Hallo, lotusaudio@shaw.ca hat gesagt: // lotusaudio@shaw.ca wrote:
An online article which details how to use Pure Data in video game development at www.gamasutra.com. Assumes intermediate knowledge of Pure Data. Several patches available to download and experiment with including one to generate adaptive music.
Read article at (free reg req'd): http://www.gamasutra.com/resource_guide/20030528/paul_01.shtml
This is a wonderful article. May I use some of the "Tips and Tricks" for the "Quote of the month" on pure-data.sf.net (of course with backlinks)???
I have one issue with the patches, though. On Linux at least, everything plays around 4 times as fast as it should, judging by the ogg-files. The reason seems to be, that all samples are sampled at 11025 Hz. and then get played pack at whatever samplerate Pd is running, mostly in the 44-48 kHz area.
I currently have no other simple solution than to resample all files with sox. On Linux (and maybe OS-X) this shell magic get it to work again (for a Pd samplerate of 44100):
for f in *.wav; do sox $f -r 44100 $f.wav; /bin/mv $f.wav $f ; done
Frank Barknecht _ ______footils.org__
Hallo, Frank Barknecht hat gesagt: // Frank Barknecht wrote:
I have one issue with the patches, though.
Ahem, I have another one with some filenames not used correctly regarding upper and lower case names. For example speechlist.txt is actually called SpeechList.txt, which does makle a difference on Linux.
Frank Barknecht _ ______footils.org__
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Le 3 Juin 2003 03:45, Frank Barknecht a écrit :
I currently have no other simple solution than to resample all files
An easier solution is to start pd with the same sample rate than the ogg files: "pd -r 11025". There's another issue: "case sensitiveness"; the patches are not running out the box in Linux, and many files must be renamed.
Marc
"The computer can't tell you the emotional story. It can give you the exact mathematical design, but what's missing is the eyebrows." (Frank Zappa)