• nau

    Waves observed in liquid, in a string, in a drum head etc (material waves) are functions of time and space while audio are only time-dependant. As a result you can derive audio signals from a material wave for by fixing a position and observing a property of the material wave at this dertermined position over time. For example, let's imagine a little fishing float maintained that would "freely" slide on a vertical rod maintained in a fixed position in water (in order to get rid of the space variables). The float would go up and down over time as the waves come and go, and the vertical position signal obtained would be a an audio signal (provided it's mean over time is zero), also all the derivatives of this signal accompanied by frequency multiplication and amplitude modifications, but also pressure or desity measurements or whatever you want. This is a way of thinking the link between material waves (the ones you draw, with the horizontal axis representing space, with a freezed time) and strictly time-dependent signals (very near to audio signal, just a matter of being "centered" on the x axis).
    This proximity allows for "sonification" of intrinsically non-audio phenomena, like "hearing a black hole squeaking" etc.

    Sorry, now that I'm reading back what I've written I feel like all this is probably obvious to you, or simply useless.

    Nau

    posted in technical issues read more
  • nau

    Hi,

    in general when functions like [tanh~] eat up too much cpu you can use either one or the other of these strategies:

    • table lookup, see for example Chris McCormick e_tanh.pd
    • numerical approximation, like Taylor series or others, among them is this formula : tanh=~x * ( 27 + x * x ) / ( 27 + 9 * x * x ), see this

    Nau

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  • nau

    Did you try monitoring the midi messages using some small program like kmidimon or midi monitor or midiox?

    Nau

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  • nau

    here it is.

    posted in tutorials read more
  • nau

    Fascinating

    posted in output~ read more
  • nau

    Try this, it should be one of the latest versions of it ... sorry for being a bit late.
    The file to load is distodrive.pd, it's a kind of workbench allowing to compare the DS-1 and Tubescreamer sims.
    Just had a quick try and got two "divide by zero" errors and crappy sound when distortion was engaged (click on pedal to toggle effect on/off), but I'm shure it's easy to fix, as it was a working version, normally ;-)
    AQf-1.zip
    Nau

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  • nau

    The bigger the size of the knob the bigger the precision whithin the range when manipulated

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  • nau

    Sorry, not sure to understand what you're saying. At a given SR, frequencies above SR/2 simply can't be digitally represented, as the Nyquist–Shannon sampling theorem states. So if you don't lowpass-filter, you won't never ever get higher frequencies, just additional crap in the [0-SR/2] hz interval (aliasing).

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  • nau

    there's a classic way to do that (vanilla style) on the fly : a [+ .49999999] followed by an [int]

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  • nau

    Reminds me of old good Rumble-san webradio exclusively made of algorithmic music made whit pd...

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