I hope that it won't be necessary to do this in two steps, prototyping
with Pd and deployment with libpd; that would mean discarding one of
the strengths of libpd (here's an old blog post on the matter:
http://nettoyeur.noisepages.com/2011/02/libpd-workflow-prototyping-and-production/).
It would be great if somebody figured out how to integrate libpd into
Unity and then posted the code to GitHub. I'm still hoping that Henk
Boom will write the blog post that he hinted at a while ago.
Cheers,
Peter
On Sat, Aug 11, 2012 at 1:13 PM, Scott R. Looney <
scottrlooney@gmail.com> wrote:
i think the answer at the moment is not to use libPD when running Unity live
in a prototyping designing fashion, but rather instead communicate messages
via TCP to PD itself, and let PD do the work directly. then when building
the iOS project, you adjust the code in Xcode to use libPD for the audio
output. that's the tricky part. i think that could work for now. it becomes
a lot more complex to set simple audio sources, but perhaps there could be a
mixture going on. i'll probably take further discussion off list as it would
not relate as much to PD but more to Unity.
scott
On Sat, Aug 11, 2012 at 8:50 AM, patrick <puredata@11h11.com> wrote:
hi Scott,
it's somewhat working for me on Windows, but only when using the
audio.clip.GetData / SetData. right now i am trying to use the
OnAudioFilterRead() but it's glitchy (i can hear pd running but it's mostly
noise).
you can see an attempt here:
http://goo.gl/BWdo4
here's my github:
https://github.com/patricksebastien/libpd4unity
OnAudioFilterRead():
http://goo.gl/WE2Xx
keep us updated!
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