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 www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
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 www.fbpsound.com Twitter: @fbpsound http://twitter.com/fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
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:
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 www.fbpsound.com Twitter: @fbpsound http://twitter.com/fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
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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:
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
www.fbpsound.com
Twitter: @fbpsound http://twitter.com/fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143 tel:%2B49-%280%291520-4004143
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
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I used tables for storing presets on the drum machine
More messy stuff!
The (very fat) objects for sequencing and drum synthesis in my Metastudio project may work for you, but although there is documentation on how to use the objects, it may not be so clear how they work! The trigseq sequencer has various reframe methods and randomized generation of patterns. Download them at http://sharktracks.co.uk - latest version: 0.4 Check out Analogy_Drums.pd in the /apps/ folder. Help for trigseq64.pd doesn't exist yet, but you can look at help for trigseq.pd
v0.5 coming soon
Ed
Gemnotes-0.2: Live music notation for Pure Data, now with dynamics! http://sharktracks.co.uk/
From: Filippo Beck Peccoz mail@fbpsound.com To: pd-list@iem.at Sent: Tuesday, 11 September 2012, 17:41 Subject: [PD] Creating a drum machine with "save slots"
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
www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Thanks Scott and Ed! Downloading these patches now, I'll try everything out :) I can't wait to attach patterns to game states at this point!
Cheers,
Filippo
On Sep 12, 2012, at 11:41 PM, Ed Kelly wrote:
More messy stuff!
The (very fat) objects for sequencing and drum synthesis in my Metastudio project may work for you, but although there is documentation on how to use the objects, it may not be so clear how they work! The trigseq sequencer has various reframe methods and randomized generation of patterns. Download them at http://sharktracks.co.uk - latest version: 0.4 Check out Analogy_Drums.pd in the /apps/ folder. Help for trigseq64.pd doesn't exist yet, but you can look at help for trigseq.pd v0.5 coming soon
Ed
Gemnotes-0.2: Live music notation for Pure Data, now with dynamics! http://sharktracks.co.uk/
From: Filippo Beck Peccoz mail@fbpsound.com To: pd-list@iem.at Sent: Tuesday, 11 September 2012, 17:41 Subject: [PD] Creating a drum machine with "save slots"
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 www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143