Hi,
and tried to install aoo via deken, but it does not show up
that's weird. You should get
aoov2.0-pre2(Linux-amd64-32)(Linux-arm64-32)(Linux-armv7-32)(Linux-i386-32)(Windows-amd64-32)(Windows-i386-32).dek
"Linux-armv7-32" should run on the Raspberry Pi.
Can you try searching for libraries like "else" or "cyclone" which have dedicated Armv7 versions and see if they show up?
Christof
PS: In the Deken settings you can disable "hide incompatible externals", so the result should definitely show up in the next search.
On 29.06.2020 10:10, Frederic Robinson wrote:
Hi,
The vision of AoO is that a network of computers becomes a modular system
i love that vision!
an ensemble of cheap wireless I/O devices
I have a mobile modular system of Raspberry Pis running PD with local speakers and sensors , and tried to install aoo via deken, but it does not show up. I suppose aoo currently does not run on that architecture? (sorry, my technical knowledge is limited..)
best f
-- Frederic Robinson Scientia PhD Candidate || Spatial Sonic Interaction Design @ UNSW Creative Robotics Lab & Interactive Media Lab https://robinson.audio | +61 478 429 800 On 24 Jun 2020, 19:49 +1000, Christof Ressi info@christofressi.com, wrote:
Hi,
the first use case was an audio installation by Bill Fontana in Graz (March - June) where we placed environmental streaming devices at 8 different places in the city and streamed the sounds to other places.
Then we used in April-June for the VRR project (https://vrr.iem.at/) where students of contemporary classical music, who couldn't leave their cities/countries because of the Covid restrictions, could rehearse in a virtual rehearsal room which we've implemented in Pd. Currently it's being used in computer music seminars where students play as an ensemble of interconnected instruments.
The vision of AoO is that a network of computers becomes a modular system: every device can be connected to any other device on the fly. For example, I might want to send 5 seconds of sound to player A, then receive 4 seconds from player B, do something with and send the result to some (wireless) speakers, etc.
Another idea is to have an ensemble of cheap wireless I/O devices (microphone + amplifier) running the AoO library (C++) as a portable multichannel system.
Christof
On 24.06.2020 09:04, Frederic Robinson wrote:
Hi Christof,
That sounds very exciting! I’ll try this out as soon as I can.
In fact, that is one of the main use cases for this library ;-)
I’m curious, what kind of projects did you use this in?
Best regards, Frederic
-- Frederic Robinson Scientia PhD Candidate || Spatial Sonic Interaction Design @ UNSW Creative Robotics Lab & Interactive Media Lab https://robinson.audio | +61 478 429 800 On 23 Jun 2020, 10:05 +1000, Christof Ressi info@christofressi.com, wrote:
Hi,
Do you have experience with sending from one source to multiple devices via Wifi?
Sure, we did this all the time. In fact, that is one of the main use cases for this library ;-)
If you send within a private network, you can use the "pcm" format for uncompressed audio, but for the public internet you might consider using the "opus" format for substantially lower bandwidth, especially when you're sending to many endpoints. A stereo 16-bit PCM stream @ 44.1 kHz takes about 1.4 Mbit/s. With Opus you can set the bandwidth to 120000 (= 128 kBit/s) and still get decent quality. This means you can send 11 opus stream for a single PCM stream :-)
Christof
On 23.06.2020 01:28, Frederic Robinson wrote:
Dear Christof,
I just learned about this library. Looks amazing, great work!
Do you have experience with sending from one source to multiple devices via Wifi?
Best regards, Frederic
-- Frederic Robinson Scientia PhD Candidate || Spatial Sonic Interaction Design @ UNSW Creative Robotics Lab & Interactive Media Lab https://robinson.audio | +61 478 429 800 On 22 Jun 2020, 23:22 +1000, Christof Ressi info@christofressi.com, wrote:
Dear list,
here's a new pre-release for the AoO multichannel audio streaming library. In the last two months, the library has been seen many improvements and has been used successfully in our Virtual Rehearsal Room project (see vrr.iem.at https://vrr.iem.at/).
Binaries for all common platforms (Windows, macOS, Linux, ARM boards) are available on Deken (search for "aoo"). The source code can be found here: https://git.iem.at/cm/aoo
See the help patches (aoo_send~-help.pd, aoo_receive~-help.pd, aoo_server.pd) for usage instructions.
If you want to stream between different home networks (without port forwarding), you can use [aoo_client] and connect to our public AoO server at the IEM (hostname: vrr.iem.at, port: 7077). You can easily set up your own AoO server by running a Pd patch containing [aoo_server <port>] on your web server.
Selected features:
create audio networks of any topology with arbitrary ad-hoc connections
[aoo_send~] / [aoo_receive~] take a port number and ID, so multiple objects (within a single Pd instance) can operate on the same port. Additionally, you can have multiple objects across different Pd instances (using different port numbers).
[aoo_send~] can stream to several destinations simultaneously;
[aoo_receive~] can receive several AoO streams simultaneously, summing the signals
AoO is connectionless: streams can start/stop at any time, enabling a "message-based audio" approach.
AoO sinks can "invite" sources, i.e. ask them to send audio. The source may follow the invitation or decline it.
AoO sinks and sources can operate at different blocksizes and samplerates
the streaming format can be set independently for each source; currently only PCM (uncompressed) and Opus (compressed) are implemented, but this can be easily extended with the AoO codec plugin API.
audio encoding/decoding is multithreaded
adjustable resending mechanism for dropped packets
adjustable jitter buffer size.
[aoo_server] / [aoo_client] implement the UDP hole punching technique to establish peer2peer connections between different home networks.
AoO is actually a C++ library with a C interface, so it can be used in apps or embedded devices (like the ESP32). An implementation for Supercollider is already planned.
For questions, bug reports or feature requests, please open an issue at https://git.iem.at/cm/aoo/-/issues. We're very happy about any kind of feedback!
Christof
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