[PD] Creating a drum machine with "save slots"

Ivica Ico Bukvic ico at vt.edu
Sun Sep 16 22:09:01 CEST 2012


Or you could simply use pd-l2ork and use its preset_hub and preset_node
universal preset mechanism that works with pretty much every form of data,
including multiple instances of the same abstraction, except for pointers
(for obvious reasons). It's in many ways synonymous to Max's pattrstorage

 

Other advantages include not having to deal with separate text files, your
presets get saved directly into the patch.

 

The only caveat is that pd-l2ork is currently Linux-only, but this may
change provided there is adequate interest/support.

 

Best wishes,

 

Ico

 

From: pd-list-bounces at iem.at [mailto:pd-list-bounces at iem.at] On Behalf Of
Scott R. Looney
Sent: Wednesday, September 12, 2012 4:56 AM
To: Pierre Massat
Cc: pd-list at iem.at
Subject: Re: [PD] Creating a drum machine with "save slots"

 

hi filippo - this may be a bit too quick and dirty as we like to say, but i
remember the guy mike moser (maelstorm) of the PD forum. he made a preset
management abstraction called save.me. here's the link to all of his objects
in github:

 

https://github.com/dotmmb/mmb

 

and here's another one storing into a text file.

 

http://puredata.hurleur.com/sujet-6810-simple-preset-manager

 

hope it helps,

 

scott

 

On Tue, Sep 11, 2012 at 9:59 AM, Pierre Massat <pimassat at gmail.com> wrote:

Hi,

I worked on a drum machine a while ago. I used textfiles to save and read
patterns, using the [textfile] object.

Cheers,

Pierre.

2012/9/11 Filippo Beck Peccoz <mail at fbpsound.com>

Hello list!

 

I'm working on a drum machine to be used in a mobile game- it's a trading
card game.

Right now, I have a 64 step grid with 5 instruments ready (although a tad
messy :D) and I can manually write patterns in by hand using toggle boxes.

 

In every turn, the game features many different game states, like deck
building, defense, attack and so on. It would be great to have a drum
machine that can change beat patterns based on those states, and maybe
generate fresh patterns in a controlled way. Two different problems, I know,
but I was wondering first of all how you would solve the saving of patterns
inside the instrument.

 

I would basically create arrays with patterns in them, name them
appropriately and then tell PD when to change to specific patterns via
message. Is there a better way I'm missing?

 

 

The idea is to create a very dynamic drumsound, which is closely related to
what's happening on screen. We can already change the tempo and mix sounds
in and out, but the real fun starts when patterns will become more flexible!

 

Thanks for reading, any advice is greatly appreciated!

 

 

Cheers from Munich,

 

Filippo

 

 

 

 

 

Filippo Beck Peccoz
Game Audio

www.fbpsound.com

Twitter: @fbpsound <http://twitter.com/fbpsound> 

Skype: fbpsound

Mobile: +49-(0)1520-4004143 <tel:%2B49-%280%291520-4004143> 

 

 

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