I think I may well be being really slow here.
I want to create this logic:
if either or both of two values is a one, output a 1, if not output a zero (only 1s and 0s will be used)
I also want both inlets to be hot, ideally without a trigger bang float.
I hope that makes some sense. Thank you very much for any help
I wish to do this. I do not want to default black, I wish the background to be white. I remember reading how to do this a while ago, but despite some Google searches and forums searches I cannot remember how it is done... Nothing in the Gemwin help either.
Any help would be very gratefully accepted.
I know this has been asked a lot, but since the technology is changing so fast I just wanted to know what they best audio/video screen capture software is for recording videos? I do not want to do it in pure data since it is such a pain.
I am using Mac OS X 10.6.8. I have tried using Quicktime and installed soundflower, but with no luck.
Are there any pain free alternative, which will require minimal editing afterwards?
I am being a bit slow with regards to this.
I wish to record audio, and also some shapes in that are in my Gemwin.
The audio side of things looks rather straightfoward, but I am not sure how to "plug in" the Gemwin data.
Has anyone got a quite simple example of this sitting on their HD they might get 2 mins spare to share?
Thanks - I know this is probably not that hard but it`s taking me a while to understand it.
Here is a question for my French friends.
I bought a macbook with an AZERTY keyboard despite being a roast beef living in England, and only speaking English (I blame my teacher, but she blames me).
The keyboard has no tilde, or curly brackets, or various other symbols that might be required for programming. How do you guys work your way around this?
That's the best way that I can describe it.
What I mean is - I have multiple floats and if they create a certain combination (which is dependent on their order) I want there to be a bang.
I basically have four floats, which deal with the numbers 1-4... When they create
1, 2, 3, 4 ... I would like the to be a bang.
Currently I have packed the floats, but am not sure what to do after this. I tried to make it so that a [select 1234] would detect this combination, but it did not work.
Any thoughts on this? Thanks.
I cannot kind find any serious documentation on [camera] object.
The patch below spells out my dilemma:
If I have a sphere @ [TranslateXYZ 0 0 0] and then use the [camera] to go "right" around it, it behaves just as I would expect.
If I wish to create a Ferris Wheel (so to speak): all hell breaks loose.
I have instead [TranslateXYZ 0 1 0] - and I use [RotateXYZ] to make the sphere rotate just like it were a carriage in a Ferris Wheel.
Next - I try rotate "right" with the camera. I would expect it to behave as if the camera were on a giant horizontal circle around the 'ferris wheel' and moving around it. A bit like a person literally walking around one, but only higher than ground level.
Instead it seems to go mad and behave in - to me at least - an unintuitive manner.
I can't work out why?
Anyone who can put me out of my misery would be gratefully admired! Thank you for the kind answers to my recent questions, and any possible ones to this one.
I'm struggling to express this but:
Why is it that as you move say a sphere, with the translateXYZ, it gets to a point where the sphere changes shape? No longer is it 'perfect'. Intuitively I can understand, but technically I cannot.
The reason this is a problem is that I am trying to create a patch where there will be a cylinder with spheres rotating around the length of it.
My problem occurs when the spheres get further away from the middle of the cylinder - they will change and lose their 'perfect' form.
This might be part of a wider misunderstanding of 3D graphics. I have certainly come from the sound realm, but am interested and intrigued by GEM, and its possibilities.
If anyone can assist in this I would be most grateful.
I have actually done this a couple of years ago but forgotten quite how. I know I used the cos object and I think sin.
Could anyone give pointer to me on how one can achieve this.
All I'm after is a circle to rotate around a point, like a planet rotating around the sun. Just 2D.
Are radians required, or is it more simple.
I want to create an exponential slider where the output will always be from 1-100 (well actually -100 - 100, but that's the next stage). I would like the exponential 'curve' to vary in steepness. I understand that the larger the number of exponent the steeper the curve.
My problem is as the exponent changes, I need to rescale the values so that the output is always from 1 - 100. I know that I have to change the constant in relation to the exponent, but my math is not up to working out how to do it.
I've attached the patch I'm working on. Thank you for any help.
I am trying to create a patch where spheres and created and destroyed at very fast rates. The rhythms are incredibly fast, and GEM appears to not be able to keep up with it.
I'm not sure if this is because I'm using a half rate old laptop, without a decent video card, or if it's something else besides this.
I'm a bit ignorant regarding video processing. I'm guessing it's to do with this, since there can be a far great number of audio processes per second than video.
If anyone has any help or further reading on this I would be most grateful. I've Googled but without much luck.
I've made a sequencer, which I am upgrading constantly. In the patch I duplicate this sequencer four times. The sequencer contains many sends and receives, so when I duplicate it I need to rename them all.
This seems like a really bad way of doing things. Is there a more intelligent approach to this?
I've got an audio signal which varies at a very slow rate and wanted to measure its mean level over one second, and have had the perhaps rather crackpot idea of sampling the audio signal 1000 per second, and then getting the mean level from it.
What I have in mind it to use a metro and snapshot, but I'm wondering if I'm going down the wrong road with that?
The reason for this idea, is there are a few sharp spikes in the audio signal, and I'd like to smooth them out, so it is following the general trend of the signal, rather than religiously following each peak and trough.
This is a little tricky to explain but...
I have been trying for a while to create something which measures the amount of change in a signal, regardless of if it is positive or negative.
e.g. if a signal went from 0 to 1 then to -1 the signal would have 'travelled' 3. But I am not simply after a static number, I want something that is operating in real time.
This is where (for me at least) it get complicated, as it will need to act like a compressor having an attack, and decay, but no threshold. The measurement of the amount of change will be a number.
My difficulty is trying to imagine how the latter part of this would work. I can make the change of the signal a continuously ascending number, but I can get much further beyond this.
I know this is kind of vague, but I'm still struggling at the conceptual stage and would appreciate the input of more experienced people than myself.
Thanks for any help and apologise if the quantity of the word change in the above made you have flashbacks to America's previous election.
Is there an object that does this? I've looked at the entire object list and googled for it, without luck
i.e. and object that if you pass a:
-5 through it becomes 5
-2 it becomes 2
6 through it stays 6
I hope that makes sense? I'm sure I can make one with some logic, but it would be quicker if PD has something built in.
I thought this would be easy, and perhaps it is, and perhaps there is an object which already does this.
What I want to do is to create which measures change in a signal. The greater the change is in monitoring the greater the signal it outputs, BUT, in a gradual way. So if the pitch of a signal is changing like mad, it outputs say 10. But if the signal has changed very little it outputs 1. However it would not just jump from 10-1 suddenly either.
I think I need a hint from a kind soul on how to approach this. If I do magically think of something I'll post it up
Thanks for any help!
I want to make a patch with four number boxes, which feed into various other parts of my patch. For each part of the patch I would like those four numbers to be in a random order.
Numbers are: 3,4,6,7
... so they could then be:
I'm sure this is not too complicated, I'm not not sure the object to use. I should also make clear that there would be number boxes being used, so the patch is dynamic and realtime.
Many thanks for any help
I have an ever increasing number but I would like it just to 'loop' within the 0-1 range. I know this is not possible with modulo since the numbers must be larger than that range.
Is there any way to do with without multiplying the number before the modulo, then dividing it after. Seems a bit of a hack way of doing things.
Many thanks for any help!