First of all I'm not sure if noise is the right word, but what I want to do is create that untuned TV station look in my gem window? Can anyone suggest a handy way of doing this which does not involve me taping 'snow' on my VCR and capturing it with a video card? Thanks in advance for the help!
ROry.
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|First of all I'm not sure if noise is the right word, |but what I want to do is create that untuned TV |station look in my gem window? Can anyone suggest a |handy way of doing this which does not involve me |taping 'snow' on my VCR and capturing it with a video |card? Thanks in advance for the help!
noise~ | sig2pix~ | pix_texture | square
-- × D U · O r 6
I can't seem to find the sig2pix~ object? Is this an extern? I'm using windows 95, thanks again for the help.
ROry.
--- d_jj jdl@xdv.org wrote: > |First of all I'm not sure if noise is the right
word, |but what I want to do is create that untuned TV |station look in my gem window? Can anyone suggest a |handy way of doing this which does not involve me |taping 'snow' on my VCR and capturing it with a video |card? Thanks in advance for the help!
noise~ | sig2pix~ | pix_texture | square
-- à D U · O r 6
Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com
[Rory Walsh]->[Re: [PD]Creating noise in Gem]->[02-05-31 17:22]
|I can't seem to find the sig2pix~ object? Is this an |extern? I'm using windows 95, thanks again for the |help.
got it from ftp://iem.at/pd/Externals/GEMEE/
| |ROry. | | | --- d_jj jdl@xdv.org wrote: > |First of all I'm |not sure if noise is the right |> word, |> |but what I want to do is create that untuned TV |> |station look in my gem window? Can anyone suggest |> a |> |handy way of doing this which does not involve me |> |taping 'snow' on my VCR and capturing it with a |> video |> |card? Thanks in advance for the help! |> |> noise~ |> | |> sig2pix~ |> | |> pix_texture |> | |> square |> |> |> |> -- × D U · O r 6 |> |> | |__________________________________________________ |Do You Yahoo!? |Everything you'll ever need on one web page |from News and Sport to Email and Music Charts |http://uk.my.yahoo.com |
On Fri, 31 May 2002, d_jj wrote:
[Rory Walsh]->[Re: [PD]Creating noise in Gem]->[02-05-31 17:22]
|I can't seem to find the sig2pix~ object? Is this an |extern? I'm using windows 95, thanks again for the |help.
got it from ftp://iem.at/pd/Externals/GEMEE/
There is a pix_sig2pix~ in the new gem release, I am not sure if it is the same one that was in the gemee ....
Guenter
| |ROry. | | | --- d_jj jdl@xdv.org wrote: > |First of all I'm |not sure if noise is the right |> word, |> |but what I want to do is create that untuned TV |> |station look in my gem window? Can anyone suggest |> a |> |handy way of doing this which does not involve me |> |taping 'snow' on my VCR and capturing it with a |> video |> |card? Thanks in advance for the help! |> |> noise~ |> | |> sig2pix~ |> | |> pix_texture |> | |> square |> |> |> |> -- � D U � O r 6 |> |> | |__________________________________________________ |Do You Yahoo!? |Everything you'll ever need on one web page |from News and Sport to Email and Music Charts |http://uk.my.yahoo.com |
-- I x � v � o r G
Hello all.
What is the "interupt" property for the BANG object used for in PD?
i.e. Check properties for a bang object (ALT-B - not the object 'bang')
regards, Dave S
David Sabine wrote:
Hello all.
What is the "interupt" property for the BANG object used for in PD?
i.e. Check properties for a bang object (ALT-B - not the object 'bang')
regards, Dave S
Hi David, if a bang is activated by a message, it flashes "hold-time" long; if it would be banged again, during its flash-hold-time, the bang has a short break (interrupt-time).
cheers Thomas.
? wrote:
[Rory Walsh]->[Re: [PD]Creating noise in Gem]->[02-05-31 17:22]
|I can't seem to find the sig2pix~ object? Is this an |extern? I'm using windows 95, thanks again for the |help.
got it from ftp://iem.at/pd/Externals/GEMEE/
There is a pix_sig2pix~ in the new gem release, I am not sure if it is the same one that was in the gemee ....
pix_sig2pix~ (from GEM>0.87) is not exactly the same thing as sig2pix~ from GEMEE::: GEMEE's version uses a per-line interpretation of signals (this is: signal vector n is used as pixel-line k; in the next dsp-cycle, the same signal-vector n will be used as pixel-line k+1 (at least, that is, how i understood it) GEM's object is a per-image interpretation: (thus signal vector n will be interpreted as y consecuting lines if pixel-data; in the next dsp-cycle, the old signal-vector will not be re-used) this is the same approach as in the SOLVE-library by Michael Droettboom.
in practical terms this means: GEMEE's object will eventually have scrolling images (which might be no problem when generating noise) because the signal-vectors are reused. i thought this somehow unpractical, especially, when converting images to signals, doing some manipulation (in dsp-domain) and converting the signals back to images. images created by GEM's object will always stay synched to some external clock and therefore will not scroll. however you can obtain a scrolling effect by delaying the signals. the major drawback is, that you will need large blocksizes if you want high resolution. eg: for a 128x128-image, you need a [block~ 16384] somewhere, else only a part of the image might get drawn (for example: only 64 samples, which would equal to half of the first-line) of course you might want to set an overlap-factor (or upsampling ???) to get more than 4 images per second.
mfg.cdsa.dr IOhannes
PS: there seems to be a bug in the reverse pix_pix2sig~ object, which keeps crashing my machine...(have had no time yet)
On Mon, 3 Jun 2002, IOhannes zmoelnig wrote:
? wrote:
[Rory Walsh]->[Re: [PD]Creating noise in Gem]->[02-05-31 17:22]
|I can't seem to find the sig2pix~ object? Is this an |extern? I'm using windows 95, thanks again for the |help.
got it from ftp://iem.at/pd/Externals/GEMEE/
There is a pix_sig2pix~ in the new gem release, I am not sure if it is the same one that was in the gemee ....
pix_sig2pix~ (from GEM>0.87) is not exactly the same thing as sig2pix~ from GEMEE::: GEMEE's version uses a per-line interpretation of signals (this is: signal vector n is used as pixel-line k; in the next dsp-cycle, the same signal-vector n will be used as pixel-line k+1 (at least, that is, how i understood it) GEM's object is a per-image interpretation: (thus signal vector n will be interpreted as y consecuting lines if pixel-data; in the next dsp-cycle, the old signal-vector will not be re-used) this is the same approach as in the SOLVE-library by Michael Droettboom.
in practical terms this means: GEMEE's object will eventually have scrolling images (which might be no problem when generating noise) because the signal-vectors are reused. i thought this somehow unpractical, especially, when converting images to signals, doing some manipulation (in dsp-domain) and converting the signals back to images.
The main goal of sig2pix~ is visualization. Its meant as a sonagram building block (when used in the spectral domain), and in the non-spectral domain it gives you some idea of energy evolution in the signal. The scrolling is intentional.
Guenter
? wrote:
The main goal of sig2pix~ is visualization. Its meant as a sonagram building block (when used in the spectral domain), and in the non-spectral domain it gives you some idea of energy evolution in the signal. The scrolling is intentional.
Guenter
yes. i just wanted to point out, that there are different philosophies behind the two objects. i really didn't want to say that one would be "better" than the other. it gave me (literally) sleepless nights to decide, which version i should take, seeing the need of a signal->pixel converter. since i thought more of image-processing than of visualization it turned out to be a synced version.
i thought one would be able to acchieve the scrolling via the overlap
mfg.cds.dr IOhannes
On Mon, 3 Jun 2002, IOhannes zmoelnig wrote:
i really didn't want to say that one would be "better" than the other. it gave me (literally) sleepless nights to decide, which version i should take, seeing the need of a signal->pixel converter.
mhmm, finally there are more methods of doing this, like having painted waveforms etc, so there is probably a need for several of signal to pixel converters.
I am going to rename the sig2pix to "pix_scrollsig~", in order to not confuse ppl.
since i thought more of image-processing than of visualization it turned out to be a synced version.
i thought one would be able to acchieve the scrolling via the overlap
great, but how do you do that ?
Guenter
? wrote:
mhmm, finally there are more methods of doing this, like having painted waveforms etc, so there is probably a need for several of signal to pixel converters.
sure, i will add one or two in the next release: so what is needed besides pix_sig2pix~, pix_scrollsig~ and pix_scope~ ? maybe pix_ixthulu~ ???
I am going to rename the sig2pix to "pix_scrollsig~", in order to not confuse ppl.
well, it turns out that i am stealing object-names of you. that's not fair. but then: you should have got used to it by now (hslider,...) ;-)
since i thought more of image-processing than of visualization it turned out to be a synced version.
i thought one would be able to acchieve the scrolling via the overla
great, but how do you do that ?
i've attached a patch
mfg.casd.asf IOhannes
Guenter
#N canvas 27 162 666 610 10; #X obj 599 16 Gem; #X obj 281 157 gemhead; #N canvas 59 82 450 300 scroll 0; #X obj 68 88 inlet; #X obj 68 254 outlet; #X obj 154 69 inlet~; #X obj 205 68 inlet~; #X obj 258 68 inlet~; #X obj 68 135 pix_sig2pix~ 64 1024; #X obj 302 138 osc~ 1; #X obj 256 183 block~ 65536 16; #X connect 0 0 5 0; #X connect 2 0 5 0; #X connect 3 0 5 1; #X connect 4 0 5 2; #X connect 5 0 1 0; #X restore 281 227 pd scroll; #X obj 281 281 pix_texture; #X obj 197 184 gemwin; #X msg 29 42 create; #X msg 212 151 destroy; #X obj 353 75 step~; #X msg 353 39 0 64; #X obj 417 142 osc~ 1; #X obj 417 187 *~ 0.5; #X obj 417 163 +~ 1; #X obj 523 70 gemhead; #X obj 523 207 pix_texture; #N canvas 158 400 450 319 noscroll 0; #X obj 68 111 inlet; #X obj 68 277 outlet; #X obj 154 92 inlet~; #X obj 205 91 inlet~; #X obj 258 91 inlet~; #X obj 68 158 pix_sig2pix~ 64 1024; #X obj 335 78 osc~ 1; #X obj 335 123 *~ 0.5; #X obj 335 99 +~ 1; #X obj 335 35 t f b; #X msg 372 57 0; #X obj 335 12 r freq; #X obj 256 206 block~ 65536 16; #X connect 0 0 5 0; #X connect 2 0 5 0; #X connect 3 0 5 1; #X connect 4 0 5 2; #X connect 5 0 1 0; #X connect 6 0 8 0; #X connect 7 0 5 1; #X connect 8 0 7 0; #X connect 9 0 6 0; #X connect 9 1 10 0; #X connect 10 0 6 1; #X connect 11 0 9 0; #X restore 523 166 pd noscroll; #X obj 281 323 square 2; #X obj 523 253 square 2; #X obj 281 302 translateXYZ -2 0 0; #X obj 523 231 translateXYZ 2 -0 0; #X obj 417 98 t f b; #X msg 454 120 0; #X obj 417 75 r freq; #X obj 416 53 s freq; #X floatatom 416 28 5 0 0; #X text 31 344 NOTE:; #X text 50 378 the scrolling on the left side appears , because the signals of the parent-patch (this) are overlapped via the [block~] object (inside the [pd ...]); #X text 50 430 on the right side , no scrolling appears , because the signals are generated withing the sub-patch and thus are not affected by the [block~]; #X text 55 474 however , we still need the overlap factor , since we would get so damned few frames/sec without it; #X text 50 516 an oversampling-factor would do the same (but there is a bug withing pd-0.35 (<test24) that will make oscillators not so useful within resampled patches. i hope this will be fixed soon.; #X msg 42 191 ; pd dsp 1; #X msg 174 46 START; #X obj 42 139 t f f; #X msg 42 114 1; #X floatatom 197 96 1 0 0; #X text 31 24 1.); #X text 171 28 2.); #X connect 1 0 2 0; #X connect 2 0 3 0; #X connect 3 0 17 0; #X connect 5 0 4 0; #X connect 6 0 4 0; #X connect 7 0 2 1; #X connect 8 0 7 0; #X connect 9 0 11 0; #X connect 10 0 2 2; #X connect 11 0 10 0; #X connect 12 0 14 0; #X connect 13 0 18 0; #X connect 14 0 13 0; #X connect 17 0 15 0; #X connect 18 0 16 0; #X connect 19 0 9 0; #X connect 19 1 20 0; #X connect 20 0 9 1; #X connect 21 0 19 0; #X connect 23 0 22 0; #X connect 30 0 32 0; #X connect 31 0 29 0; #X connect 31 1 33 0; #X connect 32 0 31 0; #X connect 33 0 4 0;
the way i've done this (in flash, of all things) is to create a nice bitmap of ... noise. make it about twice the width or height of the display area, then move it across. loop this. because it's noise, nobody's going to notice a pattern. i don't know whether this is more or less efficient than using actual noise (as far as pd is concerned), but it's worked quite well for me.
the problem you might encounter is that it will look very precise, bitlike (in pd). any blurring method you can think of - like scaling it suboptimally - will probably work.
-j
On Fri, 31 May 2002, Rory Walsh wrote:
First of all I'm not sure if noise is the right word, but what I want to do is create that untuned TV station look in my gem window? Can anyone suggest a handy way of doing this which does not involve me taping 'snow' on my VCR and capturing it with a video card? Thanks in advance for the help!
ROry.
Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com
the way i've done this (in flash, of all things) is to create a nice bitmap of ... noise. make it about twice the width or height of the display area, then move it across. loop this. because it's noise,
i should have mentioned that this works best if you're moving the bitmap quite fast, preferably so that the framerate and looprate are out of phase.
-j