• chmod

    Actually I found a relatively simple solution — if headphones are not present I add a hip~ 1500 object to the synth to filter out the fundamental. Since the iPhone speakers are tinny anyway this does the trick without making the synth seem too faint.

    posted in technical issues read more
  • chmod

    Hi everyone,

    I've run into an interesting problem with a iPhone rhythm game project I'm working on:

    Basically the game has a scrolling score of music that you can play with your instrument at the same time. My patch detects pitches in real-time and then marks notes on the screen as correct or not.

    The problem is that there is a built-in guide synth that plays each note as it scrolls (this is toggleable however). Right now I'm having the problem of the built-in guide synth scoring notes correctly without the user providing any input.

    Obviously this issue goes away once the user wears headphones, but when you are playing audio on the phone's speaker at anywhere above 50% volume notes will get triggered automatically no matter what. I have tried several techniques (noise gate, some filters, minpower settings on helmholtz~ and sigmund~) that reduce the problem but not eliminate it.

    That being said, I'm not hoping to completely eliminate this problem 100% (because it's most likely not possible), but I was wondering if anyone had any suggestions for kinds of techniques that could differentiate a real-life instrument from this built-in synth playing on the iPhone speaker, where both instruments are playing the same note?

    Thank you :)

    posted in technical issues read more
  • chmod

    @weightless Hi again —

    I was trying to look at the envelope of the signal using env~ and subtracting this output with a delayed version of itself to find out where the envelope rises and falls. This seems to work pretty well for most of the instrument samples I was working with but I ran into a problem with a flute recording with a pretty heavy vibrato. Each "vibration" of the vibrato was detected as its own attack since thats where it would peak in the waveform as well.

    Your suggestion seems like it could work — I have all of my audio files in an Ableton project right now, is it alright if I send it to you that way (with all the samples in the project folder that is)?

    posted in technical issues read more
  • chmod

    @weightless

    I tried using that method today and found that if the notes are "tongued" and there is still a continuous pitch between every articulation, the -1500 does not appear as needed and the individual attacks are not picked up. This was especially apparent when I tested using my voice (saying "laaalaaalaaalaaa" for example)— there is a continuous pitch being picked up by sigmund~ but I am articulating the note four times.

    I've been trying to look at sudden jumps in the envelope instead but I need to find something that works "one size fits all" for different kinds of instruments and different volume levels as well, so it's been pretty tricky.

    posted in technical issues read more
  • chmod

    @weightless that's a great idea, I hadn't thought of that, the fact that sigmund outputs -1500 during silences in pitch mode.

    I knew I had to use a combination of object in some way, thanks a lot!

    posted in technical issues read more
  • chmod

    Hi everyone,

    I'm faced with a challenging problem involving rhythm detection for brass and wind instruments.

    If a saxophone (or similar instrument) plays four quarter notes continuously of the same pitch (let's say C), what do you think would be the best way to detect the start of each note— specifically if these notes are played smoothly with no clear separation between them?

    When the notes are clearly articulated (with a silence between them) I have been using sigmund~'s notes parameter to detect the attacks, but when the note is a continuous stream with a very subtle attack this does not work so well.

    I have also experimented with bonk~ but I can't seem to have any luck setting the parameters to ensure that it doesn't give "too much" output and detect attacks that aren't there or are coming from different sound sources.

    Any tips would be greatly appreciated, thanks!

    posted in technical issues read more
  • chmod

    Never mind, just a bit more searching and I found the proper way to do it from this part in the documentation:

    https://github.com/libpd/libpd/wiki/Adding-Pure-Data-external-libraries-to-your-project

    The big difference being that you have to forward declare the setup function a bit differently for c++, you have to do it like this:

    extern "C" {
        void helmholtz_tilde_setup();
    }
    

    posted in libpd / webpd read more
  • chmod

    @RonHerrema

    Hi there, did you ever end up getting this to work? I'm trying to integrate helmholtz~ into a libpd project as well, and I'm having trouble either building it as part of the libpd library (doesn't like .cpp files in the project), or including it in my Objective-C++ app.

    posted in libpd / webpd read more
  • chmod

    I just compiled helmholtz~ this evening. Really nice! Do you know if it does attack detection though?

    posted in technical issues read more
  • chmod

    Hey everyone~

    I'm working on a project right now that's essentially a rhythm-game (think Guitar Hero or Dance Dance Revolution) style app. It needs to listen to input from an instrument playing notes on a scrolling score of music.

    For the pitch tracking I only need to track monophonic voices, so this isn't a big issue and there are a lot of options— however I'm having a bit of trouble with the rhythm tracking of each note. I need to detect precise attack times for each note, at least at sixteenth note accuracy, hopefully better.

    So far I've been using sigmund~'s note mode to get the pitch and attack at around the same time, but there seems to be a bit of a delay at any combination of npts and hops sizes. I've also tried fiddle~ for the attack detection, with sigmund~ taking care of the pitches.

    Bonk~ seems to be interesting for responsive attack times, but there's the possibility of non-pitch noises being picked up as well that are not related to the instrument.

    I think it's just going to take a lot more experimentation on my end, but would anyone have any advice on a good strategy for accurately tracking the articulation and pitch of notes in real-time?

    posted in technical issues read more

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