[PD] non-interpolating [vd~]
paris at parisgraphics.com
Tue May 16 18:46:01 CEST 2006
I do this quite often in a live setting - something like this -
others may have better ideas...
1. have main patch at pd's default block size that takes audio in.
there you can do all of your audio fun stuff, bonk~, fiddle~, etc..
i generally take the audio and filter it into low, bp and hi as well.
2. send whatever you want from (1) (e.g. your hi, med and low audio)
to an abstraction containing pix_sig2pix~
with block~ size 4096 or whatever - higher depending on what you want
In this patch you can apply all kind of pix_something objects to make
it more interesting as well.
3. send gem a fullscreen message and that's it! (well, svideo-
There's a ton of variations on all of this and it's fun to try
different audio processing on the input signals and toggle what you
send to gem patch.
There's also scopeXYZ~ if you want to do some more oscillographic
It does Lissajous curves :-)
On May 16, 2006, at 12:30 PM, Kyle Klipowicz wrote:
> Oh man, thanks for the breakdown! I was trying to figure out how it
> was working while futzing about with Paris' great experimental patches
> a few weeks back. Impressed a bunch of friends, now I'm going to try
> doing some "VJ-ing" for a show coming up.
> Where can I find out more about this kind of stuff? I'd love to be
> able to use live audio and project the FFT or even direct waveform
> into the Gem window. Anybody done this yet?
> On 5/15/06, Roman Haefeli <reduzierer at yahoo.de> wrote:
>> hi paris
>> what i can say from my experience (maybe wrong):
>> - it seems that pix_pix2sig~ and pix_sig2pix~ follow the sample-by-
>> respectively pixel-by-sample concept.
>> - it seems that every audio-block refers to one frame of the
>> - to synthesize a picture, you need to set a block~size higher/
>> equal than
>> the desired resolution. if blocksize is lower than the resolution,
>> you won't
>> get the whole frame converted to audio, respectively you can only
>> draw a
>> part of the frame with the audio signal
>> - to choose freely the framerate of the videosynthesizer, the
>> should be: framerate * blocksize
>> - of course you could use also any audio-typical samplerate and
>> set a higher
>> samplerate in the processing subpatch by setting [block~], but
>> then you have
>> big quantization and maybe won't come close to the desired framerate.
>> which settings worked for me?
>> -i'm using a resolution of 160x120px, that are 19200px per frame -
>> > i set
>> blocksize to 32768.
>> -i wanted to have a framerate of 25: 32768 * 25 = 819200 Hz
>> i'm running it on winxp on a pentium m 1.7GHz and and my patch
>> takes around
>> 70% of my cpu, so this is almost the maximum i can work with in
>> the problem with the resolution i use now, is that it has an
>> overhead of 41%
>> "Paris Treantafeles" <paris at parisgraphics.com> wrote:
>> > Hi Roman,
>> > Sorry to hijack your question with another question but...
>> > I'm wondering when you use a high sample rate like this, what
>> > of dimen message to pix_sig2pix~ and what block~ size do you
>> use for best
>> > results?
>> > I'm guessing that there's some combination that is a good trade off
>> > between smooth visuals and taking complete control of the cpu.
>> > Thanks,
>> > p
>> > On May 15, 2006, at 6:16 AM, Roman Haefeli wrote:
>> >> hi all
>> >> i'm working on a project based on [pix_sig2pix~] and therefore
>> i'm using
>> >> a very high samplerate (819200) and a few [vd~]s. since [vd~]
>> >> interpolation, it uses a lot of cpu-power, though i would just
>> need a
>> >> delay~-object with audio-inlet, but without interpolation. is
>> there such
>> >> an external? or is there another cpu-friedly way of reading
>> out from a
>> >> delayline in audiorate?
>> >> roman
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