They work very well they were featured in IEEE Multimedia last month i think i posted them a while back erroneously described as physim obs -- PAGANO,PATRICK RALPH
On Thu Jun 12 09:13:12 EDT 2003, Hans-Christoph Steiner hans@eds.org wrote:
FYI: this is a question for the pd-list. pd-dev is for questions directly related to developing pd and objects for pd. I am responding on pd-list.
I just found some pd objects for "realizing physical models of impact interaction" which sounds like what you are looking for:
http://www.soundobject.org/software.html
It should be pretty straightforward to take force and velocity values into pd and use them to control sound. The CPU usage would mostly depend on the synthesis algorithm you use, but I think your target CPU usage should be reachable.
.hc
On Monday, Jun 9, 2003, at 15:07 America/New_York, Randy Demsetz wrote:
Hello all, I'm brand new to this list. I'm a game developer working on an upcoming title. I'd like to use the impact forces, velocities, etc. from the game's collision detection and physics engine (rigid body, not deformable) to create realistic physical sounds (such a ball rolling on a floor, or a box striking a wall and bouncing to the floor). It has to be real-time, where the physics engine's values can only be sampled at 1/120th of a second intervals. It has to take up less than 5% of a 1.5GHz CPU processing time.
Can it be done? Are there code samples of this already done (free or licensable)?
Thanks, Randy
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