sound

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

Sound source linked to Puredata After the work…

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

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

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