hey chuckk,
given the picture, no wonder it sounds bad ;-)
i have actually not used this object myself (i use it's inverse) so not much help - maybe IOhannes or someone will know more, or there's the source code...
good luck, p
-------- Original Message -------- Subject: Re: [Pd] Playing a bitmap From: "Chuckk Hubbard" badmuthahubbard@gmail.com Date: Thu, January 25, 2007 4:58 am To: "paris@parisgraphics.com" paris@parisgraphics.com Cc: PD-list@iem.at
Here's what I have so far, using: http://upload.wikimedia.org/wikipedia/en/d/df/US_%241_obverse.jpg Since it's not copyrighted. I don't understand exactly what's happening. It doesn't sound to me like it's what I want; the frequencies just don't seem to line up.
-Chuckk
On 1/25/07, Chuckk Hubbard badmuthahubbard@gmail.com wrote:
So, it seems to me the input would have to be a couple of pixels at
a
time, with a small block size, in order to scroll. Like enter a column of pixels and do, as someone mentioned, reverse FFT to get a block. Maybe map the image to a rectangle with width 1, then slide
it
across? I don't necessarily have to see the scrolling or even the image, but it would be nice. I don't want to be obnoxious, but I know next to nothing about Gem,
so
any suggestions are welcome.
-Chuckk
On 1/23/07, paris@parisgraphics.com paris@parisgraphics.com wrote:
you might also want to check out the Gem object:
pix_pix2sig~
best, p
-------- Original Message -------- Subject: Re: [Pd] Playing a bitmap From: "Kevin McCoy" km.takewithyou@gmail.com Date: Tue, January 23, 2007 12:59 am To: "Claude Heiland-Allen" claudiusmaximus@goto10.org,
PD-list@iem.at
That looks rad. I'll have to try it out.
Kevin
On 1/22/07, Claude Heiland-Allen <claudiusmaximus@goto10.org >
wrote:Chuckk Hubbard wrote:
On 1/23/07, Claude Heiland-Allen < claudiusmaximus@goto10.org>
wrote:
Chuckk Hubbard wrote: > Has anyone done this with Pd? I thought I remembered
something in
> GEM, but I can't find it anywhere. Just to have a cursor
scroll left
> to right and assign the different values of pixels to
different
> musical properties... > > -Chuckk >
Like this?
Yeah, I think so. How's it work? Thanks for sharing.
-Chuckk
Not sure exactly, it's not my patch, but from the screenshot it
looks
like it copies a scanline of greyscale pixels into an array,
then
rescales the array exponentially into annother array
(frequency<->pitch
conversion), then does an inverse fft and sends the resulting
audio to
dac~; the partials of the output sound being determined by the particular scanline of the image that was just copied to the
array.
I think this technique is a form of "scanned synthesis", but I'm
not an
expert on terminology. At least searching pd-list for that term
shows
up some interesting results...
Claude
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#N canvas 0 0 193 195 12; #N canvas 452 52 743 729 gem 1; #N canvas 0 0 450 300 gemwin 0; #X obj 132 136 gemwin; #X obj 67 89 outlet; #X obj 67 10 inlet; #X obj 67 41 route create; #X msg 67 70 set destroy; #X msg 142 68 set create; #X msg 132 112 create , 1; #X msg 198 112 destroy; #X connect 2 0 3 0; #X connect 3 0 4 0; #X connect 3 0 6 0; #X connect 3 1 5 0; #X connect 3 1 7 0; #X connect 4 0 1 0; #X connect 5 0 1 0; #X connect 6 0 0 0; #X connect 7 0 0 0; #X restore 618 523 pd gemwin; #X msg 618 504 destroy; #X obj 264 40 gemhead; #X obj 344 16 bng 15 250 50 0 empty empty pix_load 20 8 0 8 -262144 -1 -1; #N canvas 0 0 599 378 image 0; #X obj 77 48 inlet; #X obj 77 344 outlet; #X obj 77 205 pix_image ../../doc/gem/examples/data/fractal.JPG; #X obj 223 55 inlet; #X msg 223 123 open $1; #X obj 223 100 openpanel; #X connect 0 0 2 0; #X connect 2 0 1 0; #X connect 3 0 5 0; #X connect 4 0 2 0; #X connect 5 0 4 0; #X restore 264 69 pd image; #X obj 65 459 pix_pix2sig~; #X msg 590 581 ; pd dsp 1; #X obj 65 261 pix_texture; #X obj 65 230 pix_crop; #X floatatom 39 155 5 0 0 1 dimX - -; #X floatatom 80 180 5 0 0 1 dimY - -; #X floatatom 170 164 5 0 0 1 offX - -; #X floatatom 145 197 5 0 0 1 offY - -; #X obj 65 386 rectangle 0.008 3; #X obj 65 426 pix_invert; #X obj 40 414 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 1 1; #X obj 65 356 translate; #X msg 195 297 $1 0 0; #X floatatom 98 334 5 0 0 0 - - -; #X obj 522 158 pix_texture; #X obj 522 202 rectangle 5 3; #X obj 195 240 - 400; #X obj 195 269 / 80; #X obj 34 21 metro 50; #X obj 34 3 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 0 1 ; #X obj 73 56 f 0; #X obj 106 55 + 1; #X msg 109 24 0; #X obj 468 443 block~ 2048 32; #X obj 92 505 +~; #X obj 93 542 /~ 2048; #X obj 93 581 rifft~; #X obj 93 615 outlet~; #X msg 170 39 $1 50; #X obj 170 62 line 0 1; #X obj 98 286 loadbang; #X msg 98 310 1; #X msg 39 124 1; #X msg 80 136 427; #X msg 135 134 0; #X obj 58 94 loadbang; #X connect 0 0 1 0; #X connect 1 0 0 0; #X connect 2 0 4 0; #X connect 3 0 4 1; #X connect 4 0 19 0; #X connect 4 0 8 0; #X connect 5 1 29 0; #X connect 5 2 29 0; #X connect 5 3 29 1; #X connect 7 0 16 0; #X connect 8 0 7 0; #X connect 9 0 8 1; #X connect 10 0 8 2; #X connect 11 0 8 3; #X connect 11 0 21 0; #X connect 12 0 8 4; #X connect 13 0 14 0; #X connect 14 0 5 0; #X connect 15 0 14 0; #X connect 16 0 13 0; #X connect 17 0 16 2; #X connect 18 0 16 1; #X connect 19 0 20 0; #X connect 21 0 22 0; #X connect 22 0 17 0; #X connect 23 0 25 0; #X connect 24 0 23 0; #X connect 25 0 26 0; #X connect 25 0 33 0; #X connect 26 0 25 1; #X connect 27 0 25 1; #X connect 29 0 30 0; #X connect 30 0 31 0; #X connect 31 0 32 0; #X connect 33 0 34 0; #X connect 34 0 11 0; #X connect 35 0 36 0; #X connect 36 0 18 0; #X connect 37 0 9 0; #X connect 38 0 10 0; #X connect 39 0 12 0; #X connect 40 0 37 0; #X connect 40 0 38 0; #X connect 40 0 39 0; #X restore 65 54 pd gem; #X obj 51 93 dac~; #X connect 0 0 1 0; #X connect 0 0 1 1;
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On 1/25/07, paris@parisgraphics.com paris@parisgraphics.com wrote:
hey chuckk,
given the picture, no wonder it sounds bad ;-)
Yeah, it's one of my more violent pieces.
i have actually not used this object myself (i use it's inverse) so not much help - maybe IOhannes or someone will know more, or there's the source code...
good luck, p
Thanks. I'd like to include something like this in my senior recital in March, so if I figure it out now I'll have 2 months to try different bitmaps.
-Chuckk