Wow! This is very neat! Quite excellent work and I am sure it was quite time intensive to put it all together. Just a while back I was looking into and reading about visual glitching more so in the still picture realm as I thought video was just too complex at the moment but looking over this again I see that it can be done just as well and implemented quite efficiently with motion picture.
Getting back into Pd I had really wanted to learn more about GEM and the visual processing side of it rather than the audio portion again. This is such a neat work to marvel at and something that definitely inspires me to keep learning and working.
Just curious, is this all created from a personal hobby or project or rather and academic or work venture?
I am getting back into pd after a bit of a break, being caught up in school and working. Coming back to this lovely program I am reminded of something that has always bothered me, that is the default hotkeys set for creating a new object, message, number box, etc.
I wish that it were, and please forgive my comparison, a bit more like MAX in this sense. So that one only had to press say 'N' for instance and a new blank object box would be created. Is there any way this can be implemented into pd currently by editing some sort of files or config text?
I am hoping that it can be done in pd as I do not wish to use services such as AutoHotkey as that adds just another running task to my computer, as well as something that must be started and stopped as pd is opened and closed.
Basically I am looking for a way to edit certain key combinations within pd, much like one would be able to in an fps or computer game, is this doable in pd currently?
I have found Maelstorm's state saving abstractions, save me and my hero, to be quite useful in making presets for sequencers and other abstractions that have common items that need to be accessed with specific values. My current project is a revisitation of a sequencer that I built a while back, and I am attempting to improve it. I have successfully implemented the state saving abstraction so that it will work with my sequencer, albeit a few issues that I would like to work out.
a- The preset will be saved only until the patch is closed, even if you save the patch.
For instance, if I open up my sequencer and put in the first preset slot the values; 1, 2, 3 and then save it and then move to preset number two and put in the values; 4, 5, 6 and save it, it all works. I can switch between these two presets fine and have their individual values recalled. However, if I save the patch and call it test.pd, and then close out of pd and then re-open my patch, I am presented with values of all zeroes in both presets. The not-so-solution-solution leads to question two.
b- Messages can be saved, but this is not done automatically.
These presets can be remembered by the pd patch after inputting and saving them as above, when using Maelstorm's saver, if I go into the pd messages subpatch and the go and do a file>save. By doing this I can save the new values into the message box which can then be used later to recall the values, even after a patch is closed and opened back up. However, not all is good as this leads to a third issue.
c- This created message is not unique to the individual abstraction that it was saved in.
I figured this was due to the lack of using $0-, but I have since found out that this is not the case. Even if I create pd $0-messages in Maelstorm's saver, the changes, when saved, appear to be universal. For instance if I have the default values of a sequence set to 0, 0, 0 and then edit the sequence to have values of 1, 2, 3 and save them under preset one, then open up pd $0-messages and save it manually file>save, and then go and create a new sequence and select preset one which should have the defaults of 0, 0, 0; it is instead now set to 1, 2, 3!
I am at a loss of what to do here to resolve my issues, it seems that if I can solve this I will be content with my sequencer.
What I am looking for is a way to save presets to an individual abstraction, and have them recalled after a patch is opened without having to manually save the message subpatch. At the same time I would also like for the presets to be specific to that individual abstraction so that I can have two sequencers open and both on their respective 'preset one' but with two unique sequences.
I was thinking that this might be solved by creating dynamic abstractions a found in an earlier post by mod, but I wasn't sure how to get into that, or if it was actually going to solve anything.
I am attaching a .zip of the sequencer that I am trying to work on, as well as Maelstorm's saving patches. I don't believe that there is anything else in there that isn't included in pd-extended, but let me know.
Thank you for any advice or ideas you can offer, I really appreciate it!
Just a slight issue that I cannot seem to get my head around, I cannot get the second, third, or fourth steps in this arp maker to refresh when I change their output in their respective vradio boxes. I am being shown that the output is changing, however it does not change in the message that it is being sent to, (or so I assume, it could be elsewhere in the line of data transfer).
If you wouldn't mind taking a look and seeing what is up with this thing, I would greatly appreciate it. I have tried connecting a bang from the output of the radio box to the pack message and other types but with no luck again.
I hope this is just something simple that I am overlooking, like usual, but I really have tried all I can imagine. I apologize for its clutter, I am still attempting to clean it all up as well.
Thank you so much for any help!
I spent the day writing out an idea that I have had in my head since first using pd, that of a type of step sequencer. It went well, and I learned a bit along the way, such as how nasty stack overflows can be. I do know that much of my patching is very basic, and that there are certainly better objects/techniques to use that I am unaware of, or that I do not know how to implement effectively so as to have used them.
I would very much like for you to take a look at my patch and see if you could find some things that I could do better, as well as help me with a few of my own questions. I attempted to document the patch as best as I could and with what I thought needed documenting, it should look pretty straightforward, no other abstractions needed either.
My questions are;
1- How can I patch so that the bang boxes in the sequencer area, the 8x8 grid, give me visual feedback of what note or bang is selected? I had originally thought to use toggles as they stay with an X on them which gives good feedback, however I could not fathom how to create a way in which clicking on one toggle to select its respective note, and then clicking on another to effectively change the note would then remove the X from the first selected box and place it in the newly selected one. I used a [0 ( to all of the other toggle boxes from the output of the clicked box which worked, but only for one toggle. When I added this messaging to multiple boxes it would end up just crashing pd when I attempted to use it. I suppose it was because I was ending up constantly sending a [0 ( to everything. Would toggles be the way to go here? Or can bangs be used as I am quite beginning to like them? The feedback from the bang would not have to be constant, it would just have to show me which box was clicked as the stepper went over it, this would help as an aid to visually seeing what sequence you have made.
2- My second question spans many threads, and indeed I have read many of them and found them to be quite helpful in learning this concept of polyphony in pd. I have created a [poly 2] as I would like to implement a feature to use a harmonization in the sequencer such as a third, a fifth, and an octave. Into the [poly 2] I am feeding two instances of the [moses] and [r scalstx] creation, as one will be pitched up by the specified harmony. I have followed the [poly 2] with a [pack f f] followed by a [route 1 2] through two separate [mtof] ended with two separate [phasor~].
I am using the knowledge found in the wonderful thread here: http://puredata.hurleur.com/sujet-5883-polyphonic-voice-management-using-poly
However, in doing this all I am left with no polyphonic output, and I seem to be doing something wrong that is just making my output signal play one static note no matter what I change on the stepper or otherwise. Is this an issue due to the fact that my stepper outputs, the ones the come after the [moses]' are not sending a midi off message? Do object boxes with midi notes generate a midi off message? I would like for it to generate a midi off message as it moves to the next note to allow it to transition. I would like some general help on how to establish polyphony from notes generated in either Hz or MIDI number which are coming from the [moses] and [r scalstx] creation.
Thank you for reading through my long-winded post, I just do not know how to explain very concise what I would like to learn. Attached is my patch, waiting for analysis. I only hope that it is not too embarassing coming from a beginner! Please suggest anything that can be done to make it more efficient/better as well as if you can help me with my above asked questions.
I have stumbled upon yet another bit that I would like to inquire on in pd. I now wish to change the default canvas color in pd from the stark white to something a bit more relaxing on the eyes, for instance a grey or a blue. I have looked about with nary any luck on the subject all but for one small post on these forums.
The thread is located here: http://puredata.hurleur.com/sujet-6770-using-extended-gui-vanilla
The last post indicates that such a thing can be done on a linux system, however I am on windows. I have managed to find two 'tk' files like the ones specified in the post with which I can then open up a sort of console to use to debug(?) in pd.
I am just curious as to what could be done to change the default canvas color in pd much like you can change where it searches for libraries on startup, it would run through the code that tells it to be a white canvas and instead it would now be told to be grey.
Thank you all for any help that you can provide.
I am quite enjoying pd, and find it to be great to experiment and explore new things on, along the way however I find some ideas that I would like to try yet cannot fathom how to do so.
My current wish is find out how to create a slider/number box/knob that will change the min/max values of another slider which will then be manipulated.
The second slider is used to control the highest value that a counter will count up to before resetting, and in certain applications it must count higher than the default value I have set (100). I know how to right click on the slider and manually change the min/max values, but how can I set up another secondary slider to do such a task?
Here is the abstraction that I would like to use this on, it is very basic as I am a beginner to pd. The slider on the left counts up to the top before resetting, I would like to be able to change the max value it will count to before resetting via the use of another slider or knob.
What would be the correct terminology and subsequent process to create my own sort of custom object? For instance I have mad a patch sound with a synthesizer that I like and I would like to save it as an object so that pd recognizes it a such.
What I would ideally like to do is say have synth patch;
And then sort of nest/save that patch with its own name so that it could then be loaded in other patches and used. This would be seen as sort of a preset of sorts that would be used in a Daw. I would save this synth patch as something like, bsine~ so that in a new project when I created [bsine~] it would load up all of the synth that I had previously made and could then be used.
Granted it would be something a bit more complex than just a sine wave. However, would it be possible to do something like this? I want to accomplish the same effect such as loading moonlib and the creating [gamme]. This creates a preset of sorts that is saved in one place but can then be recalled in others.
Also, is there a link or topic as to how GUI's are created? Such as the piano keyboard of said [gamme], or the knob in [knob]?
Again, I am sorry for the beginner inexperience, I just wish to learn and these resources are often shrouded in mystery when trying to find them.
I am new to using pd and have found it to be quite intriguing. However in learning to patch with it I have run into what appears to be a very detrimental, and otherwise unheard of issue.
After checking to make sure the all my asio settings were correct, I did the best research that I could in an attempt to find how to fix my issue, but with no luck. So now I am asking here, hopeful for an answer.
When patching up an oscillator it seems to only want to play out of one speaker or headphone, the left one specifically.
I have it patched as so;
The audio outputs from the oscillator and if I patch it differently such as with a move-able frequency or with a metronome it is able to be manipulated and still hear, but only through one ear or speaker.
Any ideas as to what to do? :/ I'm hoping this is a real beginner issue that I am overlooking and that it has a quick fix.
Thank you for any responses!