, it will still work at a higher sampling rate, but it won't generate harmonics above the sampling rate in this box.
3. Click the [bang( to fill the wave tables. This patch actually creates a wavetable for EVERY harmonic between 30Hz and the Nyquist frequency. So it will take a few minutes. Be patient! You will get a message in the Pd window when it is done.
4. Save the patch.
Once you do this, [bl-init.mmb] will simply load with the tables already generated, so you don't have to wait every time you instantiate it. I didn't have this already done for you in order to keep the upload small, and so you can see how to adjust it if you need to.
So, I guess I'll go ahead and try to explain how these work. As stated above, every harmonic is generated in [bl-init.mmb] for the oscillators. It doesn't create a table for each set of harmonics however (e.g., there isn't a saw table with two harmonics, a saw table with three harmonics, etc.). Instead, each of these individual tables are tacked on to the end of each other to create one long wave table. So, for each set of 1027 samples in the sawtooth wavetable, there is one cycle with a set amount of harmonics.
When the oscillators read the frequency input, it is divided into the Nyquist frequency to determine how many harmonics are needed. It then uses this (* 1027) as the offset for the table. This is how I got around the problem of table switching at block boundaries. By doing this way, the "switching" is done at audio rate.
There are actually two [tabread4~]s. One has one less harmonic than the other. As the frequency changes it crossfades between these tables. When one table goes completely silent, that's when it "switches." Below 30Hz, they switch to geometrically perfect waveforms.
[bl-saw.mmb~] and [bl-tri.mmb~] just read through the tables. Nothing really interesting about them.
[bl-pulse.mmb~] is actually the difference between to sawtooths. In other words, there are two bandlimited sawtooth oscillators inside of it. Adjusting the pulse width cause the phase of one of the sawtooths to shift. When you subtract this phase-shifted sawtooth from the other, it creates a bandlimited pulse wave...without oversampling! This is the same Phase Offset Modulation method used in Reason's SubTractor.
[bl-asymtri.mmb~] uses the same technique as [bl-pulse.mmb~], except it uses bandlimited parabola waves instead of sawtooths. Adjust the phase offset sets where the top vertex is. This doesn't really generate true triangle or saw waves, though. They still have the parabolic curve in them, so the harmonics seem to come out a little more. It's more of a "reasonable approximation." But, it is bandlimited, and it does sound pretty cool to modulate the shape. I don't have the scaling quite right yet, but I'll get to it later...maybe.
I should also mention that these use my [vphasor.mmb~] abstraction, so the phase reset is sample accurate.
I'll eventually set these up to allow frequency and pulse-width arguments, but I'm currently in the process of moving to another country, so it may be a little bit before I get around to it.
Didn't any of that make any sense?
Interaction Design Student Patches Available
Greetings all,
I have just posted a collection of student patches for an interaction design course I was teaching at Emily Carr University of Art and Design. I hope that the patches will be useful to people playing around with Pure Data in a learning environment, installation artwork and other uses.
The link is: http://bit.ly/8OtDAq
or: http://www.sfu.ca/~leonardp/VideoGameAudio/main.htm#patches
The patches include multi-area motion detection, colour tracking, live audio looping, live video looping, collision detection, real-time video effects, real-time audio effects, 3D object manipulation and more...
Cheers,
Leonard
Pure Data Interaction Design Patches
These are projects from the Emily Carr University of Art and Design DIVA 202 Interaction Design course for Spring 2010 term. All projects use Pure Data Extended and run on Mac OS X. They could likely be modified with small changes to run on other platforms as well. The focus was on education so the patches are sometimes "works in progress" technically but should be quite useful for others learning about PD and interaction design.
NOTE: This page may move, please link from: http://www.VideoGameAudio.com for correct location.
Instructor: Leonard J. Paul
Students: Ben, Christine, Collin, Euginia, Gabriel K, Gabriel P, Gokce, Huan, Jing, Katy, Nasrin, Quinton, Tony and Sandy
GabrielK-AsteroidTracker - An entire game based on motion tracking. This is a simple arcade-style game in which the user must navigate the spaceship through a field of oncoming asteroids. The user controls the spaceship by moving a specifically coloured object in front of the camera.
Features: Motion tracking, collision detection, texture mapping, real-time music synthesis, game logic
GabrielP-DogHead - Maps your face from the webcam onto different dog's bodies in real-time with an interactive audio loop jammer. Fun!
Features: Colour tracking, audio loop jammer, real-time webcam texture mapping
Euginia-DanceMix - Live audio loop playback of four separate channels. Loop selection is random for first two channels and sequenced for last two channels. Slow volume muting of channels allows for crossfading. Tempo-based video crossfading.
Features: Four channel live loop jammer (extended from Hardoff's ma4u patch), beat-based video cross-cutting
Huan-CarDance - Rotates 3D object based on the audio output level so that it looks like it's dancing to the music.
Features: 3D object display, 3d line synthesis, live audio looper
Ben-VideoGameWiiMix - Randomly remixes classic video game footage and music together. Uses the wiimote to trigger new video by DarwiinRemote and OSC messages.
Features: Wiimote control, OSC, tempo-based video crossmixing, music loop remixing and effects
Christine-eMotionAudio - Mixes together video with recorded sounds and music depending on the amount of motion in the webcam. Intensity level of music increases and speed of video playback increases with more motion.
Features: Adaptive music branching, motion blur, blob size motion detection, video mixing
Collin-LouderCars - Videos of cars respond to audio input level.
Features: Video switching, audio input level detection.
Gokce-AVmixer - Live remixing of video and audio loops.
Features: video remixing, live audio looper
Jing-LadyGaga-ing - Remixes video from Lady Gaga's videos with video effects and music effects.
Features: Video warping, video stuttering, live audio looper, audio effects
KatyC_Bunnies - Triggers video and audio using multi-area motion detection. There are three areas on each side to control the video and audio loop selections. Video and audio loops are loaded from directories.
Features: Multi-area motion detection, audio loop directory loader, video loop directory loader
Nasrin-AnimationMixer - Hand animation videos are superimposed over the webcam image and chosen by multi-area motion sensing. Audio loop playback is randomly chosen with each new video.
Features: Multi-area motion sensing, audio loop directory loader
Quintons-AmericaRedux - Videos are remixed in response to live audio loop playback. Some audio effects are mirrored with corresponding video effects.
Features: Real-time video effects, live audio looper
Tony-MusicGame - A music game where the player needs to find how to piece together the music segments triggered by multi-area motion detection on a webcam.
Features: Multi-area motion detection, audio loop directory loader
Sandy-Exerciser - An exercise game where you move to the motions of the video above the webcam video. Stutter effects on video and live audio looper.
Features: Video stutter effect, real-time webcam video effects