[PD] [PD-announce] New Externals for the SoundScape Renderer + ASDF external
Thomas Grill
gr at grrrr.org
Sat Jul 22 22:57:04 CEST 2023
Dear all,
as the developer of flext i’d like to chime in.
I am still kind of maintaining flext to the extent that it remains usable (although my time for that is quite limited).
I will certainly look into Pd’s multichannel capability and see whether it can be integrated into flext.
best, Thomas
> Am 19.07.2023 um 20:11 schrieb Matthias Geier <matthias.geier at gmail.com>:
>
> On Mon, Jul 10, 2023 at 10:13 PM Alexandre Torres Porres
> <porres at gmail.com> wrote:
>>
>> great stuff, hope I can look and give suggestions
>
> Thanks, please do!
>
>> and now that pd supports multichannel signals, do you think you can work on objects that are multichannel aware?
>
> I don't have experience with multichannel connections, and AFAIU they
> are quite new, right?
>
> It would be great to extend the externals to support that, but they
> are implemented with the flext library, which isn't really maintained
> anymore, so I guess it won't get multichannel support.
>
> One option would be to drop the flext implementation and rewrite it as
> a "pure" Pd externals.
> However, I don't think that I'll have the time to do that ... but if
> somebody else wants to contribute it, that would be great!
>
> cheers,
> Matthias
>
>>
>> congrats
>>
>> Em seg., 10 de jul. de 2023 às 15:16, Matthias Geier <matthias.geier at gmail.com> escreveu:
>>>
>>> Hi all.
>>>
>>> We have recently released version 0.6.1 of the SoundScape Renderer
>>> (SSR), which is a tool for real-time spatial audio reproduction
>>> providing a variety of rendering algorithms, e.g. Wave Field
>>> Synthesis, Higher-Order Ambisonics and binaural techniques.
>>>
>>> Most of the rendering back-ends of the SSR have been available as Pd
>>> externals for many years, the Binaural Room Synthesis (BRS) renderer
>>> has been added recently.
>>> However, the externals had to be compiled manually, which might have
>>> kept some potential users from trying them.
>>>
>>> But now, the SSR externals are also available with Deken!
>>> I don't know if I have to explain it on this list, but just in case:
>>> go to "Help" -> "Find externals", search for "ssr" and click
>>> "install"!
>>> Then, put an object [declare -path ssr] into your patch, and now you
>>> can use the externals ssr_binaural~, ssr_brs~, ssr_dca~, ssr_aap~,
>>> ssr_wfs~ and ssr_vbap~.
>>>
>>> You can feed audio signals to the externals and use messages to change
>>> their positions (and volume etc.). For more details, see the help
>>> patches.
>>>
>>> Alternatively, you can use the brand-new asdf~ external to load a
>>> dynamic audio scene using the Audio Scene Description Format (ASDF,
>>> https://audioscenedescriptionformat.readthedocs.io/). This will
>>> provide the source signals and the control messages for you.
>>>
>>> Again, just search for "asdf", click "install" and put an object
>>> [declare -path asdf] into your patch.
>>>
>>> Currently, there are not many example scenes available, but for
>>> starters you can have a look here:
>>> https://github.com/AudioSceneDescriptionFormat/asdf-example-scenes/
>>>
>>> This is our first generation of Pd externals via Deken. If you find
>>> any problems or if you have suggestions for improvements, please let
>>> us know via the issue trackers at
>>> https://github.com/SoundScapeRenderer/ssr or
>>> https://github.com/AudioSceneDescriptionFormat/asdf-rust.
>>>
>>> cheers,
>>> Matthias
>>>
>>>
>>>
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