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Hi there,
Past few days have seen my PD decide to fall out with my mac. It crashes all the time. Especially when two patches are open and I quit just the one. Secondly it has started messing with my audio card in funny ways such as killing all the audio from other programs. Just wondering if anyone else had the same problems from time to time.
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Ok so it is not a very clear question but I was wondering what objects you have found useful for ordering bangs. I have found things like Past which is pretty cool. I am particularly looking for something that excepts a bang in either inlet to just one in the outlet. does this exist ?? either way what objects have you found useful for bangs ?
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Okay so I'm using a program called wiimote whiteboard which is primarily used to allow users to make a cheap touch screen white board via the IR Camera on the wii remote. It can discover four IR light sources and plot them on the screen X,Y. The effect is much like a lightgun on a computer game and can be used to control the mouse. The greatest thing about this program is that it can output data in OSC. (I think)
However am having a bit of difficulty. I think I have all the externals and libraries to use OSC and have connected the wiimote so that all the functions work. (if yknow what i mean.)
Except this IR camera. I have changed the OSC port from the default output/send of wiimote whiteboard to PDs receive and also changed on PD receive port so that it corresponds to the default of wiimote whiteboard. I'll post patches and URLs of useful stuff soon am at work but just wondering if anyone has had any success in using the IR camera in PD
Cheers and sorry for the lack of detail
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This seems like a stupid question but how can I use the value of a say a slider to initiate a bang ??
For instance when a value reaches 50 send a bang and when it is below -50 send a different bang.
Any ideas ??
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For some reason the following operators could not be created.
[ >~] , [<~] , [==~] , [&&~], [ ||~ ]
I am using PD 0.40.3 -extended running on a 2.2Ghz macbook, OSX 10.5.6.
Everything should be in the correct places as when I use the browser to look through the libraries it finds the help file but not the object. Everything else seems to be working [sgn~], [abs~] ect. I have found the darwin files within the extras folder. Not really too sure where to go from here.Any clues ??
Thanks y'all
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Hello all,
first off i'd like to say sorry for my lack of general understanding in PD. I know that much of what I am trying to find out has already been explained on these forums. However I promise that I have spent time trying and this is my last resort(goddam newbs).
First off I am running the latest PD extended on a 2.2G intel macbook pro, OSX 10.5.6.When I downloaded and installed this version I was hoping to take advantage of some of the great externals that can be implemented in PD. The first problem is my understanding of where the documentation and file references are actually stored. I could not find any newly created folders that included the tutorials or any of the externals. Things such as freeverb~, abs~ and the sudden motion sensor PD could not find, and I myself cannot find them in any documentation or file types.
Now I have tried to load these up on startup but due to not knowing where Pd is reading from and where the file libraries are supposed to be stored on the HD I think I have been making a mess by trying to download the externals and relevant documentation and get Pd to load these. I ended up downloading Puckettes recent release of PD to get the examples and help files. Making more of a mess.
Can anyone help shed some light on what I am doing wrong and how PD archives some of the things I am talking about. For instance would some of the objects and examples be stored in the application itself
Sorry one more question, when trying to load up makefiles and compiling externals what is the language and what is the compiler relative to OSX ?
Sorry again for what are probably rubbish questions but any help would be greatly appreciated.
Thanks,
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Think it was a false alarm, sorry folks. Probably just a particular buggy instance hence the name.
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Thanks very much mod that looks very useful indeed. Could work very well. Will keep you informed on the progress.
Maelstorm, turns out I do mean onebang for the traffic light phrase. Makes me think I imagined an object. Quite amusing.
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and basically with what I have now it is quite reliable except that each movement ends up as two bangs. Either one causing the sample to be played. sometimes just one goes off others they both go off. Sometimes together other times split sec out. The latter is more annoying. hmm speedlim might help.
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Cheers but not what i'm looking for. I am trying to use a wii remotes Yaw and Accel values to trigger a hit when the wii mote is waved/hit in a certain manner. At the moment I am having to use a past object so that when it hits .9 on the pitch it bangs and then only resets once it falls below that number. However, this works to an extent but when waving the wii mote in opposite directions, as in hit up and hit down you will essentially be causing the same values to be hit. So I am using a repack to split up the data from the wiimote to then be analysed by a series of past and onebang objects. Just to try and give some more accuracy to each individual "hit" that I am trying to program.
I'm sure I read of what I think I need somewhere when just browsing at useful objects but unfortunately all I can remember about it is the goddam quote on it's help page of "like a traffic light for bangs." Might not work how I imagine though.
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In fact I seem to remember in the help patch of the object that i can't find, that it compares the object to a traffic light. But obviously for bangs not traffic. This maybe what i need.
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Is there none for what I describe. I was sure I found it but then forgot it. Something like one band but different. If this doesn't exist does anyone know of a good way of synchronising/ordering bangs ?
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Hey teuob... I used something similar from wiimote whiteboard try an unpack. You might need to fiddle with the objects that the unpackis going to because some of that info is symbols and is floats. I managed with that I think.
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Hey I got a question. in the compression patches I can kind of get my head around the amp factor section. But I don't get any of the att/rel section. Can anyone explain what that sgn~ (signum) is/does ? Secondly I can see the table is effected by the release but not really on the attack. I can hear the attack. The block size is 2. I'm guessing if the default block size is 64 samples then 2 means 128?? Or is it actually 2 ? This outputs a frequency between 0.019 and 57 into a VCF along withe the original amp factor. Any advice ?
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lwimsett- Not sure on what was going wrong with my PD but it was something to do with the plist. I even deleted everything and re downloaded it but that could of been because it was still installed on my windows partition using bootcamp.
In this thread http://puredata.hurleur.com/sujet-619-port-percolate
Arif posted this plist which seems to work.I copied this plist into my PD contents folder and it loaded the libraries but now it opens with 6 channel I/O in the audio preferences. Not much hassle to change though. See if this works...
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Woa that looks like a scary list of something... How would I initiate that I'm on OSX 10.5.6.
Meanwhile I think I got it to work using spigot
[output val]
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[50.06]
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[expr $f1;
if ($f1 < 50, $f1 /10, 0);
if ($f1 > 50, $f1 /10, 0);]
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[50.06] [0.0] [0.0]
| | | |
[spigot] [spigot 1]seems to work ok.
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