[PD] libpd for Unity still alive?

Ali Momeni batchku at gmail.com
Tue Oct 25 00:30:13 CEST 2016


Hello all,
This is wonderful, thank you for contributing to this thread. Glad to see
that Unity + PureData is active:

@wing: I also put together a unity+pd integration example; it has a
bouncing ball withs sonification done in Pd; works on Android!
https://github.com/cmuartfab/libpd4unity-starter  I will take a look at
your work also, thank you for sharing that.

@scott: I also tried Kalimba, but i have massive latency on Android, on the
order of 300-500ms.  Did you have this experience?

@scott+ at wing: can you give me an example or two of when you may need
multiple instances of LibPd in one's unity project? Couldnt you just make a
more complex Pd patch that has all the things you want happening in it?

On Mon, Oct 24, 2016 at 5:51 PM, Wing Sang Wong <wilsoncomposer at gmail.com>
wrote:

> Hi Scott,
>
> The way I handle multiple instances is to open new patches via C# and
> store the dollar zero variable in a game object.
>
> The PdAudioSource component can be attached to a prefab and you can
> instantiated the prefab via C#. PdAudioSource also stores the dollar zero
> variable of the associated patch, so you can directly send messages to a
> particular instance by calling methods in PdAudioSource. However, all send
> and receive objects in your patches need to start with a dollar zero (e.g.
> [send $0-Frequency], [receive $0-isPlaying]).
>
> For audio signals, all patches need to have appropriate [throw~ ] objects
> (e.g. [throw~ out5] [throw~ out6]) in order to be heard. Audio signals from
> all instances will go through the [catch~ ] object in pdManager.pd, which
> is mapped to the Unity audio mixer. Getting audio input from Unity to libpd
> is a little bit tricky in this case. If someone need audio input from
> Unity, one might modify the OnAudioFilterRead method in PdStereo.cs.
>
> My project isn't complete and I always welcome for suggestions or comments.
>
> Best,
> Wing
>
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