• Coasty

    When running the latest version of PD Vanilla 0.45.4. i am trying to use one of the examples in the netsend help file to connect to localhost at port 3000. I need to use the default ASCII socket connection over TCP, however every time I click on connect I get the following error:

    connecting to port 3000
    connecting stream socket: Connection refused (61)

    It connects ok using the -U UDP switch but I need to use TCP.

    I have tested with 10.8 and 10.9 and both have the same issue. I would also point out that I don't have a firewall enabled.

    posted in technical issues read more
  • Coasty

    Apologies for creating a new post for this. I had tagged onto a previous post, may have got overlooked?

    http://puredata.hurleur.com/sujet-6913-non-real-time-effects-processing

    In any case the patch I attached in that post was a little incomplete.

    Anyway I have created a granular upsample patch, which works well for time stretched audio and pitch shifted audio. This is based on the suggestion in the post linked above.
    All works as expected apart from when I try to add in a reverb effect. In the example attached I have included one of the pd reverb examples, which I have modified by dividing the delay rates by 8. 8 being the fastest I can get the up sampling going in my patch without glitching. Unfortunately the results aren't as expected, the final output has more reverb than set, so my calculations are going wrong somewhere. I was wondering whether anyone had any suggestions?

    Patch attached

    http://www.pdpatchrepo.info/hurleur/upsamplegrain.zip

    posted in technical issues read more
  • Coasty

    Hi I have a granular patch, where I am calculating the pitch using the following expression

    pow(2,($f1/1)-1) *(44100 /4096)

    Where 44100 is sample rate and 4096 is window size.

    The default pitch is therefore 1 = 10.76

    The question is I want to scale the pitch in semitones, my math being a little shoddy to say the least I was wondering whether anyone could suggest any pointers?

    posted in technical issues read more
  • Coasty

    Many thanks for that perfect!

    posted in technical issues read more
  • Coasty

    I have been looking into doing this and have had mixed results. I had a granular patch working nicely up to 8 times as fast without any glitching or artefacts. I had it working well with a filter as well but I am having real trouble getting this to work with a delay effect. I have modified one of the example reverb patches and it implements the reverb in the output file though the scale of the effect is totally incorrect. I am wondering if I am missing something in the calculations. I have attached , the admittedly crude mod of the patch. The reverb is a sub patch, I am simply dividing the delay times by 8 when processing.

    http://www.pdpatchrepo.info/hurleur/bounce.zip

    posted in technical issues read more

Internal error.

Oops! Looks like something went wrong!