hey listers. i realize this isn't the libPD list, but has anyone got PD or libPD working with Unity3D Free? alpha build, beta build, whatever. i know tebjan over on the PdEverywhere list created a version of libpd with C# bindings, but i've no idea as to what to do to make it work on a Mac, as there is no documentation.
i've heard precious little since then. patrick sebastien got it to barely work on PC i believe. anyone else have any idea? i've been in contact with someone who claims it's working fine, but hasn't released anything so far to check out, and i know Henk Boom uses it in Fract but i haven't heard anything there either. he was supposed to detail a blog about it 'soon' back in March when i last asked.
any help, links or methods appreciated. i am aware of the Mu project by Virginia Tech and may try that, but that involves PD and not libPD. the goal here is to use libPD as the sound engine inside the Xcode or Android project exported build instead of the default FMOD engine.
thanks for any and all infos links etc,
scott
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!
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/libpd4unityhttps://github.com/patricksebastien/libpd4unity
OnAudioFilterRead(): http://goo.gl/WE2Xx
keep us updated!
______________________________**_________________ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/** listinfo/pd-list http://lists.puredata.info/listinfo/pd-list
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-produ...). 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!
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
hi Peter - i remember that post. having very recently come into game audio i got myself acquainted with middleware through FMOD, and immediately thought there should be a better way to do this. i've read the posts on the goal of separating the GUI from the code, and that's what i think should happen, but doing it in Unity Free is my focus. things like not being able to implement filtering in your audio unless you pay $1500 for Unity Pro is absurd.
what i'm envisioning is TCP or event-based communication to an app that is using libPD. the app would have a GUI talking directly to libPD and outputting audio. vitally important to this would be the ability to dynamically create or instantiate patches or objects. i'm fairly certain this can be done in PD. can such a thing also be done with libPD?
regarding using the separate app - ideally i want something that can be used for a variety of game engines, not just Unity. if we use libPD in a Unity project, then we'd either be forced to create the GUI in Unity or have separate communication with the GUI outside of Unity. i suppose that's possible but i'd have to consider whether it's more efficient or not.
scott
On Sat, Aug 11, 2012 at 4:56 PM, Peter Brinkmann < peter.brinkmann@googlemail.com> wrote:
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-produ... ). 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!
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Hi Scott, About dynamic patching with libpd, the topic came up at Pd Everywhere: createdigitalnoise.com/discussion/867/webpd-reloaded
The upshot is that dynamic patching is done with Pd messages, and the message passing mechanism of libpd supports this. There has been talk of creating a dynamic patching library on top of libpd, but I don't know the current state of this idea. Cheers, Peter
On Sun, Aug 12, 2012 at 12:05 AM, Scott R. Looney scottrlooney@gmail.com wrote:
hi Peter - i remember that post. having very recently come into game audio i got myself acquainted with middleware through FMOD, and immediately thought there should be a better way to do this. i've read the posts on the goal of separating the GUI from the code, and that's what i think should happen, but doing it in Unity Free is my focus. things like not being able to implement filtering in your audio unless you pay $1500 for Unity Pro is absurd.
what i'm envisioning is TCP or event-based communication to an app that is using libPD. the app would have a GUI talking directly to libPD and outputting audio. vitally important to this would be the ability to dynamically create or instantiate patches or objects. i'm fairly certain this can be done in PD. can such a thing also be done with libPD?
regarding using the separate app - ideally i want something that can be used for a variety of game engines, not just Unity. if we use libPD in a Unity project, then we'd either be forced to create the GUI in Unity or have separate communication with the GUI outside of Unity. i suppose that's possible but i'd have to consider whether it's more efficient or not.
scott
On Sat, Aug 11, 2012 at 4:56 PM, Peter Brinkmann peter.brinkmann@googlemail.com wrote:
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-produ...). 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!
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
thanks peter! - this is helpful. it looks like sebastien has been doing something with his version of WebPD fairly recently so i'll shoot him an email to see where things are at with this.
@ everyone else,
with regard to making things work on Unity Free, the best approach i believe would be to use the GetData and SetData functions. anything involving a filter function in Unity or Plugins in other languages other that C# will not work unless you have a license for Unity Pro. it's definitely good to hear about Patrick's progress, however. I think one step to testing on Unity Free would be to take the DLL plugin out of the Plugins folder and see if it will work.
i'll contribute what i can on the wiki. hope this can really come together!
scott
On Mon, Aug 13, 2012 at 8:47 PM, Peter Brinkmann < peter.brinkmann@googlemail.com> wrote:
Hi Scott, About dynamic patching with libpd, the topic came up at Pd Everywhere: createdigitalnoise.com/discussion/867/webpd-reloaded
The upshot is that dynamic patching is done with Pd messages, and the message passing mechanism of libpd supports this. There has been talk of creating a dynamic patching library on top of libpd, but I don't know the current state of this idea. Cheers, Peter
On Sun, Aug 12, 2012 at 12:05 AM, Scott R. Looney scottrlooney@gmail.com wrote:
hi Peter - i remember that post. having very recently come into game
audio i
got myself acquainted with middleware through FMOD, and immediately
thought
there should be a better way to do this. i've read the posts on the goal
of
separating the GUI from the code, and that's what i think should happen,
but
doing it in Unity Free is my focus. things like not being able to
implement
filtering in your audio unless you pay $1500 for Unity Pro is absurd.
what i'm envisioning is TCP or event-based communication to an app that
is
using libPD. the app would have a GUI talking directly to libPD and outputting audio. vitally important to this would be the ability to dynamically create or instantiate patches or objects. i'm fairly certain this can be done in PD. can such a thing also be done with libPD?
regarding using the separate app - ideally i want something that can be
used
for a variety of game engines, not just Unity. if we use libPD in a Unity project, then we'd either be forced to create the GUI in Unity or have separate communication with the GUI outside of Unity. i suppose that's possible but i'd have to consider whether it's more efficient or not.
scott
On Sat, Aug 11, 2012 at 4:56 PM, Peter Brinkmann peter.brinkmann@googlemail.com wrote:
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-produ... ).
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!
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Hi list,
here's a new blog post from our programmer, talking about libpd and Unity- I thought this could be an interesting read for some of you :) !
Cheers,
Filippo
Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
On Aug 14, 2012, at 6:11 AM, Scott R. Looney wrote:
thanks peter! - this is helpful. it looks like sebastien has been doing something with his version of WebPD fairly recently so i'll shoot him an email to see where things are at with this.
@ everyone else,
with regard to making things work on Unity Free, the best approach i believe would be to use the GetData and SetData functions. anything involving a filter function in Unity or Plugins in other languages other that C# will not work unless you have a license for Unity Pro. it's definitely good to hear about Patrick's progress, however. I think one step to testing on Unity Free would be to take the DLL plugin out of the Plugins folder and see if it will work.
i'll contribute what i can on the wiki. hope this can really come together!
scott
On Mon, Aug 13, 2012 at 8:47 PM, Peter Brinkmann peter.brinkmann@googlemail.com wrote: Hi Scott, About dynamic patching with libpd, the topic came up at Pd Everywhere: createdigitalnoise.com/discussion/867/webpd-reloaded
The upshot is that dynamic patching is done with Pd messages, and the message passing mechanism of libpd supports this. There has been talk of creating a dynamic patching library on top of libpd, but I don't know the current state of this idea. Cheers, Peter
On Sun, Aug 12, 2012 at 12:05 AM, Scott R. Looney scottrlooney@gmail.com wrote:
hi Peter - i remember that post. having very recently come into game audio i got myself acquainted with middleware through FMOD, and immediately thought there should be a better way to do this. i've read the posts on the goal of separating the GUI from the code, and that's what i think should happen, but doing it in Unity Free is my focus. things like not being able to implement filtering in your audio unless you pay $1500 for Unity Pro is absurd.
what i'm envisioning is TCP or event-based communication to an app that is using libPD. the app would have a GUI talking directly to libPD and outputting audio. vitally important to this would be the ability to dynamically create or instantiate patches or objects. i'm fairly certain this can be done in PD. can such a thing also be done with libPD?
regarding using the separate app - ideally i want something that can be used for a variety of game engines, not just Unity. if we use libPD in a Unity project, then we'd either be forced to create the GUI in Unity or have separate communication with the GUI outside of Unity. i suppose that's possible but i'd have to consider whether it's more efficient or not.
scott
On Sat, Aug 11, 2012 at 4:56 PM, Peter Brinkmann peter.brinkmann@googlemail.com wrote:
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-produ...). 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!
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Hey Filippo - thanks for the link! is there any kind of estimate as to when Kalimba will be ready for at least a preliminary Github release? i'm quite interested in it as you know, but especially on the audio side rather than just the music side. are we talking weeks or months?
scott
On Mon, Aug 20, 2012 at 9:53 AM, Filippo Beck Peccoz mail@fbpsound.comwrote:
Hi list,
here's a new blog post from our programmer, talking about libpd and Unity- I thought this could be an interesting read for some of you :) !
Cheers,
Filippo
Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound http://twitter.com/fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
On Aug 14, 2012, at 6:11 AM, Scott R. Looney wrote:
thanks peter! - this is helpful. it looks like sebastien has been doing something with his version of WebPD fairly recently so i'll shoot him an email to see where things are at with this.
@ everyone else,
with regard to making things work on Unity Free, the best approach i believe would be to use the GetData and SetData functions. anything involving a filter function in Unity or Plugins in other languages other that C# will not work unless you have a license for Unity Pro. it's definitely good to hear about Patrick's progress, however. I think one step to testing on Unity Free would be to take the DLL plugin out of the Plugins folder and see if it will work.
i'll contribute what i can on the wiki. hope this can really come together!
scott
On Mon, Aug 13, 2012 at 8:47 PM, Peter Brinkmann < peter.brinkmann@googlemail.com> wrote:
Hi Scott, About dynamic patching with libpd, the topic came up at Pd Everywhere: createdigitalnoise.com/discussion/867/webpd-reloaded
The upshot is that dynamic patching is done with Pd messages, and the message passing mechanism of libpd supports this. There has been talk of creating a dynamic patching library on top of libpd, but I don't know the current state of this idea. Cheers, Peter
On Sun, Aug 12, 2012 at 12:05 AM, Scott R. Looney scottrlooney@gmail.com wrote:
hi Peter - i remember that post. having very recently come into game
audio i
got myself acquainted with middleware through FMOD, and immediately
thought
there should be a better way to do this. i've read the posts on the
goal of
separating the GUI from the code, and that's what i think should
happen, but
doing it in Unity Free is my focus. things like not being able to
implement
filtering in your audio unless you pay $1500 for Unity Pro is absurd.
what i'm envisioning is TCP or event-based communication to an app that
is
using libPD. the app would have a GUI talking directly to libPD and outputting audio. vitally important to this would be the ability to dynamically create or instantiate patches or objects. i'm fairly certain this can be done in PD. can such a thing also be done with libPD?
regarding using the separate app - ideally i want something that can be
used
for a variety of game engines, not just Unity. if we use libPD in a
Unity
project, then we'd either be forced to create the GUI in Unity or have separate communication with the GUI outside of Unity. i suppose that's possible but i'd have to consider whether it's more efficient or not.
scott
On Sat, Aug 11, 2012 at 4:56 PM, Peter Brinkmann peter.brinkmann@googlemail.com wrote:
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-produ... ).
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!
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Hey Scott,
we'll be releasing an early alpha version on github on September 1st, just spoke with our programmer! I really hope that even at this early stage, Kalimba will prove useful to some of you.
Keep in touch,
Filippo
On Aug 20, 2012, at 10:07 PM, Scott R. Looney wrote:
Hey Filippo - thanks for the link! is there any kind of estimate as to when Kalimba will be ready for at least a preliminary Github release? i'm quite interested in it as you know, but especially on the audio side rather than just the music side. are we talking weeks or months?
scott
On Mon, Aug 20, 2012 at 9:53 AM, Filippo Beck Peccoz mail@fbpsound.com wrote: Hi list,
here's a new blog post from our programmer, talking about libpd and Unity- I thought this could be an interesting read for some of you :) !
Cheers,
Filippo
Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
On Aug 14, 2012, at 6:11 AM, Scott R. Looney wrote:
thanks peter! - this is helpful. it looks like sebastien has been doing something with his version of WebPD fairly recently so i'll shoot him an email to see where things are at with this.
@ everyone else,
with regard to making things work on Unity Free, the best approach i believe would be to use the GetData and SetData functions. anything involving a filter function in Unity or Plugins in other languages other that C# will not work unless you have a license for Unity Pro. it's definitely good to hear about Patrick's progress, however. I think one step to testing on Unity Free would be to take the DLL plugin out of the Plugins folder and see if it will work.
i'll contribute what i can on the wiki. hope this can really come together!
scott
On Mon, Aug 13, 2012 at 8:47 PM, Peter Brinkmann peter.brinkmann@googlemail.com wrote: Hi Scott, About dynamic patching with libpd, the topic came up at Pd Everywhere: createdigitalnoise.com/discussion/867/webpd-reloaded
The upshot is that dynamic patching is done with Pd messages, and the message passing mechanism of libpd supports this. There has been talk of creating a dynamic patching library on top of libpd, but I don't know the current state of this idea. Cheers, Peter
On Sun, Aug 12, 2012 at 12:05 AM, Scott R. Looney scottrlooney@gmail.com wrote:
hi Peter - i remember that post. having very recently come into game audio i got myself acquainted with middleware through FMOD, and immediately thought there should be a better way to do this. i've read the posts on the goal of separating the GUI from the code, and that's what i think should happen, but doing it in Unity Free is my focus. things like not being able to implement filtering in your audio unless you pay $1500 for Unity Pro is absurd.
what i'm envisioning is TCP or event-based communication to an app that is using libPD. the app would have a GUI talking directly to libPD and outputting audio. vitally important to this would be the ability to dynamically create or instantiate patches or objects. i'm fairly certain this can be done in PD. can such a thing also be done with libPD?
regarding using the separate app - ideally i want something that can be used for a variety of game engines, not just Unity. if we use libPD in a Unity project, then we'd either be forced to create the GUI in Unity or have separate communication with the GUI outside of Unity. i suppose that's possible but i'd have to consider whether it's more efficient or not.
scott
On Sat, Aug 11, 2012 at 4:56 PM, Peter Brinkmann peter.brinkmann@googlemail.com wrote:
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-produ...). 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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Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
Hi,
An update on libpd in unity, it's working on unity free: https://github.com/patricksebastien/libpd4unity
You need to copy libpdcsharp.dll where Unity.exe is installed or where your game executable is located in case of a pc standalone build.
A very short video (watch out: loud) showing a theremin connected in libpd using comport and sending the data to unity.
http://www.youtube.com/watch?v=fVlGEmsO0Ps
I need to learn how to play the theremin :)
thanks very much Patrick! i have downloaded the project and successfully opened your scene file on my Mac. just FYI even so, it totally crashes on a Mac if you enter Play mode. i know you indicated it wouldn't run on a Mac. i'm just confirming that is true for me at least. running it immediately pops open a crash reporting dialog in Unity and the program quits soon afterwards.
obviously there is more difference between how a PC and Mac work in Unity than i thought. interesting though, that in most cases a Unity project can usually be opened by a Mac or a PC with no issues, and i have been able to use DLLs of a different product in the past with no issues as well.
I'll see what i can troubleshoot on my end. meanwhile keep us informed. great news that you can use it in Unity Free!
best, scott
On Thu, Aug 23, 2012 at 5:59 PM, patrick puredata@11h11.com wrote:
Hi,
An update on libpd in unity, it's working on unity free: https://github.com/**patricksebastien/libpd4unityhttps://github.com/patricksebastien/libpd4unity
You need to copy libpdcsharp.dll where Unity.exe is installed or where your game executable is located in case of a pc standalone build.
A very short video (watch out: loud) showing a theremin connected in libpd using comport and sending the data to unity.
http://www.youtube.com/watch?**v=fVlGEmsO0Pshttp://www.youtube.com/watch?v=fVlGEmsO0Ps
I need to learn how to play the theremin :)
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Hey everyone,
as some of you already know, I've started development of an Android trading card game made in Unity, using libpd and thus PD as the audio engine.
I'm not a programmer, but so far, our own coder managed to integrate PD in a way to easily prototype the audio keeping pd and unity open, using the [netreceive] object to pass numbers and messages from Unity to PD.
Indeed, building requires that libpd gets compiled via Xcode, instead of directly in Unity, but so far, things are running smoothly here. We're going to release this "bridge" we made soon as open source, and I'd be very happy to hear if someone is interested and has any advice/suggestions!
As a game composer, the thought of being able to utilize PD is like jumping from cave drawings to the latest graphic tablet :) I'm very excited about the opportunity.
Talk to you soon,
Filippo
p.s. Hi Scott, good to see you're on the list, too! :)
Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
On Aug 12, 2012, at 1:56 AM, Peter Brinkmann wrote:
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-produ...). 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!
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
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hi,
i was able to use libpd inside Unity 3d Pro (at my job...), will update my github with the piece of code that did the trick for me.
i guess with the free version of Unity the solution posted by Filippo is the (only?) way to go. but i think if you have the android license (was free for awhile) you can import DLL. need to test this.
cheers
Hi everybody, This is exciting stuff! It would be great if we could document all Unity-related efforts in one place. I created a wiki page for this purpose: https://github.com/libpd/libpd/wiki/Unity Feel free to update this page if you have any insights to share. Thanks, Peter
On Mon, Aug 13, 2012 at 10:56 PM, patrick puredata@11h11.com wrote:
hi,
i was able to use libpd inside Unity 3d Pro (at my job...), will update my github with the piece of code that did the trick for me.
i guess with the free version of Unity the solution posted by Filippo is the (only?) way to go. but i think if you have the android license (was free for awhile) you can import DLL. need to test this.
cheers
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hi,
there's a huge downside on using libpd with unity, you cannot use multiple instances of libpd: allowing to use multiple audio source in 3d space (no spacialization possible only a single audio source / instance).
quoting Peter: http://goo.gl/t6LVe
"Miller Puckette is aware of the issue, and a few weeks ago he hinted that he may have a solution that's not too terribly complicated."
what is the current state of this solution?
i am still trying to find a way & information on how to have 2 audio source / 2 patch / 2 Libpd.Process(). if anyone have suggestions on how to achieve that...
thanks
maybe i'm not getting something, but why is it necessary to run several instances of libpd? if you're trying to recreate 10 Audio sources with one Audio Listener in 3D space it seems you'd simply create enough subpatches to go into your main patch plus some mixing, or HRTF audio data. each subpatch comes with information for 3D location and tracks movement of the player relative to that, but the final output should really be coming from the Audio Listener, with the output levels, panning etc mixed relative to the players position in the space. The Audio Listener is only needed one time, so to me everything would be submixed down from Audio Source to Audio Listener.
now the biggest issue to me is telling libpd you want to create an Audio Source on the fly and be able to create individual instances of the subpatcher doing the work of the Audio Source. and somehow the output of each subpatcher could be mixed down to a 3D stereo binaural signal.
i think instances would end up being extremely inefficient and take up larger space and probably CPU. if you had 10 Audio Sources and one Audio Listener - that would be 11 instances of libpd, which i think could potentially bog down something like an iPad or Android device very quickly. it just doesn't seem practical.
scott
On Wed, Aug 15, 2012 at 4:48 PM, patrick puredata@11h11.com wrote:
hi,
there's a huge downside on using libpd with unity, you cannot use multiple instances of libpd: allowing to use multiple audio source in 3d space (no spacialization possible only a single audio source / instance).
quoting Peter: http://goo.gl/t6LVe
"Miller Puckette is aware of the issue, and a few weeks ago he hinted that he may have a solution that's not too terribly complicated."
what is the current state of this solution?
i am still trying to find a way & information on how to have 2 audio source / 2 patch / 2 Libpd.Process(). if anyone have suggestions on how to achieve that...
thanks
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Hi!
panning etc mixed relative to the players position in the space. The Audio Listener is only needed one time, so to me everything would be submixed down from Audio Source to Audio Listener.
I would prefer a solution where you can have multiple patch applied to each audio source and let unity manage the spatialization / doppler effect etc...
Actually, i think i have managed to make it works. Before Libpd.Process() i send a message to switch~ the patch (with dollarzero), process and turn off switch after that. Will try to build for Android / iOS when i have the time. And report back.
I think it will still be nice to have pd thread-safe and be able to have multiple instance of it.
cheers