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WEIRD1
yeah, I am realizing that *maybe * the one I made is actually not that bad.
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WEIRD1
hello Pure Data Community,
I am working on a simple patch so that I can define the probability of a trigger occurring. Right now my patch is very low resolution, its like 1/2 , 1/3 .... up through 1/10. But how could I build something that had more fine tune capacity ? SO I could define the percentile of likelihood anywhere between 1 and 100 percent probability. Here is my simple patch : -
WEIRD1
@lacuna said:
EDIT: better [del 200] to prevent getting stuck in instant invinite loops
for some reason when I apply a long attack and very short S & D to the patch you showed above ( at least I think I created it correctly) it is very quite. This is not the case with my original. Here is an example of what gives me a very quite signal that doesn't sound like the attack is rising fully open ( from 0 -1).
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WEIRD1
Hey all,
I am still pretty new to PD, and I have been slowly building some pieces for a serge like synth. I had some help on here a while back making a simple ASD
( I'm working in PD vanilla on a newer mac ). When I run this ( attached below) ASD I get these continued messages in the PD window:$1: argument number out of range
$1: argument number out of rangeI am hoping someone out there in PD land could take a look and let me know why these error messages are showing up ? Also feel free to suggest a better way to make this simple ASD.
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WEIRD1
@hwk_cgn dang, I cant figure out how to download or open this "usg_e~.pd" it takes me here :
https://web.archive.org/web/20151012040854/http://www.dorkbotpdx.org/files/usg_e~.pd
and then I copy all and paste into a new PD window but its not producing a PD patch.
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WEIRD1
ok, figuring this out is the next level for me but I'm going to keep reading the help files and experimenting.
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WEIRD1
Is there a way to get anything close in Vanilla ? I’m trying to just use Vanilla while I’m still learning.
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WEIRD1
Hey all,
I want to make a thing and I don’t know how 🤪 I’ve ( poorly) drawn an example of what I’m trying to do. I want to be able to pass bangs ( or numbers) from inlet to outlet and have the outlets rotate on receiving a bang . -
WEIRD1
awesome! thanks for this. here is an update that is still a mess but I think sounds a bit better, and also bangs the FM on open LEARNING_PD_2.pd
also, I have a question, I like the clipping here, is there something I should place at the end of the chain that might make the square waves less harsh on a PA ? Does it matter?
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WEIRD1
hello I'm just learning PD , here is a messy patch I made adding together.pd
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WEIRD1
hey ! thanks @whale-av
while the form was down ( at least where I was on the east coast) I came up with this attached patch. Check it out if you have time. I tried to place the trigger object in it but every time I do it seems like it messes up the patch ( I am guessing this is because there is something weird in the way I have it set up). Also, I am still trying to think of a way to toggle the EOC to trigger the start of the attack so that I can cause it to cycle if I choose ( and be able to turn that function on and off with a "button").
thanks much, jjr
AD_JJR.pd -
WEIRD1
hey all,
thanks for all the help ! I am enjoying PD and watching lots of tutorials. I made this simple slope generator that I think should work, but it isn't .... what am I doing wrong. Also, bonus points to help me get it to output a bang EOC. But seriously, I am getting this " $2 out of range" statement in the PD window and I'm not sure what that means.
jjr
slope2.pd -
WEIRD1
hello all,
I'm looking for a set of abstractions that recreate the modules in a serge paperface
pannel: positive and negative slew, peak and trough, triple comparator, smooth/stepped generator, random voltage generator, etc. Does this all happen to already exist somewhere? I tried searching serge and a few other keywords but I suspect I may be using the search function ... poorly
thanks much,
jjr -
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WEIRD1
hello all
Noob here, I am trying to make an envelope that gets longer as a metro slows, I think I did a decent job of getting the math patched up ( maybe ) but I can't figure out how to the get the packed numbers into the vline~
I'm not sure if I attched the patch here correctly but hopefully, I did.
thanks much!
jjr -
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WEIRD1
@60hz said:
Then try the "play 1000", It should be a similar concept to "bang" behavior.
I tried this and it worked! just one question, what does the "1000" mean because it seems to act basically like sustain? like if I change it to "play 500" it seems to sustain differently regardless of the sustain augment within the object.
thanks!
jjr