Comments on: Pure Data Destruction https://designingsound.org/2015/06/05/pure-data-destruction/ Art and technique of sound design Mon, 30 Oct 2017 23:32:58 +0000 hourly 1 https://wordpress.org/?v=6.2.8 By: arratik https://designingsound.org/2015/06/05/pure-data-destruction/#comment-549477 Mon, 30 Oct 2017 23:32:58 +0000 https://designingsound.org/?p=29922#comment-549477 I just stumbled upon this page. I actually have the signal from this project running through freeverb~ and a ladder filter abstraction I built, and it sounds wicked! Thank you for the inspiration.

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By: Pure Data Destruction Patch | Thirst4Beats https://designingsound.org/2015/06/05/pure-data-destruction/#comment-498870 Thu, 29 Dec 2016 13:09:14 +0000 https://designingsound.org/?p=29922#comment-498870 […] A full detailed explanation is given in the article on DesigningSound.org. […]

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By: David https://designingsound.org/2015/06/05/pure-data-destruction/#comment-414944 Fri, 19 Jun 2015 21:22:54 +0000 https://designingsound.org/?p=29922#comment-414944 In reply to Leonard Paul.

Thanks a lot for the Github links Leonard! Looking forward to doing some tests.

Thanks for your video links too, interesting thoughts on middleware, I wish I had you to convince some local devs here on the advantages. I love that Andy Farnell book, it is pretty heavy in parts though.

I’ve been planning on hitting up one of your FMOD courses since recently completing the Berklee Wwise one, hopefully be in touch soon.

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By: Leonard Paul https://designingsound.org/2015/06/05/pure-data-destruction/#comment-412666 Tue, 09 Jun 2015 15:59:13 +0000 https://designingsound.org/?p=29922#comment-412666 In reply to David.

Hi Dale & David,

You can use Pd on Mac/PC + Unity using LibPd4Unity: https://github.com/patricksebastien/libpd4unity or https://github.com/Magicolo/uPD

Heavy allows direct compilation of Pd into Wwise Plugins (plus JavaScript & C) already in their beta: https://enzienaudio.com/

You should also be able to compile to FMOD Studio (and other plugins such as VST) from Pd using Heavy via C as well. If you wrap the C code in your game then you could conceivably even use Pd as your entire audio engine/middleware. I hinted a bit about this when talking about game audio middleware recently: http://youtu.be/3DotAeaa7wg

If you just want to run Pd separately from the game then you can always use OSC messages. This isn’t really a commercial game audio solution but it can work fine for education & prototyping. I’ve spoken about this a while ago: https://vimeo.com/7122167

If you have any Pd / game audio questions, just let me know.

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By: David https://designingsound.org/2015/06/05/pure-data-destruction/#comment-412293 Sun, 07 Jun 2015 15:49:26 +0000 https://designingsound.org/?p=29922#comment-412293 In reply to Dale Crowley.

Hey Dale I think it has successfully been implemented into Wwise and Unity, exciting stuff. I can’t wait to research more about Heavy

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By: Dale Crowley https://designingsound.org/2015/06/05/pure-data-destruction/#comment-412159 Sat, 06 Jun 2015 18:03:54 +0000 https://designingsound.org/?p=29922#comment-412159 Amazing info here Leonard, and your clear explanations of PD is much appreciated. Besides compiling in the Heavy compiler, are there any other ways to utilize PD patches via current middleware like WWISE, FMOD or Fabric? If not now, do you know if this is a planned feature in the future?

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