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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