Hi all,
as I mentioned to some of you on the list before, I'm working on a game which would benefit enormously from having PD as audio engine (thinking of doing lots os Mario Galaxy-esque musical games and adaptive sound effects). The only catch is that it's going to be developed for the PS3.
Now my question: does anyone have practical experience with porting PD to PS3? Does it run smoothly? Is it easy to do so?
Any thoughts are greatly appreciated :)
Cheers from Munich,
Filippo
Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
On 19/08/12 18:38, Filippo Beck Peccoz wrote:
Hi all,
Now my question: does anyone have practical experience with porting PD to PS3? Does it run smoothly? Is it easy to do so?
Any thoughts are greatly appreciated :)
there was a discussion back a few years regarding this ...
the archives show these threads:
http://lists.puredata.info/pipermail/pd-list/2007-11/056300.html
http://lists.puredata.info/pipermail/pd-list/2007-07/052174.html
http://lists.puredata.info/pipermail/pd-list/2007-12/058006.html
that was 5 years ago of course, but it was ported and used at that time, in house by Sony at least ... but that port was not released (most of Pd vanilla is not copyleft or GPL ... but rather a more liberal license ... so keeping the port closed is OK by the license).
Simon
Hi Simon, thanks for the quick reply!
ah, seems like not much has happened since then.. I'm pretty sure it is doable with lbpd (correct me if I am horribly wrong), but what would be great is to have someone show up saying "I've done it and it works!" so that I can convince our programmers to integrate PD ;)
Filippo
Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
On Aug 19, 2012, at 4:00 PM, Simon Wise wrote:
On 19/08/12 18:38, Filippo Beck Peccoz wrote:
Hi all,
Now my question: does anyone have practical experience with porting PD to PS3? Does it run smoothly? Is it easy to do so?
Any thoughts are greatly appreciated :)
there was a discussion back a few years regarding this ...
the archives show these threads:
http://lists.puredata.info/pipermail/pd-list/2007-11/056300.html
http://lists.puredata.info/pipermail/pd-list/2007-07/052174.html
http://lists.puredata.info/pipermail/pd-list/2007-12/058006.html
that was 5 years ago of course, but it was ported and used at that time, in house by Sony at least ... but that port was not released (most of Pd vanilla is not copyleft or GPL ... but rather a more liberal license ... so keeping the port closed is OK by the license).
Simon
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Hi Filippo, You may want to reach out to Kent Jolly. He gave a talk on the use of Pd at Electronic Arts last year. He's also interested in libpd.
I'm not familiar with PS3 development, but the basic setup of libpd in a new environment is always the same. Since libpd doesn't have any dependencies, you can just drop it into your project (as long as you have a C compiler, that is). Then you wire the process callback of libpd into the audio components of your environment (if your audio environment offers a callback-driven API like JACK or PortAudio, that just takes a few lines of code).
The only part that requires thought is concurrency. Chances are that the process method will be invoked on a separate thread, while control messages will come from another thread. That requires some sort of synchronization. The easiest way to do that is with mutex locks, but there are other ways if you'd rather avoid locks. Feel free to refer your developers to me if they have questions. Cheers, Peter
On Sun, Aug 19, 2012 at 10:44 AM, Filippo Beck Peccoz mail@fbpsound.com wrote:
Hi Simon, thanks for the quick reply!
ah, seems like not much has happened since then.. I'm pretty sure it is doable with lbpd (correct me if I am horribly wrong), but what would be great is to have someone show up saying "I've done it and it works!" so that I can convince our programmers to integrate PD ;)
Filippo
Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
On Aug 19, 2012, at 4:00 PM, Simon Wise wrote:
On 19/08/12 18:38, Filippo Beck Peccoz wrote:
Hi all,
Now my question: does anyone have practical experience with porting PD to PS3? Does it run smoothly? Is it easy to do so?
Any thoughts are greatly appreciated :)
there was a discussion back a few years regarding this ...
the archives show these threads:
http://lists.puredata.info/pipermail/pd-list/2007-11/056300.html
http://lists.puredata.info/pipermail/pd-list/2007-07/052174.html
http://lists.puredata.info/pipermail/pd-list/2007-12/058006.html
that was 5 years ago of course, but it was ported and used at that time, in house by Sony at least ... but that port was not released (most of Pd vanilla is not copyleft or GPL ... but rather a more liberal license ... so keeping the port closed is OK by the license).
Simon
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 great info- I will definitively contact Kent and send the devs to you then :) I already forwarded them your answer, let's hope they'll be up for it!
Filippo
Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
On Aug 19, 2012, at 5:54 PM, Peter Brinkmann wrote:
Hi Filippo, You may want to reach out to Kent Jolly. He gave a talk on the use of Pd at Electronic Arts last year. He's also interested in libpd.
I'm not familiar with PS3 development, but the basic setup of libpd in a new environment is always the same. Since libpd doesn't have any dependencies, you can just drop it into your project (as long as you have a C compiler, that is). Then you wire the process callback of libpd into the audio components of your environment (if your audio environment offers a callback-driven API like JACK or PortAudio, that just takes a few lines of code).
The only part that requires thought is concurrency. Chances are that the process method will be invoked on a separate thread, while control messages will come from another thread. That requires some sort of synchronization. The easiest way to do that is with mutex locks, but there are other ways if you'd rather avoid locks. Feel free to refer your developers to me if they have questions. Cheers, Peter
On Sun, Aug 19, 2012 at 10:44 AM, Filippo Beck Peccoz mail@fbpsound.com wrote:
Hi Simon, thanks for the quick reply!
ah, seems like not much has happened since then.. I'm pretty sure it is doable with lbpd (correct me if I am horribly wrong), but what would be great is to have someone show up saying "I've done it and it works!" so that I can convince our programmers to integrate PD ;)
Filippo
Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
On Aug 19, 2012, at 4:00 PM, Simon Wise wrote:
On 19/08/12 18:38, Filippo Beck Peccoz wrote:
Hi all,
Now my question: does anyone have practical experience with porting PD to PS3? Does it run smoothly? Is it easy to do so?
Any thoughts are greatly appreciated :)
there was a discussion back a few years regarding this ...
the archives show these threads:
http://lists.puredata.info/pipermail/pd-list/2007-11/056300.html
http://lists.puredata.info/pipermail/pd-list/2007-07/052174.html
http://lists.puredata.info/pipermail/pd-list/2007-12/058006.html
that was 5 years ago of course, but it was ported and used at that time, in house by Sony at least ... but that port was not released (most of Pd vanilla is not copyleft or GPL ... but rather a more liberal license ... so keeping the port closed is OK by the license).
Simon
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 Filippo - i know Kent reasonably well, so let me know if you need contact info for him,
best,
scott
On Sun, Aug 19, 2012 at 9:59 AM, Filippo Beck Peccoz mail@fbpsound.comwrote:
Thanks, Peter, this is great info- I will definitively contact Kent and send the devs to you then :) I already forwarded them your answer, let's hope they'll be up for it!
Filippo
Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound http://twitter.com/fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
On Aug 19, 2012, at 5:54 PM, Peter Brinkmann wrote:
Hi Filippo, You may want to reach out to Kent Jolly. He gave a talk on the use of Pd at Electronic Arts last year. He's also interested in libpd.
I'm not familiar with PS3 development, but the basic setup of libpd in a new environment is always the same. Since libpd doesn't have any dependencies, you can just drop it into your project (as long as you have a C compiler, that is). Then you wire the process callback of libpd into the audio components of your environment (if your audio environment offers a callback-driven API like JACK or PortAudio, that just takes a few lines of code).
The only part that requires thought is concurrency. Chances are that the process method will be invoked on a separate thread, while control messages will come from another thread. That requires some sort of synchronization. The easiest way to do that is with mutex locks, but there are other ways if you'd rather avoid locks. Feel free to refer your developers to me if they have questions. Cheers, Peter
On Sun, Aug 19, 2012 at 10:44 AM, Filippo Beck Peccoz mail@fbpsound.com wrote:
Hi Simon, thanks for the quick reply!
ah, seems like not much has happened since then.. I'm pretty sure it is
doable with lbpd (correct me if I am horribly wrong), but what would be
great is to have someone show up saying "I've done it and it works!" so that
I can convince our programmers to integrate PD ;)
Filippo
Filippo Beck Peccoz
Game Audio
www.fbpsound.com
Twitter: @fbpsound
Skype: fbpsound
Mobile: +49-(0)1520-4004143
On Aug 19, 2012, at 4:00 PM, Simon Wise wrote:
On 19/08/12 18:38, Filippo Beck Peccoz wrote:
Hi all,
Now my question: does anyone have practical experience with porting PD to
PS3? Does it run smoothly? Is it easy to do so?
Any thoughts are greatly appreciated :)
there was a discussion back a few years regarding this ...
the archives show these threads:
http://lists.puredata.info/pipermail/pd-list/2007-11/056300.html
http://lists.puredata.info/pipermail/pd-list/2007-07/052174.html
http://lists.puredata.info/pipermail/pd-list/2007-12/058006.html
that was 5 years ago of course, but it was ported and used at that time, in
house by Sony at least ... but that port was not released (most of Pd
vanilla is not copyleft or GPL ... but rather a more liberal license ... so
keeping the port closed is OK by the license).
Simon
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
On 19/08/12 22:44, Filippo Beck Peccoz wrote:
ah, seems like not much has happened since then.. I'm pretty sure it is doable with lbpd (correct me if I am horribly wrong), but what would be great is to have someone show up saying "I've done it and it works!" so that I can convince our programmers to integrate PD ;)
well, those threads make it clear that Mark did it, it works, and it has been used in at least one serious game and for a while at least was available internally in Sony. So it can be done. But that version is not available to use. Others have done a lot of open source work since, such as libpd, which may be useful.
Simon
Hi all,
thanks a lot Scott, I'll be in touch! Simon: yes, I'm happy to see that it is indeed doable, and the devs seem keen on trying this out for the sake of a more exciting musical score! What I meant was that no indie dev has yet used PD on a PS3, but then again, how many indies develop for PS3 anyways? It'll be a challenge in some ways, but it's worth it :)
Filippo
Filippo Beck Peccoz Game Audio www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143
On Aug 20, 2012, at 6:05 AM, Simon Wise wrote:
On 19/08/12 22:44, Filippo Beck Peccoz wrote:
ah, seems like not much has happened since then.. I'm pretty sure it is doable with lbpd (correct me if I am horribly wrong), but what would be great is to have someone show up saying "I've done it and it works!" so that I can convince our programmers to integrate PD ;)
well, those threads make it clear that Mark did it, it works, and it has been used in at least one serious game and for a while at least was available internally in Sony. So it can be done. But that version is not available to use. Others have done a lot of open source work since, such as libpd, which may be useful.
Simon