Hello List,
I've created a few patches with PD/GEM to emulate early video synths
such as the Sandin, etc. which I'm quite happy with.
At the heart of these patches is pix_sig2pix~
One thing I can't figure out though has to do with preventing the
image from "rolling" - i.e. to stand still.
The early video synths did this by having a "sync" input to oscillators.
So if you fed one oscillator a vertical sync (~60 Hz) you would get
stationary vertical bars whose width would depend on the main
frequency of the oscillator. Doing this with another oscillator
receiving a horizontal sync (~1500 Hz) results in horizontal bars.
By mixing these and perhaps another (and adjusting the attenuation of
these), various shapes appear.
I can get all of this and more (e.g. add some filters for subtractive
synthesis) but what I'm missing is how to do the sync correctly.
Trying various values as reset inputs to say "phasor~" doesn't do it.
I'm wondering if this is in fact related to blocksize~ instead.
e.g. should the reset values of the oscillators be related in someway
to the value set in blocksize~
Does anyone have any ideas about this?
Thanks for any suggestions!
Best, p
haha... i can't be the only one who has hit "send" then figured out
the problem.
basically i wasn't really resetting the oscillators since sending a
number to the right inlet of the oscillator wasn't enough.
once i added a metro and "banged" the input, the sync worked.
still... if there's anything that comes to mind regarding best block~
to use, please feel free to share.
best, p
On May 4, 2006, at 11:48 AM, Paris Treantafeles wrote:
Hello List,
I've created a few patches with PD/GEM to emulate early video
synths such as the Sandin, etc. which I'm quite happy with. At the heart of these patches is pix_sig2pix~ One thing I can't figure out though has to do with preventing the
image from "rolling" - i.e. to stand still. The early video synths did this by having a "sync" input to
oscillators. So if you fed one oscillator a vertical sync (~60 Hz) you would get
stationary vertical bars whose width would depend on the main
frequency of the oscillator. Doing this with another oscillator
receiving a horizontal sync (~1500 Hz) results in horizontal bars. By mixing these and perhaps another (and adjusting the attenuation
of these), various shapes appear. I can get all of this and more (e.g. add some filters for
subtractive synthesis) but what I'm missing is how to do the sync
correctly. Trying various values as reset inputs to say "phasor~" doesn't do it. I'm wondering if this is in fact related to blocksize~ instead. e.g. should the reset values of the oscillators be related in
someway to the value set in blocksize~Does anyone have any ideas about this?
Thanks for any suggestions!
Best, p
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/ listinfo/pd-list
Would you care to share your work with the list, in patch form?
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote:
haha... i can't be the only one who has hit "send" then figured out the problem.
basically i wasn't really resetting the oscillators since sending a number to the right inlet of the oscillator wasn't enough. once i added a metro and "banged" the input, the sync worked.
still... if there's anything that comes to mind regarding best block~ to use, please feel free to share.
best, p
On May 4, 2006, at 11:48 AM, Paris Treantafeles wrote:
Hello List,
I've created a few patches with PD/GEM to emulate early video synths such as the Sandin, etc. which I'm quite happy with. At the heart of these patches is pix_sig2pix~ One thing I can't figure out though has to do with preventing the image from "rolling" - i.e. to stand still. The early video synths did this by having a "sync" input to oscillators. So if you fed one oscillator a vertical sync (~60 Hz) you would get stationary vertical bars whose width would depend on the main frequency of the oscillator. Doing this with another oscillator receiving a horizontal sync (~1500 Hz) results in horizontal bars. By mixing these and perhaps another (and adjusting the attenuation of these), various shapes appear. I can get all of this and more (e.g. add some filters for subtractive synthesis) but what I'm missing is how to do the sync correctly. Trying various values as reset inputs to say "phasor~" doesn't do it. I'm wondering if this is in fact related to blocksize~ instead. e.g. should the reset values of the oscillators be related in someway to the value set in blocksize~
Does anyone have any ideas about this?
Thanks for any suggestions!
Best, p
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
--
http://theradioproject.com http://perhapsidid.blogspot.com
(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
Hi Kyle,
Let me work this feature into my older patches that have much more to
offer first, then I'll post a link if anyone is interested.
Best, p
On May 4, 2006, at 12:16 PM, Kyle Klipowicz wrote:
Would you care to share your work with the list, in patch form?
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote:
haha... i can't be the only one who has hit "send" then figured out the problem.
basically i wasn't really resetting the oscillators since sending a number to the right inlet of the oscillator wasn't enough. once i added a metro and "banged" the input, the sync worked.
still... if there's anything that comes to mind regarding best block~ to use, please feel free to share.
best, p
On May 4, 2006, at 11:48 AM, Paris Treantafeles wrote:
Hello List,
I've created a few patches with PD/GEM to emulate early video synths such as the Sandin, etc. which I'm quite happy with. At the heart of these patches is pix_sig2pix~ One thing I can't figure out though has to do with preventing the image from "rolling" - i.e. to stand still. The early video synths did this by having a "sync" input to oscillators. So if you fed one oscillator a vertical sync (~60 Hz) you would get stationary vertical bars whose width would depend on the main frequency of the oscillator. Doing this with another oscillator receiving a horizontal sync (~1500 Hz) results in horizontal bars. By mixing these and perhaps another (and adjusting the attenuation of these), various shapes appear. I can get all of this and more (e.g. add some filters for subtractive synthesis) but what I'm missing is how to do the sync correctly. Trying various values as reset inputs to say "phasor~" doesn't
do it.
I'm wondering if this is in fact related to blocksize~ instead. e.g. should the reset values of the oscillators be related in someway to the value set in blocksize~
Does anyone have any ideas about this?
Thanks for any suggestions!
Best, p
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
--
http://theradioproject.com http://perhapsidid.blogspot.com
(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
Hi Paris,
Paris Treantafeles wrote:
Let me work this feature into my older patches that have much more to offer first, then I'll post a link if anyone is interested.
I'm definitely interested! This is the kind of stuff that should be shown during workshops as possibilities of what PD is good for. I get so many students asking me "OK, so once I know what a [trigger bang float] and a [gemhead] are, what can I do with them?" Video mixers and video synths are good demo projects that people can take off with.
d.
Hi Derek,
Well.. you'll see that patch that I sent wasn't much more than a mod
of the pix_sig2pix~ help file.
However, there's a ton of variations once you add various types of
oscillators and other features.
Previously, I was doing all of that but was missing the sync aspect
so images would "float" around.
That's fine and of course can still be done by modulating the
oscillators but at least there's a bit more control this way.
Also... this all works quite nicely by using some type of external
controller - e.g. a row of knobs, to fine tune elements.
Best, p
On May 4, 2006, at 1:18 PM, derek holzer wrote:
Hi Paris,
Paris Treantafeles wrote:
Let me work this feature into my older patches that have much more
to offer first, then I'll post a link if anyone is interested.I'm definitely interested! This is the kind of stuff that should be
shown during workshops as possibilities of what PD is good for. I
get so many students asking me "OK, so once I know what a [trigger
bang float] and a [gemhead] are, what can I do with them?" Video
mixers and video synths are good demo projects that people can take
off with.d.
-- derek holzer ::: http://www.umatic.nl ---Oblique Strategy # 127: "Openly resist change"
Hi Kyle and List,
On second thought, it might take a while for me to get back to
putting this all together with the earlier patches so attached is
just a simple experiment.
No big deal - it takes two oscillators and puts them into RGB.
To use this:
hit destroy/create+DSP on the left.
activate the toggle (green of the left oscillator).
use the slider to adjust a frequency of some horizontal (ish) bars.
(maybe around ~20)
start the metro to "freeze" the image.
but go for something like vertical bars. maybe around 16000.
a circular pattern.
if you now modulate either oscillator you will get some motion but it
will be more controlled.
A final video synth would have a variety of oscillators to choose
from, a mixer for adjusting the amplitudes of each waveform, filters
and other "pix_" operations, e.g. invert, etc.
There's a ton of ways to go with this.
Best, p
On May 4, 2006, at 12:16 PM, Kyle Klipowicz wrote:
Would you care to share your work with the list, in patch form?
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote:
haha... i can't be the only one who has hit "send" then figured out the problem.
basically i wasn't really resetting the oscillators since sending a number to the right inlet of the oscillator wasn't enough. once i added a metro and "banged" the input, the sync worked.
still... if there's anything that comes to mind regarding best block~ to use, please feel free to share.
best, p
On May 4, 2006, at 11:48 AM, Paris Treantafeles wrote:
Hello List,
I've created a few patches with PD/GEM to emulate early video synths such as the Sandin, etc. which I'm quite happy with. At the heart of these patches is pix_sig2pix~ One thing I can't figure out though has to do with preventing the image from "rolling" - i.e. to stand still. The early video synths did this by having a "sync" input to oscillators. So if you fed one oscillator a vertical sync (~60 Hz) you would get stationary vertical bars whose width would depend on the main frequency of the oscillator. Doing this with another oscillator receiving a horizontal sync (~1500 Hz) results in horizontal bars. By mixing these and perhaps another (and adjusting the attenuation of these), various shapes appear. I can get all of this and more (e.g. add some filters for subtractive synthesis) but what I'm missing is how to do the sync correctly. Trying various values as reset inputs to say "phasor~" doesn't
do it.
I'm wondering if this is in fact related to blocksize~ instead. e.g. should the reset values of the oscillators be related in someway to the value set in blocksize~
Does anyone have any ideas about this?
Thanks for any suggestions!
Best, p
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
--
http://theradioproject.com http://perhapsidid.blogspot.com
(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
Oh wow, this is really neat. I wonder how you can control the colors...Jeez I need to play with the pix_* objects more!
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote:
Hi Kyle and List,
On second thought, it might take a while for me to get back to putting this all together with the earlier patches so attached is just a simple experiment. No big deal - it takes two oscillators and puts them into RGB.
To use this:
hit destroy/create+DSP on the left.
activate the toggle (green of the left oscillator).
use the slider to adjust a frequency of some horizontal (ish) bars. (maybe around ~20) start the metro to "freeze" the image.
- turn off the oscillator and do the same with the osc on the right
but go for something like vertical bars. maybe around 16000.
- turn them both on now to see the combined result.
a circular pattern.
if you now modulate either oscillator you will get some motion but it will be more controlled.
A final video synth would have a variety of oscillators to choose from, a mixer for adjusting the amplitudes of each waveform, filters and other "pix_" operations, e.g. invert, etc. There's a ton of ways to go with this.
Best, p
On May 4, 2006, at 12:16 PM, Kyle Klipowicz wrote:
Would you care to share your work with the list, in patch form?
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote:
haha... i can't be the only one who has hit "send" then figured out the problem.
basically i wasn't really resetting the oscillators since sending a number to the right inlet of the oscillator wasn't enough. once i added a metro and "banged" the input, the sync worked.
still... if there's anything that comes to mind regarding best block~ to use, please feel free to share.
best, p
On May 4, 2006, at 11:48 AM, Paris Treantafeles wrote:
Hello List,
I've created a few patches with PD/GEM to emulate early video synths such as the Sandin, etc. which I'm quite happy with. At the heart of these patches is pix_sig2pix~ One thing I can't figure out though has to do with preventing the image from "rolling" - i.e. to stand still. The early video synths did this by having a "sync" input to oscillators. So if you fed one oscillator a vertical sync (~60 Hz) you would get stationary vertical bars whose width would depend on the main frequency of the oscillator. Doing this with another oscillator receiving a horizontal sync (~1500 Hz) results in horizontal bars. By mixing these and perhaps another (and adjusting the attenuation of these), various shapes appear. I can get all of this and more (e.g. add some filters for subtractive synthesis) but what I'm missing is how to do the sync correctly. Trying various values as reset inputs to say "phasor~" doesn't
do it.
I'm wondering if this is in fact related to blocksize~ instead. e.g. should the reset values of the oscillators be related in someway to the value set in blocksize~
Does anyone have any ideas about this?
Thanks for any suggestions!
Best, p
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
--
http://theradioproject.com http://perhapsidid.blogspot.com
(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
--
http://theradioproject.com http://perhapsidid.blogspot.com
(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
Ah.. well.. in this case it's kind of weird cause i have inputs into
RG and B.
Try one at a time and setting the others to nothing.
Imagine also that each R, G and B could have a completely different
wave resulting wave form going in.
And yes... the pix objects are really fun to add as well.
Best, p
On May 4, 2006, at 1:34 PM, Kyle Klipowicz wrote:
Oh wow, this is really neat. I wonder how you can control the colors...Jeez I need to play with the pix_* objects more!
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote:
Hi Kyle and List,
On second thought, it might take a while for me to get back to putting this all together with the earlier patches so attached is just a simple experiment. No big deal - it takes two oscillators and puts them into RGB.
To use this:
hit destroy/create+DSP on the left.
activate the toggle (green of the left oscillator).
use the slider to adjust a frequency of some horizontal (ish) bars. (maybe around ~20) start the metro to "freeze" the image.
- turn off the oscillator and do the same with the osc on the right
but go for something like vertical bars. maybe around 16000.
- turn them both on now to see the combined result.
a circular pattern.
if you now modulate either oscillator you will get some motion but it will be more controlled.
A final video synth would have a variety of oscillators to choose from, a mixer for adjusting the amplitudes of each waveform, filters and other "pix_" operations, e.g. invert, etc. There's a ton of ways to go with this.
Best, p
On May 4, 2006, at 12:16 PM, Kyle Klipowicz wrote:
Would you care to share your work with the list, in patch form?
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote:
haha... i can't be the only one who has hit "send" then figured
out
the problem.
basically i wasn't really resetting the oscillators since
sending a
number to the right inlet of the oscillator wasn't enough. once i added a metro and "banged" the input, the sync worked.
still... if there's anything that comes to mind regarding best
block~
to use, please feel free to share.
best, p
On May 4, 2006, at 11:48 AM, Paris Treantafeles wrote:
Hello List,
I've created a few patches with PD/GEM to emulate early video synths such as the Sandin, etc. which I'm quite happy with. At the heart of these patches is pix_sig2pix~ One thing I can't figure out though has to do with preventing
the
image from "rolling" - i.e. to stand still. The early video synths did this by having a "sync" input to oscillators. So if you fed one oscillator a vertical sync (~60 Hz) you
would get
stationary vertical bars whose width would depend on the main frequency of the oscillator. Doing this with another oscillator receiving a horizontal sync (~1500 Hz) results in horizontal
bars.
By mixing these and perhaps another (and adjusting the
attenuation
of these), various shapes appear. I can get all of this and more (e.g. add some filters for subtractive synthesis) but what I'm missing is how to do the
sync
correctly. Trying various values as reset inputs to say "phasor~" doesn't
do it.
I'm wondering if this is in fact related to blocksize~ instead. e.g. should the reset values of the oscillators be related in someway to the value set in blocksize~
Does anyone have any ideas about this?
Thanks for any suggestions!
Best, p
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
--
http://theradioproject.com http://perhapsidid.blogspot.com
(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
--
http://theradioproject.com http://perhapsidid.blogspot.com
(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
great fun - thanks!
On Thu, 2006-05-04 at 13:36 -0400, Paris Treantafeles wrote:
Ah.. well.. in this case it's kind of weird cause i have inputs into
RG and B. Try one at a time and setting the others to nothing. Imagine also that each R, G and B could have a completely different
wave resulting wave form going in.And yes... the pix objects are really fun to add as well.
Best, p
On May 4, 2006, at 1:34 PM, Kyle Klipowicz wrote:
Oh wow, this is really neat. I wonder how you can control the colors...Jeez I need to play with the pix_* objects more!
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote:
Hi Kyle and List,
On second thought, it might take a while for me to get back to putting this all together with the earlier patches so attached is just a simple experiment. No big deal - it takes two oscillators and puts them into RGB.
To use this:
hit destroy/create+DSP on the left.
activate the toggle (green of the left oscillator).
use the slider to adjust a frequency of some horizontal (ish) bars. (maybe around ~20) start the metro to "freeze" the image.
- turn off the oscillator and do the same with the osc on the right
but go for something like vertical bars. maybe around 16000.
- turn them both on now to see the combined result.
a circular pattern.
if you now modulate either oscillator you will get some motion but it will be more controlled.
A final video synth would have a variety of oscillators to choose from, a mixer for adjusting the amplitudes of each waveform, filters and other "pix_" operations, e.g. invert, etc. There's a ton of ways to go with this.
Best, p
On May 4, 2006, at 12:16 PM, Kyle Klipowicz wrote:
Would you care to share your work with the list, in patch form?
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote:
haha... i can't be the only one who has hit "send" then figured
out
the problem.
basically i wasn't really resetting the oscillators since
sending a
number to the right inlet of the oscillator wasn't enough. once i added a metro and "banged" the input, the sync worked.
still... if there's anything that comes to mind regarding best
block~
to use, please feel free to share.
best, p
On May 4, 2006, at 11:48 AM, Paris Treantafeles wrote:
Hello List,
I've created a few patches with PD/GEM to emulate early video synths such as the Sandin, etc. which I'm quite happy with. At the heart of these patches is pix_sig2pix~ One thing I can't figure out though has to do with preventing
the
image from "rolling" - i.e. to stand still. The early video synths did this by having a "sync" input to oscillators. So if you fed one oscillator a vertical sync (~60 Hz) you
would get
stationary vertical bars whose width would depend on the main frequency of the oscillator. Doing this with another oscillator receiving a horizontal sync (~1500 Hz) results in horizontal
bars.
By mixing these and perhaps another (and adjusting the
attenuation
of these), various shapes appear. I can get all of this and more (e.g. add some filters for subtractive synthesis) but what I'm missing is how to do the
sync
correctly. Trying various values as reset inputs to say "phasor~" doesn't
do it.
I'm wondering if this is in fact related to blocksize~ instead. e.g. should the reset values of the oscillators be related in someway to the value set in blocksize~
Does anyone have any ideas about this?
Thanks for any suggestions!
Best, p
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
--
http://theradioproject.com http://perhapsidid.blogspot.com
(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
--
http://theradioproject.com http://perhapsidid.blogspot.com
(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Here are a few modifications I tried: you can make a nice centered circle. Got the synch to work with bang~. Do not understand the values, found them by trial and error. Lots of fun.
Tom
On 5/4/06, shift8 shift8@digitrash.com wrote:
great fun - thanks!
On Thu, 2006-05-04 at 13:36 -0400, Paris Treantafeles wrote:
Ah.. well.. in this case it's kind of weird cause i have inputs into RG and B. Try one at a time and setting the others to nothing. Imagine also that each R, G and B could have a completely different wave resulting wave form going in.
And yes... the pix objects are really fun to add as well.
Best, p
On May 4, 2006, at 1:34 PM, Kyle Klipowicz wrote:
Oh wow, this is really neat. I wonder how you can control the colors...Jeez I need to play with the pix_* objects more!
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote:
Hi Kyle and List,
On second thought, it might take a while for me to get back to putting this all together with the earlier patches so attached is just a simple experiment. No big deal - it takes two oscillators and puts them into RGB.
To use this:
hit destroy/create+DSP on the left.
activate the toggle (green of the left oscillator).
use the slider to adjust a frequency of some horizontal (ish) bars. (maybe around ~20) start the metro to "freeze" the image.
- turn off the oscillator and do the same with the osc on the right
but go for something like vertical bars. maybe around 16000.
- turn them both on now to see the combined result.
a circular pattern.
if you now modulate either oscillator you will get some motion but it will be more controlled.
A final video synth would have a variety of oscillators to choose from, a mixer for adjusting the amplitudes of each waveform, filters and other "pix_" operations, e.g. invert, etc. There's a ton of ways to go with this.
Best, p
On May 4, 2006, at 12:16 PM, Kyle Klipowicz wrote:
Would you care to share your work with the list, in patch form?
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote:
haha... i can't be the only one who has hit "send" then figured
out
the problem.
basically i wasn't really resetting the oscillators since
sending a
number to the right inlet of the oscillator wasn't enough. once i added a metro and "banged" the input, the sync worked.
still... if there's anything that comes to mind regarding best
block~
to use, please feel free to share.
best, p
On May 4, 2006, at 11:48 AM, Paris Treantafeles wrote:
> Hello List, > > I've created a few patches with PD/GEM to emulate early video > synths such as the Sandin, etc. which I'm quite happy with. > At the heart of these patches is pix_sig2pix~ > One thing I can't figure out though has to do with preventing
the
> image from "rolling" - i.e. to stand still. > The early video synths did this by having a "sync" input to > oscillators. > So if you fed one oscillator a vertical sync (~60 Hz) you
would get
> stationary vertical bars whose width would depend on the main > frequency of the oscillator. Doing this with another oscillator > receiving a horizontal sync (~1500 Hz) results in horizontal
bars.
> By mixing these and perhaps another (and adjusting the
attenuation
> of these), various shapes appear. > I can get all of this and more (e.g. add some filters for > subtractive synthesis) but what I'm missing is how to do the
sync
> correctly. > Trying various values as reset inputs to say "phasor~" doesn't do it. > I'm wondering if this is in fact related to blocksize~ instead. > e.g. should the reset values of the oscillators be related in > someway to the value set in blocksize~ > > Does anyone have any ideas about this? > > Thanks for any suggestions! > > Best, > p > > > > _______________________________________________ > PD-list@iem.at mailing list > UNSUBSCRIBE and account-management -> http://
lists.puredata.info/
> listinfo/pd-list
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(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
--
http://theradioproject.com http://perhapsidid.blogspot.com
(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
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Hi Tom,
Thanks for sharing. I like the addition of vline~ especially - very fun :-)
-p
On May 4, 2006, at 5:31 PM, Thomas Ouellet Fredericks wrote:
Here are a few modifications I tried: you can make a nice centered circle. Got the synch to work with bang~. Do not understand the values, found them by trial and error. Lots of fun.
Tom
On 5/4/06, shift8 shift8@digitrash.com wrote:
great fun - thanks!
On Thu, 2006-05-04 at 13:36 -0400, Paris Treantafeles wrote:
Ah.. well.. in this case it's kind of weird cause i have inputs
into
RG and B. Try one at a time and setting the others to nothing. Imagine also that each R, G and B could have a completely different wave resulting wave form going in.
And yes... the pix objects are really fun to add as well.
Best, p
On May 4, 2006, at 1:34 PM, Kyle Klipowicz wrote:
Oh wow, this is really neat. I wonder how you can control the colors...Jeez I need to play with the pix_* objects more!
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote:
Hi Kyle and List,
On second thought, it might take a while for me to get back to putting this all together with the earlier patches so
attached is
just a simple experiment. No big deal - it takes two oscillators and puts them into RGB.
To use this:
hit destroy/create+DSP on the left.
activate the toggle (green of the left oscillator).
use the slider to adjust a frequency of some horizontal (ish)
bars.
(maybe around ~20) start the metro to "freeze" the image.
- turn off the oscillator and do the same with the osc on
the right
but go for something like vertical bars. maybe around 16000.
- turn them both on now to see the combined result.
a circular pattern.
if you now modulate either oscillator you will get some
motion but it
will be more controlled.
A final video synth would have a variety of oscillators to
choose
from, a mixer for adjusting the amplitudes of each waveform,
filters
and other "pix_" operations, e.g. invert, etc. There's a ton of ways to go with this.
Best, p
On May 4, 2006, at 12:16 PM, Kyle Klipowicz wrote:
Would you care to share your work with the list, in patch
form?
~Kyle
On 5/4/06, Paris Treantafeles paris@parisgraphics.com wrote: > haha... i can't be the only one who has hit "send" then
figured
out
> the problem. > > basically i wasn't really resetting the oscillators since
sending a
> number to the right inlet of the oscillator wasn't enough. > once i added a metro and "banged" the input, the sync worked. > > still... if there's anything that comes to mind regarding
best
block~
> to use, please feel free to share. > > best, > p > > > On May 4, 2006, at 11:48 AM, Paris Treantafeles wrote: > > > Hello List, > > > > I've created a few patches with PD/GEM to emulate early
video
> > synths such as the Sandin, etc. which I'm quite happy with. > > At the heart of these patches is pix_sig2pix~ > > One thing I can't figure out though has to do with
preventing
the
> > image from "rolling" - i.e. to stand still. > > The early video synths did this by having a "sync" input to > > oscillators. > > So if you fed one oscillator a vertical sync (~60 Hz) you
would get
> > stationary vertical bars whose width would depend on the
main
> > frequency of the oscillator. Doing this with another
oscillator
> > receiving a horizontal sync (~1500 Hz) results in
horizontal
bars.
> > By mixing these and perhaps another (and adjusting the
attenuation
> > of these), various shapes appear. > > I can get all of this and more (e.g. add some filters for > > subtractive synthesis) but what I'm missing is how to do
the
sync
> > correctly. > > Trying various values as reset inputs to say "phasor~"
doesn't
> do it. > > I'm wondering if this is in fact related to blocksize~
instead.
> > e.g. should the reset values of the oscillators be
related in
> > someway to the value set in blocksize~ > > > > Does anyone have any ideas about this? > > > > Thanks for any suggestions! > > > > Best, > > p > > > > > > > > _______________________________________________ > > 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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(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
--
http://theradioproject.com http://perhapsidid.blogspot.com
(((())))(()()((((((((()())))()(((((((())()()())()))) (())))))(()))))))))))))(((((((((((()()))))))))((()))) ))(((((((((((())))())))))))))))))))__________ _____())))))(((((((((((((()))))))))))_______ ((((((())))))))))))((((((((000)))oOOOOOO
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<vsynthexpsync.pd>
Hallo, Thomas Ouellet Fredericks hat gesagt: // Thomas Ouellet Fredericks wrote:
Here are a few modifications I tried: you can make a nice centered circle. Got the synch to work with bang~. Do not understand the values, found them by trial and error. Lots of fun.
Another fun little mod is to replace the additive synth part [+~] with amplitude modulation: [*~]
Frank Barknecht _ ______footils.org_ __goto10.org__
Hi Frank,
Yes - nice one. Also adjusting the amplitude of each RGB input has a
nice effect.
Now what I'm wondering is how to get the image "sharper".
I've tried various block~ sizes as well as different dimen messages
to pix_sig2pix~ but no major improvement.
Going into just one input R, G or B does a little better.
Maybe the oscillators should have sharper edges? like a square wave?
Best, p
On May 5, 2006, at 1:46 AM, Frank Barknecht wrote:
Hallo, Thomas Ouellet Fredericks hat gesagt: // Thomas Ouellet Fredericks
wrote:Here are a few modifications I tried: you can make a nice centered circle. Got the synch to work with bang~. Do not understand the values, found them by trial and error. Lots of fun.
Another fun little mod is to replace the additive synth part [+~] with amplitude modulation: [*~]
Ciao
Frank Barknecht _ ______footils.org_ __goto10.org__
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/ listinfo/pd-list
I am playing around with curves drawn with data structures, I want to move the 'control points' of curves around with my mouse but I notice a curve is not defined by points on the curve but by an invisible bounding box (which also defines any adjustments). If I will be using a lot of curves it will mean also drawing lots of bounding boxes so I can find where to click/drag.
(My patch should clarify what I mean)
Is there a different way to draw a curve that has control points always on the curve?
Why is a bounding box more useful to define a curve? (is it)?
Is there a simple way of defining a 'good' circle (with few points)?
TIA
dscurves.pd:
#N canvas 199 89 883 407 10; #N canvas 464 633 536 274 curve-template 0; #X obj 29 199 drawpolygon 0 3 -100 100 -100 -100 100 -100 100 100 -100 100; #X obj 42 177 drawcurve 0 1 -100 100 -100 -100 100 -100 100 100 -100 100; #X obj 44 45 struct curve-template float x float y float w; #X obj 44 74 drawcurve 50 3 0 -100 w 0 0 100 -100 0 0 -100; #X obj 60 110 drawcurve 900 1 0 -100 w 0 0 100 -100 0 0 0; #X obj 46 129 drawpolygon 900 1 0 -100 w 0 0 100 -100 0 0 0; #X text 44 90 green circle; #X text 29 219 black circle/box; #X text 45 145 red curve/box; #X restore 24 23 pd curve-template; #N canvas 140 160 314 266 curve-data 0; #X coords -200 -125 200 125 400 250 1; #X restore 25 47 pd curve-data; #X floatatom 463 164 5 0 0 0 - - -; #X obj 463 253 set curve-template w; #X obj 643 208 pointer; #X msg 643 187 traverse pd-curve-data , bang; #X obj 598 231 append curve-template x y w; #X obj 598 165 t b b; #X msg 598 209 0 0 0; #X msg 461 139 bang; #X msg 461 103 ; pd-curve-data clear; #X text 304 58 100 , 100; #X text 215 156 0 , 0; #X text 92 276 -100 , -100; #X text 226 164 ------------------------------> w; #X text 24 301 The black square has the same coordinates as the bounding box for the black 'circle'. I created the green 'circle' using coordinates 0 , 100 ; w , 0 ; 0 , -100 ; -100 , 0 ; when I did not know curves use a bounding box to control the curve (rather than points on the curve); #X connect 2 0 3 0; #X connect 4 0 6 3; #X connect 5 0 4 0; #X connect 6 0 3 1; #X connect 7 0 8 0; #X connect 7 1 5 0; #X connect 8 0 6 0; #X connect 9 0 7 0;
Hallo, an polarity hat gesagt: // an polarity wrote:
I am playing around with curves drawn with data structures, I want to move the 'control points' of curves around with my mouse but I notice a curve is not defined by points on the curve but by an invisible bounding box (which also defines any adjustments).
It's the same with most graphical software (like Photoshop) that lets you paint Bezier curves and also in Gem's "curve" object. You can make the point that is controlling the curve visible in the data structure using a marker done with drawpolygon (you already did). You can make this marker's visibility controlled by a variable in Pd 0.39 and up.
Frank Barknecht _ ______footils.org_ __goto10.org__
Hi Paris, all,
I've been experimenting with audio->video in Gridflow, see attached example patches, they're not brilliant but might give you some ideas. [#import~] is currently a (slow!!) abstraction I made, but maybe one day I'll learn enough C, C++, Ruby, and Gridflow internals to be able to make it a zillion times faster...
Here's some I made earlier: </BluePeter>
http://claudiusmaximus.goto10.org/index.php?page=gallery/digital/CM-v-CM
(Stills from a DVD I'm working on, from time to time, it may even get finished one day...) The corresponding audio is here:
http://www.archive.org/details/ClaudiusMaximus_-_Soft_Rock_EP
Working from pre-recorded audio meant I couldn't do anything easy to "sync" the frames and stop the "rolling", but I happen to like temporal aliasing a great deal - flickery trippiness is go!
The right inlet of an [osc~] or [phasor~] sets the phase between 0 and 1, but only once (as you have found). Here's a bonus tip:
|
[mtof]
|
[phasor~]
|
| [*~ 1.5] <<< vary this >= 1, maybe using an envelope
| |
| [wrap~]
| |
[dac~]
...for that classic osc sync sound ;-)
Paris Treantafeles wrote:
haha... i can't be the only one who has hit "send" then figured out the problem.
basically i wasn't really resetting the oscillators since sending a
number to the right inlet of the oscillator wasn't enough. once i added a metro and "banged" the input, the sync worked.still... if there's anything that comes to mind regarding best block~
to use, please feel free to share.best, p
On May 4, 2006, at 11:48 AM, Paris Treantafeles wrote:
Hello List,
I've created a few patches with PD/GEM to emulate early video synths such as the Sandin, etc. which I'm quite happy with. At the heart of these patches is pix_sig2pix~ One thing I can't figure out though has to do with preventing the
image from "rolling" - i.e. to stand still. The early video synths did this by having a "sync" input to oscillators. So if you fed one oscillator a vertical sync (~60 Hz) you would get
stationary vertical bars whose width would depend on the main
frequency of the oscillator. Doing this with another oscillator
receiving a horizontal sync (~1500 Hz) results in horizontal bars. By mixing these and perhaps another (and adjusting the attenuation of these), various shapes appear. I can get all of this and more (e.g. add some filters for subtractive synthesis) but what I'm missing is how to do the sync correctly. Trying various values as reset inputs to say "phasor~" doesn't do it. I'm wondering if this is in fact related to blocksize~ instead. e.g. should the reset values of the oscillators be related in someway to the value set in blocksize~Does anyone have any ideas about this?
Thanks for any suggestions!
Best, p
#N canvas 599 365 451 375 10; #X obj 152 169 metro 1000; #X obj 154 150 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 1 1; #X floatatom 179 151 5 0 0 0 - - -; #X obj 12 316 #greyscale_to_rgb; #X obj 14 201 *~ 128; #X obj 13 222 +~ 128; #X obj 12 343 #out window; #X obj 14 172 osc~; #X floatatom 25 83 5 0 0 0 - - -; #X obj 127 43 bang~; #X msg 116 121 0; #X obj 12 296 #redim ( 256 256 1 ); #X obj 116 67 f 0; #X obj 195 55 + 1; #X obj 116 95 select 0; #X obj 117 25 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X obj 14 148 lop~ 1; #X obj 129 150 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X obj 7 27 metro 1000; #X obj 5 6 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 1 1; #X obj 152 192 t b b; #X obj 14 61 random 36; #X floatatom 75 4 5 0 0 0 - - -; #X text 139 24 <<< nudge this to adjust sync; #X text 225 149 <<< ms per frame; #X text 126 3 <<< automation; #X text 94 231 <<< scale and grab; #X text 165 291 <<< make an image out of one vectors; #X obj 195 79 mod 1024; #X obj 28 126 sig~; #X obj 13 245 clip~ 0 255; #X obj 13 266 #import~ 65536; #X obj 29 103 / 5; #X text 260 79 <<< import value/blocksize; #X connect 0 0 20 0; #X connect 1 0 0 0; #X connect 2 0 0 1; #X connect 3 0 6 0; #X connect 4 0 5 0; #X connect 5 0 30 0; #X connect 7 0 4 0; #X connect 8 0 32 0; #X connect 9 0 12 0; #X connect 10 0 7 1; #X connect 11 0 3 0; #X connect 12 0 13 0; #X connect 12 0 14 0; #X connect 13 0 28 0; #X connect 14 0 10 0; #X connect 15 0 12 0; #X connect 16 0 7 0; #X connect 17 0 20 0; #X connect 18 0 21 0; #X connect 19 0 18 0; #X connect 20 0 31 1; #X connect 21 0 8 0; #X connect 22 0 18 1; #X connect 28 0 12 1; #X connect 29 0 16 0; #X connect 30 0 31 0; #X connect 31 0 11 0; #X connect 32 0 29 0;
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Hi,
Great pix!
They really capture the look of those early units!
I have just returned from a week residency at the Experimental
Television Center where I worked with analog video units exclusively
and so now improving on earlier pd experiments is really on my mind.
I don't have GridFlow on this machine, but when I get to my desktop
machine, I will be checking out your patch for sure.
Thanks for sharing and for the tip, p
On May 4, 2006, at 5:27 PM, Claude Heiland-Allen wrote:
Hi Paris, all,
I've been experimenting with audio->video in Gridflow, see attached
example patches, they're not brilliant but might give you some
ideas. [#import~] is currently a (slow!!) abstraction I made, but
maybe one day I'll learn enough C, C++, Ruby, and Gridflow
internals to be able to make it a zillion times faster...Here's some I made earlier: </BluePeter>
http://claudiusmaximus.goto10.org/index.php?page=gallery/digital/CM- v-CM
(Stills from a DVD I'm working on, from time to time, it may even
get finished one day...) The corresponding audio is here:http://www.archive.org/details/ClaudiusMaximus_-_Soft_Rock_EP
Working from pre-recorded audio meant I couldn't do anything easy
to "sync" the frames and stop the "rolling", but I happen to like
temporal aliasing a great deal - flickery trippiness is go!The right inlet of an [osc~] or [phasor~] sets the phase between 0
and 1, but only once (as you have found). Here's a bonus tip:| [mtof] | [phasor~] |
| [*~ 1.5] <<< vary this >= 1, maybe using an envelope | | | [wrap~] | | [dac~]...for that classic osc sync sound ;-)
Paris Treantafeles wrote:
haha... i can't be the only one who has hit "send" then figured
out the problem. basically i wasn't really resetting the oscillators since sending
a number to the right inlet of the oscillator wasn't enough. once i added a metro and "banged" the input, the sync worked. still... if there's anything that comes to mind regarding best
block~ to use, please feel free to share. best, p On May 4, 2006, at 11:48 AM, Paris Treantafeles wrote:Hello List,
I've created a few patches with PD/GEM to emulate early video
synths such as the Sandin, etc. which I'm quite happy with. At the heart of these patches is pix_sig2pix~ One thing I can't figure out though has to do with preventing
the image from "rolling" - i.e. to stand still. The early video synths did this by having a "sync" input to
oscillators. So if you fed one oscillator a vertical sync (~60 Hz) you would
get stationary vertical bars whose width would depend on the
main frequency of the oscillator. Doing this with another
oscillator receiving a horizontal sync (~1500 Hz) results in
horizontal bars. By mixing these and perhaps another (and adjusting the
attenuation of these), various shapes appear. I can get all of this and more (e.g. add some filters for
subtractive synthesis) but what I'm missing is how to do the
sync correctly. Trying various values as reset inputs to say "phasor~" doesn't do
it. I'm wondering if this is in fact related to blocksize~ instead. e.g. should the reset values of the oscillators be related in
someway to the value set in blocksize~Does anyone have any ideas about this?
Thanks for any suggestions!
Best, p
#N canvas 599 365 451 375 10; #X obj 152 169 metro 1000; #X obj 154 150 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 1 1; #X floatatom 179 151 5 0 0 0 - - -; #X obj 12 316 #greyscale_to_rgb; #X obj 14 201 *~ 128; #X obj 13 222 +~ 128; #X obj 12 343 #out window; #X obj 14 172 osc~; #X floatatom 25 83 5 0 0 0 - - -; #X obj 127 43 bang~; #X msg 116 121 0; #X obj 12 296 #redim ( 256 256 1 ); #X obj 116 67 f 0; #X obj 195 55 + 1; #X obj 116 95 select 0; #X obj 117 25 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X obj 14 148 lop~ 1; #X obj 129 150 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X obj 7 27 metro 1000; #X obj 5 6 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 1 1; #X obj 152 192 t b b; #X obj 14 61 random 36; #X floatatom 75 4 5 0 0 0 - - -; #X text 139 24 <<< nudge this to adjust sync; #X text 225 149 <<< ms per frame; #X text 126 3 <<< automation; #X text 94 231 <<< scale and grab; #X text 165 291 <<< make an image out of one vectors; #X obj 195 79 mod 1024; #X obj 28 126 sig~; #X obj 13 245 clip~ 0 255; #X obj 13 266 #import~ 65536; #X obj 29 103 / 5; #X text 260 79 <<< import value/blocksize; #X connect 0 0 20 0; #X connect 1 0 0 0; #X connect 2 0 0 1; #X connect 3 0 6 0; #X connect 4 0 5 0; #X connect 5 0 30 0; #X connect 7 0 4 0; #X connect 8 0 32 0; #X connect 9 0 12 0; #X connect 10 0 7 1; #X connect 11 0 3 0; #X connect 12 0 13 0; #X connect 12 0 14 0; #X connect 13 0 28 0; #X connect 14 0 10 0; #X connect 15 0 12 0; #X connect 16 0 7 0; #X connect 17 0 20 0; #X connect 18 0 21 0; #X connect 19 0 18 0; #X connect 20 0 31 1; #X connect 21 0 8 0; #X connect 22 0 18 1; #X connect 28 0 12 1; #X connect 29 0 16 0; #X connect 30 0 31 0; #X connect 31 0 11 0; #X connect 32 0 29 0; #N canvas 428 155 463 521 10; #X obj 231 169 metro 1000; #X obj 233 150 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 1 1; #X floatatom 258 151 5 0 0 0 - - -; #X obj 12 316 #greyscale_to_rgb; #X obj 14 201 *~ 128; #X obj 13 222 +~ 128; #X obj 118 202 *~ 128; #X obj 117 221 +~ 128; #X obj 13 468 #out window; #X msg 30 370 256 256 256; #X obj 30 391 # rand; #X obj 50 346 loadbang; #X obj 14 172 osc~; #X obj 117 174 osc~; #X floatatom 22 106 5 0 0 0 - - -; #X floatatom 128 107 5 0 0 0 - - -; #X obj 206 43 bang~; #X msg 195 121 0; #X obj 12 296 #redim ( 256 256 1 ); #X obj 14 243 #import~ 256; #X obj 115 242 #import~ 256; #X obj 195 67 f 0; #X obj 274 55 + 1; #X obj 274 79 mod 4; #X obj 195 95 select 0; #X obj 196 25 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X obj 13 128 mtof~; #X obj 13 419 # ^; #X obj 12 276 #outer *>>8; #X obj 115 127 mtof~; #X obj 114 150 lop~ 1; #X obj 208 150 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X obj 13 83 + 60; #X obj 114 86 + 60; #X obj 7 27 metro 1000; #X obj 5 6 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 1 1; #X obj 231 192 t b b; #X obj 14 61 random 36; #X obj 114 61 random 36; #X floatatom 75 4 5 0 0 0 - - -; #X text 218 24 <<< nudge this to adjust sync; #X text 304 149 <<< ms per frame; #X text 126 3 <<< automation; #X text 60 106 <<< f >>>; #X text 121 373 <<< false colour; #X text 228 225 <<< scale and grab; #X text 168 296 <<< make an image out of two vectors; #X obj 14 148 lop~ 25; #X connect 0 0 36 0; #X connect 1 0 0 0; #X connect 2 0 0 1; #X connect 3 0 27 0; #X connect 4 0 5 0; #X connect 5 0 19 0; #X connect 6 0 7 0; #X connect 7 0 20 0; #X connect 9 0 10 0; #X connect 10 0 27 1; #X connect 11 0 9 0; #X connect 12 0 4 0; #X connect 13 0 6 0; #X connect 14 0 26 0; #X connect 15 0 29 0; #X connect 16 0 21 0; #X connect 17 0 12 1; #X connect 17 0 13 1; #X connect 18 0 3 0; #X connect 19 0 28 0; #X connect 20 0 28 1; #X connect 21 0 22 0; #X connect 21 0 24 0; #X connect 22 0 23 0; #X connect 23 0 21 1; #X connect 24 0 17 0; #X connect 25 0 21 0; #X connect 26 0 47 0; #X connect 27 0 8 0; #X connect 28 0 18 0; #X connect 29 0 30 0; #X connect 30 0 13 0; #X connect 31 0 36 0; #X connect 32 0 14 0; #X connect 33 0 15 0; #X connect 34 0 9 0; #X connect 34 0 37 0; #X connect 34 0 38 0; #X connect 35 0 34 0; #X connect 36 0 19 1; #X connect 36 1 20 1; #X connect 37 0 32 0; #X connect 38 0 33 0; #X connect 39 0 34 1; #X connect 47 0 12 0; #N canvas 845 80 226 411 10; #X obj 127 49 metro 1000; #X obj 13 176 #outer *>>8; #X obj 129 30 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 1 1 ; #X floatatom 192 27 5 0 0 0 - - -; #X obj 11 225 #greyscale_to_rgb; #X obj 13 101 *~ 128; #X obj 12 120 +~ 128; #X obj 106 100 *~ 128; #X obj 105 119 +~ 128; #X obj 12 374 #out window; #X obj 45 60 adc~; #X obj 127 75 t b b; #X msg 29 277 256 256 256; #X obj 29 298 # rand; #X obj 13 325 # ^; #X obj 12 202 #redim ( 256 256 1 ); #X obj 13 141 #import~ 256; #X obj 103 141 #import~ 256; #X obj 92 33 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X obj 49 253 loadbang; #X connect 0 0 11 0; #X connect 1 0 15 0; #X connect 2 0 0 0; #X connect 3 0 0 1; #X connect 4 0 14 0; #X connect 5 0 6 0; #X connect 6 0 16 0; #X connect 7 0 8 0; #X connect 8 0 17 0; #X connect 10 0 5 0; #X connect 10 1 7 0; #X connect 11 0 16 1; #X connect 11 1 17 1; #X connect 12 0 13 0; #X connect 13 0 14 1; #X connect 14 0 9 0; #X connect 15 0 4 0; #X connect 16 0 1 0; #X connect 17 0 1 1; #X connect 18 0 12 0; #X connect 19 0 12 0; #N canvas 12 35 295 168 10; #X obj 153 122 outlet grid; #X obj 17 22 inlet~ signal; #X obj 17 42 tabsend~ $0-block; #X obj 153 22 inlet; #X obj 153 42 t b; #X obj 153 82 tabread $0-block; #X obj 17 62 table $0-block $1; #X obj 153 62 for 0 $1 1; #X obj 153 102 #import ( $1 ); #X obj 17 122 block~ $1 $2 $3; #X connect 1 0 2 0; #X connect 3 0 4 0; #X connect 4 0 7 0; #X connect 5 0 8 0; #X connect 7 0 5 0; #X connect 8 0 0 0;
Ok, this got me thinking. I've been toying with the exact same idea for a while. So I patched a bit on what was sent to the list. Here is my contribution. Not much new, but you can specify time for the cycle and it's in color. No sync though, and it's _very_ ugly patching. :-)
.thomas
#N canvas 550 2 772 453 10; #N canvas 777 342 618 468 gemwin 1; #X obj 196 310 gemwin; #X obj 67 89 outlet; #X obj 67 10 inlet; #X msg 67 70 set destroy; #X msg 132 112 create , 1; #X msg 198 112 destroy; #X msg 156 71 set create+DSP; #X obj 67 41 route create+DSP; #X msg 102 163 ; pd dsp 1; #X msg 280 205 fullscreen 1; #X msg 280 178 fullscreen 0; #X msg 236 141 dimen 320 240; #X msg 286 228 fullscreen 2; #X msg 322 125 dimen 540 420; #X connect 2 0 7 0; #X connect 3 0 1 0; #X connect 4 0 0 0; #X connect 5 0 0 0; #X connect 6 0 1 0; #X connect 7 0 3 0; #X connect 7 0 4 0; #X connect 7 0 8 0; #X connect 7 1 6 0; #X connect 7 1 5 0; #X connect 9 0 0 0; #X connect 10 0 0 0; #X connect 11 0 0 0; #X connect 12 0 0 0; #X connect 13 0 0 0; #X restore 31 -28 pd gemwin; #X msg 32 -63 destroy; #X obj 126 204 pix_texture; #X obj 127 84 gemhead; #X obj 127 143 pix_sig2pix~ 64 64; #X msg 152 174 quality 0; #X msg 234 174 quality 1; #X msg 24 73 dimen 64 64; #X msg 25 100 dimen 32 32; #X obj 126 239 rectangle 3 3; #N canvas 47 419 196 156 osc-abs-1 0; #X obj 7 28 cnv 15 180 120 empty empty empty 20 12 0 14 -233017 -66577 0; #X obj 9 40 hradio 15 1 0 8 empty empty empty 0 -6 0 8 -262144 -1 -1 1; #X obj 147 40 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1 ; #X obj 9 73 hradio 15 1 0 8 empty empty empty 0 -6 0 8 -262144 -1 -1 0; #X obj 147 73 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1 ; #X obj 8 186 outlet~; #N canvas 336 104 989 688 osc1 0; #X obj 68 443 outlet~; #X obj 68 254 *~ 0; #X floatatom 68 150 7 0 0 0 - - -; #X obj 333 251 *~ 0; #X floatatom 333 147 7 0 0 0 - - -; #X obj 481 277 block~ 4096; #X floatatom 155 208 5 0 0 0 - - -; #X floatatom 254 221 5 0 0 0 - - -; #X obj 252 174 bang~; #X obj 67 284 abs~; #X obj 332 322 abs~; #X obj 334 110 * 344.41; #X obj 68 99 * 5.38; #X obj 68 201 osc~ 30; #X obj 333 180 osc~ 16000; #X obj 218 137 loadbang; #X msg 212 157 0.26; #X obj 513 232 vline~; #X obj 334 224 +~; #X obj 68 389 *~; #X obj 488 85 pack 2 2000; #X obj 651 80 pack 0 2000; #X obj 651 165 select 0; #X obj 651 122 unpack 0 0; #X obj 517 133 unpack 0 0; #X obj 519 164 select 2; #X obj 521 202 del 10; #X obj 652 207 del 10; #X obj 604 259 print a; #X obj 675 259 print b; #X obj 68 36 inlet; #X obj 138 35 inlet; #X obj 337 34 inlet; #X obj 401 36 inlet; #X obj 488 25 inlet; #X obj 649 28 inlet; #X connect 1 0 9 0; #X connect 2 0 13 0; #X connect 3 0 10 0; #X connect 4 0 14 0; #X connect 6 0 13 1; #X connect 7 0 14 1; #X connect 8 0 7 0; #X connect 8 0 6 0; #X connect 9 0 19 0; #X connect 10 0 19 1; #X connect 11 0 4 0; #X connect 12 0 2 0; #X connect 13 0 1 0; #X connect 14 0 18 0; #X connect 15 0 16 0; #X connect 16 0 6 0; #X connect 16 0 7 0; #X connect 17 0 18 1; #X connect 18 0 3 0; #X connect 19 0 0 0; #X connect 20 0 17 0; #X connect 20 0 24 0; #X connect 20 0 28 0; #X connect 21 0 17 0; #X connect 21 0 23 0; #X connect 21 0 29 0; #X connect 22 0 27 0; #X connect 23 0 22 0; #X connect 24 0 25 0; #X connect 25 0 26 0; #X connect 26 0 21 0; #X connect 27 0 20 0; #X connect 30 0 12 0; #X connect 31 0 1 1; #X connect 32 0 11 0; #X connect 33 0 3 1; #X connect 34 0 20 0; #X connect 35 0 20 1; #X connect 35 0 21 1; #X connect 35 0 27 1; #X connect 35 0 26 1; #X restore 8 162 pd osc1 -----; #X obj 11 105 hsl 128 15 50 8000 0 0 empty empty empty -2 -6 0 8 -262144 -1 -1 5600 1; #X obj 148 103 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X connect 1 0 6 0; #X connect 2 0 6 1; #X connect 3 0 6 2; #X connect 4 0 6 3; #X connect 6 0 5 0; #X connect 7 0 6 5; #X connect 8 0 6 4; #X coords 0 0 1 1 190 150 1; #X restore 148 -106 pd osc-abs-1; #X obj 22 140 block~ 4096; #N canvas 47 419 196 156 osc-abs-1 0; #X obj 7 28 cnv 15 180 120 empty empty empty 20 12 0 14 -233017 -66577 0; #X obj 9 40 hradio 15 1 0 8 empty empty empty 0 -6 0 8 -262144 -1 -1 1; #X obj 147 40 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1 ; #X obj 9 73 hradio 15 1 0 8 empty empty empty 0 -6 0 8 -262144 -1 -1 0; #X obj 147 73 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1 ; #X obj 8 186 outlet~; #N canvas 336 104 989 688 osc1 0; #X obj 68 443 outlet~; #X obj 68 254 *~ 0; #X floatatom 68 150 7 0 0 0 - - -; #X obj 333 251 *~ 0; #X floatatom 333 147 7 0 0 0 - - -; #X obj 481 277 block~ 4096; #X floatatom 155 208 5 0 0 0 - - -; #X floatatom 254 221 5 0 0 0 - - -; #X obj 252 174 bang~; #X obj 67 284 abs~; #X obj 332 322 abs~; #X obj 334 110 * 344.41; #X obj 68 99 * 5.38; #X obj 68 201 osc~ 30; #X obj 333 180 osc~ 16000; #X obj 218 137 loadbang; #X msg 212 157 0.26; #X obj 513 232 vline~; #X obj 334 224 +~; #X obj 68 389 *~; #X obj 488 85 pack 2 2000; #X obj 651 80 pack 0 2000; #X obj 651 165 select 0; #X obj 651 122 unpack 0 0; #X obj 517 133 unpack 0 0; #X obj 519 164 select 2; #X obj 521 202 del 10; #X obj 652 207 del 10; #X obj 604 259 print a; #X obj 675 259 print b; #X obj 68 36 inlet; #X obj 138 35 inlet; #X obj 337 34 inlet; #X obj 401 36 inlet; #X obj 488 25 inlet; #X obj 649 28 inlet; #X connect 1 0 9 0; #X connect 2 0 13 0; #X connect 3 0 10 0; #X connect 4 0 14 0; #X connect 6 0 13 1; #X connect 7 0 14 1; #X connect 8 0 7 0; #X connect 8 0 6 0; #X connect 9 0 19 0; #X connect 10 0 19 1; #X connect 11 0 4 0; #X connect 12 0 2 0; #X connect 13 0 1 0; #X connect 14 0 18 0; #X connect 15 0 16 0; #X connect 16 0 6 0; #X connect 16 0 7 0; #X connect 17 0 18 1; #X connect 18 0 3 0; #X connect 19 0 0 0; #X connect 20 0 17 0; #X connect 20 0 24 0; #X connect 20 0 28 0; #X connect 21 0 17 0; #X connect 21 0 23 0; #X connect 21 0 29 0; #X connect 22 0 27 0; #X connect 23 0 22 0; #X connect 24 0 25 0; #X connect 25 0 26 0; #X connect 26 0 21 0; #X connect 27 0 20 0; #X connect 30 0 12 0; #X connect 31 0 1 1; #X connect 32 0 11 0; #X connect 33 0 3 1; #X connect 34 0 20 0; #X connect 35 0 20 1; #X connect 35 0 21 1; #X connect 35 0 27 1; #X connect 35 0 26 1; #X restore 8 162 pd osc1 -----; #X obj 11 105 hsl 128 15 50 8000 0 0 empty empty empty -2 -6 0 8 -262144 -1 -1 12700 1; #X obj 148 103 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X connect 1 0 6 0; #X connect 2 0 6 1; #X connect 3 0 6 2; #X connect 4 0 6 3; #X connect 6 0 5 0; #X connect 7 0 6 5; #X connect 8 0 6 4; #X coords 0 0 1 1 190 150 1; #X restore 351 -104 pd osc-abs-1; #N canvas 47 419 196 156 osc-abs-1 0; #X obj 7 28 cnv 15 180 120 empty empty empty 20 12 0 14 -233017 -66577 0; #X obj 9 40 hradio 15 1 0 8 empty empty empty 0 -6 0 8 -262144 -1 -1 1; #X obj 147 40 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1 ; #X obj 9 73 hradio 15 1 0 8 empty empty empty 0 -6 0 8 -262144 -1 -1 0; #X obj 147 73 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1 ; #X obj 8 186 outlet~; #N canvas 336 104 989 688 osc1 0; #X obj 68 443 outlet~; #X obj 68 254 *~ 0; #X floatatom 68 150 7 0 0 0 - - -; #X obj 333 251 *~ 0; #X floatatom 333 147 7 0 0 0 - - -; #X obj 481 277 block~ 4096; #X floatatom 155 208 5 0 0 0 - - -; #X floatatom 254 221 5 0 0 0 - - -; #X obj 252 174 bang~; #X obj 67 284 abs~; #X obj 332 322 abs~; #X obj 334 110 * 344.41; #X obj 68 99 * 5.38; #X obj 68 201 osc~ 30; #X obj 333 180 osc~ 16000; #X obj 218 137 loadbang; #X msg 212 157 0.26; #X obj 513 232 vline~; #X obj 334 224 +~; #X obj 68 389 *~; #X obj 488 85 pack 2 2000; #X obj 651 80 pack 0 2000; #X obj 651 165 select 0; #X obj 651 122 unpack 0 0; #X obj 517 133 unpack 0 0; #X obj 519 164 select 2; #X obj 521 202 del 10; #X obj 652 207 del 10; #X obj 604 259 print a; #X obj 675 259 print b; #X obj 68 36 inlet; #X obj 138 35 inlet; #X obj 337 34 inlet; #X obj 401 36 inlet; #X obj 488 25 inlet; #X obj 649 28 inlet; #X connect 1 0 9 0; #X connect 2 0 13 0; #X connect 3 0 10 0; #X connect 4 0 14 0; #X connect 6 0 13 1; #X connect 7 0 14 1; #X connect 8 0 7 0; #X connect 8 0 6 0; #X connect 9 0 19 0; #X connect 10 0 19 1; #X connect 11 0 4 0; #X connect 12 0 2 0; #X connect 13 0 1 0; #X connect 14 0 18 0; #X connect 15 0 16 0; #X connect 16 0 6 0; #X connect 16 0 7 0; #X connect 17 0 18 1; #X connect 18 0 3 0; #X connect 19 0 0 0; #X connect 20 0 17 0; #X connect 20 0 24 0; #X connect 20 0 28 0; #X connect 21 0 17 0; #X connect 21 0 23 0; #X connect 21 0 29 0; #X connect 22 0 27 0; #X connect 23 0 22 0; #X connect 24 0 25 0; #X connect 25 0 26 0; #X connect 26 0 21 0; #X connect 27 0 20 0; #X connect 30 0 12 0; #X connect 31 0 1 1; #X connect 32 0 11 0; #X connect 33 0 3 1; #X connect 34 0 20 0; #X connect 35 0 20 1; #X connect 35 0 21 1; #X connect 35 0 27 1; #X connect 35 0 26 1; #X restore 8 162 pd osc1 -----; #X obj 11 105 hsl 128 15 50 8000 0 0 empty empty empty -2 -6 0 8 -262144 -1 -1 4800 1; #X obj 148 103 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X connect 1 0 6 0; #X connect 2 0 6 1; #X connect 3 0 6 2; #X connect 4 0 6 3; #X connect 6 0 5 0; #X connect 7 0 6 5; #X connect 8 0 6 4; #X coords 0 0 1 1 190 150 1; #X restore 555 -104 pd osc-abs-1; #X connect 0 0 1 0; #X connect 1 0 0 0; #X connect 2 0 9 0; #X connect 3 0 4 0; #X connect 4 0 2 0; #X connect 5 0 2 0; #X connect 6 0 2 0; #X connect 7 0 4 0; #X connect 8 0 4 0; #X connect 10 0 4 0; #X connect 12 0 4 1; #X connect 13 0 4 2;
Hi Thomas,
Thanks for sharing - nice additions!
Here's something else I noticed. I experimented with making the
pix_sig2pix~ part an abstraction with block~ 4096 while the main
patch with the oscillators uses the default block~ (64 I think) so
that I could hear the sounds creating the images.
When the oscillators are in the patch with the default block, then of
course the frequencies where they seem to create more stable images
are quite different from what they are in block~ 4096.
Best, p
On May 7, 2006, at 9:51 AM, thomas sivertsen wrote:
Ok, this got me thinking. I've been toying with the exact same idea
for a while. So I patched a bit on what was sent to the list. Here
is my contribution. Not much new, but you can specify time for the
cycle and it's in color. No sync though, and it's _very_ ugly
patching. :-).thomas #N canvas 550 2 772 453 10; #N canvas 777 342 618 468 gemwin 1; #X obj 196 310 gemwin; #X obj 67 89 outlet; #X obj 67 10 inlet; #X msg 67 70 set destroy; #X msg 132 112 create , 1; #X msg 198 112 destroy; #X msg 156 71 set create+DSP; #X obj 67 41 route create+DSP; #X msg 102 163 ; pd dsp 1; #X msg 280 205 fullscreen 1; #X msg 280 178 fullscreen 0; #X msg 236 141 dimen 320 240; #X msg 286 228 fullscreen 2; #X msg 322 125 dimen 540 420; #X connect 2 0 7 0; #X connect 3 0 1 0; #X connect 4 0 0 0; #X connect 5 0 0 0; #X connect 6 0 1 0; #X connect 7 0 3 0; #X connect 7 0 4 0; #X connect 7 0 8 0; #X connect 7 1 6 0; #X connect 7 1 5 0; #X connect 9 0 0 0; #X connect 10 0 0 0; #X connect 11 0 0 0; #X connect 12 0 0 0; #X connect 13 0 0 0; #X restore 31 -28 pd gemwin; #X msg 32 -63 destroy; #X obj 126 204 pix_texture; #X obj 127 84 gemhead; #X obj 127 143 pix_sig2pix~ 64 64; #X msg 152 174 quality 0; #X msg 234 174 quality 1; #X msg 24 73 dimen 64 64; #X msg 25 100 dimen 32 32; #X obj 126 239 rectangle 3 3; #N canvas 47 419 196 156 osc-abs-1 0; #X obj 7 28 cnv 15 180 120 empty empty empty 20 12 0 14 -233017 -66577 0; #X obj 9 40 hradio 15 1 0 8 empty empty empty 0 -6 0 8 -262144 -1 -1 1; #X obj 147 40 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1 ; #X obj 9 73 hradio 15 1 0 8 empty empty empty 0 -6 0 8 -262144 -1 -1 0; #X obj 147 73 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1 ; #X obj 8 186 outlet~; #N canvas 336 104 989 688 osc1 0; #X obj 68 443 outlet~; #X obj 68 254 *~ 0; #X floatatom 68 150 7 0 0 0 - - -; #X obj 333 251 *~ 0; #X floatatom 333 147 7 0 0 0 - - -; #X obj 481 277 block~ 4096; #X floatatom 155 208 5 0 0 0 - - -; #X floatatom 254 221 5 0 0 0 - - -; #X obj 252 174 bang~; #X obj 67 284 abs~; #X obj 332 322 abs~; #X obj 334 110 * 344.41; #X obj 68 99 * 5.38; #X obj 68 201 osc~ 30; #X obj 333 180 osc~ 16000; #X obj 218 137 loadbang; #X msg 212 157 0.26; #X obj 513 232 vline~; #X obj 334 224 +~; #X obj 68 389 *~; #X obj 488 85 pack 2 2000; #X obj 651 80 pack 0 2000; #X obj 651 165 select 0; #X obj 651 122 unpack 0 0; #X obj 517 133 unpack 0 0; #X obj 519 164 select 2; #X obj 521 202 del 10; #X obj 652 207 del 10; #X obj 604 259 print a; #X obj 675 259 print b; #X obj 68 36 inlet; #X obj 138 35 inlet; #X obj 337 34 inlet; #X obj 401 36 inlet; #X obj 488 25 inlet; #X obj 649 28 inlet; #X connect 1 0 9 0; #X connect 2 0 13 0; #X connect 3 0 10 0; #X connect 4 0 14 0; #X connect 6 0 13 1; #X connect 7 0 14 1; #X connect 8 0 7 0; #X connect 8 0 6 0; #X connect 9 0 19 0; #X connect 10 0 19 1; #X connect 11 0 4 0; #X connect 12 0 2 0; #X connect 13 0 1 0; #X connect 14 0 18 0; #X connect 15 0 16 0; #X connect 16 0 6 0; #X connect 16 0 7 0; #X connect 17 0 18 1; #X connect 18 0 3 0; #X connect 19 0 0 0; #X connect 20 0 17 0; #X connect 20 0 24 0; #X connect 20 0 28 0; #X connect 21 0 17 0; #X connect 21 0 23 0; #X connect 21 0 29 0; #X connect 22 0 27 0; #X connect 23 0 22 0; #X connect 24 0 25 0; #X connect 25 0 26 0; #X connect 26 0 21 0; #X connect 27 0 20 0; #X connect 30 0 12 0; #X connect 31 0 1 1; #X connect 32 0 11 0; #X connect 33 0 3 1; #X connect 34 0 20 0; #X connect 35 0 20 1; #X connect 35 0 21 1; #X connect 35 0 27 1; #X connect 35 0 26 1; #X restore 8 162 pd osc1 -----; #X obj 11 105 hsl 128 15 50 8000 0 0 empty empty empty -2 -6 0 8
-262144 -1 -1 5600 1; #X obj 148 103 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X connect 1 0 6 0; #X connect 2 0 6 1; #X connect 3 0 6 2; #X connect 4 0 6 3; #X connect 6 0 5 0; #X connect 7 0 6 5; #X connect 8 0 6 4; #X coords 0 0 1 1 190 150 1; #X restore 148 -106 pd osc-abs-1; #X obj 22 140 block~ 4096; #N canvas 47 419 196 156 osc-abs-1 0; #X obj 7 28 cnv 15 180 120 empty empty empty 20 12 0 14 -233017 -66577 0; #X obj 9 40 hradio 15 1 0 8 empty empty empty 0 -6 0 8 -262144 -1 -1 1; #X obj 147 40 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1 ; #X obj 9 73 hradio 15 1 0 8 empty empty empty 0 -6 0 8 -262144 -1 -1 0; #X obj 147 73 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1 ; #X obj 8 186 outlet~; #N canvas 336 104 989 688 osc1 0; #X obj 68 443 outlet~; #X obj 68 254 *~ 0; #X floatatom 68 150 7 0 0 0 - - -; #X obj 333 251 *~ 0; #X floatatom 333 147 7 0 0 0 - - -; #X obj 481 277 block~ 4096; #X floatatom 155 208 5 0 0 0 - - -; #X floatatom 254 221 5 0 0 0 - - -; #X obj 252 174 bang~; #X obj 67 284 abs~; #X obj 332 322 abs~; #X obj 334 110 * 344.41; #X obj 68 99 * 5.38; #X obj 68 201 osc~ 30; #X obj 333 180 osc~ 16000; #X obj 218 137 loadbang; #X msg 212 157 0.26; #X obj 513 232 vline~; #X obj 334 224 +~; #X obj 68 389 *~; #X obj 488 85 pack 2 2000; #X obj 651 80 pack 0 2000; #X obj 651 165 select 0; #X obj 651 122 unpack 0 0; #X obj 517 133 unpack 0 0; #X obj 519 164 select 2; #X obj 521 202 del 10; #X obj 652 207 del 10; #X obj 604 259 print a; #X obj 675 259 print b; #X obj 68 36 inlet; #X obj 138 35 inlet; #X obj 337 34 inlet; #X obj 401 36 inlet; #X obj 488 25 inlet; #X obj 649 28 inlet; #X connect 1 0 9 0; #X connect 2 0 13 0; #X connect 3 0 10 0; #X connect 4 0 14 0; #X connect 6 0 13 1; #X connect 7 0 14 1; #X connect 8 0 7 0; #X connect 8 0 6 0; #X connect 9 0 19 0; #X connect 10 0 19 1; #X connect 11 0 4 0; #X connect 12 0 2 0; #X connect 13 0 1 0; #X connect 14 0 18 0; #X connect 15 0 16 0; #X connect 16 0 6 0; #X connect 16 0 7 0; #X connect 17 0 18 1; #X connect 18 0 3 0; #X connect 19 0 0 0; #X connect 20 0 17 0; #X connect 20 0 24 0; #X connect 20 0 28 0; #X connect 21 0 17 0; #X connect 21 0 23 0; #X connect 21 0 29 0; #X connect 22 0 27 0; #X connect 23 0 22 0; #X connect 24 0 25 0; #X connect 25 0 26 0; #X connect 26 0 21 0; #X connect 27 0 20 0; #X connect 30 0 12 0; #X connect 31 0 1 1; #X connect 32 0 11 0; #X connect 33 0 3 1; #X connect 34 0 20 0; #X connect 35 0 20 1; #X connect 35 0 21 1; #X connect 35 0 27 1; #X connect 35 0 26 1; #X restore 8 162 pd osc1 -----; #X obj 11 105 hsl 128 15 50 8000 0 0 empty empty empty -2 -6 0 8
-262144 -1 -1 12700 1; #X obj 148 103 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X connect 1 0 6 0; #X connect 2 0 6 1; #X connect 3 0 6 2; #X connect 4 0 6 3; #X connect 6 0 5 0; #X connect 7 0 6 5; #X connect 8 0 6 4; #X coords 0 0 1 1 190 150 1; #X restore 351 -104 pd osc-abs-1; #N canvas 47 419 196 156 osc-abs-1 0; #X obj 7 28 cnv 15 180 120 empty empty empty 20 12 0 14 -233017 -66577 0; #X obj 9 40 hradio 15 1 0 8 empty empty empty 0 -6 0 8 -262144 -1 -1 1; #X obj 147 40 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1 ; #X obj 9 73 hradio 15 1 0 8 empty empty empty 0 -6 0 8 -262144 -1 -1 0; #X obj 147 73 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1 ; #X obj 8 186 outlet~; #N canvas 336 104 989 688 osc1 0; #X obj 68 443 outlet~; #X obj 68 254 *~ 0; #X floatatom 68 150 7 0 0 0 - - -; #X obj 333 251 *~ 0; #X floatatom 333 147 7 0 0 0 - - -; #X obj 481 277 block~ 4096; #X floatatom 155 208 5 0 0 0 - - -; #X floatatom 254 221 5 0 0 0 - - -; #X obj 252 174 bang~; #X obj 67 284 abs~; #X obj 332 322 abs~; #X obj 334 110 * 344.41; #X obj 68 99 * 5.38; #X obj 68 201 osc~ 30; #X obj 333 180 osc~ 16000; #X obj 218 137 loadbang; #X msg 212 157 0.26; #X obj 513 232 vline~; #X obj 334 224 +~; #X obj 68 389 *~; #X obj 488 85 pack 2 2000; #X obj 651 80 pack 0 2000; #X obj 651 165 select 0; #X obj 651 122 unpack 0 0; #X obj 517 133 unpack 0 0; #X obj 519 164 select 2; #X obj 521 202 del 10; #X obj 652 207 del 10; #X obj 604 259 print a; #X obj 675 259 print b; #X obj 68 36 inlet; #X obj 138 35 inlet; #X obj 337 34 inlet; #X obj 401 36 inlet; #X obj 488 25 inlet; #X obj 649 28 inlet; #X connect 1 0 9 0; #X connect 2 0 13 0; #X connect 3 0 10 0; #X connect 4 0 14 0; #X connect 6 0 13 1; #X connect 7 0 14 1; #X connect 8 0 7 0; #X connect 8 0 6 0; #X connect 9 0 19 0; #X connect 10 0 19 1; #X connect 11 0 4 0; #X connect 12 0 2 0; #X connect 13 0 1 0; #X connect 14 0 18 0; #X connect 15 0 16 0; #X connect 16 0 6 0; #X connect 16 0 7 0; #X connect 17 0 18 1; #X connect 18 0 3 0; #X connect 19 0 0 0; #X connect 20 0 17 0; #X connect 20 0 24 0; #X connect 20 0 28 0; #X connect 21 0 17 0; #X connect 21 0 23 0; #X connect 21 0 29 0; #X connect 22 0 27 0; #X connect 23 0 22 0; #X connect 24 0 25 0; #X connect 25 0 26 0; #X connect 26 0 21 0; #X connect 27 0 20 0; #X connect 30 0 12 0; #X connect 31 0 1 1; #X connect 32 0 11 0; #X connect 33 0 3 1; #X connect 34 0 20 0; #X connect 35 0 20 1; #X connect 35 0 21 1; #X connect 35 0 27 1; #X connect 35 0 26 1; #X restore 8 162 pd osc1 -----; #X obj 11 105 hsl 128 15 50 8000 0 0 empty empty empty -2 -6 0 8
-262144 -1 -1 4800 1; #X obj 148 103 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 -1; #X connect 1 0 6 0; #X connect 2 0 6 1; #X connect 3 0 6 2; #X connect 4 0 6 3; #X connect 6 0 5 0; #X connect 7 0 6 5; #X connect 8 0 6 4; #X coords 0 0 1 1 190 150 1; #X restore 555 -104 pd osc-abs-1; #X connect 0 0 1 0; #X connect 1 0 0 0; #X connect 2 0 9 0; #X connect 3 0 4 0; #X connect 4 0 2 0; #X connect 5 0 2 0; #X connect 6 0 2 0; #X connect 7 0 4 0; #X connect 8 0 4 0; #X connect 10 0 4 0; #X connect 12 0 4 1; #X connect 13 0 4 2; _______________________________________________ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/ listinfo/pd-list