Or you could simply use pd-l2ork and use its preset_hub and preset_node universal preset mechanism that works with pretty much every form of data, including multiple instances of the same abstraction, except for pointers (for obvious reasons). It’s in many ways synonymous to Max’s pattrstorage

 

Other advantages include not having to deal with separate text files, your presets get saved directly into the patch…

 

The only caveat is that pd-l2ork is currently Linux-only, but this may change provided there is adequate interest/support…

 

Best wishes,

 

Ico

 

From: pd-list-bounces@iem.at [mailto:pd-list-bounces@iem.at] On Behalf Of Scott R. Looney
Sent: Wednesday, September 12, 2012 4:56 AM
To: Pierre Massat
Cc: pd-list@iem.at
Subject: Re: [PD] Creating a drum machine with "save slots"

 

hi filippo - this may be a bit too quick and dirty as we like to say, but i remember the guy mike moser (maelstorm) of the PD forum. he made a preset management abstraction called save.me. here's the link to all of his objects in github:

 

https://github.com/dotmmb/mmb

 

and here's another one storing into a text file.

 

http://puredata.hurleur.com/sujet-6810-simple-preset-manager

 

hope it helps,

 

scott

 

On Tue, Sep 11, 2012 at 9:59 AM, Pierre Massat <pimassat@gmail.com> wrote:

Hi,

I worked on a drum machine a while ago. I used textfiles to save and read patterns, using the [textfile] object.

Cheers,

Pierre.

2012/9/11 Filippo Beck Peccoz <mail@fbpsound.com>

Hello list!

 

I'm working on a drum machine to be used in a mobile game- it's a trading card game.

Right now, I have a 64 step grid with 5 instruments ready (although a tad messy :D) and I can manually write patterns in by hand using toggle boxes.

 

In every turn, the game features many different game states, like deck building, defense, attack and so on. It would be great to have a drum machine that can change beat patterns based on those states, and maybe generate fresh patterns in a controlled way. Two different problems, I know, but I was wondering first of all how you would solve the saving of patterns inside the instrument.

 

I would basically create arrays with patterns in them, name them appropriately and then tell PD when to change to specific patterns via message. Is there a better way I'm missing?

 

 

The idea is to create a very dynamic drumsound, which is closely related to what's happening on screen. We can already change the tempo and mix sounds in and out, but the real fun starts when patterns will become more flexible!

 

Thanks for reading, any advice is greatly appreciated!

 

 

Cheers from Munich,

 

Filippo

 

 

 

 

 

Filippo Beck Peccoz
Game Audio

Twitter: @fbpsound

Skype: fbpsound

 

 

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