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[Cs-dev] CVS build

Date2010-11-29 15:27
Frommenno
Subject[Cs-dev] CVS build
Hi, 
this morning i rebuild Csound in Kubuntu ans wanted to upload an example for
the convolve opcode in CVS.
I got an error while making a convolve.csd.xml:

menno@muziek:~/CVS/manual/manual$ python csd2docbook.py -f convolve.csd
Traceback (most recent call last):
  File "csd2docbook.py", line 23, in 
    import csnd
  File "/usr/lib/python2.6/site-packages/csnd.py", line 25, in 
    _csnd = swig_import_helper()
  File "/usr/lib/python2.6/site-packages/csnd.py", line 17, in
swig_import_helper
    import _csnd
ImportError: No module named _csnd
menno@muziek:~/CVS/manual/manual$ csound -z
time resolution is 1000.000 ns
virtual_keyboard real time MIDI plugin for Csound
PortMIDI real time MIDI plugin for Csound
0dBFS level = 32768.0
Csound version 5.12 beta (double samples) Nov 29 2010
libsndfile-1.0.21
rtmidi: PortMIDI module enabled
RAWWAVE_PATH: /usr/local/share/csound/rawwaves/
1645 opcodes

On a previous built the command line "python csd2docbook.py -f convolve.csd"
worked. 
Has something changed in csnd.py or am i making a mistake?

thank you,
menno

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Date2010-11-29 16:30
FromAndres Cabrera
SubjectRe: [Cs-dev] CVS build
Hi,

Did you remember to set PYTHONPATH?

Cheers,
Andres

On Mon, Nov 29, 2010 at 3:27 PM, menno  wrote:
>
> Hi,
> this morning i rebuild Csound in Kubuntu ans wanted to upload an example for
> the convolve opcode in CVS.
> I got an error while making a convolve.csd.xml:
>
> menno@muziek:~/CVS/manual/manual$ python csd2docbook.py -f convolve.csd
> Traceback (most recent call last):
>  File "csd2docbook.py", line 23, in 
>    import csnd
>  File "/usr/lib/python2.6/site-packages/csnd.py", line 25, in 
>    _csnd = swig_import_helper()
>  File "/usr/lib/python2.6/site-packages/csnd.py", line 17, in
> swig_import_helper
>    import _csnd
> ImportError: No module named _csnd
> menno@muziek:~/CVS/manual/manual$ csound -z
> time resolution is 1000.000 ns
> virtual_keyboard real time MIDI plugin for Csound
> PortMIDI real time MIDI plugin for Csound
> 0dBFS level = 32768.0
> Csound version 5.12 beta (double samples) Nov 29 2010
> libsndfile-1.0.21
> rtmidi: PortMIDI module enabled
> RAWWAVE_PATH: /usr/local/share/csound/rawwaves/
> 1645 opcodes
>
> On a previous built the command line "python csd2docbook.py -f convolve.csd"
> worked.
> Has something changed in csnd.py or am i making a mistake?
>
> thank you,
> menno
>
> --
> View this message in context: http://csound.1045644.n5.nabble.com/CVS-build-tp3284569p3284569.html
> Sent from the Csound - Dev mailing list archive at Nabble.com.
>
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Date2010-11-29 17:13
Frommenno
SubjectRe: [Cs-dev] CVS build
Hi Andres

no, it worked yesterday before the rebuild of Csound i did today.
This is my PYTHONPATH:
PYTHONPATH=/usr/lib/python2.6/site-packages
??
There must be something else that is wrong.
Ant ideas?

menno
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Date2010-11-29 20:47
FromVictor.Lazzarini@nuim.ie
SubjectRe: [Cs-dev] CVS build
AttachmentsNone  None  None  None  

Date2010-11-29 20:54
FromAndres Cabrera
SubjectRe: [Cs-dev] CVS build
Thanks for the insight. Then maybe it's because the interfaces are not
being built?

Cheers,
Andres

On Mon, Nov 29, 2010 at 8:47 PM,   wrote:
> No it's not a PYTHONPATH issue because csnd.py is found. What can't be
> loaded is
> lib_csnd.so, which might be for various reasons, maybe one of its
> dependencies can't be found?
>
> Victor
>
> ----- Original Message -----
> From: menno 
> Date: Monday, November 29, 2010 5:13 pm
> Subject: Re: [Cs-dev] CVS build
> To: csound-devel@lists.sourceforge.net
>
>>
>> Hi Andres
>>
>> no, it worked yesterday before the rebuild of Csound i did today.
>> This is my PYTHONPATH:
>> PYTHONPATH=/usr/lib/python2.6/site-packages
>> ??
>> There must be something else that is wrong.
>> Ant ideas?
>>
>> menno
>> --
>> View this message in context:
>> http://csound.1045644.n5.nabble.com/CVS-build-tp3284569p3284751.html
>> Sent from the Csound - Dev mailing list archive at Nabble.com.
>>
>> -----------------------------------------------------------------
>> -------------
>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
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>> game by
>> optimizing for Intel(R) Graphics Technology. Get started today
>> with the
>> Intel(R) Software Partner Program. Five $500 cash prizes are up
>> for grabs.
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>> _______________________________________________
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>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>
> Dr Victor Lazzarini, Senior Lecturer, Dept. of Music,
> National University of Ireland, Maynooth
>
> ------------------------------------------------------------------------------
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>
>

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Date2010-11-30 09:05
Frommenno
SubjectRe: [Cs-dev] CVS build
There was no lib_csnd.so in my system.

This morning i rebuild and installed Csound again and _csnd.so was actually
created. And "python csd2docbook.py -f convolve.csd" works now.
I am puzzled what went wrong. Probably an error on my behalf. I used less
arguments for scons this time but i do not know if it has anything to do
with this _csnd.so missing issue. Next time when i update Csound i will
investigate this further .

Thanks both for your time.
greetings,
menno

   
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Date2010-11-30 12:57
From"Sigurd Saue"
Subject[Cs-dev] Bug in CSoundVST?
I've just made a small VST-plugin that picks up a csd-file in the same folder as the dll itself and applies it as an effect. CSound input channels declared at creation time (typically using chn_k) will be picked up as parameters.

This is of course very similar to CsoundVST and I have to admit that I've stolen some snippets of code from that project. That's why I believe that there is a bug in the CsoundVST::process(...) method. The call to performKsmpms(true) is at the wrong place in the loop. It should be at the very end. Today the code says:

for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
{
  for(channelI = 0; channelI < channelN; channelI++)
  {
    csoundInput[csoundFrameI *...] =  ...
  }
  if(csoundFrameI == 0)
  {
    performKsmps(true);
  }
  for(channelI = 0; channelI < channelN; channelI++)
  {
    hostOutput[channelI][hostFrameI] +=  csoundOutput[csoundFrameI *...;
  }
  csoundFrameI++;
  if(csoundFrameI > csoundLastFrame)
  {
    csoundFrameI = 0;
  }
}

The problem here is that the first sample of the input buffer is out of synch with the remaining. For instance with "ksmps=5" a correct input buffer should have the following sample numbers [0 1 2 3 4], but instead it contains [5 1 2 3 4]. This is very noticeable with relatively small ksmps (e.g ksmps=10). The correct version should be something like:

for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
{
  for(channelI = 0; channelI < channelN; channelI++)
  {
    csoundInput[...] =  ...
  }
  for(channelI = 0; channelI < channelN; channelI++)
  {
    hostOutput[channelI][hostFrameI] +=  csoundOutput[...;
  }
  csoundFrameI++;
  if(csoundFrameI > csoundLastFrame)
  {
    csoundFrameI = 0;
    performKsmps(true);
  }
}

It is sort of a mystery that this hasn't been noticed before, so maybe there is something that I've overlooked?

Best regards,
Sigurd


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Date2010-11-30 13:55
FromMichael Gogins
SubjectRe: [Cs-dev] Bug in CSoundVST?
Thanks for your report. I will definitely check this out.

By the way, I have thought about making another version of CsoundVST
that does not have a GUI, just a dialog that asks for and remembers
the path to a CSD file that would be edited by an external editor. As
you probably know, you can use an instrument as an effect or an effect
as an instrument, so only one mode is actually required.

Regards,
Mike

Regards,
Mike

On Tue, Nov 30, 2010 at 7:57 AM, Sigurd Saue  wrote:
> I've just made a small VST-plugin that picks up a csd-file in the same folder as the dll itself and applies it as an effect. CSound input channels declared at creation time (typically using chn_k) will be picked up as parameters.
>
> This is of course very similar to CsoundVST and I have to admit that I've stolen some snippets of code from that project. That's why I believe that there is a bug in the CsoundVST::process(...) method. The call to performKsmpms(true) is at the wrong place in the loop. It should be at the very end. Today the code says:
>
> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
> {
>  for(channelI = 0; channelI < channelN; channelI++)
>  {
>    csoundInput[csoundFrameI *...] =  ...
>  }
>  if(csoundFrameI == 0)
>  {
>    performKsmps(true);
>  }
>  for(channelI = 0; channelI < channelN; channelI++)
>  {
>    hostOutput[channelI][hostFrameI] +=  csoundOutput[csoundFrameI *...;
>  }
>  csoundFrameI++;
>  if(csoundFrameI > csoundLastFrame)
>  {
>    csoundFrameI = 0;
>  }
> }
>
> The problem here is that the first sample of the input buffer is out of synch with the remaining. For instance with "ksmps=5" a correct input buffer should have the following sample numbers [0 1 2 3 4], but instead it contains [5 1 2 3 4]. This is very noticeable with relatively small ksmps (e.g ksmps=10). The correct version should be something like:
>
> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
> {
>  for(channelI = 0; channelI < channelN; channelI++)
>  {
>    csoundInput[...] =  ...
>  }
>  for(channelI = 0; channelI < channelN; channelI++)
>  {
>    hostOutput[channelI][hostFrameI] +=  csoundOutput[...;
>  }
>  csoundFrameI++;
>  if(csoundFrameI > csoundLastFrame)
>  {
>    csoundFrameI = 0;
>    performKsmps(true);
>  }
> }
>
> It is sort of a mystery that this hasn't been noticed before, so maybe there is something that I've overlooked?
>
> Best regards,
> Sigurd
>
>
> ------------------------------------------------------------------------------
> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
> Tap into the largest installed PC base & get more eyes on your game by
> optimizing for Intel(R) Graphics Technology. Get started today with the
> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
> http://p.sf.net/sfu/intelisp-dev2dev
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>



-- 
Michael Gogins
Irreducible Productions
http://www.michael-gogins.com
Michael dot Gogins at gmail dot com

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Date2010-11-30 14:12
FromRory Walsh
SubjectRe: [Cs-dev] Bug in CSoundVST?
I posted some code to this list about a year ago that implements a
Csound VST bridge so to speak, search for csVST. It uses only the
native host GUI and is relatively easy to use. It's also borrows
heavily on Mike previous work with Csound VST!

On 30 November 2010 12:57, Sigurd Saue  wrote:
> I've just made a small VST-plugin that picks up a csd-file in the same folder as the dll itself and applies it as an effect. CSound input channels declared at creation time (typically using chn_k) will be picked up as parameters.
>
> This is of course very similar to CsoundVST and I have to admit that I've stolen some snippets of code from that project. That's why I believe that there is a bug in the CsoundVST::process(...) method. The call to performKsmpms(true) is at the wrong place in the loop. It should be at the very end. Today the code says:
>
> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
> {
>  for(channelI = 0; channelI < channelN; channelI++)
>  {
>    csoundInput[csoundFrameI *...] =  ...
>  }
>  if(csoundFrameI == 0)
>  {
>    performKsmps(true);
>  }
>  for(channelI = 0; channelI < channelN; channelI++)
>  {
>    hostOutput[channelI][hostFrameI] +=  csoundOutput[csoundFrameI *...;
>  }
>  csoundFrameI++;
>  if(csoundFrameI > csoundLastFrame)
>  {
>    csoundFrameI = 0;
>  }
> }
>
> The problem here is that the first sample of the input buffer is out of synch with the remaining. For instance with "ksmps=5" a correct input buffer should have the following sample numbers [0 1 2 3 4], but instead it contains [5 1 2 3 4]. This is very noticeable with relatively small ksmps (e.g ksmps=10). The correct version should be something like:
>
> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
> {
>  for(channelI = 0; channelI < channelN; channelI++)
>  {
>    csoundInput[...] =  ...
>  }
>  for(channelI = 0; channelI < channelN; channelI++)
>  {
>    hostOutput[channelI][hostFrameI] +=  csoundOutput[...;
>  }
>  csoundFrameI++;
>  if(csoundFrameI > csoundLastFrame)
>  {
>    csoundFrameI = 0;
>    performKsmps(true);
>  }
> }
>
> It is sort of a mystery that this hasn't been noticed before, so maybe there is something that I've overlooked?
>
> Best regards,
> Sigurd
>
>
> ------------------------------------------------------------------------------
> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
> Tap into the largest installed PC base & get more eyes on your game by
> optimizing for Intel(R) Graphics Technology. Get started today with the
> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
> http://p.sf.net/sfu/intelisp-dev2dev
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>

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Date2010-11-30 14:21
From"Sigurd Saue"
SubjectRe: [Cs-dev] Bug in CSoundVST?
Sounds very interesting. But without a GUI, will you also be without parameters that could be picked up by the VST host for automation?

My intention was to keep this as plug and play as possible for my students: No programming (except for CSound, of course) and no custom CSound statements. Just write a *.csd file with ins/inch and outs statements. Declare parameters with chn_k (using the various options to tune the presentation). Drop the csd file in the same folder as the dll and it will be picked up. Declared parameters are available for GUI and for host automation.

I use Juce as a framework and auto-generate a simple GUI with buttons and sliders. It should work for AU and RTAS plugins with small modifications, but I haven't tried anything but VST yet. Parameters can be controlled through MIDI, but I haven't decided on a strategy for triggering notes/instruments, so currently it works as effect only.

Sigurd

-----Original Message-----
From: Michael Gogins [mailto:michael.gogins@gmail.com] 
Sent: 30. november 2010 14:55
To: Developer discussions
Subject: Re: [Cs-dev] Bug in CSoundVST?

Thanks for your report. I will definitely check this out.

By the way, I have thought about making another version of CsoundVST
that does not have a GUI, just a dialog that asks for and remembers
the path to a CSD file that would be edited by an external editor. As
you probably know, you can use an instrument as an effect or an effect
as an instrument, so only one mode is actually required.

Regards,
Mike

Regards,
Mike

On Tue, Nov 30, 2010 at 7:57 AM, Sigurd Saue  wrote:
> I've just made a small VST-plugin that picks up a csd-file in the same folder as the dll itself and applies it as an effect. CSound input channels declared at creation time (typically using chn_k) will be picked up as parameters.
>
> This is of course very similar to CsoundVST and I have to admit that I've stolen some snippets of code from that project. That's why I believe that there is a bug in the CsoundVST::process(...) method. The call to performKsmpms(true) is at the wrong place in the loop. It should be at the very end. Today the code says:
>
> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
> {
>  for(channelI = 0; channelI < channelN; channelI++)
>  {
>    csoundInput[csoundFrameI *...] =  ...
>  }
>  if(csoundFrameI == 0)
>  {
>    performKsmps(true);
>  }
>  for(channelI = 0; channelI < channelN; channelI++)
>  {
>    hostOutput[channelI][hostFrameI] +=  csoundOutput[csoundFrameI *...;
>  }
>  csoundFrameI++;
>  if(csoundFrameI > csoundLastFrame)
>  {
>    csoundFrameI = 0;
>  }
> }
>
> The problem here is that the first sample of the input buffer is out of synch with the remaining. For instance with "ksmps=5" a correct input buffer should have the following sample numbers [0 1 2 3 4], but instead it contains [5 1 2 3 4]. This is very noticeable with relatively small ksmps (e.g ksmps=10). The correct version should be something like:
>
> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
> {
>  for(channelI = 0; channelI < channelN; channelI++)
>  {
>    csoundInput[...] =  ...
>  }
>  for(channelI = 0; channelI < channelN; channelI++)
>  {
>    hostOutput[channelI][hostFrameI] +=  csoundOutput[...;
>  }
>  csoundFrameI++;
>  if(csoundFrameI > csoundLastFrame)
>  {
>    csoundFrameI = 0;
>    performKsmps(true);
>  }
> }
>
> It is sort of a mystery that this hasn't been noticed before, so maybe there is something that I've overlooked?
>
> Best regards,
> Sigurd
>
>
> ------------------------------------------------------------------------------
> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
> Tap into the largest installed PC base & get more eyes on your game by
> optimizing for Intel(R) Graphics Technology. Get started today with the
> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
> http://p.sf.net/sfu/intelisp-dev2dev
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>



-- 
Michael Gogins
Irreducible Productions
http://www.michael-gogins.com
Michael dot Gogins at gmail dot com

------------------------------------------------------------------------------
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optimizing for Intel(R) Graphics Technology. Get started today with the
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_______________________________________________
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Date2010-11-30 14:28
FromMichael Gogins
SubjectRe: [Cs-dev] Bug in CSoundVST?
It would be possible to enable parameters using the built in sliders.
You either could create a fixed number of parameters that the CSD
would be free to ignore, or to use and interpret as seen fit, or else
you could parse the csd and create sliders for global variables,
perhaps with a naming convention.

BTW, I'd also like to use VeSTige and get away from dependency on Steinberg.

Regards,
Mike

On Tue, Nov 30, 2010 at 9:21 AM, S,igurd Saue  wrote:
> Sounds very interesting. But without a GUI, will you also be without parameters that could be picked up by the VST host for automation?
>
> My intention was to keep this as plug and play as possible for my students: No programming (except for CSound, of course) and no custom CSound statements. Just write a *.csd file with ins/inch and outs statements. Declare parameters with chn_k (using the various options to tune the presentation). Drop the csd file in the same folder as the dll and it will be picked up. Declared parameters are available for GUI and for host automation.
>
> I use Juce as a framework and auto-generate a simple GUI with buttons and sliders. It should work for AU and RTAS plugins with small modifications, but I haven't tried anything but VST yet. Parameters can be controlled through MIDI, but I haven't decided on a strategy for triggering notes/instruments, so currently it works as effect only.
>
> Sigurd
>
> -----Original Message-----
> From: Michael Gogins [mailto:michael.gogins@gmail.com]
> Sent: 30. november 2010 14:55
> To: Developer discussions
> Subject: Re: [Cs-dev] Bug in CSoundVST?
>
> Thanks for your report. I will definitely check this out.
>
> By the way, I have thought about making another version of CsoundVST
> that does not have a GUI, just a dialog that asks for and remembers
> the path to a CSD file that would be edited by an external editor. As
> you probably know, you can use an instrument as an effect or an effect
> as an instrument, so only one mode is actually required.
>
> Regards,
> Mike
>
> Regards,
> Mike
>
> On Tue, Nov 30, 2010 at 7:57 AM, Sigurd Saue  wrote:
>> I've just made a small VST-plugin that picks up a csd-file in the same folder as the dll itself and applies it as an effect. CSound input channels declared at creation time (typically using chn_k) will be picked up as parameters.
>>
>> This is of course very similar to CsoundVST and I have to admit that I've stolen some snippets of code from that project. That's why I believe that there is a bug in the CsoundVST::process(...) method. The call to performKsmpms(true) is at the wrong place in the loop. It should be at the very end. Today the code says:
>>
>> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
>> {
>>  for(channelI = 0; channelI < channelN; channelI++)
>>  {
>>    csoundInput[csoundFrameI *...] =  ...
>>  }
>>  if(csoundFrameI == 0)
>>  {
>>    performKsmps(true);
>>  }
>>  for(channelI = 0; channelI < channelN; channelI++)
>>  {
>>    hostOutput[channelI][hostFrameI] +=  csoundOutput[csoundFrameI *...;
>>  }
>>  csoundFrameI++;
>>  if(csoundFrameI > csoundLastFrame)
>>  {
>>    csoundFrameI = 0;
>>  }
>> }
>>
>> The problem here is that the first sample of the input buffer is out of synch with the remaining. For instance with "ksmps=5" a correct input buffer should have the following sample numbers [0 1 2 3 4], but instead it contains [5 1 2 3 4]. This is very noticeable with relatively small ksmps (e.g ksmps=10). The correct version should be something like:
>>
>> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
>> {
>>  for(channelI = 0; channelI < channelN; channelI++)
>>  {
>>    csoundInput[...] =  ...
>>  }
>>  for(channelI = 0; channelI < channelN; channelI++)
>>  {
>>    hostOutput[channelI][hostFrameI] +=  csoundOutput[...;
>>  }
>>  csoundFrameI++;
>>  if(csoundFrameI > csoundLastFrame)
>>  {
>>    csoundFrameI = 0;
>>    performKsmps(true);
>>  }
>> }
>>
>> It is sort of a mystery that this hasn't been noticed before, so maybe there is something that I've overlooked?
>>
>> Best regards,
>> Sigurd
>>
>>
>> ------------------------------------------------------------------------------
>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>> Tap into the largest installed PC base & get more eyes on your game by
>> optimizing for Intel(R) Graphics Technology. Get started today with the
>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>> http://p.sf.net/sfu/intelisp-dev2dev
>> _______________________________________________
>> Csound-devel mailing list
>> Csound-devel@lists.sourceforge.net
>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>
>
>
>
> --
> Michael Gogins
> Irreducible Productions
> http://www.michael-gogins.com
> Michael dot Gogins at gmail dot com
>
> ------------------------------------------------------------------------------
> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
> Tap into the largest installed PC base & get more eyes on your game by
> optimizing for Intel(R) Graphics Technology. Get started today with the
> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
> http://p.sf.net/sfu/intelisp-dev2dev
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>
>
> ------------------------------------------------------------------------------
> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
> Tap into the largest installed PC base & get more eyes on your game by
> optimizing for Intel(R) Graphics Technology. Get started today with the
> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
> http://p.sf.net/sfu/intelisp-dev2dev
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>



-- 
Michael Gogins
Irreducible Productions
http://www.michael-gogins.com
Michael dot Gogins at gmail dot com

------------------------------------------------------------------------------
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Tap into the largest installed PC base & get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
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_______________________________________________
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Date2010-11-30 14:34
FromRory Walsh
SubjectRe: [Cs-dev] Bug in CSoundVST?
No GUI apart from the native sliders that are provided by the host I
meant to say. I'm putting the finishing touches on a Juce/Csound
plugin development framework. The good news is it's working very well
VST/AU and Linux VST. The bad news is I got a notion to add some extra
functionality to it before releasing it so it has set back my release
date by a few weeks.

Rory.




On 30 November 2010 14:28, Michael Gogins  wrote:
> It would be possible to enable parameters using the built in sliders.
> You either could create a fixed number of parameters that the CSD
> would be free to ignore, or to use and interpret as seen fit, or else
> you could parse the csd and create sliders for global variables,
> perhaps with a naming convention.
>
> BTW, I'd also like to use VeSTige and get away from dependency on Steinberg.
>
> Regards,
> Mike
>
> On Tue, Nov 30, 2010 at 9:21 AM, S,igurd Saue  wrote:
>> Sounds very interesting. But without a GUI, will you also be without parameters that could be picked up by the VST host for automation?
>>
>> My intention was to keep this as plug and play as possible for my students: No programming (except for CSound, of course) and no custom CSound statements. Just write a *.csd file with ins/inch and outs statements. Declare parameters with chn_k (using the various options to tune the presentation). Drop the csd file in the same folder as the dll and it will be picked up. Declared parameters are available for GUI and for host automation.
>>
>> I use Juce as a framework and auto-generate a simple GUI with buttons and sliders. It should work for AU and RTAS plugins with small modifications, but I haven't tried anything but VST yet. Parameters can be controlled through MIDI, but I haven't decided on a strategy for triggering notes/instruments, so currently it works as effect only.
>>
>> Sigurd
>>
>> -----Original Message-----
>> From: Michael Gogins [mailto:michael.gogins@gmail.com]
>> Sent: 30. november 2010 14:55
>> To: Developer discussions
>> Subject: Re: [Cs-dev] Bug in CSoundVST?
>>
>> Thanks for your report. I will definitely check this out.
>>
>> By the way, I have thought about making another version of CsoundVST
>> that does not have a GUI, just a dialog that asks for and remembers
>> the path to a CSD file that would be edited by an external editor. As
>> you probably know, you can use an instrument as an effect or an effect
>> as an instrument, so only one mode is actually required.
>>
>> Regards,
>> Mike
>>
>> Regards,
>> Mike
>>
>> On Tue, Nov 30, 2010 at 7:57 AM, Sigurd Saue  wrote:
>>> I've just made a small VST-plugin that picks up a csd-file in the same folder as the dll itself and applies it as an effect. CSound input channels declared at creation time (typically using chn_k) will be picked up as parameters.
>>>
>>> This is of course very similar to CsoundVST and I have to admit that I've stolen some snippets of code from that project. That's why I believe that there is a bug in the CsoundVST::process(...) method. The call to performKsmpms(true) is at the wrong place in the loop. It should be at the very end. Today the code says:
>>>
>>> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
>>> {
>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>  {
>>>    csoundInput[csoundFrameI *...] =  ...
>>>  }
>>>  if(csoundFrameI == 0)
>>>  {
>>>    performKsmps(true);
>>>  }
>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>  {
>>>    hostOutput[channelI][hostFrameI] +=  csoundOutput[csoundFrameI *...;
>>>  }
>>>  csoundFrameI++;
>>>  if(csoundFrameI > csoundLastFrame)
>>>  {
>>>    csoundFrameI = 0;
>>>  }
>>> }
>>>
>>> The problem here is that the first sample of the input buffer is out of synch with the remaining. For instance with "ksmps=5" a correct input buffer should have the following sample numbers [0 1 2 3 4], but instead it contains [5 1 2 3 4]. This is very noticeable with relatively small ksmps (e.g ksmps=10). The correct version should be something like:
>>>
>>> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
>>> {
>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>  {
>>>    csoundInput[...] =  ...
>>>  }
>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>  {
>>>    hostOutput[channelI][hostFrameI] +=  csoundOutput[...;
>>>  }
>>>  csoundFrameI++;
>>>  if(csoundFrameI > csoundLastFrame)
>>>  {
>>>    csoundFrameI = 0;
>>>    performKsmps(true);
>>>  }
>>> }
>>>
>>> It is sort of a mystery that this hasn't been noticed before, so maybe there is something that I've overlooked?
>>>
>>> Best regards,
>>> Sigurd
>>>
>>>
>>> ------------------------------------------------------------------------------
>>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>>> Tap into the largest installed PC base & get more eyes on your game by
>>> optimizing for Intel(R) Graphics Technology. Get started today with the
>>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>>> http://p.sf.net/sfu/intelisp-dev2dev
>>> _______________________________________________
>>> Csound-devel mailing list
>>> Csound-devel@lists.sourceforge.net
>>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>>
>>
>>
>>
>> --
>> Michael Gogins
>> Irreducible Productions
>> http://www.michael-gogins.com
>> Michael dot Gogins at gmail dot com
>>
>> ------------------------------------------------------------------------------
>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>> Tap into the largest installed PC base & get more eyes on your game by
>> optimizing for Intel(R) Graphics Technology. Get started today with the
>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>> http://p.sf.net/sfu/intelisp-dev2dev
>> _______________________________________________
>> Csound-devel mailing list
>> Csound-devel@lists.sourceforge.net
>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>
>>
>> ------------------------------------------------------------------------------
>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>> Tap into the largest installed PC base & get more eyes on your game by
>> optimizing for Intel(R) Graphics Technology. Get started today with the
>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>> http://p.sf.net/sfu/intelisp-dev2dev
>> _______________________________________________
>> Csound-devel mailing list
>> Csound-devel@lists.sourceforge.net
>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>
>
>
>
> --
> Michael Gogins
> Irreducible Productions
> http://www.michael-gogins.com
> Michael dot Gogins at gmail dot com
>
> ------------------------------------------------------------------------------
> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
> Tap into the largest installed PC base & get more eyes on your game by
> optimizing for Intel(R) Graphics Technology. Get started today with the
> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
> http://p.sf.net/sfu/intelisp-dev2dev
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>

------------------------------------------------------------------------------
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Tap into the largest installed PC base & get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
_______________________________________________
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Date2010-11-30 14:38
FromDave Phillips
SubjectRe: [Cs-dev] Bug in CSoundVST?
Rory Walsh wrote:
> No GUI apart from the native sliders that are provided by the host I
> meant to say. I'm putting the finishing touches on a Juce/Csound
> plugin development framework. The good news is it's working very well
> VST/AU and Linux VST. The bad news is I got a notion to add some extra
> functionality to it before releasing it so it has set back my release
> date by a few weeks.
>
>   

Very interesting news. Please keep us informed about the release, I'd 
love to test it.

Best,

dp


------------------------------------------------------------------------------
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Tap into the largest installed PC base & get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
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Date2010-11-30 14:44
From"Sigurd Saue"
SubjectRe: [Cs-dev] Bug in CSoundVST?
Extra functionality is a killer for development plans ;-)

BTW: I found some references to csVST and zipped code in a posting from two years ago (time flies, I guess), but the link to the attachment was dead. It would be great to have a look at what you've done, so if you find the time please repost.

Sigurd

-----Original Message-----
From: Rory Walsh [mailto:rorywalsh@ear.ie] 
Sent: 30. november 2010 15:34
To: Developer discussions
Subject: Re: [Cs-dev] Bug in CSoundVST?

No GUI apart from the native sliders that are provided by the host I
meant to say. I'm putting the finishing touches on a Juce/Csound
plugin development framework. The good news is it's working very well
VST/AU and Linux VST. The bad news is I got a notion to add some extra
functionality to it before releasing it so it has set back my release
date by a few weeks.

Rory.




On 30 November 2010 14:28, Michael Gogins  wrote:
> It would be possible to enable parameters using the built in sliders.
> You either could create a fixed number of parameters that the CSD
> would be free to ignore, or to use and interpret as seen fit, or else
> you could parse the csd and create sliders for global variables,
> perhaps with a naming convention.
>
> BTW, I'd also like to use VeSTige and get away from dependency on Steinberg.
>
> Regards,
> Mike
>
> On Tue, Nov 30, 2010 at 9:21 AM, S,igurd Saue  wrote:
>> Sounds very interesting. But without a GUI, will you also be without parameters that could be picked up by the VST host for automation?
>>
>> My intention was to keep this as plug and play as possible for my students: No programming (except for CSound, of course) and no custom CSound statements. Just write a *.csd file with ins/inch and outs statements. Declare parameters with chn_k (using the various options to tune the presentation). Drop the csd file in the same folder as the dll and it will be picked up. Declared parameters are available for GUI and for host automation.
>>
>> I use Juce as a framework and auto-generate a simple GUI with buttons and sliders. It should work for AU and RTAS plugins with small modifications, but I haven't tried anything but VST yet. Parameters can be controlled through MIDI, but I haven't decided on a strategy for triggering notes/instruments, so currently it works as effect only.
>>
>> Sigurd
>>
>> -----Original Message-----
>> From: Michael Gogins [mailto:michael.gogins@gmail.com]
>> Sent: 30. november 2010 14:55
>> To: Developer discussions
>> Subject: Re: [Cs-dev] Bug in CSoundVST?
>>
>> Thanks for your report. I will definitely check this out.
>>
>> By the way, I have thought about making another version of CsoundVST
>> that does not have a GUI, just a dialog that asks for and remembers
>> the path to a CSD file that would be edited by an external editor. As
>> you probably know, you can use an instrument as an effect or an effect
>> as an instrument, so only one mode is actually required.
>>
>> Regards,
>> Mike
>>
>> Regards,
>> Mike
>>
>> On Tue, Nov 30, 2010 at 7:57 AM, Sigurd Saue  wrote:
>>> I've just made a small VST-plugin that picks up a csd-file in the same folder as the dll itself and applies it as an effect. CSound input channels declared at creation time (typically using chn_k) will be picked up as parameters.
>>>
>>> This is of course very similar to CsoundVST and I have to admit that I've stolen some snippets of code from that project. That's why I believe that there is a bug in the CsoundVST::process(...) method. The call to performKsmpms(true) is at the wrong place in the loop. It should be at the very end. Today the code says:
>>>
>>> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
>>> {
>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>  {
>>>    csoundInput[csoundFrameI *...] =  ...
>>>  }
>>>  if(csoundFrameI == 0)
>>>  {
>>>    performKsmps(true);
>>>  }
>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>  {
>>>    hostOutput[channelI][hostFrameI] +=  csoundOutput[csoundFrameI *...;
>>>  }
>>>  csoundFrameI++;
>>>  if(csoundFrameI > csoundLastFrame)
>>>  {
>>>    csoundFrameI = 0;
>>>  }
>>> }
>>>
>>> The problem here is that the first sample of the input buffer is out of synch with the remaining. For instance with "ksmps=5" a correct input buffer should have the following sample numbers [0 1 2 3 4], but instead it contains [5 1 2 3 4]. This is very noticeable with relatively small ksmps (e.g ksmps=10). The correct version should be something like:
>>>
>>> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
>>> {
>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>  {
>>>    csoundInput[...] =  ...
>>>  }
>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>  {
>>>    hostOutput[channelI][hostFrameI] +=  csoundOutput[...;
>>>  }
>>>  csoundFrameI++;
>>>  if(csoundFrameI > csoundLastFrame)
>>>  {
>>>    csoundFrameI = 0;
>>>    performKsmps(true);
>>>  }
>>> }
>>>
>>> It is sort of a mystery that this hasn't been noticed before, so maybe there is something that I've overlooked?
>>>
>>> Best regards,
>>> Sigurd
>>>
>>>
>>> ------------------------------------------------------------------------------
>>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>>> Tap into the largest installed PC base & get more eyes on your game by
>>> optimizing for Intel(R) Graphics Technology. Get started today with the
>>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>>> http://p.sf.net/sfu/intelisp-dev2dev
>>> _______________________________________________
>>> Csound-devel mailing list
>>> Csound-devel@lists.sourceforge.net
>>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>>
>>
>>
>>
>> --
>> Michael Gogins
>> Irreducible Productions
>> http://www.michael-gogins.com
>> Michael dot Gogins at gmail dot com
>>
>> ------------------------------------------------------------------------------
>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>> Tap into the largest installed PC base & get more eyes on your game by
>> optimizing for Intel(R) Graphics Technology. Get started today with the
>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>> http://p.sf.net/sfu/intelisp-dev2dev
>> _______________________________________________
>> Csound-devel mailing list
>> Csound-devel@lists.sourceforge.net
>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>
>>
>> ------------------------------------------------------------------------------
>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>> Tap into the largest installed PC base & get more eyes on your game by
>> optimizing for Intel(R) Graphics Technology. Get started today with the
>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>> http://p.sf.net/sfu/intelisp-dev2dev
>> _______________________________________________
>> Csound-devel mailing list
>> Csound-devel@lists.sourceforge.net
>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>
>
>
>
> --
> Michael Gogins
> Irreducible Productions
> http://www.michael-gogins.com
> Michael dot Gogins at gmail dot com
>
> ------------------------------------------------------------------------------
> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
> Tap into the largest installed PC base & get more eyes on your game by
> optimizing for Intel(R) Graphics Technology. Get started today with the
> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
> http://p.sf.net/sfu/intelisp-dev2dev
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>

------------------------------------------------------------------------------
Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
Tap into the largest installed PC base & get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
_______________________________________________
Csound-devel mailing list
Csound-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/csound-devel


------------------------------------------------------------------------------
Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
Tap into the largest installed PC base & get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
_______________________________________________
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Date2010-11-30 14:55
FromRory Walsh
SubjectRe: [Cs-dev] Bug in CSoundVST?
I'll have to dig it out from my other computer but will try to t it to
you shortly. One thing which I did, which I won't be doing again is
provide a tool for embedding the csd file into the binary dll.
Finally, it must be said that the code I posted was started by a
student of mine so I can't take all the credit!

On 30 November 2010 14:44, Sigurd Saue  wrote:
> Extra functionality is a killer for development plans ;-)
>
> BTW: I found some references to csVST and zipped code in a posting from two years ago (time flies, I guess), but the link to the attachment was dead. It would be great to have a look at what you've done, so if you find the time please repost.
>
> Sigurd
>
> -----Original Message-----
> From: Rory Walsh [mailto:rorywalsh@ear.ie]
> Sent: 30. november 2010 15:34
> To: Developer discussions
> Subject: Re: [Cs-dev] Bug in CSoundVST?
>
> No GUI apart from the native sliders that are provided by the host I
> meant to say. I'm putting the finishing touches on a Juce/Csound
> plugin development framework. The good news is it's working very well
> VST/AU and Linux VST. The bad news is I got a notion to add some extra
> functionality to it before releasing it so it has set back my release
> date by a few weeks.
>
> Rory.
>
>
>
>
> On 30 November 2010 14:28, Michael Gogins  wrote:
>> It would be possible to enable parameters using the built in sliders.
>> You either could create a fixed number of parameters that the CSD
>> would be free to ignore, or to use and interpret as seen fit, or else
>> you could parse the csd and create sliders for global variables,
>> perhaps with a naming convention.
>>
>> BTW, I'd also like to use VeSTige and get away from dependency on Steinberg.
>>
>> Regards,
>> Mike
>>
>> On Tue, Nov 30, 2010 at 9:21 AM, S,igurd Saue  wrote:
>>> Sounds very interesting. But without a GUI, will you also be without parameters that could be picked up by the VST host for automation?
>>>
>>> My intention was to keep this as plug and play as possible for my students: No programming (except for CSound, of course) and no custom CSound statements. Just write a *.csd file with ins/inch and outs statements. Declare parameters with chn_k (using the various options to tune the presentation). Drop the csd file in the same folder as the dll and it will be picked up. Declared parameters are available for GUI and for host automation.
>>>
>>> I use Juce as a framework and auto-generate a simple GUI with buttons and sliders. It should work for AU and RTAS plugins with small modifications, but I haven't tried anything but VST yet. Parameters can be controlled through MIDI, but I haven't decided on a strategy for triggering notes/instruments, so currently it works as effect only.
>>>
>>> Sigurd
>>>
>>> -----Original Message-----
>>> From: Michael Gogins [mailto:michael.gogins@gmail.com]
>>> Sent: 30. november 2010 14:55
>>> To: Developer discussions
>>> Subject: Re: [Cs-dev] Bug in CSoundVST?
>>>
>>> Thanks for your report. I will definitely check this out.
>>>
>>> By the way, I have thought about making another version of CsoundVST
>>> that does not have a GUI, just a dialog that asks for and remembers
>>> the path to a CSD file that would be edited by an external editor. As
>>> you probably know, you can use an instrument as an effect or an effect
>>> as an instrument, so only one mode is actually required.
>>>
>>> Regards,
>>> Mike
>>>
>>> Regards,
>>> Mike
>>>
>>> On Tue, Nov 30, 2010 at 7:57 AM, Sigurd Saue  wrote:
>>>> I've just made a small VST-plugin that picks up a csd-file in the same folder as the dll itself and applies it as an effect. CSound input channels declared at creation time (typically using chn_k) will be picked up as parameters.
>>>>
>>>> This is of course very similar to CsoundVST and I have to admit that I've stolen some snippets of code from that project. That's why I believe that there is a bug in the CsoundVST::process(...) method. The call to performKsmpms(true) is at the wrong place in the loop. It should be at the very end. Today the code says:
>>>>
>>>> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
>>>> {
>>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>>  {
>>>>    csoundInput[csoundFrameI *...] =  ...
>>>>  }
>>>>  if(csoundFrameI == 0)
>>>>  {
>>>>    performKsmps(true);
>>>>  }
>>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>>  {
>>>>    hostOutput[channelI][hostFrameI] +=  csoundOutput[csoundFrameI *...;
>>>>  }
>>>>  csoundFrameI++;
>>>>  if(csoundFrameI > csoundLastFrame)
>>>>  {
>>>>    csoundFrameI = 0;
>>>>  }
>>>> }
>>>>
>>>> The problem here is that the first sample of the input buffer is out of synch with the remaining. For instance with "ksmps=5" a correct input buffer should have the following sample numbers [0 1 2 3 4], but instead it contains [5 1 2 3 4]. This is very noticeable with relatively small ksmps (e.g ksmps=10). The correct version should be something like:
>>>>
>>>> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
>>>> {
>>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>>  {
>>>>    csoundInput[...] =  ...
>>>>  }
>>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>>  {
>>>>    hostOutput[channelI][hostFrameI] +=  csoundOutput[...;
>>>>  }
>>>>  csoundFrameI++;
>>>>  if(csoundFrameI > csoundLastFrame)
>>>>  {
>>>>    csoundFrameI = 0;
>>>>    performKsmps(true);
>>>>  }
>>>> }
>>>>
>>>> It is sort of a mystery that this hasn't been noticed before, so maybe there is something that I've overlooked?
>>>>
>>>> Best regards,
>>>> Sigurd
>>>>
>>>>
>>>> ------------------------------------------------------------------------------
>>>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>>>> Tap into the largest installed PC base & get more eyes on your game by
>>>> optimizing for Intel(R) Graphics Technology. Get started today with the
>>>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>>>> http://p.sf.net/sfu/intelisp-dev2dev
>>>> _______________________________________________
>>>> Csound-devel mailing list
>>>> Csound-devel@lists.sourceforge.net
>>>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>>>
>>>
>>>
>>>
>>> --
>>> Michael Gogins
>>> Irreducible Productions
>>> http://www.michael-gogins.com
>>> Michael dot Gogins at gmail dot com
>>>
>>> ------------------------------------------------------------------------------
>>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>>> Tap into the largest installed PC base & get more eyes on your game by
>>> optimizing for Intel(R) Graphics Technology. Get started today with the
>>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>>> http://p.sf.net/sfu/intelisp-dev2dev
>>> _______________________________________________
>>> Csound-devel mailing list
>>> Csound-devel@lists.sourceforge.net
>>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>>
>>>
>>> ------------------------------------------------------------------------------
>>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>>> Tap into the largest installed PC base & get more eyes on your game by
>>> optimizing for Intel(R) Graphics Technology. Get started today with the
>>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>>> http://p.sf.net/sfu/intelisp-dev2dev
>>> _______________________________________________
>>> Csound-devel mailing list
>>> Csound-devel@lists.sourceforge.net
>>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>>
>>
>>
>>
>> --
>> Michael Gogins
>> Irreducible Productions
>> http://www.michael-gogins.com
>> Michael dot Gogins at gmail dot com
>>
>> ------------------------------------------------------------------------------
>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>> Tap into the largest installed PC base & get more eyes on your game by
>> optimizing for Intel(R) Graphics Technology. Get started today with the
>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>> http://p.sf.net/sfu/intelisp-dev2dev
>> _______________________________________________
>> Csound-devel mailing list
>> Csound-devel@lists.sourceforge.net
>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>
>
> ------------------------------------------------------------------------------
> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
> Tap into the largest installed PC base & get more eyes on your game by
> optimizing for Intel(R) Graphics Technology. Get started today with the
> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
> http://p.sf.net/sfu/intelisp-dev2dev
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>
>
> ------------------------------------------------------------------------------
> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
> Tap into the largest installed PC base & get more eyes on your game by
> optimizing for Intel(R) Graphics Technology. Get started today with the
> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
> http://p.sf.net/sfu/intelisp-dev2dev
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>

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Tap into the largest installed PC base & get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
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Date2010-11-30 14:56
FromRory Walsh
SubjectRe: [Cs-dev] Bug in CSoundVST?
Will do. I've even given up messing with synths for the afternoon to
do some work on it :( such tough decisions.....

On 30 November 2010 14:55, Rory Walsh  wrote:
> I'll have to dig it out from my other computer but will try to t it to
> you shortly. One thing which I did, which I won't be doing again is
> provide a tool for embedding the csd file into the binary dll.
> Finally, it must be said that the code I posted was started by a
> student of mine so I can't take all the credit!
>
> On 30 November 2010 14:44, Sigurd Saue  wrote:
>> Extra functionality is a killer for development plans ;-)
>>
>> BTW: I found some references to csVST and zipped code in a posting from two years ago (time flies, I guess), but the link to the attachment was dead. It would be great to have a look at what you've done, so if you find the time please repost.
>>
>> Sigurd
>>
>> -----Original Message-----
>> From: Rory Walsh [mailto:rorywalsh@ear.ie]
>> Sent: 30. november 2010 15:34
>> To: Developer discussions
>> Subject: Re: [Cs-dev] Bug in CSoundVST?
>>
>> No GUI apart from the native sliders that are provided by the host I
>> meant to say. I'm putting the finishing touches on a Juce/Csound
>> plugin development framework. The good news is it's working very well
>> VST/AU and Linux VST. The bad news is I got a notion to add some extra
>> functionality to it before releasing it so it has set back my release
>> date by a few weeks.
>>
>> Rory.
>>
>>
>>
>>
>> On 30 November 2010 14:28, Michael Gogins  wrote:
>>> It would be possible to enable parameters using the built in sliders.
>>> You either could create a fixed number of parameters that the CSD
>>> would be free to ignore, or to use and interpret as seen fit, or else
>>> you could parse the csd and create sliders for global variables,
>>> perhaps with a naming convention.
>>>
>>> BTW, I'd also like to use VeSTige and get away from dependency on Steinberg.
>>>
>>> Regards,
>>> Mike
>>>
>>> On Tue, Nov 30, 2010 at 9:21 AM, S,igurd Saue  wrote:
>>>> Sounds very interesting. But without a GUI, will you also be without parameters that could be picked up by the VST host for automation?
>>>>
>>>> My intention was to keep this as plug and play as possible for my students: No programming (except for CSound, of course) and no custom CSound statements. Just write a *.csd file with ins/inch and outs statements. Declare parameters with chn_k (using the various options to tune the presentation). Drop the csd file in the same folder as the dll and it will be picked up. Declared parameters are available for GUI and for host automation.
>>>>
>>>> I use Juce as a framework and auto-generate a simple GUI with buttons and sliders. It should work for AU and RTAS plugins with small modifications, but I haven't tried anything but VST yet. Parameters can be controlled through MIDI, but I haven't decided on a strategy for triggering notes/instruments, so currently it works as effect only.
>>>>
>>>> Sigurd
>>>>
>>>> -----Original Message-----
>>>> From: Michael Gogins [mailto:michael.gogins@gmail.com]
>>>> Sent: 30. november 2010 14:55
>>>> To: Developer discussions
>>>> Subject: Re: [Cs-dev] Bug in CSoundVST?
>>>>
>>>> Thanks for your report. I will definitely check this out.
>>>>
>>>> By the way, I have thought about making another version of CsoundVST
>>>> that does not have a GUI, just a dialog that asks for and remembers
>>>> the path to a CSD file that would be edited by an external editor. As
>>>> you probably know, you can use an instrument as an effect or an effect
>>>> as an instrument, so only one mode is actually required.
>>>>
>>>> Regards,
>>>> Mike
>>>>
>>>> Regards,
>>>> Mike
>>>>
>>>> On Tue, Nov 30, 2010 at 7:57 AM, Sigurd Saue  wrote:
>>>>> I've just made a small VST-plugin that picks up a csd-file in the same folder as the dll itself and applies it as an effect. CSound input channels declared at creation time (typically using chn_k) will be picked up as parameters.
>>>>>
>>>>> This is of course very similar to CsoundVST and I have to admit that I've stolen some snippets of code from that project. That's why I believe that there is a bug in the CsoundVST::process(...) method. The call to performKsmpms(true) is at the wrong place in the loop. It should be at the very end. Today the code says:
>>>>>
>>>>> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
>>>>> {
>>>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>>>  {
>>>>>    csoundInput[csoundFrameI *...] =  ...
>>>>>  }
>>>>>  if(csoundFrameI == 0)
>>>>>  {
>>>>>    performKsmps(true);
>>>>>  }
>>>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>>>  {
>>>>>    hostOutput[channelI][hostFrameI] +=  csoundOutput[csoundFrameI *...;
>>>>>  }
>>>>>  csoundFrameI++;
>>>>>  if(csoundFrameI > csoundLastFrame)
>>>>>  {
>>>>>    csoundFrameI = 0;
>>>>>  }
>>>>> }
>>>>>
>>>>> The problem here is that the first sample of the input buffer is out of synch with the remaining. For instance with "ksmps=5" a correct input buffer should have the following sample numbers [0 1 2 3 4], but instead it contains [5 1 2 3 4]. This is very noticeable with relatively small ksmps (e.g ksmps=10). The correct version should be something like:
>>>>>
>>>>> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
>>>>> {
>>>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>>>  {
>>>>>    csoundInput[...] =  ...
>>>>>  }
>>>>>  for(channelI = 0; channelI < channelN; channelI++)
>>>>>  {
>>>>>    hostOutput[channelI][hostFrameI] +=  csoundOutput[...;
>>>>>  }
>>>>>  csoundFrameI++;
>>>>>  if(csoundFrameI > csoundLastFrame)
>>>>>  {
>>>>>    csoundFrameI = 0;
>>>>>    performKsmps(true);
>>>>>  }
>>>>> }
>>>>>
>>>>> It is sort of a mystery that this hasn't been noticed before, so maybe there is something that I've overlooked?
>>>>>
>>>>> Best regards,
>>>>> Sigurd
>>>>>
>>>>>
>>>>> ------------------------------------------------------------------------------
>>>>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>>>>> Tap into the largest installed PC base & get more eyes on your game by
>>>>> optimizing for Intel(R) Graphics Technology. Get started today with the
>>>>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>>>>> http://p.sf.net/sfu/intelisp-dev2dev
>>>>> _______________________________________________
>>>>> Csound-devel mailing list
>>>>> Csound-devel@lists.sourceforge.net
>>>>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Michael Gogins
>>>> Irreducible Productions
>>>> http://www.michael-gogins.com
>>>> Michael dot Gogins at gmail dot com
>>>>
>>>> ------------------------------------------------------------------------------
>>>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>>>> Tap into the largest installed PC base & get more eyes on your game by
>>>> optimizing for Intel(R) Graphics Technology. Get started today with the
>>>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>>>> http://p.sf.net/sfu/intelisp-dev2dev
>>>> _______________________________________________
>>>> Csound-devel mailing list
>>>> Csound-devel@lists.sourceforge.net
>>>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>>>
>>>>
>>>> ------------------------------------------------------------------------------
>>>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>>>> Tap into the largest installed PC base & get more eyes on your game by
>>>> optimizing for Intel(R) Graphics Technology. Get started today with the
>>>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>>>> http://p.sf.net/sfu/intelisp-dev2dev
>>>> _______________________________________________
>>>> Csound-devel mailing list
>>>> Csound-devel@lists.sourceforge.net
>>>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>>>
>>>
>>>
>>>
>>> --
>>> Michael Gogins
>>> Irreducible Productions
>>> http://www.michael-gogins.com
>>> Michael dot Gogins at gmail dot com
>>>
>>> ------------------------------------------------------------------------------
>>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>>> Tap into the largest installed PC base & get more eyes on your game by
>>> optimizing for Intel(R) Graphics Technology. Get started today with the
>>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>>> http://p.sf.net/sfu/intelisp-dev2dev
>>> _______________________________________________
>>> Csound-devel mailing list
>>> Csound-devel@lists.sourceforge.net
>>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>>
>>
>> ------------------------------------------------------------------------------
>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>> Tap into the largest installed PC base & get more eyes on your game by
>> optimizing for Intel(R) Graphics Technology. Get started today with the
>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>> http://p.sf.net/sfu/intelisp-dev2dev
>> _______________________________________________
>> Csound-devel mailing list
>> Csound-devel@lists.sourceforge.net
>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>
>>
>> ------------------------------------------------------------------------------
>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>> Tap into the largest installed PC base & get more eyes on your game by
>> optimizing for Intel(R) Graphics Technology. Get started today with the
>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>> http://p.sf.net/sfu/intelisp-dev2dev
>> _______________________________________________
>> Csound-devel mailing list
>> Csound-devel@lists.sourceforge.net
>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>
>

------------------------------------------------------------------------------
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Tap into the largest installed PC base & get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
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Date2010-11-30 16:24
From"Sigurd Saue"
SubjectRe: [Cs-dev] Bug in CSoundVST?
Mike, 

Out of curiosity: Is there a good reason why you suggest parsing for global variables instead of using control channels (chn_k) and the csoundListChannels() method? It seems so much simpler, and you could exploit the range and type of the declared control channels to set slider properties (range, integer, float, exponential, etc.). It works nicely for me. 

Sigurd

-----Original Message-----
From: Michael Gogins [mailto:michael.gogins@gmail.com] 
Sent: 30. november 2010 15:29
To: Developer discussions
Subject: Re: [Cs-dev] Bug in CSoundVST?

It would be possible to enable parameters using the built in sliders.
You either could create a fixed number of parameters that the CSD
would be free to ignore, or to use and interpret as seen fit, or else
you could parse the csd and create sliders for global variables,
perhaps with a naming convention.

BTW, I'd also like to use VeSTige and get away from dependency on Steinberg.

Regards,
Mike

On Tue, Nov 30, 2010 at 9:21 AM, S,igurd Saue  wrote:
> Sounds very interesting. But without a GUI, will you also be without parameters that could be picked up by the VST host for automation?
>
> My intention was to keep this as plug and play as possible for my students: No programming (except for CSound, of course) and no custom CSound statements. Just write a *.csd file with ins/inch and outs statements. Declare parameters with chn_k (using the various options to tune the presentation). Drop the csd file in the same folder as the dll and it will be picked up. Declared parameters are available for GUI and for host automation.
>
> I use Juce as a framework and auto-generate a simple GUI with buttons and sliders. It should work for AU and RTAS plugins with small modifications, but I haven't tried anything but VST yet. Parameters can be controlled through MIDI, but I haven't decided on a strategy for triggering notes/instruments, so currently it works as effect only.
>
> Sigurd
>
> -----Original Message-----
> From: Michael Gogins [mailto:michael.gogins@gmail.com]
> Sent: 30. november 2010 14:55
> To: Developer discussions
> Subject: Re: [Cs-dev] Bug in CSoundVST?
>
> Thanks for your report. I will definitely check this out.
>
> By the way, I have thought about making another version of CsoundVST
> that does not have a GUI, just a dialog that asks for and remembers
> the path to a CSD file that would be edited by an external editor. As
> you probably know, you can use an instrument as an effect or an effect
> as an instrument, so only one mode is actually required.
>
> Regards,
> Mike
>
> Regards,
> Mike
>
> On Tue, Nov 30, 2010 at 7:57 AM, Sigurd Saue  wrote:
>> I've just made a small VST-plugin that picks up a csd-file in the same folder as the dll itself and applies it as an effect. CSound input channels declared at creation time (typically using chn_k) will be picked up as parameters.
>>
>> This is of course very similar to CsoundVST and I have to admit that I've stolen some snippets of code from that project. That's why I believe that there is a bug in the CsoundVST::process(...) method. The call to performKsmpms(true) is at the wrong place in the loop. It should be at the very end. Today the code says:
>>
>> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
>> {
>>  for(channelI = 0; channelI < channelN; channelI++)
>>  {
>>    csoundInput[csoundFrameI *...] =  ...
>>  }
>>  if(csoundFrameI == 0)
>>  {
>>    performKsmps(true);
>>  }
>>  for(channelI = 0; channelI < channelN; channelI++)
>>  {
>>    hostOutput[channelI][hostFrameI] +=  csoundOutput[csoundFrameI *...;
>>  }
>>  csoundFrameI++;
>>  if(csoundFrameI > csoundLastFrame)
>>  {
>>    csoundFrameI = 0;
>>  }
>> }
>>
>> The problem here is that the first sample of the input buffer is out of synch with the remaining. For instance with "ksmps=5" a correct input buffer should have the following sample numbers [0 1 2 3 4], but instead it contains [5 1 2 3 4]. This is very noticeable with relatively small ksmps (e.g ksmps=10). The correct version should be something like:
>>
>> for(VstInt32 hostFrameI = 0; hostFrameI < hostFrameN; hostFrameI++)
>> {
>>  for(channelI = 0; channelI < channelN; channelI++)
>>  {
>>    csoundInput[...] =  ...
>>  }
>>  for(channelI = 0; channelI < channelN; channelI++)
>>  {
>>    hostOutput[channelI][hostFrameI] +=  csoundOutput[...;
>>  }
>>  csoundFrameI++;
>>  if(csoundFrameI > csoundLastFrame)
>>  {
>>    csoundFrameI = 0;
>>    performKsmps(true);
>>  }
>> }
>>
>> It is sort of a mystery that this hasn't been noticed before, so maybe there is something that I've overlooked?
>>
>> Best regards,
>> Sigurd
>>
>>
>> ------------------------------------------------------------------------------
>> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
>> Tap into the largest installed PC base & get more eyes on your game by
>> optimizing for Intel(R) Graphics Technology. Get started today with the
>> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
>> http://p.sf.net/sfu/intelisp-dev2dev
>> _______________________________________________
>> Csound-devel mailing list
>> Csound-devel@lists.sourceforge.net
>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>
>
>
>
> --
> Michael Gogins
> Irreducible Productions
> http://www.michael-gogins.com
> Michael dot Gogins at gmail dot com
>
> ------------------------------------------------------------------------------
> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
> Tap into the largest installed PC base & get more eyes on your game by
> optimizing for Intel(R) Graphics Technology. Get started today with the
> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
> http://p.sf.net/sfu/intelisp-dev2dev
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>
>
> ------------------------------------------------------------------------------
> Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
> Tap into the largest installed PC base & get more eyes on your game by
> optimizing for Intel(R) Graphics Technology. Get started today with the
> Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
> http://p.sf.net/sfu/intelisp-dev2dev
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>



-- 
Michael Gogins
Irreducible Productions
http://www.michael-gogins.com
Michael dot Gogins at gmail dot com

------------------------------------------------------------------------------
Increase Visibility of Your 3D Game App & Earn a Chance To Win $500!
Tap into the largest installed PC base & get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
_______________________________________________
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https://lists.sourceforge.net/lists/listinfo/csound-devel


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optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
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