OS: Windows 8.1
PD ver.: Pd-Extended 0.43.4
Hi! I'm kinda new here so please don't be surprised if I don't understand what you mean right away. :P
I have been learning about PD through experimentation and recently ran into what I'm hoping isn't user-error...
When trying to call the cw_binaural external, It crashes with a runtime error. Has anyone figured this issue out? According to google there was another post asking about this but I think that was lost in the /dev/null issue about a month ago (guessing by looking at the stickied post). Is there perhaps a newer version available?
cw_binaural external crashing PD with a runtime error
OS: Windows 8.1
Hi TerraByteTech and welcome to this forum,
I believe I was the one answering the now lost thread you mention. So, the thing is do you need to specifically use cw_binaural or are you willing to try another binaural object?
It has been a long time since I tried cw_binaural and I can't remember which issue I had with it, but my favourite binaural object in pd is by far soundhack's [+binaural~]. It already has some smoothing implemented and the algorithm is also smart enough not to jump all over the place when changing from 359 degrees back to 0. The link for this external is: https://puredata.info/downloads/soundhack
Another option is to use [earplug~], but I found this object to be more CPU expensive than [+binaural~], but also it has the already mentioned problem of going a bit crazy when moving from 359 to 0 (it takes the long route of going all the way around the angles instead of moving +1 degree only). The link is: https://puredata.info/downloads/earplug
Hope this helps. Take care,
@gsagostinho Thanks for replying man!
I'll definitely be checking out soundhack. At the moment I'm primarily familiarizing myself with PD's various concepts and interface. I'm going to be using pd for its procedural audio generation system (which, might it add is absolutely fantastic) in my game. It will be handling just about everything from the sound of footsteps to the droning ambient noise of a huge branching cave system. (I might just let PD handle all of the audio since it has such a small footprint in comparison to my game engine's sound handler.)
I'm going to be using pd for its procedural audio generation system (which, might it add is absolutely fantastic) in my game
In that case, let me recommend you the excellent book by Andy Fernell called Designing Sound (published by the MIT Press): http://aspress.co.uk/ds/about_book.php . It is considered as the bible of procedural sound design in Pure Data, and I myself have used it greatly on my university research.
You can also check his website for some other code examples: http://www.obiwannabe.co.uk/
Oh yeah, he's actually the reason I came across PD in the first place. ^_^
Since physics is a big part of my game, I was interested in realistically emulating audio in the virtual environment rather than just having an mp3 playback every time something hits the ground. When looking around online I came across his talk at the Dolby theatre on youtube.
Oh, I don't know this talk yet! I will watch it soon, thanks for the video!
As for Pd, feel free to stick around and post more questions if you have any.
No problem! :D
Thanks so much for the help! I have lots of stuff planned for this.