Hi folks, here's a pre/test release of an update of ELSE. I need to test if
the builds are working correctly, especially apple silicon architecture. I
need help especially testing [sfont~], [plaits~] and the new [sfz~] object.
I also need help compiling these 3 objects for Raspberry Pi for the final
release and also figuring out what is the sane and "best" versions of
raspberry pi architectures to offer. Check the prior discussion in the
latest threads of the Pd list.
About the release, there's a bunch of cool new stuff, many new objects,
lots of them for Multichannel fun. See changelog below. No uploads to deken
yet, get the binaries from
https://github.com/porres/pd-else/releases/tag/v1.0-rc9-pre-test
cheers
--------------------------------------
CHANGELOG:
--------------------------------------
**LIBRARY:**
Breaking changes:
- [quantizer~], [rescale~], [fold~] and [wrap2~] no more signal inputs for
secondary inlets, only floats.
- [out1~] removed, use [out.mc~] instead now.
- [sin~] doesn't take float input anymore.
- [pluck~] float input is now in the 0-127 range.
- [voices] -list flag removed as this is now the default mode, use "-split"
flag for the old default mode.
Enhancements/fixes/other changes:
- [knob] and [numbox~], use alt+click instead of double click to restore
initial value
- Added MC (multichannel connection) support for some objects (very few
gained it out of the box for being abstractions, lke [gain~]), they are:
[ceil~], [floor~], [rint~], [trunc~], [sin~], [cents2ratio~],
[ratio2cents~], [db2lin~], [lin2db~] (now a compiled object), [gain~],
[samps2ms~], [ms2samps~], [mag~], [pol2car~]/[car2pol~] (now compiled
objects), [bitnormal~], [op~], [sig2float~], [float2sig~] (now an
abstraction), [rescale~], [fold~], [wrap2~] and [quantizer~].
- added "not" operation (!) to [op] and [op~].
- [adsr~] and [asr~] fixed 2nd outlet in log mode.
- [stepnoise~], [rampnoise~] and [lfnoise~] fixed seed flag
- [stepnoise~] and [rampnoise~] fixed loading hz argument when there's a
'seed' flag.
- [rescale] and [rescale~] fixed bug when first argument is higher then the
second
- [slider2d] and [circle], fixed "init" and shipping for macs.
- 16 new objects: [nchs~], [get~], [pick~], [sum~], [sigs~], [out.mc~], [
osc.mc~], [imp.mc~], [rampnoise.mc~], [stepnoise.mc~], [select~], [
xselect.mc~], [merge~], [phaseseq~], [oscnoise~] and [sfz~].
Objects count: total of 492 (264 signal objects and 228 control objects)!
- 280 coded objects (179 signal objects / 101 control objects)
- 212 abstractions (85 signal objects / 127 control objects)
--------------------------------------
**TUTORIAL:**
- Revision of Quickstart chapter with new info on MC connections.
- New examples for new objects in ELSE. Total number of examples is 506
--------------------------------------
I couldn't load any of the externals on my macbook air (mojave)
[image: Screen Shot 2023-07-10 at 17.14.17.png]
Em qua., 19 de jul. de 2023 às 15:12, Matthias Geier <
matthias.geier(a)gmail.com> escreveu:
> On Mon, Jul 10, 2023 at 10:13 PM Alexandre Torres Porres
> <porres(a)gmail.com> wrote:
> >
> > great stuff, hope I can look and give suggestions
>
> Thanks, please do!
>
> > and now that pd supports multichannel signals, do you think you can work
> on objects that are multichannel aware?
>
> I don't have experience with multichannel connections, and AFAIU they
> are quite new, right?
>
> It would be great to extend the externals to support that, but they
> are implemented with the flext library, which isn't really maintained
> anymore, so I guess it won't get multichannel support.
>
> One option would be to drop the flext implementation and rewrite it as
> a "pure" Pd externals.
> However, I don't think that I'll have the time to do that ... but if
> somebody else wants to contribute it, that would be great!
>
> cheers,
> Matthias
>
> >
> > congrats
> >
> > Em seg., 10 de jul. de 2023 às 15:16, Matthias Geier <
> matthias.geier(a)gmail.com> escreveu:
> >>
> >> Hi all.
> >>
> >> We have recently released version 0.6.1 of the SoundScape Renderer
> >> (SSR), which is a tool for real-time spatial audio reproduction
> >> providing a variety of rendering algorithms, e.g. Wave Field
> >> Synthesis, Higher-Order Ambisonics and binaural techniques.
> >>
> >> Most of the rendering back-ends of the SSR have been available as Pd
> >> externals for many years, the Binaural Room Synthesis (BRS) renderer
> >> has been added recently.
> >> However, the externals had to be compiled manually, which might have
> >> kept some potential users from trying them.
> >>
> >> But now, the SSR externals are also available with Deken!
> >> I don't know if I have to explain it on this list, but just in case:
> >> go to "Help" -> "Find externals", search for "ssr" and click
> >> "install"!
> >> Then, put an object [declare -path ssr] into your patch, and now you
> >> can use the externals ssr_binaural~, ssr_brs~, ssr_dca~, ssr_aap~,
> >> ssr_wfs~ and ssr_vbap~.
> >>
> >> You can feed audio signals to the externals and use messages to change
> >> their positions (and volume etc.). For more details, see the help
> >> patches.
> >>
> >> Alternatively, you can use the brand-new asdf~ external to load a
> >> dynamic audio scene using the Audio Scene Description Format (ASDF,
> >> https://audioscenedescriptionformat.readthedocs.io/). This will
> >> provide the source signals and the control messages for you.
> >>
> >> Again, just search for "asdf", click "install" and put an object
> >> [declare -path asdf] into your patch.
> >>
> >> Currently, there are not many example scenes available, but for
> >> starters you can have a look here:
> >> https://github.com/AudioSceneDescriptionFormat/asdf-example-scenes/
> >>
> >> This is our first generation of Pd externals via Deken. If you find
> >> any problems or if you have suggestions for improvements, please let
> >> us know via the issue trackers at
> >> https://github.com/SoundScapeRenderer/ssr or
> >> https://github.com/AudioSceneDescriptionFormat/asdf-rust.
> >>
> >> cheers,
> >> Matthias
> >>
> >>
> >>
> >> _______________________________________________
> >> Pd-announce mailing list
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> >> https://lists.puredata.info/listinfo/pd-announce
> >>
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> >> UNSUBSCRIBE and account-management ->
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> >
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> https://lists.puredata.info/listinfo/pd-list
>
Hi all.
We have recently released version 0.6.1 of the SoundScape Renderer
(SSR), which is a tool for real-time spatial audio reproduction
providing a variety of rendering algorithms, e.g. Wave Field
Synthesis, Higher-Order Ambisonics and binaural techniques.
Most of the rendering back-ends of the SSR have been available as Pd
externals for many years, the Binaural Room Synthesis (BRS) renderer
has been added recently.
However, the externals had to be compiled manually, which might have
kept some potential users from trying them.
But now, the SSR externals are also available with Deken!
I don't know if I have to explain it on this list, but just in case:
go to "Help" -> "Find externals", search for "ssr" and click
"install"!
Then, put an object [declare -path ssr] into your patch, and now you
can use the externals ssr_binaural~, ssr_brs~, ssr_dca~, ssr_aap~,
ssr_wfs~ and ssr_vbap~.
You can feed audio signals to the externals and use messages to change
their positions (and volume etc.). For more details, see the help
patches.
Alternatively, you can use the brand-new asdf~ external to load a
dynamic audio scene using the Audio Scene Description Format (ASDF,
https://audioscenedescriptionformat.readthedocs.io/). This will
provide the source signals and the control messages for you.
Again, just search for "asdf", click "install" and put an object
[declare -path asdf] into your patch.
Currently, there are not many example scenes available, but for
starters you can have a look here:
https://github.com/AudioSceneDescriptionFormat/asdf-example-scenes/
This is our first generation of Pd externals via Deken. If you find
any problems or if you have suggestions for improvements, please let
us know via the issue trackers at
https://github.com/SoundScapeRenderer/ssr or
https://github.com/AudioSceneDescriptionFormat/asdf-rust.
cheers,
Matthias