[PD] non-interpolating [vd~]
kyleklip at gmail.com
Wed May 17 19:07:04 CEST 2006
I was just playing around with this, but these objects (pix_sig2pix~
and scopeXYZ~) don't quite do what I want. I really want that cheezy
"Geiss" effect: to display the waveform as a 2d texture. The problem
I see with pix_sig2pix~ is that it is mapping a 2d frame based upon
color, but I actually want the table to be displayed. Is this
Also, how can I get rid of the green background when using
pix_sig2pix~? It limits my color pallet otherwise...
On 5/16/06, Paris Treantafeles <paris at parisgraphics.com> wrote:
> Hi Kyle,
> 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
> to do.
> 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-
> >projector, etc)
> 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?
> > ~Kyle
> > 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-
> >> pixel,
> >> respectively pixel-by-sample concept.
> >> - it seems that every audio-block refers to one frame of the
> >> videostream.
> >> - 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
> >> samplerate
> >> 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
> >> realtime.
> >> the problem with the resolution i use now, is that it has an
> >> overhead of 41%
> >> (1-(19200/32768).
> >> roman
> >> "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
> >> combination
> >> > 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~]
> >> does
> >> >> 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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