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fbpsound
Hi to all!
I put together a bite-sized set of abstractions specifically geared towards starting game audio projects with PD.
Included is a state-based drum machine, mixer abstractions, patches for interactive music crossfades, little synth modules and some utilities. It's my first abstractions set, so feedback is absolutely welcome of course!I hope that some of you diving into using PD as a game audio engine will find these useful! (I've been using a lot of PD with Unity and the Kalimba plugin).
https://github.com/fbpsound/pip_abstractions
Currently contains:
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simple envelopes for shaping volume of synths and samples (adsr and such)
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channel strip abstraction with send levels
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mixer abstraction (basically more channels in one for getting started quickly)
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couple of super simple synths to start experimenting with realtime generated music in games
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drum machine that loads samples and can store and change patterns depending on game state
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small object to connect unity with pd via kalimba
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tool to pitch samples depending on position in a song (useful for Mario Galaxy style sound effects that change depending on the harmony in the loop!)
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Fade logics for creating interactive music based on layers (additive and crossfade layer)
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simple limiter for preventing ears to explode
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couple of metronome abstractions (also with subdivisions)
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little NES style synth for chiptunes project
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piano phase inspired mini sequencer
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random object without repeat
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mega simple sampler
most of you will just know how to make these in a breeze, nothing super fancy in there- my idea was to collect a set of patches that might aid the interested game audio person in exploring PD as an audio engine!
Cheers,
FBP
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fbpsound
Hello all,
I'm writing to let you know that Kalimba- a Puredata binding for Unity which also deploys on iOS and Android via libPD - is now on github.
https://github.com/hagish/kalimba
It's possible to locally create patches that receive data from Unity via TCP, and then build the project for mobile devices.
We hope that anyone who's interested in using Unity together with PD will benefit from this!
Cheers from Munich,
FBP
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fbpsound
Hello everyone,
after searching around the forums and the net I decided to post this question here.. I'm using PD as the audio engine for a mobile game (using libpd, and therefore "only" Vanilla objects).
This is very exciting, and I'm exploring all the possibilities for composition and realtime sound generation. One big thing I wanted to include is the possibility of reading midi files inside the patch, and pipe the data to envelopes and oscillators accordingly. Extended apparently has the "seq" object, but how about Vanilla? Is there a way to "import" a .mid file into a patch?
Thank you all for helping a greenhorn out
Filippo
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fbpsound
Thanks for your reply! I've tried out the rjlib object, but more complex midi files seem to scramble up the output. Might have to force my programmer to build in the [seq] object after all, or get cracking with writing my own midi parser!
Cheers,
Filippo
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