[PD-cvs] externals/maxlib/help automata.txt,1.1.1.1,1.2 examplescore.txt,1.1.1.1,1.2 help-maxlib.pd,1.2,1.3
eighthave at users.sourceforge.net
eighthave at users.sourceforge.net
Tue Mar 9 04:51:30 CET 2004
- Previous message: [PD-cvs] externals/maxlib HISTORY,1.2,1.3 README,1.2,1.3 makefile,1.5,1.6 maxlib.c,1.3,1.4
- Next message: [PD-cvs] externals/maxlib/src allow.c,1.1,1.2 arbran.c,1.4,1.5 arraycopy.c,1.1,1.2 beta.c,1.3,1.4 chord.c,1.3,1.4 deny.c,1.1,1.2 expo.c,1.3,1.4 fifo.c,1.3,1.4 gestalt.c,1.3,1.4 lifo.c,1.3,1.4 linear.c,1.3,1.4 listfifo.c,1.1,1.2 mlife.c,1.3,1.4 nchange.c,1.1,1.2 netclient.c,1.6,1.7 netrec.c,1.7,1.8 netserver.c,1.7,1.8 nroute.c,1.3,1.4 pitch.c,1.3,1.4 plus.c,1.3,1.4 poisson.c,1.3,1.4 pong.c,1.3,1.4 pulse.c,1.3,1.4 remote.c,1.4,1.5 rewrap.c,1.3,1.4 rhythm.c,1.3,1.4 score.c,1.3,1.4 step.c,1.3,1.4 subst.c,1.3,1.4 sync.c,1.1,1.2 temperature.c,1.3,1.4 tilt.c,1.3,1.4 triang.c,1.3,1.4 unroute.c,1.3,1.4 urn.c,1.3,1.4
- Messages sorted by:
[ date ]
[ thread ]
[ subject ]
[ author ]
Update of /cvsroot/pure-data/externals/maxlib/help
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv3876/help
Modified Files:
automata.txt examplescore.txt help-maxlib.pd
Log Message:
Checked in Olaf's 1.5.2 sources. Here are the changes:
v 1.5.2 (17. december 2003):
- modified netclient for not to drop received data: use of syspollfn
instead of clock to poll for incoming data, circular recv buffer
v 1.5 (18. october 2003):
- added some usefull features to arraycopy (i.e. copying just parts of
an array and copying to specified position in destination array)
- new object: nchange
- IRIX 6.5 port (for GCC 3.3)
- OS X binary (Jaguar 10.2.6)
v 1.4 (22. may 2003):
- updated sources to compile with Pd0.37-test4
- new object: arraycopy
v 1.3 (12. april 2003):
- new objects: sync listfifo
- all setup routines renamed to maxlib_<object>_setup() to avoid name
clashes, old names still work via class_addcreator()
- some improvements for the help files
Index: automata.txt
===================================================================
RCS file: /cvsroot/pure-data/externals/maxlib/help/automata.txt,v
retrieving revision 1.1.1.1
retrieving revision 1.2
diff -C2 -d -r1.1.1.1 -r1.2
*** automata.txt 20 Nov 2002 17:45:59 -0000 1.1.1.1
--- automata.txt 9 Mar 2004 03:51:27 -0000 1.2
***************
*** 1,178 ****
! [The following note originally appeared on the emusic-l mailing list. It is
! reprinted here with the author's permission]
!
! From xrjdm at FARSIDE.GSFC.NASA.GOV Wed Nov 23 11:26:39 1994
! Date: Tue, 4 Oct 1994 15:09:23 -0500
! From: Joe McMahon <xrjdm at FARSIDE.GSFC.NASA.GOV>
! Reply to: Electronic Music Discussion List <EMUSIC-L at AMERICAN.EDU>
! To: Multiple recipients of list EMUSIC-L <EMUSIC-L at AMERICAN.EDU>
! Subject: Automata: the long-awaited summary
!
! Back in August, I think, I promised to post a quick intro to cellular
! automata and how they can be used as a sound-generation tool. Since I'm
! going to take a couple of different sources and sum them up with little or
! no direct attribution, combined with my own opinions, I'll give everybody
! my references *first* so they can delete the article and draw their own
! conclusions if they so prefer.
!
! The primary reference that got me started on all this is one in the CMJ:
! Vol 14, No. 4, Winter 1990: "Digital Synthesis of Self-modifying Waveforms
! by Means of Cellular Automata" (Jacques Chareyon). Those who are already
! familiar with automata may just skip to that article and forget about the
! rest of this one.
! Note: the article gives a mail address for M. Chareyon, but he did not
! answer an inquiry about any available recordings using this technique in
! 1990.
!
! So. Anyone still here? Good.
!
! Cellular automata are a mathematical concept first introduced in the late
! 1940's. Generally speaking, a cellular automaton consists of a grid of
! cells. Each cell may take on any of a number of values - binary automata
! (cell on or cell off) are the most commonly studied. Each cell has a
! neighborhood, defined more simply as other cells which influence its state.
! The exact nature of this influence is defined by what are called transition
! rules. The cellular automaton starts off with some cells in any of the
! allowable states. for each "step" in the automaton's history, the
! neighborhood of every cell is checked, and the state of the cell is
! updated. All updates occur simultaneously.
!
! The transition rule must describe the resulting state of a cell for every
! possible configuration of other cells in the neighborhood. For large
! numbers of states, the amount of memory required to hold the transition
! rule becomes increasingly large, Therefore, some automata use what is known
! as a "totalistic" rule. These rules simply sum the values of the cells in
! the neighborhood and then assign a result on this basis. The resulting
! tables are far smaller.
!
! Many readers may already be familiar with John Horton Conway's game of
! "Life". This is a two-dimensional binary automaton with a totalistic rule.
! This makes for a very small rule set:
!
! i) If fewer than two filled cells (cells with value 1) surround a cell,
! it becomes empty next generation.
! ii) If more than three filled cells surround a cell, it becomes empty
! next generation.
! iii) If exactly three cells filled cells surround a cell, it becomes
! filled on the next generation.
!
! This corresponds to a totalistic rule set with a total of 8(2-1)+1 or 9
! rules (one each for the sum values of 0 (no cells with a value) through 9
! (all cells with a value) ).If the transition rule were represented as a
! non-totalistic one, the rule set would need 2**8 or 256 entries. There are
! many interesting totalistic automata, so giving up detailed description of
! every nuance of the transitions to save memory space isn't a big sacrifice.
!
! Interesting as two dimensional automata are, they really aren't terribly
! useful for music making. There have been some experiments which have
! attempted to use a two-dimensional automaton to generate MIDI events -
! synthesis at the note level, using :
!
! Battista, T. and M. Giri, 1988. "Composizione Tramite Automi Cellulari."
! Atti del VII Cooloquio di Informatica Musicale. Rome, Italy: Edizione Arti
! Grafiche Ambrosini, pp. 181-182.
!
! Edgar, R. and J. Ryan, 1986. "LINA" Exhibition of the 1986 International
! Computer Music Conference, San Francisco: Computer Music Association.
!
! I have not heard any of the music from these efforts, so I certainly can't
! pass any judgement on them. For the purposes of this summary, we'll just
! look at one-dimensional automata. These use a linear array of cells, with
! the neighborhood generally being one or two cells on either side of each
! cell.
! (This is the type of automaton dealt with in M. Chareyon's article, which I
! will be paraphrasing broadly hereafter).
!
! M. Chareyon's automata are wavetables. A digitized signal is stored as a
! linear array of numbers in memory. A totalistic rule is used to determine a
! lookup value which indexes into an array containing the resulting value;
! this is saved into a second array. After the first array is completely
! processed, the roles of the two are swapped and the process is repeated.
!
! The limiting factor in this process is the number of bits of resolution
! being used to generate the sound. For a totalistic rule using a two-cell
! neighborhood and 12-bit individual samples, we have 3*(2*12) = 12288
! entries in the rule table. At 2 bytes each, this is 24K of storage. If we
! go to 16-bit sample resolution, we have 196608 entries at 2 bytes each for
! a total of 393216 bytes, or 384K.
!
! The key point of M. Charyeon's method is the use of small neighborhoods
! with large numbers of cellular states. Since the computation of the new
! wavetable is all table lookup, very complex transition rules can be
! precomputed and loaded into the tables, allowing the synthesis to
! essentially be a fast sum-and-lookup loop to calculate each new wavesample.
! >From the article, it appears that M. Chareyon was able to produce 2 or 3
! voices in realtime on a Mac II with a Digidesign Sound Accelerator board.
! It seems that it would probably be possible to use an AV Mac to do it
! without the board.
!
! This LASy (Linear Automaton Synthesis) method is closely related to the
! Karplus-Strong plucked-string algorithm, in that a wavesample is run
! through an algorithm which recirculates the samples to "self-modify" the
! wave. In fact, a judicious choice of table entries allows one to very
! simply simulate the K-S algoritm directly.
!
! So what are the sounds like? Some automata produce waveforms which quickly
! "ramp-up" to complex spectra and then drop off quickly. Others move to a
! steady state and then remain there. Yet others produce never-ending and
! unpredictable waveforms, whose harmonic content is constantly changing.
!
! Obviously enough, the original wavesample can be obtained mathematically,
! or by actual sampling and using LASy as a waveshaper. As M. Chareyon notes,
! a quick estimate of the number of possible automata for a 2-neighbor
! totalistic rule using a 256-entry wavetable with 12-bit entries is
! (2**12)**256 * (2**12)**(3*2**12) or about 10**4500 possible automata. Of
! course, many, many of these would not be suitable for music (e.g., the 4096
! automata in which all values go to one vlaue in one step, etc.); however,
! the number of musically useful automata is still likely to be an immense
! number.
!
! M. Chareyon provides a number of examples of ways to fill out the rule
! tables and a number of hints on creating wave tables - generally speaking,
! one can create a function which is used to compute the values to be placed
! into the table and then fill it so it can simply be loaded and used by the
! basic algorithm. His experience in using LASy is that he manages
! approximately 50% of the time to produce sounds with the desired
! characteristics, and that about 10% of the remaining time he gets
! unexpected but useful results which can be used as starting points for
! further exploration.
!
! Again, the important point is that the basic automaton uses wavesamples at
! full resolution, calculating a new wavesample for each step of the
! automaton; the next wavesample can be played while the new one is being
! calculated. Because of the large number of states, mathematical tools for
! the analysis of automata and the construction of automata with specifically
! desired qualities require too much storage and compute time to make them
! useful for LASy purposes.
!
! Again, much of this article is paraphrased from M. Chareyon's article; I
! take no credit for any of the work in this note. I'm just summarizing.
!
! The following other articles were referenced by M. Chareyon's article:
!
! Burks, A., ed. 1970. Essays on Cellular Automata. Champaign/Urbana, IL:
! University of Illinois Press.
!
! Chareyon, J. 1988a. "Sound Synthesis and Processing by Means of Linear
! Cellular Automata." Proceedings of the 1988 Internation Computer Music
! Conference. San Francisco: Computer Music Association.
!
! Chareyon, J. 1988b. "Wavetable come Automa Cellulare: una Nuova Tecnica di
! Sintesi." Atti del VII Colloquio di Informatica Musicale, Rome, Italy:
! Edizioni Arti Grafiche Ambrosini, pp. 174-177.
!
! Farmer, D., T. Toffoli, and S. Wolfram, eds. 1984. Cellular Automata.
! North-Holland Physics Publishing. [One of the definitive works on cellular
! automata - fairly heavy math, not a popular presentation - JM]
!
! Gardner, M. 1970. "The Fantastic Combinations of John Conway's New Solitare
! Game 'Life'". Scientific American 223(4) 120-123. [A good introduction to
! cellular automata, focusing on 'life' in specific. Useful intro if my
! 1-paragraph summary of automata was confusing :) - JM]
!
! --- Joe M.
!
! --
! "At the end of the hour, we'll have information on the sedatives used by
! the artists,,," (MST3K)
!
--- 1,178 ----
! [The following note originally appeared on the emusic-l mailing list. It is
! reprinted here with the author's permission]
!
! From xrjdm at FARSIDE.GSFC.NASA.GOV Wed Nov 23 11:26:39 1994
! Date: Tue, 4 Oct 1994 15:09:23 -0500
! From: Joe McMahon <xrjdm at FARSIDE.GSFC.NASA.GOV>
! Reply to: Electronic Music Discussion List <EMUSIC-L at AMERICAN.EDU>
! To: Multiple recipients of list EMUSIC-L <EMUSIC-L at AMERICAN.EDU>
! Subject: Automata: the long-awaited summary
!
! Back in August, I think, I promised to post a quick intro to cellular
! automata and how they can be used as a sound-generation tool. Since I'm
! going to take a couple of different sources and sum them up with little or
! no direct attribution, combined with my own opinions, I'll give everybody
! my references *first* so they can delete the article and draw their own
! conclusions if they so prefer.
!
! The primary reference that got me started on all this is one in the CMJ:
! Vol 14, No. 4, Winter 1990: "Digital Synthesis of Self-modifying Waveforms
! by Means of Cellular Automata" (Jacques Chareyon). Those who are already
! familiar with automata may just skip to that article and forget about the
! rest of this one.
! Note: the article gives a mail address for M. Chareyon, but he did not
! answer an inquiry about any available recordings using this technique in
! 1990.
!
! So. Anyone still here? Good.
!
! Cellular automata are a mathematical concept first introduced in the late
! 1940's. Generally speaking, a cellular automaton consists of a grid of
! cells. Each cell may take on any of a number of values - binary automata
! (cell on or cell off) are the most commonly studied. Each cell has a
! neighborhood, defined more simply as other cells which influence its state.
! The exact nature of this influence is defined by what are called transition
! rules. The cellular automaton starts off with some cells in any of the
! allowable states. for each "step" in the automaton's history, the
! neighborhood of every cell is checked, and the state of the cell is
! updated. All updates occur simultaneously.
!
! The transition rule must describe the resulting state of a cell for every
! possible configuration of other cells in the neighborhood. For large
! numbers of states, the amount of memory required to hold the transition
! rule becomes increasingly large, Therefore, some automata use what is known
! as a "totalistic" rule. These rules simply sum the values of the cells in
! the neighborhood and then assign a result on this basis. The resulting
! tables are far smaller.
!
! Many readers may already be familiar with John Horton Conway's game of
! "Life". This is a two-dimensional binary automaton with a totalistic rule.
! This makes for a very small rule set:
!
! i) If fewer than two filled cells (cells with value 1) surround a cell,
! it becomes empty next generation.
! ii) If more than three filled cells surround a cell, it becomes empty
! next generation.
! iii) If exactly three cells filled cells surround a cell, it becomes
! filled on the next generation.
!
! This corresponds to a totalistic rule set with a total of 8(2-1)+1 or 9
! rules (one each for the sum values of 0 (no cells with a value) through 9
! (all cells with a value) ).If the transition rule were represented as a
! non-totalistic one, the rule set would need 2**8 or 256 entries. There are
! many interesting totalistic automata, so giving up detailed description of
! every nuance of the transitions to save memory space isn't a big sacrifice.
!
! Interesting as two dimensional automata are, they really aren't terribly
! useful for music making. There have been some experiments which have
! attempted to use a two-dimensional automaton to generate MIDI events -
! synthesis at the note level, using :
!
! Battista, T. and M. Giri, 1988. "Composizione Tramite Automi Cellulari."
! Atti del VII Cooloquio di Informatica Musicale. Rome, Italy: Edizione Arti
! Grafiche Ambrosini, pp. 181-182.
!
! Edgar, R. and J. Ryan, 1986. "LINA" Exhibition of the 1986 International
! Computer Music Conference, San Francisco: Computer Music Association.
!
! I have not heard any of the music from these efforts, so I certainly can't
! pass any judgement on them. For the purposes of this summary, we'll just
! look at one-dimensional automata. These use a linear array of cells, with
! the neighborhood generally being one or two cells on either side of each
! cell.
! (This is the type of automaton dealt with in M. Chareyon's article, which I
! will be paraphrasing broadly hereafter).
!
! M. Chareyon's automata are wavetables. A digitized signal is stored as a
! linear array of numbers in memory. A totalistic rule is used to determine a
! lookup value which indexes into an array containing the resulting value;
! this is saved into a second array. After the first array is completely
! processed, the roles of the two are swapped and the process is repeated.
!
! The limiting factor in this process is the number of bits of resolution
! being used to generate the sound. For a totalistic rule using a two-cell
! neighborhood and 12-bit individual samples, we have 3*(2*12) = 12288
! entries in the rule table. At 2 bytes each, this is 24K of storage. If we
! go to 16-bit sample resolution, we have 196608 entries at 2 bytes each for
! a total of 393216 bytes, or 384K.
!
! The key point of M. Charyeon's method is the use of small neighborhoods
! with large numbers of cellular states. Since the computation of the new
! wavetable is all table lookup, very complex transition rules can be
! precomputed and loaded into the tables, allowing the synthesis to
! essentially be a fast sum-and-lookup loop to calculate each new wavesample.
! >From the article, it appears that M. Chareyon was able to produce 2 or 3
! voices in realtime on a Mac II with a Digidesign Sound Accelerator board.
! It seems that it would probably be possible to use an AV Mac to do it
! without the board.
!
! This LASy (Linear Automaton Synthesis) method is closely related to the
! Karplus-Strong plucked-string algorithm, in that a wavesample is run
! through an algorithm which recirculates the samples to "self-modify" the
! wave. In fact, a judicious choice of table entries allows one to very
! simply simulate the K-S algoritm directly.
!
! So what are the sounds like? Some automata produce waveforms which quickly
! "ramp-up" to complex spectra and then drop off quickly. Others move to a
! steady state and then remain there. Yet others produce never-ending and
! unpredictable waveforms, whose harmonic content is constantly changing.
!
! Obviously enough, the original wavesample can be obtained mathematically,
! or by actual sampling and using LASy as a waveshaper. As M. Chareyon notes,
! a quick estimate of the number of possible automata for a 2-neighbor
! totalistic rule using a 256-entry wavetable with 12-bit entries is
! (2**12)**256 * (2**12)**(3*2**12) or about 10**4500 possible automata. Of
! course, many, many of these would not be suitable for music (e.g., the 4096
! automata in which all values go to one vlaue in one step, etc.); however,
! the number of musically useful automata is still likely to be an immense
! number.
!
! M. Chareyon provides a number of examples of ways to fill out the rule
! tables and a number of hints on creating wave tables - generally speaking,
! one can create a function which is used to compute the values to be placed
! into the table and then fill it so it can simply be loaded and used by the
! basic algorithm. His experience in using LASy is that he manages
! approximately 50% of the time to produce sounds with the desired
! characteristics, and that about 10% of the remaining time he gets
! unexpected but useful results which can be used as starting points for
! further exploration.
!
! Again, the important point is that the basic automaton uses wavesamples at
! full resolution, calculating a new wavesample for each step of the
! automaton; the next wavesample can be played while the new one is being
! calculated. Because of the large number of states, mathematical tools for
! the analysis of automata and the construction of automata with specifically
! desired qualities require too much storage and compute time to make them
! useful for LASy purposes.
!
! Again, much of this article is paraphrased from M. Chareyon's article; I
! take no credit for any of the work in this note. I'm just summarizing.
!
! The following other articles were referenced by M. Chareyon's article:
!
! Burks, A., ed. 1970. Essays on Cellular Automata. Champaign/Urbana, IL:
! University of Illinois Press.
!
! Chareyon, J. 1988a. "Sound Synthesis and Processing by Means of Linear
! Cellular Automata." Proceedings of the 1988 Internation Computer Music
! Conference. San Francisco: Computer Music Association.
!
! Chareyon, J. 1988b. "Wavetable come Automa Cellulare: una Nuova Tecnica di
! Sintesi." Atti del VII Colloquio di Informatica Musicale, Rome, Italy:
! Edizioni Arti Grafiche Ambrosini, pp. 174-177.
!
! Farmer, D., T. Toffoli, and S. Wolfram, eds. 1984. Cellular Automata.
! North-Holland Physics Publishing. [One of the definitive works on cellular
! automata - fairly heavy math, not a popular presentation - JM]
!
! Gardner, M. 1970. "The Fantastic Combinations of John Conway's New Solitare
! Game 'Life'". Scientific American 223(4) 120-123. [A good introduction to
! cellular automata, focusing on 'life' in specific. Useful intro if my
! 1-paragraph summary of automata was confusing :) - JM]
!
! --- Joe M.
!
! --
! "At the end of the hour, we'll have information on the sedatives used by
! the artists,,," (MST3K)
!
Index: examplescore.txt
===================================================================
RCS file: /cvsroot/pure-data/externals/maxlib/help/examplescore.txt,v
retrieving revision 1.1.1.1
retrieving revision 1.2
diff -C2 -d -r1.1.1.1 -r1.2
*** examplescore.txt 20 Nov 2002 17:45:59 -0000 1.1.1.1
--- examplescore.txt 9 Mar 2004 03:51:27 -0000 1.2
***************
*** 1,25 ****
! 60
! 61
! 62
! 63
! 64
! 65
! 66
! 67
! 68
! 69
! 70
! 71
! 72
! 71
! 70
! 69
! 68
! 67
! 66
! 65
! 64
! 63
! 62
! 61
60
\ No newline at end of file
--- 1,25 ----
! 60
! 61
! 62
! 63
! 64
! 65
! 66
! 67
! 68
! 69
! 70
! 71
! 72
! 71
! 70
! 69
! 68
! 67
! 66
! 65
! 64
! 63
! 62
! 61
60
\ No newline at end of file
Index: help-maxlib.pd
===================================================================
RCS file: /cvsroot/pure-data/externals/maxlib/help/help-maxlib.pd,v
retrieving revision 1.2
retrieving revision 1.3
diff -C2 -d -r1.2 -r1.3
*** help-maxlib.pd 29 Aug 2003 13:53:50 -0000 1.2
--- help-maxlib.pd 9 Mar 2004 03:51:27 -0000 1.3
***************
*** 1,119 ****
! #N canvas 11 6 1106 717 12;
! #X obj 274 260 average;
! #X obj 18 150 beat;
! #X obj 18 175 borax;
! #X obj 18 125 chord;
! #X obj 15 551 dist;
! #X obj 274 155 divide;
! #X obj 274 129 divmod;
! #X obj 599 149 fifo;
! #X obj 274 286 history;
! #X obj 601 503 ignore;
! #X obj 601 477 iso;
! #X obj 598 123 lifo;
! #X obj 274 312 match;
! #X obj 274 180 minus;
! #X obj 600 257 mlife;
! #X obj 274 207 multi;
! #X obj 15 576 netdist;
! #X obj 18 251 pitch;
! #X obj 274 234 plus;
! #X obj 601 425 pulse;
! #X obj 15 600 remote;
! #X obj 18 200 rhythm;
! #X obj 18 225 score array01;
! #X obj 601 451 speedlim;
! #X obj 601 529 step;
! #X obj 600 232 subst;
! #X text 140 44 written by Olaf Matthes <olaf.matthes at gmx.de>;
! #X text 71 125 chord detection;
! #X text 68 150 beat tracking;
! #X text 77 201 beat detection;
! #X text 72 176 music analysis;
! #X text 135 225 score following;
! #X text 72 251 pitch information;
! #X text 19 94 MUSIC / MIDI ANALYSIS;
! #X text 274 93 MATH;
! #X text 341 130 calculate / and %;
! #X text 339 155 / for several inputs;
! #X text 333 235 + for several inputs;
! #X text 333 207 * for several inputs;
! #X text 337 181 - for several inputs;
! #X text 345 259 average of last N values;
! #X text 346 285 average over last N seconds;
! #X text 329 312 match input to list of numbers;
! #X text 601 399 TIME;
! #X text 678 452 lets input through every N milliseconds;
! #X text 640 479 play sequence of MIDI notes;
! #X text 662 504 ignore too fast changing input;
! #X text 63 550 send to list of receive objects;
! #X text 84 574 same for netreceive;
! #X text 74 599 send to one receive object;
! #X text 597 96 BUFFER;
! #X text 648 531 a line object that steps;
! #X text 599 208 OTHER / EXPERIMENTAL;
! #X text 657 231 self-similar substitution;
! #X text 656 257 cellular automaton;
! #X obj 274 338 scale;
! #X text 656 425 a 'better' metro;
! #X obj 601 555 history;
! #X obj 601 581 velocity;
! #X text 670 555 average over last N milliseconds;
! #X text 677 581 velocity of input in digits per second;
! #X obj 15 624 netrec;
! #X text 74 625 netreceive with extra info about sender;
! #X obj 274 364 delta;
! #X text 139 61 download at http://www.akustische-kunst.org/puredata/maxlib
! ;
! #X obj 599 174 listfifo;
! #X text 677 173 first in first out for lists;
! #X text 646 148 first in first out for floats;
! #X text 643 123 last in first out for floats;
! #X obj 600 607 sync;
! #X text 645 609 extended trigger object;
! #X text 328 338 scale input to output range;
! #X text 13 528 (REMOTE)CONTROL;
! #X obj 16 649 netserver;
! #X obj 16 676 netclient;
! #X text 103 654 bidirectional communication;
! #X text 112 669 (client / server based);
! #X obj 274 392 wrap;
! #X obj 274 419 rewrap;
! #X text 320 392 warp a number in a range;
! #X text 337 420 warp it back and forth;
! #X text 30 26 maxlib 1.3 :: Music Analysis eXtensions LIBrary;
! #X text 328 364 calculate 1st or 2nd order diff.;
! #X text 600 288 RANDOM;
! #X obj 600 312 gauss;
! #X obj 600 337 poisson;
! #X obj 666 312 linear;
! #X obj 666 337 bilex;
! #X obj 736 311 expo;
! #X obj 785 311 beta;
! #X obj 834 312 cauchy;
! #X obj 737 338 arbran array01 array02;
! #X obj 18 278 gestalt;
! #X obj 18 303 edge;
! #X text 56 306 detect rising/falling edge;
! #X text 84 278 'gestalt' of music;
! #X obj 599 365 urn;
! #X text 632 366 urn selection model;
! #X obj 601 635 timebang;
! #X text 680 635 send a bang at given time of day;
! #X obj 15 390 split;
! #X obj 15 439 unroute;
! #X text 81 440 opposit to route;
! #X text 67 392 split according to range;
! #X obj 15 463 limit;
! #X text 63 464 limiter for floats;
! #X obj 15 415 nroute;
! #X text 69 416 r. according to Nth elem.;
! #X text 24 363 ROUTING / CHECKING;
! #X obj 600 661 pong;
! #X obj 18 330 tilt;
! #X obj 600 686 temperature;
! #X text 698 687 amount of input changes per time;
! #X text 646 662 a bouncing ball model;
! #X text 66 333 meassure tilt of input;
! #X obj 16 489 listfunnel;
! #X text 107 490 Max's funnel for lists;
--- 1,123 ----
! #N canvas 75 -12 1161 819 10;
! #X obj 307 260 average;
! #X obj 18 150 beat;
! #X obj 18 175 borax;
! #X obj 18 125 chord;
! #X obj 14 588 dist;
! #X obj 307 155 divide;
! #X obj 307 129 divmod;
! #X obj 656 148 fifo;
! #X obj 307 286 history;
! #X obj 403 577 ignore;
! #X obj 403 552 iso;
! #X obj 655 122 lifo;
! #X obj 307 312 match;
! #X obj 307 180 minus;
! #X obj 660 343 mlife;
! #X obj 307 207 multi;
! #X obj 14 613 netdist;
! #X obj 18 251 pitch;
! #X obj 307 234 plus;
! #X obj 403 499 pulse;
! #X obj 14 637 remote;
! #X obj 18 200 rhythm;
! #X obj 18 225 score array01;
! #X obj 403 525 speedlim;
! #X obj 403 603 step;
! #X obj 660 318 subst;
! #X text 140 44 written by Olaf Matthes <olaf.matthes at gmx.de>;
! #X text 71 125 chord detection;
! #X text 68 150 beat tracking;
! #X text 77 201 beat detection;
! #X text 72 176 music analysis;
! #X text 135 225 score following;
! #X text 72 251 pitch information;
! #X text 19 94 MUSIC / MIDI ANALYSIS;
! #X text 310 91 MATH;
! #X text 374 130 calculate / and %;
! #X text 372 155 / for several inputs;
! #X text 366 235 + for several inputs;
! #X text 366 207 * for several inputs;
! #X text 370 181 - for several inputs;
! #X text 378 259 average of last N values;
! #X text 379 285 average over last N seconds;
! #X text 362 312 match input to list of numbers;
! #X text 403 473 TIME;
! #X text 480 526 lets input through every N milliseconds;
! #X text 442 553 play sequence of MIDI notes;
! #X text 464 578 ignore too fast changing input;
! #X text 62 587 send to list of receive objects;
! #X text 83 611 same for netreceive;
! #X text 73 636 send to one receive object;
! #X text 654 95 BUFFER;
! #X text 450 605 a line object that steps;
! #X text 659 294 OTHER / EXPERIMENTAL;
! #X text 717 317 self-similar substitution;
! #X text 716 343 cellular automaton;
! #X obj 307 338 scale;
! #X text 458 499 a 'better' metro;
! #X obj 403 629 history;
! #X obj 403 655 velocity;
! #X text 472 629 average over last N milliseconds;
! #X text 479 655 velocity of input in digits per second;
! #X obj 14 661 netrec;
! #X text 73 662 netreceive with extra info about sender;
! #X obj 307 364 delta;
! #X text 139 61 download at http://www.akustische-kunst.org/puredata/maxlib
! ;
! #X obj 656 173 listfifo;
! #X text 734 172 first in first out for lists;
! #X text 703 147 first in first out for floats;
! #X text 700 122 last in first out for floats;
! #X obj 402 681 sync;
! #X text 447 683 extended trigger object;
! #X text 361 338 scale input to output range;
! #X text 12 565 (REMOTE)CONTROL;
! #X obj 15 686 netserver;
! #X obj 15 713 netclient;
! #X text 102 691 bidirectional communication;
! #X text 111 706 (client / server based);
! #X obj 307 392 wrap;
! #X obj 307 419 rewrap;
! #X text 353 392 warp a number in a range;
! #X text 370 420 warp it back and forth;
! #X text 361 364 calculate 1st or 2nd order diff.;
! #X text 660 374 RANDOM;
! #X obj 660 398 gauss;
! #X obj 660 423 poisson;
! #X obj 726 398 linear;
! #X obj 726 423 bilex;
! #X obj 796 397 expo;
! #X obj 845 397 beta;
! #X obj 894 398 cauchy;
! #X obj 797 424 arbran array01 array02;
! #X obj 18 278 gestalt;
! #X obj 18 303 edge;
! #X text 66 307 detect rising/falling edge;
! #X text 84 278 'gestalt' of music;
! #X obj 659 452 urn;
! #X text 692 452 urn selection model;
! #X obj 403 709 timebang;
! #X text 482 709 send a bang at given time of day;
! #X obj 15 390 split;
! #X obj 15 439 unroute;
! #X text 81 440 opposit to route;
! #X text 74 392 split according to range;
! #X obj 15 463 limit;
! #X text 63 464 limiter for floats;
! #X obj 15 415 nroute;
! #X text 80 414 r. according to Nth elem.;
! #X text 24 363 ROUTING / CHECKING;
! #X obj 402 735 pong;
! #X obj 18 330 tilt;
! #X obj 402 760 temperature;
! #X text 500 761 amount of input changes per time;
! #X text 448 736 a bouncing ball model;
! #X text 66 333 meassure tilt of input;
! #X obj 16 489 listfunnel;
! #X text 107 490 Max's funnel for lists;
! #X text 30 26 maxlib 1.5 :: Music Analysis eXtensions LIBrary;
! #X obj 656 201 arraycopy;
! #X text 741 202 copy from one array to another;
! #X obj 17 525 nchange s;
! #X text 89 526 change that exepts any kind of input;
- Previous message: [PD-cvs] externals/maxlib HISTORY,1.2,1.3 README,1.2,1.3 makefile,1.5,1.6 maxlib.c,1.3,1.4
- Next message: [PD-cvs] externals/maxlib/src allow.c,1.1,1.2 arbran.c,1.4,1.5 arraycopy.c,1.1,1.2 beta.c,1.3,1.4 chord.c,1.3,1.4 deny.c,1.1,1.2 expo.c,1.3,1.4 fifo.c,1.3,1.4 gestalt.c,1.3,1.4 lifo.c,1.3,1.4 linear.c,1.3,1.4 listfifo.c,1.1,1.2 mlife.c,1.3,1.4 nchange.c,1.1,1.2 netclient.c,1.6,1.7 netrec.c,1.7,1.8 netserver.c,1.7,1.8 nroute.c,1.3,1.4 pitch.c,1.3,1.4 plus.c,1.3,1.4 poisson.c,1.3,1.4 pong.c,1.3,1.4 pulse.c,1.3,1.4 remote.c,1.4,1.5 rewrap.c,1.3,1.4 rhythm.c,1.3,1.4 score.c,1.3,1.4 step.c,1.3,1.4 subst.c,1.3,1.4 sync.c,1.1,1.2 temperature.c,1.3,1.4 tilt.c,1.3,1.4 triang.c,1.3,1.4 unroute.c,1.3,1.4 urn.c,1.3,1.4
- Messages sorted by:
[ date ]
[ thread ]
[ subject ]
[ author ]
More information about the Pd-cvs
mailing list