GEM alternative for Tk GUIs?
Well I worked a week on that cute GEM GUI, but when connecting the audio processing I stumbled upon the big drawback. Dropouts!
I should have known, because I played around with sonsofsol's ZODIAC which must load the audio in a different Pd instance. Naively, I assumed this is useful for cases when you want to run the processes on different computers. I did not realize that it is absolutely problematic to run GEM and audio in the same Pd (while it's so easy to check that...).
OK then, need to run two processes for one application. On Windows and Linux this is straightforward because if you open a patch by clicking, it is automatically opened in a new Pd. That is how you can have loads of Pd's opened without even being aware of it. On OSX only one Pd is loaded, even if you click to open new patches from the finder. So you need to open a second Pd from the command line. Further, you need to turn audio on and off again in the Pd with the GEM. Why? When you start Pd, dsp is apparently off, but still there is CPU load associated with audio computation. This only stops after turning dsp on and off. If you forget this, some 10% CPU load is waisted on a process doing no audio at all. And another nuisance: two Pd consoles on the screen - which one is which?
I wanted to use GEM to make some patches very user-friendly, with informative GUI elements. But in a two-Pd version, it is no longer so straightforward to even open the patches. For Pd-beginners such an application may be discouraging. Therefore I think, when we want to use GEM as interactive user interface for widely shared patches, the issues should be solved somehow. Maybe a script should be developed to perform all the necessary actions in the correct order.
By the way has anyone tried to use [pd~] for separating processes? I have never used [pd~] so far, maybe this is a very stupid question...
Katja
Open Kinect?
hey buscon,
here's a copy of a mail i sent a friend, and the corresponding patches.
you can see these patches being used here:
(original mail)
ok here's a simplified version of the patch i use. i've just modified the "mud" patch and haven't checked it all, so there are bugs and errors everywhere, but i guess you're just interested in the abs which receive and dispatch the data from kinect.
so the kinect is received by osceleton and what i get in pd is osc messages. basically it's x, y, and z coordinates for each point of the body. so you'll be interested in the patches "kinector" and "shooter".
KINECTOR:
- it translates the osc into data that the granular sampler "mud" can understand (0 to 1 linear).
- move the horizontal sliders to chose a user and a joint.
- toggle from "value" to "CC". in X Y and Z type a sending chanel number. in the granular patch, toggle from value to CC, so you can affect a receiving chanel number for each automatisable parameter.
- hit the "learn" buton and then cover with your body the area you wish to use. this sets minimums and maximum for each axis. if you want to calibrate the whole body at ounce first select "all_joints". hit the "learn" buton again to end calibration. body motion is now active.
- the toggle on the top right activates remote sound control for the "learn" function, for if you work alone. enable it, use the vertical slider to choose the gate for incoming volume. stand at your starting point, and clap or scream. calibrate, and clap again.
- if you toggle from "abs" to "rltv", instead of calibrating the movement of each joint in absolute space it will consider their relative distance to the torso joint. the advantage of this is one movement will have the same effect wherever you are positioned in the space.
- you save, open, and load presets as textfiles on your drive. you can save presets for the whole patch on the top right of the master patch.
SHOOTER:
- basically the same as kinector, but used for one-shots instead of continuous changes.
- chose a user, a joint, an axis, and a direction
- type a chanel cumber where it says CC
- in "time", type a time in miliseconds. everytime a joint passes a chosen point in space in a chosen direction, it will output a line from 0 to 1 in the chosen time.
- calibrate in the same way. you can use "all_joints" too bu there's a huge error somewhere so if you do first toggle to "value".
- same as kinector for the rest.
ok here you go. i don't know how much you know pd, so that's why i explained as much as i could. these patches are absolutely not clean, they're my first ideas since i got the kinect, and i'm working on more to have one tight patch in the end (including speed detection, movement prevision to compensate latency, etc ... ).
ok hope this helps.
if you have trouble using the "mud" patch let me know. if you are going to use the patch, please let me know and make sure you mention it's mine.
cheers
salut
gab
DJ/VJ scratching system
First my story: (you can skip down to END OF STORY if you want)
Ever since I saw Mike Relm go to town with a DVDJ, I've wanted a system where I could scratch and cue video. However, I haven't wanted to spend the $2500 for a DVDJ. As I was researching, I found a number of different systems. I am not a DJ by trade, so to get a system like Traktor or Serrato with their video modules plus turntables plus hardware plus a DJ mixer, soon everything gets really expensive. But in looking around, I found the Ms.Pinky system and after a little bit, I found a USB turntable on Woot for $60. So I bought it. It was marketed as a DJ turntable, but I knew that it wasn't really serious since it had a belt drive, but it came with a slip-pad and the USB connection meant that I wouldn't need a preamp. And so I spend the $100 on the Ms.Pinky vinyl plus software license (now only $80). This worked decently, but I had a lot of trouble really getting it totally on point. The relative mode worked well, but sometimes would skip if I scratched too vigorously. The absolute mode I couldn't get to work at all. After reading a little more, I came to the conclusion that my signal from vinyl to computer just wasn't strong enough, so I would need maybe a new needle or maybe a different turntable and I didn't really want to spend the money experimenting. I think that the Ms. Pinky system is probably a very good system with the right equipment, but I don't do this professionally, so I don't want to spend the loot on a system.
Earlier, before I bought Ms.Pinky (about two years ago), I had also looked around for a cheap MIDI USB DJ controller and not found one. Well, about a month ago, I saw the ION Discover DJ controller was on sale at Bed, Bath & Beyond for $50. They sold out before I could get one, but Vann's was selling it for $70, so I decided that that was good enough and bought one. I had planned to try to use it with Ms. Pinky since you can hook up MIDI controllers to it. But it turns out that you can hook up MIDI controllers to every control except the turntable, so that was a no go. If I had Max/MSP/Jitter, I could have changed that, but that's also way expensive. So, how should I scratch? My controller came with DJ'ing software and there's also some freeware, like Mixxx, but none of this has video support. So I look around and find Pure Data and GEM.
And I see lots of questions about scratching, how to do it. And there are even some tutorials and small patches out there, but as I look at them, none of them are quite what I'm looking for. The YouTube tutorial is really problematic because it's no good at all for scratching a song. It can create a scratching sound for a small sample, but it's taking the turntable's speed and using that as the position in the sample. If you did that with a longer song, it wouldn't even sound like a scratch. And then there are some which do work right, but none of them keep track of where you are in the playback. So, whenever you start scratching, you're starting from the beginning of the song or the middle.
So, I looked at all this and I said, "Hey, I can do this. I've got my spring break coming up. Looking at how easy PD looks and how much other good (if imperfect) work other people have done, I bet that I could build a good system for audio and video scratching within a week." And, I have.
END OF STORY
So that's what I'm presenting to you, my free audio and video scratching system in Pure Data (Pd-extended, really). I use the name DJ Lease Def, so it's the Lease Def DJ system. It's not quite perfect because it loads its samples into tables using soundfiler which means that it has a huge delay when you load a new file during which the whole thing goes silent. I am unhappy about this, but unsure how to fix it. Otherwise, it's pretty nifty. Anyway, rather than be one big patch, it relies on a system of patches which work with each other. Each of the different parts will come in several versions and you can choose which one you want to use and load up the different parts and they should work together correctly. Right now, for most of the parts there's only one version, but I'll be adding others later.
There's a more detailed instruction manual in the .zip file, but the summary is that you load:
the engine (only one version right now): loads the files, does the actual signal processing and playback
one control patch (three versions to choose from currently, two GUI versions and a MIDI version specific to the Ion Discover DJ): is used to do most of the controlling of the engine other than loading files such as scratching, fading, adjusting volume, etc.
zero or one cueing patch (one version, optional): manages the controls for jumping around to different points in songs
zero or one net patch (one version: video playback): does some sort of add-on. Will probably most commonly be used for video. The net patches have to run in a separate instance of Pd-extended and they listen for signals from the engine via local UDP packets. This is set-up this way because when the audio and video tried to run in the same instance, I would get periodic little pops, clicks, and other unsmoothnesses. The audio part renders 1000 times per second for maximum fidelity, but the video part only renders like 30 or 60 times per second. Pure Data is not quite smooth enough to handle this in a clever real-time multithreading manner to ensure that they both always get their time slices. But you put them in separate processes, it all works fine.
So, anyway, it's real scratching beginning exactly where you were in playing the song and when you stop scratching it picks up just where you left off, you can set and jump to cue points, and it does video which will follow right along with both the scratching and cuing. So I'm pretty proud of it. The downsides are that you have to separate the audio and video files, that the audio has to be uncompressed aiff or wav (and that loading a new file pauses everything for like 10 seconds), that for really smooth video when you're scratching or playing backwards you have to encode it with a codec with no inter-frame encoding such as MJPEG, which results in bigger video files (but the playback scratches perfectly as a result).
So anyway, check it out, let me know what you think. If you have any questions or feedback please share. If anyone wants to build control patches for other MIDI hardware, please do and share them with me. I'd be glad to include them in the download. The different patches communicate using send and receive with a standard set of symbols. I've included documentation about what the expected symbols and values are. Also, if anyone wants me to write patches for some piece of hardware that you have, if you can give me one, I'll be glad to do it.
Keith Irwin (DJ Lease Def)
Animata / eyesweb / MAC
Hi kinolab, here interesting news for you:
As a gift for the beginning of 2011, there's a new "unstable" version
of OpenNI & Sensor modules with MacOSX support!
Other new features:
* Added support for multiple sensors.
* Improved README! (much more detailed instructions...)
* Some bug fixes...
Previous version features:
* A brand new .NET wrapper and .NET samples (OpenNI.net).
NITE binaries for all supported platforms (including MacOSX) will also
be released very soon.
The source code is located at:
https://github.com/OpenNI/OpenNI/tree/unstable
https://github.com/PrimeSense/Sensor/tree/unstable
GitHub:
git clone https://github.com/OpenNI/OpenNI.git -b unstable
git clone https://github.com/PrimeSense/Sensor.git -b unstable
Binaries:
Windows:
http://openni.org/sites/default/files/unstable/OpenNI-Bin-Win32-v1.0....
http://downloads.primesense.com/unstable/Sensor-Bin-Win32-v5.0.0.25.exe
Ubuntu 10.10 x86:
http://openni.org/sites/default/files/unstable/OpenNI-Bin-Linux32-v1....
http://downloads.primesense.com/unstable/Sensor-Bin-Linux32-v5.0.0.25...
Ubuntu 10.10 x64:
http://openni.org/sites/default/files/unstable/OpenNI-Bin-Linux64-v1....
http://downloads.primesense.com/unstable/Sensor-Bin-Linux64-v5.0.0.25...
MacOSX 10.6:
http://openni.org/sites/default/files/unstable/OpenNI-Bin-MacOSX-v1.0...
http://downloads.primesense.com/unstable/Sensor-Bin-MacOSX-v5.0.0.25....
We're really amazed from the awesome response of the community!
And thanks for everyone that's helped.
Ziv.
Random signal distorsion when opening patches
Hi there,
I've been trying to sort it for three or four evenings.
I designed a patch which does basic audio mixing and routing between pd and external apps.
Some features in this big patch are brought to my eyes when clicking on toggles, simply opening pd patches using "Pd open ..." messages. This way I can call different "instruments", in a mutually exclusive fashion.
Sometimes, in a apparently random way, this action of closing the last window opened and opening a new one leads me to an audio distorsion (and hums of various types) on the "main" two outputs of the "big" patch, while audio sent by "child" patches to two other DAC remain clean. For days my only response was to immediately close Pd and other services and restart everything. Sometimes the sound went back clean, but sometimes the second "run" remained "dirty". Afterthat I realized that I could either continue playing with my windows opening/closing till it (apparently randomly) gets clean again !
Of course when window open an short overall glitch can be heard, but I can stand that. I imagine this is "normal". The previously mentionned distorted sound occurs on a very simple ADC1 DAC1 bypass sothat I can hear the incoming instrument signal and I "play" with my window opening/closing till the audio starts to distort.
I use jackdmp on a core2-duo pc with UbuntuStudio64 8.04.3, reasonably efficient. I use a 2-4 M-audio fasttrack pro with alsa and Pd-Extended 0.41.0 .
I am a noob, but I wonder if this could deal with some kind of "discussion" between Jackd and Pd when opening and closing patches ?
Every idea about who to fix this or what's happening would be welcome.
Thanx,
Nau
Slurs crap
answer to this
["why does seq-simple/one crash if i open it in pd?"]
you see mmb...
it went like this
the buildings tumbled in on themselves
and there where so many sequencers
with the radio on
however....
the only way to make sure connections stay like they should after a save/load is to have them and then delete them after the loadbang.
to do this automatically pd needs the patch to be open... so i open it, do what needs to be done and then close it
the same thing happens when you try to open the patch alone. which leads to the following: pd opens up knowing it has to open a patch, does this, after starting up the patch says make me invisible, pd responds: "yeah sure!", after a while it realises: "well i had to open up a patch, did it, but where the hell is it? i can't see it". kind of confused it runs around. wondering what the f is up. but then says to itself: "well screw this! i'm outa here!".
exactly like i would
you however want to use the -noloadbang flag for pd
and i don't want to use the route version because i don't want to do something manually if i can do it procedurally. also it looks awesome and is more convenient to use.
by the way... maybe i should at least make the outlets work in the right to left way... currently its more left rightish....
anyone wants/needs this?
PdLive!
Thanks C.!
The amazing jazzdrumbox patch is from Andy, many of the patches here come from forums and posts from users.
The drummachine is actually mine so thanks
There is so many patch because it's a collection (even if some patches are very close to each others, maybe I'll make a selection later)
- the CTL patches deal with data ( for instance : midi seq, midi automations, or fiddle and bonk analyse to track signal and send midi notes and vel)
- Fx are fx
- S patches are instruments to be played with midi keyboard, or with ctl patches.
- z patches are used in other patches and can be used to create new ones.
Instruments patches are meant to be browsed with your classic browser, and I wanted them to be opened in a new pd window. But I guess I could add a menus to the main mixer patch to open synth, ctl patches and fx
The workflow 'should' be to first select your sounds/instruments select the audio bus then they are caught in the main window and that's were the patching begins with effects and controls. The main limitation is that I only have 5 audio buses for now, but I should add some more later on, a signal router may come in handy at that time .
Different ways of Implementing Delay Loops
Ta Toxonic - I'll take a look at the patch tonight. Good of you to take the time. Apologies if I've misunderstood though, but I think what you're describing is not quite what I mean: The pitch shift is separated out from the delay time - you're running a pitch shift effect into a separate delay line, which is not going to give the same effect. The delay time will not shorten as the pitch rises. I'll take a look at your patch tonight though as I may have misunderstood what you're getting at.
Maelstorm - thanks also. I understand why the pitch changes on a delay pedal. The pitchshifter patch was a bit of a red herring - though of course it's the same principle. The difference between what you're (both, I think) talking about and what I'm talking about is the way that the pitch changes.
Assuming a stable C tone playing into the delay:
With the standard simple PD delay set up, if you move the read point of a vd~ then you get a glissando as it accellerates, a constant pitch change as it moves at constant speed. So if you turn the knob to change the delay time in the middle of a tone you start with a constant pitch (C), then get a rise of pitch, then it levels out at a new pitch (as you turn then stop turning the knob),
_
___/
If you feed back into the delay, the glissando is repeated as the read speed changed while the write speed was constant:
_ _ _ _
/ |/ |/ |/ |
The effect I'm looking to emulate on the other hand is more akin to changing the speed of a phasor~ reading an array - the pitch change is not a blip, but a stable interval's transposition - eg: you turn the knob, the pitch of the repeats rise by a given interval and stays at that pitch as it repeats (now more quickly):
______
___/
If you play a constant C tone, then speed up the delay until it is a major third higher, you get a major third diad (until the delay dies away), rather than a C tone with a repeating squiggle overlaid.
The effect is the same as you get by speeding up a tape loop delay (though the pedal I'm trying to imitate is a digital delay) which is why I think the rate of the write and read heads are being increased by the same amount.
[edit, just tried to make this clearer and removed a couple of errors]
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
Announce: mmm-0.1.0-eden
hi forum.
we proudly announce the first public release of our compact composer
for pd, mmm.
grab it at http://netpd.org/mmm-0.1.0.zip
mmm is best described in it's faq, see below. don't expect too much
yet, there is still a lot to be done. comments, bugreports, cash, are
welcome.
have fun with it!
christopher charles & enrique erne
faq for mmm-0.1.0 - eden
what is mmm?
mmm is a pd patch collection aimed at providing a studiolike(?),
streamlined, dynamic interface for making synthetic music.
screenshots?
http://www.netpd.org/mmm.png
ymmv depending on your operating system. we put some effort in
detecting the operating system and setting the fontsize according to
it, but quirky xorg or dpi settings might screw things up again.
where can i get it?
we currently host the mmm at http://netpd.org/mmm-0.1.0.zip ,
alternatively, you can grab netpd, enter the chat, and if either of
the authors is online, download it directly through netpd and start
rocking.
what does "mmm" stand for?
mmm was originally just the working title, but we came to like it
somehow. the original meaning is "music making machine" but you can
substitute every m for whatever you want. so "massive multiplayer
music" is okay with us, too.
what is the inspiration?
having worked on/with the bagoftricks (lots inconsistently coloured
gop-patches to be connected freely) and netpd (lots of
inconsistent-looking windows to clutter up the screen), we came to
mock up an clean, dynamic interface in which modules don't bring their
own gop or open their own window, but log onto the interface that's
provided for them by the motherpatch. all modules sharing the same
interface made it easy for them to share the same sequencer and
arranger.
what are the dependencies?
mmm should work with pd-0.39 and zexy installed. iemlib is important
for many synth and effects patches, and there's even set of gem
modules you can chain if you want.
is it actually usable?
no. this 0.1.0 release is rather a tech demo and a taste of things to
potentially come. you can crunch some acid loops out of it already,
but don't sell your protools studio equipment to start working with
mmm on monday.
how does it work?
mmm's interface (mmmmain.pd) is divided into 3 parts: there is the
module/channel view, where you can chain up synths and effects on 8
different channels. select an empty field on a channel, and then use
the scrollbox on the left to select a patch and open it. when clicking
on a patch you loaded up in the module view, the 2nd view comes into
play: from there you control the patch's sliders on the left, right of
it is the stepsequencer for each of the slider (means everything is
sequencable!). yet you won't hear anything until you did the following
2 things: press play in the uppermost row of mmmmain, and set up the
arranger to play the stepsequence. the arranger is not module-based,
but controls all modules of a channel are grouped in the arranger. for
now, you can only select pattern 01 or nothing to play in the
arranger. so set up a loop for the first pattern (loopstart:0,
looplength:1) set the first field on the channel you got your patch on
in the arranger to p01 and start making some noise.
does it work online?
yes. mmm is compatible to netpd and will automatically log on to
netpd's server if you have the netpd chat open. you can also download
the whole mmm package through netpd. feel free to jam around the
world.
what's not working yet / what is planned?
as for now, there is no support for samples whatsoever, it isn't
planned to support them soon. further, there is no hard disk recorder
available yet, but it is planned. the arranger/sequencer combo is very
crippled at the moment, only supporting 1 16-step-pattern to choose
from and 1 page of 16 patterns in the arranger. this will change
rather soon. next there are plans for luxury editing functions,
especially in the sequencer like copy, paste, random pattern,
interpolation and so on. plans exist for full keyboard control, but
this will be worked on not too soon. the module roster is far from
being complete yet, more is to come.
can i save my stuff?
should be possible with the buttons above the channels. don't rely on
the result though, this is still 0.1.0
can i add my own modules?
modules are not to hard to write, but for now, the list of selectable
modules is hardcoded. look at all the 4m-* patches in the patches
folder to see how they are ticking. contact us for adding your patch
to the mmm or try to figure out yourself how it works
what's the license?
mmm is licensed under the gnu lgpl. if you think this is a too useful
product to be free of charge, please consider donating the amount of
money you would've paid for it (or the amount of money you got from
selling your protools equipment on monday) to a trust of your choice.
who are the authors?
mmm is developed by enrique erne (eni, swiss, pd{at}mild.ch) and
christopher charles (syntax_tn, germany, chr.m.charles{at}gmail.com).
we can be contacted via email, irc (#dataflow) or directly in the
netpd chat. several patches within mmm are based upon netpd versions
of them, check netpd for the original authors. mmm shares some of it's
netcode with netpd, by roman haefeli.
disclaimer.
we cannot give you any guarantees on using mmm, not even that you
have fun. it should be relatively harmless, but don't come crying to
us if mmm accidently hijacks your *mule and downloads david hasslehoff
recordings to your computer.
eofaq