• yannseznec

    @lacuna yes!!!

    that is very elegant, and works perfectly. Thanks so much!

    posted in technical issues read more
  • yannseznec

    ah ha ok thanks!
    so is there no way to find the number of files in the patch folder without the full path address?

    posted in technical issues read more
  • yannseznec

    Hi! I'm hoping to be able to find out the number of audio files in a sample folder from within a patch. I sort of assumed that the new [file] object would enable this, but I can't see how to use it. Any tips?

    posted in technical issues read more
  • yannseznec

    @60hz I'm late to this thread but I only wanted to say that your help files look completely amazing, particularly your help-intro.pd! I've taught Pd in a lot of different ways and I can absolutely see that being extremely helpful to new users. well done!
    this is a very wide-ranging discussion, but it's great to see a vision of an approach to some of these issues.

    posted in tutorials read more
  • yannseznec

    oh ok, I got it. pretty confusing to see a different number in that size field! thanks.

    posted in technical issues read more
  • yannseznec

    I've generally used the sinesum message to create a simple sinewave array without issues. usually I just make an internal message like [; array1 sinesum 2051 1(

    however I get unexpected behavior when I try to make a smaller array. for example if I say [; array1 sinesum 511 1( then my array will get resized to 259 instead of the expected 511. similarly with [; array1 sinesum 255 1( my array will be resized to 131.

    have I been misunderstanding how sinesum works? or is there some basic math going on here that I just don't grasp?

    posted in technical issues read more
  • yannseznec

    Is there a way to dynamically change the argument for [clone]? For example, if I have a clone object called [clone synth 16], can I somehow within the patch change it to have 20 instances rather than 16?

    posted in I/O hardware diyread more
  • yannseznec

    @seb-harmonik.ar that's brilliant, thanks so much! so far it's working perfectly.

    posted in technical issues read more
  • yannseznec

    Each time I load a sound into an array using soundfiler that array will automatically have the "save-in-patch flag" cleared. I know this is normal behavior, but sometimes I don't want that to happen. So is there a way of setting an array to save the contents with a message of some kind? currently to do that after loading a new sound into the array I have to:

    • right-click
    • select "properties"
    • tick the checkbox for "save contents"
    • click OK
    • click OK again for the other array properties window

    this feels needlessly tedious. have I missed something obvious? maybe a flag for when I'm loading the sound in soundfiler? or is there something I can do using the [array] object?

    posted in technical issues read more
  • yannseznec

    Has anyone worked out a way to get a Raspberry Pi launched and running a Pd patch really quickly? For me it always takes around 60-90 seconds or so, and I'm wondering if there's anything I can do to speed it up.

    posted in I/O hardware diyread more
  • yannseznec

    I'm starting to feel bullied by various software services to "upgrade" my MacBook to 10.15 Catalina.
    I remember hearing that as far as audio software goes there were a number of issues on launch. Is it vaguely safe to upgrade in terms of Pure Data nowadays?
    From what I've read it looks like the main build is fine (0.51)...I use a few external libraries regularly - zexy, purest_json, and comport. anyone have experience with using those with 10.15?

    posted in technical issues read more
  • yannseznec

    ah that's too bad, I was really hoping for 130,000 years :)

    but seriously - thanks so much for the brilliant explanation. vline~ seems like the easiest approach. It also occurred to me that I could just divide a very long timeframe up into smaller chunks and run line~ the requisite number of times, with offsets to make up for the resulting output. it wouldn't be perfectly accurate but it would probably work fine too.

    posted in technical issues read more
  • yannseznec

    oh right yes ok! that makes sense.

    I'm looking at other approaches to generating very long signal-rate ramps now...is there a similar limit to how slowly I can drive the line~ object, for example? I've found that I'm able to make it go from 0 to 1 over the course of 2 hours without any issue, but is there a limit to that? Can I make it go for 2 days, or 2 months, or 2 years?!

    posted in technical issues read more
  • yannseznec

    ok interesting! thanks for the great explanation. I'm pretty terrible at math - does that mean that if I use a higher sample rate then I can send slower frequency arguments to phasor~?

    posted in technical issues read more
  • yannseznec

    Hi!
    Is there a limit to how low of a frequency argument can be sent to phasor~?

    I'm currently finding that if I send my phasor~ objects an argument of 0.00005 (5e-5) it works fine, but if I send an argument of 0.000005 (5e-6) it doesn't work at all, the output just stops.

    any thoughts?

    posted in technical issues read more
  • yannseznec

    Code and info here: https://github.com/yannseznec/jumpSynth

    PD-wise it's a very simplistic patch. I'm no synth specialist, but it makes some fun noises :)

    posted in output~ read more
  • yannseznec

    I realize I am resurrecting an ancient thread here, but one of my students asked me about how to distinguish between different sounds in bonk~, and this was the only discussion I could find about it! It's really quite simple, so I thought I'd make a tutorial video about it as part of the series I am making to help my class with their final projects. I thought it might be of interest to others, so here you go...


    (patches for the series will all be uploaded onto my GitHub https://github.com/yannseznec/SoundGamesFinalProject

    posted in technical issues read more
  • yannseznec

    This might be of some interest to people here - this is a video walkthrough I did for my students this week about a generative music game I made a few years ago, with an audio engine made entirely in PD. All of the patches are available here: https://github.com/yannseznec/badhotel

    posted in output~ read more
  • yannseznec

    ok so I've continued my explorations a bit more this morning, and I've learned what probably everyone in the world already knew - youtube streaming has much higher quality audio (in stereo!), so I've started experimenting with that. here's my granular live sampling patch listening to the birds outside my studio right now:

    it occurs to me that I am working on a farm right now, so I might try doing this with the baby lambs that are bouncing around the field outside later on, if enough people are interested. live generative ambient glitchy farm sounds, anyone?

    posted in technical issues read more
  • yannseznec

    here's my first play at making a live PD audio stream going to Zoom - I'll leave this open for a little while in case anyone is interested. jump in and listen to microphones pointed outside running through a granular patch https://zoom.us/j/94734048732

    posted in technical issues read more
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