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  • frankiezafe 23:05 on 2017-01-31 Permalink | Reply
    Tags: , , , sound   

    3D – puredata communication

    Starting to work on the first external to enable an easy integration of puredata in the polymorph engine.

    The idea is simple: you place a pobject_in object in your patch to receive position (translation), rotation and scale of the 3D objects.

    In edit mode, meaning you have pd with ui and the game running aside, info will go through OSC, allowing a RT modification of the patch.

    In release mode, the patch will be loaded by the application thanks to libpd.

    The pobject_in will work seamlessly in the 2 modes: in edition, you just add an udpreceive object and link it to pobject_in. Once edition is done, if you want to be clean, you just remove the udpreceive. In release, the info will come through a special receive object, polymorph_pobject_in_RT, already included in the pobject_in.

    LibPD being integrated since several month it shouldn’t be too hard to adapt the required methods on the C++ side. I’ll work on this tomorrow, I hope to have a cool demo for sunday!

     
  • frankiezafe 22:28 on 2016-12-07 Permalink | Reply
    Tags: , , , sound   

    selection_717

    Triggering sounds when there is a collision between 2 objects is now feasible with the code. A message is sent to pd with the name of the objet and a “contact” flag (left of the image).

    It has been a hell of a fight to get extract “useable” collisions information out the physical engine. There are 3 or 4 ways to listen to them and for each collision you get a LOT of data:

    • number of points
    • localisation of these points on each objet, in local and world cooridnates
    • impulse, frictions, etc

    And, obviously, all this happens for all objects currently colliding…

    The first version of the code will runs on friday evening. It is certainly not the final version. A more serious approach is on its way, but it was too complex (impossible) to finish for tonight.

    And, the sound design is close from 0 🙂

    Stay tune for more!

     
  • frankiezafe 20:06 on 2016-09-18 Permalink | Reply
    Tags: , , sound, spacialisation,   

    Sound source linked to Puredata.

    After the work of yesterday, a bit tedious, and a bit of cosmetics in pd, sound sources are now correctly linked with the sound. Pan is controlled by the x coordinates of the source. Source also send the file path to play to the track. The 3 tracks you see there are completely automatised, with the help of yacine sebti.

    About the file format, it’s a bit more tricky: puredata only reads .wav & .aif by default. An addon exists to load ogg (personal choice), but it only takes absolute path!

    Ogre cannot do that (find the absolute path) but boost::filesystem canref. Unfortunately, this part of the boost library is not binded to ogre… Another todo 🙂

    selection_687

    This post is related to this one

     
  • frankiezafe 11:21 on 2016-08-23 Permalink | Reply
    Tags: , , sound   

    Puredata addon for Ogre3d.

    The first version of the OgrePD addon is ready in bitbucket. It uses SDL and pulseaudio to send the sound to the sound card. A huge advantage of pulseaudio, compared to the standard alsa in pd, is that the sound card is not kidnapped by the application.

    An example will follow very soon.

     
  • frankiezafe 16:44 on 2016-08-16 Permalink | Reply
    Tags: , , , reverb, sound   

    Playing with reverb, linked to camera position.

    For peel, the reverb should increase a sensation of emptiness, and rotations around the tube will make the sound vary. Later this week, Daniel will make investigate this topics.

    patch-network.pd  - -home-frankiezafe-projects-peel-work_cpp-assets-pd_672

    PURE DATA: 33 Reverb and Delay on youtube

    By the way, the new way of puredata to manage addons via deken is great, even if searching is tricky until you know exactly the object’s name you are searching for.

    About freeverb~

     
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