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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