Urzhiata

by [PH]

“A journey trough digital culture realms across experimental creative practices”

This is how Urzhiata blog depicts itself. I tend to extend this description by adding to it. Yet it is what it is said to be but it is more than this. A place to learn and study. A place to learn how to hack into digital media and find informations on events around that very domain.

The blog offers tutorial and review on technologies such as pure-data, processing, ffmpgeg … it deals with video, audio and image creation / manipulation…

http://urzhiata.emoc.org

urzhiata logo

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pure-live-patch V1.2

by [PH]

The “plp” patch quickly evolved.

Its features are enhanced. It still can load and play up to ten samples at once and individual pan and volume for each track can be controled from a grid. Thanks to an additional subpatch, a 11th grid controler, allows control of the mix between those 10 samples. The position of the cursor ont x,y axis, indicate the level a sample must be played at.

The comment have been implemented with additional information and the “_plp_sub” patch has been rewriten to fix a few bugs… it sounds like its fit for live performance now.

Download : plp V1.2

Screenshots :

plp control gui

plp subpatches and engines

plp subpatches and engines


CC-GNU GPL

This software is licensed under the CC-GNU GPL version 2.0 or later.

Some people would consider it as an aberration to use pure-data on windows and I definitely agree but needs to do so for testing purpose.

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pure-live-patch V1.1

by [PH]

A quick update on the “plp” patch.

Its features are unchanged but its now made out of two patches. The main one with the interface and wired engine (plp.pd) and a second one, dedicated to sub-processes like loading sound files and mixing channels (_plp_sub.pd). I also added some comment for the rewiring and help reuse by the community

Download : plp V1.1

Screenshots :

_plp_sub.pd, the plp.pd subpatch

_plp_sub.pd, the plp.pd sub-patch


CC-GNU GPL

This software is licensed under the CC-GNU GPL version 2.0 or later.

Some people would consider it as an aberration to use pure-data on windows and I definitely agree but needs to do so for testing purpose.

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Nice Pure Data Article

by [PH]

Audio Prototyping with Pure DataBy Leonard J. Paul
Gamasutra - May 28, 2003

While browsing the Internet for some Pure Data, i discovered this very detailed article about prototyping audio data … The author’s example patches are yet complex but simple to understand and can be at once a good way to start dealing with pd or either develop new paches from his sources.

Creating great audio for games requires successfully combining content and code. Unfortunately, the sound designer/composer (hereafter referred to as “the composer”) often has little control over how the code works and thus how the content will actually sound in the final game. This, in turn, reduces the potential of game audio. To remedy this situation, we need a better flow of ideas between the disciplines of the audio programmer and the composer. Even with great communication, however, the coder’s time is often at a premium, which causes the audio to suffer as a result.

To solve this problem, we need ways for composers to be able to experiment with interactive audio without needing to wait for the coder’s time. This is especially true for smaller game companies which do not have a dedicated audio coder or a refined audio toolset. By putting more control in the composer’s hands, the composer can test out ideas independent from the coder. Likewise, the more the composer learns about the control structures and methods to control content, the better informed and effective he will be at creating content. Advanced users of Pure Data could even construct a platform independent prototype sound driver linked to the game via MIDI or TCP/IP.

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