[PD] Re: Real-time sound from rigid-body physics simulator?

Hans-Christoph Steiner hans at eds.org
Thu Jun 12 15:13:12 CEST 2003

FYI: this is a question for the pd-list.  pd-dev is for questions 
directly related to developing pd and objects for pd.  I am responding 
on pd-list.

I just found some pd objects for "realizing physical models of impact 
interaction" which sounds like what you are looking for:


It should be pretty straightforward to take force and velocity values 
into pd and use them to control sound.  The CPU usage would mostly 
depend on the synthesis algorithm you use, but I think your target CPU 
usage should be reachable.


On Monday, Jun 9, 2003, at 15:07 America/New_York, Randy Demsetz wrote:

> Hello all, I'm brand new to this list. I'm a game developer working on 
> an
> upcoming title. I'd like to use the impact forces, velocities, etc. 
> from the
> game's collision detection and physics engine (rigid body, not 
> deformable)
> to create realistic physical sounds (such a ball rolling on a floor, 
> or a
> box striking a wall and bouncing to the floor). It has to be real-time,
> where the physics engine's values can only be sampled at 1/120th of a 
> second
> intervals. It has to take up less than 5% of a 1.5GHz CPU processing 
> time.
> Can it be done? Are there code samples of this already done (free or
> licensable)?
> Thanks,
>      Randy
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