Pure Data

To prepare the work session between Tomas Turine…

To prepare the work session between Tomas Turine and Lisa Nelson, I prepared a OSC serialisation of all the objects available in the 3D world, including mouse and cameras, and built an interface in pd to visualise and use the data.

Technical demo Based on the patches started yesterday…

Technical demo. Based on the patches started yesterday evening, the example.pd shows how PD can be used with its user interface to interact RT with the engine. Once the work is done, by commenting a #define in the main class, you switch to release mode, without changing anything to the patch! Parts of the video:

3D puredata communication Starting to work on the…

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

Triggering sounds when there is a collision between…

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

Today visually it is ULTRA minimal The two…

Today, visually, it is ULTRA minimal. The two dots are 2 sound objects. The left one is muted and is related to pobject_3_object messages in the pd patch. The right one is on and is related to pobject_6_object messages in the pd patch. In human language, this means that the 3d objects are directly connected

A bit of architecture Concerns sound sources located…

A bit of architecture Concerns sound sources located in the 3d environment. On the C++ side, sound::system manages all the sound sources and knowns about the location and orientation of the cam. It also contains the general configuration of the mix (gain, number of tracks, etc.). At each frame, the sound::system renders a serie of

Puredata addon for Ogre3d The first version of…

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

Open 2 big worksites #bullet and #pd Both…

Open 2 big worksites: #bullet and #pd. Both of them are buggy, but for different reasons: bullet: the addon dates from version 1.9, and a lot of things have changed in the way ogre is managing resources. A cleanup is started, but there are important classes declarations that needs to be reviewed. libpd: the library

Playing with reverb linked to camera position For…

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. PURE DATA: 33 Reverb and Delay on youtube By the way, the new way of puredata to manage addons

Quick & dirty OSC in ogre Thanks to…

Quick & dirty OSC in ogre. Thanks to the great library of Ross Bencina, OSC can now be used in Ogre. It has to be turned into a lib, clearly, but I need to remove tasks from todo list. To use it, got to polymorph-engine and copy the folder example.2.0/app/osc/. It contains the oscpack library

Polymorph weekly news #2

Just like last friday, here’s a little recap of what happened inside Polymorph during the week. For this episode, I interviewed Pieter Heremans, one of the core developer working on the Polymorph engine. I first met Pieter when he was part of Lab[au], but you probably also know him for his involvement in HSBXL, F/LAT