[PD] Multiple instances of libpd
Scott R. Looney
scottrlooney at gmail.com
Fri Aug 17 05:35:28 CEST 2012
maybe i'm not getting something, but why is it necessary to run several
instances of libpd? if you're trying to recreate 10 Audio sources with one
Audio Listener in 3D space it seems you'd simply create enough subpatches
to go into your main patch plus some mixing, or HRTF audio data. each
subpatch comes with information for 3D location and tracks movement of the
player relative to that, but the final output should really be coming from
the Audio Listener, with the output levels, panning etc mixed relative to
the players position in the space. The Audio Listener is only needed one
time, so to me everything would be submixed down from Audio Source to Audio
now the biggest issue to me is telling libpd you want to create an Audio
Source on the fly and be able to create individual instances of the
subpatcher doing the work of the Audio Source. and somehow the output of
each subpatcher could be mixed down to a 3D stereo binaural signal.
i think instances would end up being extremely inefficient and take up
larger space and probably CPU. if you had 10 Audio Sources and one Audio
Listener - that would be 11 instances of libpd, which i think could
potentially bog down something like an iPad or Android device very quickly.
it just doesn't seem practical.
On Wed, Aug 15, 2012 at 4:48 PM, patrick <puredata at 11h11.com> wrote:
> there's a huge downside on using libpd with unity, you cannot use multiple
> instances of libpd: allowing to use multiple audio source in 3d space (no
> spacialization possible only a single audio source / instance).
> quoting Peter:
> "Miller Puckette is aware of the issue, and a few weeks ago he hinted that
> he may have a solution that's not too terribly complicated."
> what is the current state of this solution?
> i am still trying to find a way & information on how to have 2 audio
> source / 2 patch / 2 Libpd.Process(). if anyone have suggestions on how to
> achieve that...
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