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[Csnd] ot: nasa song contest

Date2010-10-18 18:29
Fromkelly hirai
Subject[Csnd] ot: nasa song contest
found this while considering weather to try to make Discovery's last 
launch on tuesday. deadline jan, 10 2010
     https://songcontest.nasa.gov/home.aspx 
i'm sure there are many space enthusists on this list.
k.


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Date2010-10-19 06:14
FromBrian Wong
Subject[Csnd] OT : Unity browser test
After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago. 
Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
http://bwong.ca/gcube.html
 		 	   		  

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Date2010-10-19 07:50
FromAndres Cabrera
Subject[Csnd] Re: OT : Unity browser test
Hi,

No Linux version.

Cheers,
Andres

On Tue, Oct 19, 2010 at 6:14 AM, Brian Wong  wrote:
>
> After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
> Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
> http://bwong.ca/gcube.html
>
>
> Send bugs reports to the Sourceforge bug tracker
>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
>



-- 


Andrés


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Date2010-10-19 08:02
FromFrancois PINOT
Subject[Csnd] Re: OT : Unity browser test
No linux version. Unity is also the name of the new Ubuntu desktop (http://www.markshuttleworth.com/archives/383). A bit confusing isn't it?

Regards

Francois

2010/10/19 Brian Wong <brian.wong1@hotmail.com>

After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago. 
Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
http://bwong.ca/gcube.html


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Date2010-10-19 11:07
Fromandy fillebrown
Subject[Csnd] Re: OT : Unity browser test
Hi Brian,

I've been testing out Unity3D for a few weeks and I've found that
there are some big issues with the "Audio Source" game objects that
result in pops and clicks on some systems, particularly XP.  I've
worked around the issues somewhat, but I keep running into limitations
on how fast I can move Audio Source objects before the pops and clicks
re-appear.  I could be doing something wrong, of course =) ...but it
seems to me that Unity3D's "k" rate is locked to the current
frame-rate, and I haven't figured out a way to make the Audio Source
game objects update faster than the frame-rate, yet.

My initial excitement at discovering Unity3D has been tempered a bit
since running into these issues, but it's still interesting.  My most
recent experiment can be found at
http://audiosculptures.com/unity/sines/20101018

Cheers,
~ andy.f



On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
>
> After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
> Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
> http://bwong.ca/gcube.html
>
>
> Send bugs reports to the Sourceforge bug tracker
>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
>


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Date2010-10-20 01:29
FromBrian Wong
Subject[Csnd] RE: Re: OT : Unity browser test
Too bad there is no Unity browser plugin for Linux; on Mac and Windows the applet worked well. Sorry, I should have checked that before posting.
Cool example Andy! Sorry to hear about the the audio problems. I have only been playing with Unity for a couple of days and have not delved much into the audio aspects yet, so I appreciate the info. Are you using the deltaTime variable for the Time class? In my example I used Time.delta time to make the cube rotation speed independent of frame rate. Just an idea, but possibly it might help to apply this to the object movement. Here is the source code for my Rotate.js script :
var speed = 5.0;
function Update () {    speed = speed + Input.GetAxis("Horizontal");    transform.Rotate(0, speed*Time.deltaTime, 0);}
You can find the documentation for the Time class in the Scripting Reference.
BW

----------------------------------------
> Date: Tue, 19 Oct 2010 06:07:52 -0400
> From: andy.fillebrown@gmail.com
> To: csound@lists.bath.ac.uk
> Subject: [Csnd] Re: OT : Unity browser test
>
> Hi Brian,
>
> I've been testing out Unity3D for a few weeks and I've found that
> there are some big issues with the "Audio Source" game objects that
> result in pops and clicks on some systems, particularly XP. I've
> worked around the issues somewhat, but I keep running into limitations
> on how fast I can move Audio Source objects before the pops and clicks
> re-appear. I could be doing something wrong, of course =) ...but it
> seems to me that Unity3D's "k" rate is locked to the current
> frame-rate, and I haven't figured out a way to make the Audio Source
> game objects update faster than the frame-rate, yet.
>
> My initial excitement at discovering Unity3D has been tempered a bit
> since running into these issues, but it's still interesting. My most
> recent experiment can be found at
> http://audiosculptures.com/unity/sines/20101018
>
> Cheers,
> ~ andy.f
>
>
>
> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
> >
> > After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
> > Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
> > http://bwong.ca/gcube.html
> >
> >
> > Send bugs reports to the Sourceforge bug tracker
> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> > Discussions of bugs and features can be posted here
> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >
> >
>
>
> Send bugs reports to the Sourceforge bug tracker
> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
 		 	   		  

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            https://sourceforge.net/tracker/?group_id=81968&atid=564599
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Date2010-10-20 12:19
Fromandy fillebrown
Subject[Csnd] Re: RE: Re: OT : Unity browser test
Thanks for the tip, but the issue with the audio objects is due to the
relatively slow rate that Update() gets called.  Since it only gets
called once per frame, the audio objects' volume and pan settings can
only be updated once per frame -- which is nowhere near fast enough to
get smooth envelopes.  afaik there is no way to update the audio
objects faster than the frame rate, and the Unity3D engine is not
smoothing out the volume and pan settings internally.  The way I'm
currently dealing with it is to use a portamento type script to slow
down the volume and pan changes, but there is a trade-off in
positional accuracy.  I'll let you know if I figure out a better
solution.

Cheers,
~ andy.f



On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong  wrote:
>
> Too bad there is no Unity browser plugin for Linux; on Mac and Windows the applet worked well. Sorry, I should have checked that before posting.
> Cool example Andy! Sorry to hear about the the audio problems. I have only been playing with Unity for a couple of days and have not delved much into the audio aspects yet, so I appreciate the info. Are you using the deltaTime variable for the Time class? In my example I used Time.delta time to make the cube rotation speed independent of frame rate. Just an idea, but possibly it might help to apply this to the object movement. Here is the source code for my Rotate.js script :
> var speed = 5.0;
> function Update () {    speed = speed + Input.GetAxis("Horizontal");    transform.Rotate(0, speed*Time.deltaTime, 0);}
> You can find the documentation for the Time class in the Scripting Reference.
> BW
>
> ----------------------------------------
>> Date: Tue, 19 Oct 2010 06:07:52 -0400
>> From: andy.fillebrown@gmail.com
>> To: csound@lists.bath.ac.uk
>> Subject: [Csnd] Re: OT : Unity browser test
>>
>> Hi Brian,
>>
>> I've been testing out Unity3D for a few weeks and I've found that
>> there are some big issues with the "Audio Source" game objects that
>> result in pops and clicks on some systems, particularly XP. I've
>> worked around the issues somewhat, but I keep running into limitations
>> on how fast I can move Audio Source objects before the pops and clicks
>> re-appear. I could be doing something wrong, of course =) ...but it
>> seems to me that Unity3D's "k" rate is locked to the current
>> frame-rate, and I haven't figured out a way to make the Audio Source
>> game objects update faster than the frame-rate, yet.
>>
>> My initial excitement at discovering Unity3D has been tempered a bit
>> since running into these issues, but it's still interesting. My most
>> recent experiment can be found at
>> http://audiosculptures.com/unity/sines/20101018
>>
>> Cheers,
>> ~ andy.f
>>
>>
>>
>> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
>> >
>> > After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
>> > Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
>> > http://bwong.ca/gcube.html
>> >
>> >
>> > Send bugs reports to the Sourceforge bug tracker
>> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> > Discussions of bugs and features can be posted here
>> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >
>> >
>>
>>
>> Send bugs reports to the Sourceforge bug tracker
>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> Discussions of bugs and features can be posted here
>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>
>
>
> Send bugs reports to the Sourceforge bug tracker
>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
>


Send bugs reports to the Sourceforge bug tracker
            https://sourceforge.net/tracker/?group_id=81968&atid=564599
Discussions of bugs and features can be posted here
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Date2010-10-21 02:34
FromBrian Wong
Subject[Csnd] RE: Re: RE: Re: OT : Unity browser test
Thanks Andy, please keep me updated about your Unity3d work off-forum, as I am also interested in similar aspects of Unity3d (browser-based algorithmic music and video). A Csound plugin for Unity would of course be great, but I lack the necessary C++ skills for such an endeavour. FMOD, supposedly "the world's leading audio engine" might be impressive compared to other game audio engines, but to us Csounders it seems pretty pathetic. Maybe one of the C++ wizards here might consider taking on the project so we could show the gaming world what a REAL audio engine can do.
Brian
----------------------------------------
> Date: Wed, 20 Oct 2010 07:19:57 -0400
> From: andy.fillebrown@gmail.com
> To: csound@lists.bath.ac.uk
> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
>
> Thanks for the tip, but the issue with the audio objects is due to the
> relatively slow rate that Update() gets called. Since it only gets
> called once per frame, the audio objects' volume and pan settings can
> only be updated once per frame -- which is nowhere near fast enough to
> get smooth envelopes. afaik there is no way to update the audio
> objects faster than the frame rate, and the Unity3D engine is not
> smoothing out the volume and pan settings internally. The way I'm
> currently dealing with it is to use a portamento type script to slow
> down the volume and pan changes, but there is a trade-off in
> positional accuracy. I'll let you know if I figure out a better
> solution.
>
> Cheers,
> ~ andy.f
>
>
>
> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong  wrote:
> >
> > Too bad there is no Unity browser plugin for Linux; on Mac and Windows the applet worked well. Sorry, I should have checked that before posting.
> > Cool example Andy! Sorry to hear about the the audio problems. I have only been playing with Unity for a couple of days and have not delved much into the audio aspects yet, so I appreciate the info. Are you using the deltaTime variable for the Time class? In my example I used Time.delta time to make the cube rotation speed independent of frame rate. Just an idea, but possibly it might help to apply this to the object movement. Here is the source code for my Rotate.js script :
> > var speed = 5.0;
> > function Update () {    speed = speed + Input.GetAxis("Horizontal");    transform.Rotate(0, speed*Time.deltaTime, 0);}
> > You can find the documentation for the Time class in the Scripting Reference.
> > BW
> >
> > ----------------------------------------
> >> Date: Tue, 19 Oct 2010 06:07:52 -0400
> >> From: andy.fillebrown@gmail.com
> >> To: csound@lists.bath.ac.uk
> >> Subject: [Csnd] Re: OT : Unity browser test
> >>
> >> Hi Brian,
> >>
> >> I've been testing out Unity3D for a few weeks and I've found that
> >> there are some big issues with the "Audio Source" game objects that
> >> result in pops and clicks on some systems, particularly XP. I've
> >> worked around the issues somewhat, but I keep running into limitations
> >> on how fast I can move Audio Source objects before the pops and clicks
> >> re-appear. I could be doing something wrong, of course =) ...but it
> >> seems to me that Unity3D's "k" rate is locked to the current
> >> frame-rate, and I haven't figured out a way to make the Audio Source
> >> game objects update faster than the frame-rate, yet.
> >>
> >> My initial excitement at discovering Unity3D has been tempered a bit
> >> since running into these issues, but it's still interesting. My most
> >> recent experiment can be found at
> >> http://audiosculptures.com/unity/sines/20101018
> >>
> >> Cheers,
> >> ~ andy.f
> >>
> >>
> >>
> >> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
> >> >
> >> > After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
> >> > Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
> >> > http://bwong.ca/gcube.html
> >> >
> >> >
> >> > Send bugs reports to the Sourceforge bug tracker
> >> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >> > Discussions of bugs and features can be posted here
> >> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >> >
> >> >
> >>
> >>
> >> Send bugs reports to the Sourceforge bug tracker
> >> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >> Discussions of bugs and features can be posted here
> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >>
> >
> >
> > Send bugs reports to the Sourceforge bug tracker
> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> > Discussions of bugs and features can be posted here
> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >
> >
>
>
> Send bugs reports to the Sourceforge bug tracker
> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
 		 	   		  

Send bugs reports to the Sourceforge bug tracker
            https://sourceforge.net/tracker/?group_id=81968&atid=564599
Discussions of bugs and features can be posted here
To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"


Date2010-10-21 11:56
FromRory Walsh
Subject[Csnd] Re: RE: Re: RE: Re: OT : Unity browser test
I'd rather you keep the discussion on forum, it's interesting to hear
the views of others. I always think of FMOD as a multi-functional
sampler specifically designed for games developers rather than a
'sound engine'. Of course the nicest thing about it once you have
designed your soundscape in the FMOD designer you can export the code
and drop it into your C++ source. It's the integration between GUI
designer and exported source code that makes it quite attractive to
games designers as far as I can tell.

On 21 October 2010 02:34, Brian Wong  wrote:
>
> Thanks Andy, please keep me updated about your Unity3d work off-forum, as I am also interested in similar aspects of Unity3d (browser-based algorithmic music and video). A Csound plugin for Unity would of course be great, but I lack the necessary C++ skills for such an endeavour. FMOD, supposedly "the world's leading audio engine" might be impressive compared to other game audio engines, but to us Csounders it seems pretty pathetic. Maybe one of the C++ wizards here might consider taking on the project so we could show the gaming world what a REAL audio engine can do.
> Brian
> ----------------------------------------
>> Date: Wed, 20 Oct 2010 07:19:57 -0400
>> From: andy.fillebrown@gmail.com
>> To: csound@lists.bath.ac.uk
>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
>>
>> Thanks for the tip, but the issue with the audio objects is due to the
>> relatively slow rate that Update() gets called. Since it only gets
>> called once per frame, the audio objects' volume and pan settings can
>> only be updated once per frame -- which is nowhere near fast enough to
>> get smooth envelopes. afaik there is no way to update the audio
>> objects faster than the frame rate, and the Unity3D engine is not
>> smoothing out the volume and pan settings internally. The way I'm
>> currently dealing with it is to use a portamento type script to slow
>> down the volume and pan changes, but there is a trade-off in
>> positional accuracy. I'll let you know if I figure out a better
>> solution.
>>
>> Cheers,
>> ~ andy.f
>>
>>
>>
>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong  wrote:
>> >
>> > Too bad there is no Unity browser plugin for Linux; on Mac and Windows the applet worked well. Sorry, I should have checked that before posting.
>> > Cool example Andy! Sorry to hear about the the audio problems. I have only been playing with Unity for a couple of days and have not delved much into the audio aspects yet, so I appreciate the info. Are you using the deltaTime variable for the Time class? In my example I used Time.delta time to make the cube rotation speed independent of frame rate. Just an idea, but possibly it might help to apply this to the object movement. Here is the source code for my Rotate.js script :
>> > var speed = 5.0;
>> > function Update () {    speed = speed + Input.GetAxis("Horizontal");    transform.Rotate(0, speed*Time.deltaTime, 0);}
>> > You can find the documentation for the Time class in the Scripting Reference.
>> > BW
>> >
>> > ----------------------------------------
>> >> Date: Tue, 19 Oct 2010 06:07:52 -0400
>> >> From: andy.fillebrown@gmail.com
>> >> To: csound@lists.bath.ac.uk
>> >> Subject: [Csnd] Re: OT : Unity browser test
>> >>
>> >> Hi Brian,
>> >>
>> >> I've been testing out Unity3D for a few weeks and I've found that
>> >> there are some big issues with the "Audio Source" game objects that
>> >> result in pops and clicks on some systems, particularly XP. I've
>> >> worked around the issues somewhat, but I keep running into limitations
>> >> on how fast I can move Audio Source objects before the pops and clicks
>> >> re-appear. I could be doing something wrong, of course =) ...but it
>> >> seems to me that Unity3D's "k" rate is locked to the current
>> >> frame-rate, and I haven't figured out a way to make the Audio Source
>> >> game objects update faster than the frame-rate, yet.
>> >>
>> >> My initial excitement at discovering Unity3D has been tempered a bit
>> >> since running into these issues, but it's still interesting. My most
>> >> recent experiment can be found at
>> >> http://audiosculptures.com/unity/sines/20101018
>> >>
>> >> Cheers,
>> >> ~ andy.f
>> >>
>> >>
>> >>
>> >> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
>> >> >
>> >> > After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
>> >> > Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
>> >> > http://bwong.ca/gcube.html
>> >> >
>> >> >
>> >> > Send bugs reports to the Sourceforge bug tracker
>> >> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> >> > Discussions of bugs and features can be posted here
>> >> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >> >
>> >> >
>> >>
>> >>
>> >> Send bugs reports to the Sourceforge bug tracker
>> >> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> >> Discussions of bugs and features can be posted here
>> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >>
>> >
>> >
>> > Send bugs reports to the Sourceforge bug tracker
>> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> > Discussions of bugs and features can be posted here
>> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >
>> >
>>
>>
>> Send bugs reports to the Sourceforge bug tracker
>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> Discussions of bugs and features can be posted here
>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>
>
>
> Send bugs reports to the Sourceforge bug tracker
>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
>


Send bugs reports to the Sourceforge bug tracker
            https://sourceforge.net/tracker/?group_id=81968&atid=564599
Discussions of bugs and features can be posted here
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Date2010-10-21 13:51
Fromandy fillebrown
Subject[Csnd] Re: RE: Re: RE: Re: OT : Unity browser test
It may be that "Audio Source" objects need to be bound to a game
object that contains a physics component in order for FMOD to update
the pan, volume, and doppler values seemlessly at
faster-than-framerate speeds.  I'll let you know how it works out when
I get an example put together that uses physics components.

Also, if you're interested in going the open-source route, check out
WebGL and x3dom.  They're not quite ready for prime-time but they'll
eliminate the need for a plugin when the WebGL standard is finished
and browsers have it fully implemented -- and it should work on Linux,
too.  When I'm done vetting Unity3D I'll be testing out the
WebGL/x3dom combination to see how it stacks up.

Cheers,
~ andy.f



On Wed, Oct 20, 2010 at 9:34 PM, Brian Wong  wrote:
>
> Thanks Andy, please keep me updated about your Unity3d work off-forum, as I am also interested in similar aspects of Unity3d (browser-based algorithmic music and video). A Csound plugin for Unity would of course be great, but I lack the necessary C++ skills for such an endeavour. FMOD, supposedly "the world's leading audio engine" might be impressive compared to other game audio engines, but to us Csounders it seems pretty pathetic. Maybe one of the C++ wizards here might consider taking on the project so we could show the gaming world what a REAL audio engine can do.
> Brian
> ----------------------------------------
>> Date: Wed, 20 Oct 2010 07:19:57 -0400
>> From: andy.fillebrown@gmail.com
>> To: csound@lists.bath.ac.uk
>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
>>
>> Thanks for the tip, but the issue with the audio objects is due to the
>> relatively slow rate that Update() gets called. Since it only gets
>> called once per frame, the audio objects' volume and pan settings can
>> only be updated once per frame -- which is nowhere near fast enough to
>> get smooth envelopes. afaik there is no way to update the audio
>> objects faster than the frame rate, and the Unity3D engine is not
>> smoothing out the volume and pan settings internally. The way I'm
>> currently dealing with it is to use a portamento type script to slow
>> down the volume and pan changes, but there is a trade-off in
>> positional accuracy. I'll let you know if I figure out a better
>> solution.
>>
>> Cheers,
>> ~ andy.f
>>
>>
>>
>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong  wrote:
>> >
>> > Too bad there is no Unity browser plugin for Linux; on Mac and Windows the applet worked well. Sorry, I should have checked that before posting.
>> > Cool example Andy! Sorry to hear about the the audio problems. I have only been playing with Unity for a couple of days and have not delved much into the audio aspects yet, so I appreciate the info. Are you using the deltaTime variable for the Time class? In my example I used Time.delta time to make the cube rotation speed independent of frame rate. Just an idea, but possibly it might help to apply this to the object movement. Here is the source code for my Rotate.js script :
>> > var speed = 5.0;
>> > function Update () {    speed = speed + Input.GetAxis("Horizontal");    transform.Rotate(0, speed*Time.deltaTime, 0);}
>> > You can find the documentation for the Time class in the Scripting Reference.
>> > BW
>> >
>> > ----------------------------------------
>> >> Date: Tue, 19 Oct 2010 06:07:52 -0400
>> >> From: andy.fillebrown@gmail.com
>> >> To: csound@lists.bath.ac.uk
>> >> Subject: [Csnd] Re: OT : Unity browser test
>> >>
>> >> Hi Brian,
>> >>
>> >> I've been testing out Unity3D for a few weeks and I've found that
>> >> there are some big issues with the "Audio Source" game objects that
>> >> result in pops and clicks on some systems, particularly XP. I've
>> >> worked around the issues somewhat, but I keep running into limitations
>> >> on how fast I can move Audio Source objects before the pops and clicks
>> >> re-appear. I could be doing something wrong, of course =) ...but it
>> >> seems to me that Unity3D's "k" rate is locked to the current
>> >> frame-rate, and I haven't figured out a way to make the Audio Source
>> >> game objects update faster than the frame-rate, yet.
>> >>
>> >> My initial excitement at discovering Unity3D has been tempered a bit
>> >> since running into these issues, but it's still interesting. My most
>> >> recent experiment can be found at
>> >> http://audiosculptures.com/unity/sines/20101018
>> >>
>> >> Cheers,
>> >> ~ andy.f
>> >>
>> >>
>> >>
>> >> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
>> >> >
>> >> > After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
>> >> > Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
>> >> > http://bwong.ca/gcube.html
>> >> >
>> >> >
>> >> > Send bugs reports to the Sourceforge bug tracker
>> >> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> >> > Discussions of bugs and features can be posted here
>> >> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >> >
>> >> >
>> >>
>> >>
>> >> Send bugs reports to the Sourceforge bug tracker
>> >> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> >> Discussions of bugs and features can be posted here
>> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >>
>> >
>> >
>> > Send bugs reports to the Sourceforge bug tracker
>> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> > Discussions of bugs and features can be posted here
>> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >
>> >
>>
>>
>> Send bugs reports to the Sourceforge bug tracker
>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> Discussions of bugs and features can be posted here
>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>
>
>
> Send bugs reports to the Sourceforge bug tracker
>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
>


Send bugs reports to the Sourceforge bug tracker
            https://sourceforge.net/tracker/?group_id=81968&atid=564599
Discussions of bugs and features can be posted here
To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"


Date2010-10-21 14:35
Fromandy fillebrown
Subject[Csnd] Re: RE: Re: RE: Re: OT : Unity browser test
Also note that enabling the use of Csound's "C" API in Unity3D
standalone apps is do-able by writing a C# wrapper that imports the
Csound API's functions.  I don't think this works for the Unity3D
browser plug-in, though.

Cheers,
~ andy.f



On Thu, Oct 21, 2010 at 8:51 AM, andy fillebrown
 wrote:
> It may be that "Audio Source" objects need to be bound to a game
> object that contains a physics component in order for FMOD to update
> the pan, volume, and doppler values seemlessly at
> faster-than-framerate speeds.  I'll let you know how it works out when
> I get an example put together that uses physics components.
>
> Also, if you're interested in going the open-source route, check out
> WebGL and x3dom.  They're not quite ready for prime-time but they'll
> eliminate the need for a plugin when the WebGL standard is finished
> and browsers have it fully implemented -- and it should work on Linux,
> too.  When I'm done vetting Unity3D I'll be testing out the
> WebGL/x3dom combination to see how it stacks up.
>
> Cheers,
> ~ andy.f
>
>
>
> On Wed, Oct 20, 2010 at 9:34 PM, Brian Wong  wrote:
>>
>> Thanks Andy, please keep me updated about your Unity3d work off-forum, as I am also interested in similar aspects of Unity3d (browser-based algorithmic music and video). A Csound plugin for Unity would of course be great, but I lack the necessary C++ skills for such an endeavour. FMOD, supposedly "the world's leading audio engine" might be impressive compared to other game audio engines, but to us Csounders it seems pretty pathetic. Maybe one of the C++ wizards here might consider taking on the project so we could show the gaming world what a REAL audio engine can do.
>> Brian
>> ----------------------------------------
>>> Date: Wed, 20 Oct 2010 07:19:57 -0400
>>> From: andy.fillebrown@gmail.com
>>> To: csound@lists.bath.ac.uk
>>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
>>>
>>> Thanks for the tip, but the issue with the audio objects is due to the
>>> relatively slow rate that Update() gets called. Since it only gets
>>> called once per frame, the audio objects' volume and pan settings can
>>> only be updated once per frame -- which is nowhere near fast enough to
>>> get smooth envelopes. afaik there is no way to update the audio
>>> objects faster than the frame rate, and the Unity3D engine is not
>>> smoothing out the volume and pan settings internally. The way I'm
>>> currently dealing with it is to use a portamento type script to slow
>>> down the volume and pan changes, but there is a trade-off in
>>> positional accuracy. I'll let you know if I figure out a better
>>> solution.
>>>
>>> Cheers,
>>> ~ andy.f
>>>
>>>
>>>
>>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong  wrote:
>>> >
>>> > Too bad there is no Unity browser plugin for Linux; on Mac and Windows the applet worked well. Sorry, I should have checked that before posting.
>>> > Cool example Andy! Sorry to hear about the the audio problems. I have only been playing with Unity for a couple of days and have not delved much into the audio aspects yet, so I appreciate the info. Are you using the deltaTime variable for the Time class? In my example I used Time.delta time to make the cube rotation speed independent of frame rate. Just an idea, but possibly it might help to apply this to the object movement. Here is the source code for my Rotate.js script :
>>> > var speed = 5.0;
>>> > function Update () {    speed = speed + Input.GetAxis("Horizontal");    transform.Rotate(0, speed*Time.deltaTime, 0);}
>>> > You can find the documentation for the Time class in the Scripting Reference.
>>> > BW
>>> >
>>> > ----------------------------------------
>>> >> Date: Tue, 19 Oct 2010 06:07:52 -0400
>>> >> From: andy.fillebrown@gmail.com
>>> >> To: csound@lists.bath.ac.uk
>>> >> Subject: [Csnd] Re: OT : Unity browser test
>>> >>
>>> >> Hi Brian,
>>> >>
>>> >> I've been testing out Unity3D for a few weeks and I've found that
>>> >> there are some big issues with the "Audio Source" game objects that
>>> >> result in pops and clicks on some systems, particularly XP. I've
>>> >> worked around the issues somewhat, but I keep running into limitations
>>> >> on how fast I can move Audio Source objects before the pops and clicks
>>> >> re-appear. I could be doing something wrong, of course =) ...but it
>>> >> seems to me that Unity3D's "k" rate is locked to the current
>>> >> frame-rate, and I haven't figured out a way to make the Audio Source
>>> >> game objects update faster than the frame-rate, yet.
>>> >>
>>> >> My initial excitement at discovering Unity3D has been tempered a bit
>>> >> since running into these issues, but it's still interesting. My most
>>> >> recent experiment can be found at
>>> >> http://audiosculptures.com/unity/sines/20101018
>>> >>
>>> >> Cheers,
>>> >> ~ andy.f
>>> >>
>>> >>
>>> >>
>>> >> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
>>> >> >
>>> >> > After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
>>> >> > Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
>>> >> > http://bwong.ca/gcube.html
>>> >> >
>>> >> >
>>> >> > Send bugs reports to the Sourceforge bug tracker
>>> >> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>> >> > Discussions of bugs and features can be posted here
>>> >> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>> >> >
>>> >> >
>>> >>
>>> >>
>>> >> Send bugs reports to the Sourceforge bug tracker
>>> >> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>> >> Discussions of bugs and features can be posted here
>>> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>> >>
>>> >
>>> >
>>> > Send bugs reports to the Sourceforge bug tracker
>>> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>> > Discussions of bugs and features can be posted here
>>> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>> >
>>> >
>>>
>>>
>>> Send bugs reports to the Sourceforge bug tracker
>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>> Discussions of bugs and features can be posted here
>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>
>>
>>
>> Send bugs reports to the Sourceforge bug tracker
>>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> Discussions of bugs and features can be posted here
>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>
>>
>


Send bugs reports to the Sourceforge bug tracker
            https://sourceforge.net/tracker/?group_id=81968&atid=564599
Discussions of bugs and features can be posted here
To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"


Date2010-10-21 16:33
FromMichael Gogins
Subject[Csnd] Re: Re: RE: Re: RE: Re: OT : Unity browser test
Can you not call the C API directly from C# using PInvoke?

Regards,
Mike

On Thu, Oct 21, 2010 at 9:35 AM, andy fillebrown
 wrote:
> Also note that enabling the use of Csound's "C" API in Unity3D
> standalone apps is do-able by writing a C# wrapper that imports the
> Csound API's functions.  I don't think this works for the Unity3D
> browser plug-in, though.
>
> Cheers,
> ~ andy.f
>
>
>
> On Thu, Oct 21, 2010 at 8:51 AM, andy fillebrown
>  wrote:
>> It may be that "Audio Source" objects need to be bound to a game
>> object that contains a physics component in order for FMOD to update
>> the pan, volume, and doppler values seemlessly at
>> faster-than-framerate speeds.  I'll let you know how it works out when
>> I get an example put together that uses physics components.
>>
>> Also, if you're interested in going the open-source route, check out
>> WebGL and x3dom.  They're not quite ready for prime-time but they'll
>> eliminate the need for a plugin when the WebGL standard is finished
>> and browsers have it fully implemented -- and it should work on Linux,
>> too.  When I'm done vetting Unity3D I'll be testing out the
>> WebGL/x3dom combination to see how it stacks up.
>>
>> Cheers,
>> ~ andy.f
>>
>>
>>
>> On Wed, Oct 20, 2010 at 9:34 PM, Brian Wong  wrote:
>>>
>>> Thanks Andy, please keep me updated about your Unity3d work off-forum, as I am also interested in similar aspects of Unity3d (browser-based algorithmic music and video). A Csound plugin for Unity would of course be great, but I lack the necessary C++ skills for such an endeavour. FMOD, supposedly "the world's leading audio engine" might be impressive compared to other game audio engines, but to us Csounders it seems pretty pathetic. Maybe one of the C++ wizards here might consider taking on the project so we could show the gaming world what a REAL audio engine can do.
>>> Brian
>>> ----------------------------------------
>>>> Date: Wed, 20 Oct 2010 07:19:57 -0400
>>>> From: andy.fillebrown@gmail.com
>>>> To: csound@lists.bath.ac.uk
>>>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
>>>>
>>>> Thanks for the tip, but the issue with the audio objects is due to the
>>>> relatively slow rate that Update() gets called. Since it only gets
>>>> called once per frame, the audio objects' volume and pan settings can
>>>> only be updated once per frame -- which is nowhere near fast enough to
>>>> get smooth envelopes. afaik there is no way to update the audio
>>>> objects faster than the frame rate, and the Unity3D engine is not
>>>> smoothing out the volume and pan settings internally. The way I'm
>>>> currently dealing with it is to use a portamento type script to slow
>>>> down the volume and pan changes, but there is a trade-off in
>>>> positional accuracy. I'll let you know if I figure out a better
>>>> solution.
>>>>
>>>> Cheers,
>>>> ~ andy.f
>>>>
>>>>
>>>>
>>>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong  wrote:
>>>> >
>>>> > Too bad there is no Unity browser plugin for Linux; on Mac and Windows the applet worked well. Sorry, I should have checked that before posting.
>>>> > Cool example Andy! Sorry to hear about the the audio problems. I have only been playing with Unity for a couple of days and have not delved much into the audio aspects yet, so I appreciate the info. Are you using the deltaTime variable for the Time class? In my example I used Time.delta time to make the cube rotation speed independent of frame rate. Just an idea, but possibly it might help to apply this to the object movement. Here is the source code for my Rotate.js script :
>>>> > var speed = 5.0;
>>>> > function Update () {    speed = speed + Input.GetAxis("Horizontal");    transform.Rotate(0, speed*Time.deltaTime, 0);}
>>>> > You can find the documentation for the Time class in the Scripting Reference.
>>>> > BW
>>>> >
>>>> > ----------------------------------------
>>>> >> Date: Tue, 19 Oct 2010 06:07:52 -0400
>>>> >> From: andy.fillebrown@gmail.com
>>>> >> To: csound@lists.bath.ac.uk
>>>> >> Subject: [Csnd] Re: OT : Unity browser test
>>>> >>
>>>> >> Hi Brian,
>>>> >>
>>>> >> I've been testing out Unity3D for a few weeks and I've found that
>>>> >> there are some big issues with the "Audio Source" game objects that
>>>> >> result in pops and clicks on some systems, particularly XP. I've
>>>> >> worked around the issues somewhat, but I keep running into limitations
>>>> >> on how fast I can move Audio Source objects before the pops and clicks
>>>> >> re-appear. I could be doing something wrong, of course =) ...but it
>>>> >> seems to me that Unity3D's "k" rate is locked to the current
>>>> >> frame-rate, and I haven't figured out a way to make the Audio Source
>>>> >> game objects update faster than the frame-rate, yet.
>>>> >>
>>>> >> My initial excitement at discovering Unity3D has been tempered a bit
>>>> >> since running into these issues, but it's still interesting. My most
>>>> >> recent experiment can be found at
>>>> >> http://audiosculptures.com/unity/sines/20101018
>>>> >>
>>>> >> Cheers,
>>>> >> ~ andy.f
>>>> >>
>>>> >>
>>>> >>
>>>> >> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
>>>> >> >
>>>> >> > After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
>>>> >> > Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
>>>> >> > http://bwong.ca/gcube.html
>>>> >> >
>>>> >> >
>>>> >> > Send bugs reports to the Sourceforge bug tracker
>>>> >> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>> >> > Discussions of bugs and features can be posted here
>>>> >> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>> >> >
>>>> >> >
>>>> >>
>>>> >>
>>>> >> Send bugs reports to the Sourceforge bug tracker
>>>> >> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>> >> Discussions of bugs and features can be posted here
>>>> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>> >>
>>>> >
>>>> >
>>>> > Send bugs reports to the Sourceforge bug tracker
>>>> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>> > Discussions of bugs and features can be posted here
>>>> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>> >
>>>> >
>>>>
>>>>
>>>> Send bugs reports to the Sourceforge bug tracker
>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>> Discussions of bugs and features can be posted here
>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>>
>>>
>>>
>>> Send bugs reports to the Sourceforge bug tracker
>>>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>> Discussions of bugs and features can be posted here
>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>
>>>
>>
>
>
> Send bugs reports to the Sourceforge bug tracker
>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
>



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


Send bugs reports to the Sourceforge bug tracker
            https://sourceforge.net/tracker/?group_id=81968&atid=564599
Discussions of bugs and features can be posted here
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Date2010-10-21 17:08
Fromandy fillebrown
Subject[Csnd] Re: Re: Re: RE: Re: RE: Re: OT : Unity browser test
Assuming you're talking about the VS add-in at www.pinvoke.net ... it
looks interesting but iirc VS add-ins aren't supported in the
"Express" version.  Can the PInvoke automate importing the C API's
functions or do they still have to be hand written?  Regardless, it
wouldn't take long to write the unmanaged import related stuff in C#.
It's not something I plan on doing since I'm not interested in making
Csound available to Unity3D, but it doesn't look that hard.

Cheers,
~ andy.f



On Thu, Oct 21, 2010 at 11:33 AM, Michael Gogins
 wrote:
> Can you not call the C API directly from C# using PInvoke?
>
> Regards,
> Mike
>
> On Thu, Oct 21, 2010 at 9:35 AM, andy fillebrown
>  wrote:
>> Also note that enabling the use of Csound's "C" API in Unity3D
>> standalone apps is do-able by writing a C# wrapper that imports the
>> Csound API's functions.  I don't think this works for the Unity3D
>> browser plug-in, though.
>>
>> Cheers,
>> ~ andy.f
>>
>>
>>
>> On Thu, Oct 21, 2010 at 8:51 AM, andy fillebrown
>>  wrote:
>>> It may be that "Audio Source" objects need to be bound to a game
>>> object that contains a physics component in order for FMOD to update
>>> the pan, volume, and doppler values seemlessly at
>>> faster-than-framerate speeds.  I'll let you know how it works out when
>>> I get an example put together that uses physics components.
>>>
>>> Also, if you're interested in going the open-source route, check out
>>> WebGL and x3dom.  They're not quite ready for prime-time but they'll
>>> eliminate the need for a plugin when the WebGL standard is finished
>>> and browsers have it fully implemented -- and it should work on Linux,
>>> too.  When I'm done vetting Unity3D I'll be testing out the
>>> WebGL/x3dom combination to see how it stacks up.
>>>
>>> Cheers,
>>> ~ andy.f
>>>
>>>
>>>
>>> On Wed, Oct 20, 2010 at 9:34 PM, Brian Wong  wrote:
>>>>
>>>> Thanks Andy, please keep me updated about your Unity3d work off-forum, as I am also interested in similar aspects of Unity3d (browser-based algorithmic music and video). A Csound plugin for Unity would of course be great, but I lack the necessary C++ skills for such an endeavour. FMOD, supposedly "the world's leading audio engine" might be impressive compared to other game audio engines, but to us Csounders it seems pretty pathetic. Maybe one of the C++ wizards here might consider taking on the project so we could show the gaming world what a REAL audio engine can do.
>>>> Brian
>>>> ----------------------------------------
>>>>> Date: Wed, 20 Oct 2010 07:19:57 -0400
>>>>> From: andy.fillebrown@gmail.com
>>>>> To: csound@lists.bath.ac.uk
>>>>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
>>>>>
>>>>> Thanks for the tip, but the issue with the audio objects is due to the
>>>>> relatively slow rate that Update() gets called. Since it only gets
>>>>> called once per frame, the audio objects' volume and pan settings can
>>>>> only be updated once per frame -- which is nowhere near fast enough to
>>>>> get smooth envelopes. afaik there is no way to update the audio
>>>>> objects faster than the frame rate, and the Unity3D engine is not
>>>>> smoothing out the volume and pan settings internally. The way I'm
>>>>> currently dealing with it is to use a portamento type script to slow
>>>>> down the volume and pan changes, but there is a trade-off in
>>>>> positional accuracy. I'll let you know if I figure out a better
>>>>> solution.
>>>>>
>>>>> Cheers,
>>>>> ~ andy.f
>>>>>
>>>>>
>>>>>
>>>>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong  wrote:
>>>>> >
>>>>> > Too bad there is no Unity browser plugin for Linux; on Mac and Windows the applet worked well. Sorry, I should have checked that before posting.
>>>>> > Cool example Andy! Sorry to hear about the the audio problems. I have only been playing with Unity for a couple of days and have not delved much into the audio aspects yet, so I appreciate the info. Are you using the deltaTime variable for the Time class? In my example I used Time.delta time to make the cube rotation speed independent of frame rate. Just an idea, but possibly it might help to apply this to the object movement. Here is the source code for my Rotate.js script :
>>>>> > var speed = 5.0;
>>>>> > function Update () {    speed = speed + Input.GetAxis("Horizontal");    transform.Rotate(0, speed*Time.deltaTime, 0);}
>>>>> > You can find the documentation for the Time class in the Scripting Reference.
>>>>> > BW
>>>>> >
>>>>> > ----------------------------------------
>>>>> >> Date: Tue, 19 Oct 2010 06:07:52 -0400
>>>>> >> From: andy.fillebrown@gmail.com
>>>>> >> To: csound@lists.bath.ac.uk
>>>>> >> Subject: [Csnd] Re: OT : Unity browser test
>>>>> >>
>>>>> >> Hi Brian,
>>>>> >>
>>>>> >> I've been testing out Unity3D for a few weeks and I've found that
>>>>> >> there are some big issues with the "Audio Source" game objects that
>>>>> >> result in pops and clicks on some systems, particularly XP. I've
>>>>> >> worked around the issues somewhat, but I keep running into limitations
>>>>> >> on how fast I can move Audio Source objects before the pops and clicks
>>>>> >> re-appear. I could be doing something wrong, of course =) ...but it
>>>>> >> seems to me that Unity3D's "k" rate is locked to the current
>>>>> >> frame-rate, and I haven't figured out a way to make the Audio Source
>>>>> >> game objects update faster than the frame-rate, yet.
>>>>> >>
>>>>> >> My initial excitement at discovering Unity3D has been tempered a bit
>>>>> >> since running into these issues, but it's still interesting. My most
>>>>> >> recent experiment can be found at
>>>>> >> http://audiosculptures.com/unity/sines/20101018
>>>>> >>
>>>>> >> Cheers,
>>>>> >> ~ andy.f
>>>>> >>
>>>>> >>
>>>>> >>
>>>>> >> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
>>>>> >> >
>>>>> >> > After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
>>>>> >> > Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
>>>>> >> > http://bwong.ca/gcube.html
>>>>> >> >
>>>>> >> >
>>>>> >> > Send bugs reports to the Sourceforge bug tracker
>>>>> >> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>> >> > Discussions of bugs and features can be posted here
>>>>> >> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>>> >> >
>>>>> >> >
>>>>> >>
>>>>> >>
>>>>> >> Send bugs reports to the Sourceforge bug tracker
>>>>> >> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>> >> Discussions of bugs and features can be posted here
>>>>> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>>> >>
>>>>> >
>>>>> >
>>>>> > Send bugs reports to the Sourceforge bug tracker
>>>>> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>> > Discussions of bugs and features can be posted here
>>>>> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>>> >
>>>>> >
>>>>>
>>>>>
>>>>> Send bugs reports to the Sourceforge bug tracker
>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>> Discussions of bugs and features can be posted here
>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>>>
>>>>
>>>>
>>>> Send bugs reports to the Sourceforge bug tracker
>>>>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>> Discussions of bugs and features can be posted here
>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>>
>>>>
>>>
>>
>>
>> Send bugs reports to the Sourceforge bug tracker
>>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> Discussions of bugs and features can be posted here
>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>
>>
>
>
>
> --
> Michael Gogins
> Irreducible Productions
> http://www.michael-gogins.com
> Michael dot Gogins at gmail dot com
>
>
> Send bugs reports to the Sourceforge bug tracker
>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
>


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            https://sourceforge.net/tracker/?group_id=81968&atid=564599
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Date2010-10-21 18:18
FromMichael Gogins
Subject[Csnd] Re: Re: Re: Re: RE: Re: RE: Re: OT : Unity browser test
You code PInvoke calls by hand. As you say it would not be that hard.

Regards,
Mike

On Thu, Oct 21, 2010 at 12:08 PM, andy fillebrown
 wrote:
> Assuming you're talking about the VS add-in at www.pinvoke.net ... it
> looks interesting but iirc VS add-ins aren't supported in the
> "Express" version.  Can the PInvoke automate importing the C API's
> functions or do they still have to be hand written?  Regardless, it
> wouldn't take long to write the unmanaged import related stuff in C#.
> It's not something I plan on doing since I'm not interested in making
> Csound available to Unity3D, but it doesn't look that hard.
>
> Cheers,
> ~ andy.f
>
>
>
> On Thu, Oct 21, 2010 at 11:33 AM, Michael Gogins
>  wrote:
>> Can you not call the C API directly from C# using PInvoke?
>>
>> Regards,
>> Mike
>>
>> On Thu, Oct 21, 2010 at 9:35 AM, andy fillebrown
>>  wrote:
>>> Also note that enabling the use of Csound's "C" API in Unity3D
>>> standalone apps is do-able by writing a C# wrapper that imports the
>>> Csound API's functions.  I don't think this works for the Unity3D
>>> browser plug-in, though.
>>>
>>> Cheers,
>>> ~ andy.f
>>>
>>>
>>>
>>> On Thu, Oct 21, 2010 at 8:51 AM, andy fillebrown
>>>  wrote:
>>>> It may be that "Audio Source" objects need to be bound to a game
>>>> object that contains a physics component in order for FMOD to update
>>>> the pan, volume, and doppler values seemlessly at
>>>> faster-than-framerate speeds.  I'll let you know how it works out when
>>>> I get an example put together that uses physics components.
>>>>
>>>> Also, if you're interested in going the open-source route, check out
>>>> WebGL and x3dom.  They're not quite ready for prime-time but they'll
>>>> eliminate the need for a plugin when the WebGL standard is finished
>>>> and browsers have it fully implemented -- and it should work on Linux,
>>>> too.  When I'm done vetting Unity3D I'll be testing out the
>>>> WebGL/x3dom combination to see how it stacks up.
>>>>
>>>> Cheers,
>>>> ~ andy.f
>>>>
>>>>
>>>>
>>>> On Wed, Oct 20, 2010 at 9:34 PM, Brian Wong  wrote:
>>>>>
>>>>> Thanks Andy, please keep me updated about your Unity3d work off-forum, as I am also interested in similar aspects of Unity3d (browser-based algorithmic music and video). A Csound plugin for Unity would of course be great, but I lack the necessary C++ skills for such an endeavour. FMOD, supposedly "the world's leading audio engine" might be impressive compared to other game audio engines, but to us Csounders it seems pretty pathetic. Maybe one of the C++ wizards here might consider taking on the project so we could show the gaming world what a REAL audio engine can do.
>>>>> Brian
>>>>> ----------------------------------------
>>>>>> Date: Wed, 20 Oct 2010 07:19:57 -0400
>>>>>> From: andy.fillebrown@gmail.com
>>>>>> To: csound@lists.bath.ac.uk
>>>>>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
>>>>>>
>>>>>> Thanks for the tip, but the issue with the audio objects is due to the
>>>>>> relatively slow rate that Update() gets called. Since it only gets
>>>>>> called once per frame, the audio objects' volume and pan settings can
>>>>>> only be updated once per frame -- which is nowhere near fast enough to
>>>>>> get smooth envelopes. afaik there is no way to update the audio
>>>>>> objects faster than the frame rate, and the Unity3D engine is not
>>>>>> smoothing out the volume and pan settings internally. The way I'm
>>>>>> currently dealing with it is to use a portamento type script to slow
>>>>>> down the volume and pan changes, but there is a trade-off in
>>>>>> positional accuracy. I'll let you know if I figure out a better
>>>>>> solution.
>>>>>>
>>>>>> Cheers,
>>>>>> ~ andy.f
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong  wrote:
>>>>>> >
>>>>>> > Too bad there is no Unity browser plugin for Linux; on Mac and Windows the applet worked well. Sorry, I should have checked that before posting.
>>>>>> > Cool example Andy! Sorry to hear about the the audio problems. I have only been playing with Unity for a couple of days and have not delved much into the audio aspects yet, so I appreciate the info. Are you using the deltaTime variable for the Time class? In my example I used Time.delta time to make the cube rotation speed independent of frame rate. Just an idea, but possibly it might help to apply this to the object movement. Here is the source code for my Rotate.js script :
>>>>>> > var speed = 5.0;
>>>>>> > function Update () {    speed = speed + Input.GetAxis("Horizontal");    transform.Rotate(0, speed*Time.deltaTime, 0);}
>>>>>> > You can find the documentation for the Time class in the Scripting Reference.
>>>>>> > BW
>>>>>> >
>>>>>> > ----------------------------------------
>>>>>> >> Date: Tue, 19 Oct 2010 06:07:52 -0400
>>>>>> >> From: andy.fillebrown@gmail.com
>>>>>> >> To: csound@lists.bath.ac.uk
>>>>>> >> Subject: [Csnd] Re: OT : Unity browser test
>>>>>> >>
>>>>>> >> Hi Brian,
>>>>>> >>
>>>>>> >> I've been testing out Unity3D for a few weeks and I've found that
>>>>>> >> there are some big issues with the "Audio Source" game objects that
>>>>>> >> result in pops and clicks on some systems, particularly XP. I've
>>>>>> >> worked around the issues somewhat, but I keep running into limitations
>>>>>> >> on how fast I can move Audio Source objects before the pops and clicks
>>>>>> >> re-appear. I could be doing something wrong, of course =) ...but it
>>>>>> >> seems to me that Unity3D's "k" rate is locked to the current
>>>>>> >> frame-rate, and I haven't figured out a way to make the Audio Source
>>>>>> >> game objects update faster than the frame-rate, yet.
>>>>>> >>
>>>>>> >> My initial excitement at discovering Unity3D has been tempered a bit
>>>>>> >> since running into these issues, but it's still interesting. My most
>>>>>> >> recent experiment can be found at
>>>>>> >> http://audiosculptures.com/unity/sines/20101018
>>>>>> >>
>>>>>> >> Cheers,
>>>>>> >> ~ andy.f
>>>>>> >>
>>>>>> >>
>>>>>> >>
>>>>>> >> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
>>>>>> >> >
>>>>>> >> > After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
>>>>>> >> > Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
>>>>>> >> > http://bwong.ca/gcube.html
>>>>>> >> >
>>>>>> >> >
>>>>>> >> > Send bugs reports to the Sourceforge bug tracker
>>>>>> >> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>>> >> > Discussions of bugs and features can be posted here
>>>>>> >> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>>>> >> >
>>>>>> >> >
>>>>>> >>
>>>>>> >>
>>>>>> >> Send bugs reports to the Sourceforge bug tracker
>>>>>> >> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>>> >> Discussions of bugs and features can be posted here
>>>>>> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>>>> >>
>>>>>> >
>>>>>> >
>>>>>> > Send bugs reports to the Sourceforge bug tracker
>>>>>> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>>> > Discussions of bugs and features can be posted here
>>>>>> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>>>> >
>>>>>> >
>>>>>>
>>>>>>
>>>>>> Send bugs reports to the Sourceforge bug tracker
>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>>> Discussions of bugs and features can be posted here
>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>>>>
>>>>>
>>>>>
>>>>> Send bugs reports to the Sourceforge bug tracker
>>>>>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>> Discussions of bugs and features can be posted here
>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>>>
>>>>>
>>>>
>>>
>>>
>>> Send bugs reports to the Sourceforge bug tracker
>>>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>> Discussions of bugs and features can be posted here
>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>>
>>>
>>
>>
>>
>> --
>> Michael Gogins
>> Irreducible Productions
>> http://www.michael-gogins.com
>> Michael dot Gogins at gmail dot com
>>
>>
>> Send bugs reports to the Sourceforge bug tracker
>>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> Discussions of bugs and features can be posted here
>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>
>>
>
>
> Send bugs reports to the Sourceforge bug tracker
>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
>



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


Send bugs reports to the Sourceforge bug tracker
            https://sourceforge.net/tracker/?group_id=81968&atid=564599
Discussions of bugs and features can be posted here
To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"


Date2010-10-29 00:20
FromBrian Wong
Subject[Csnd] : Re: OT : Unity browser test
I am curious, if one was to use a stripped down version of Csound  as an audio engine for a standalone app, could it be legally distributed along with the install package? What would the legal restrictions be?
Brian

----------------------------------------
> Date: Thu, 21 Oct 2010 09:35:29 -0400
> From: andy.fillebrown@gmail.com
> To: csound@lists.bath.ac.uk
> Subject: [Csnd] Re: RE: Re: RE: Re: OT : Unity browser test
>
> Also note that enabling the use of Csound's "C" API in Unity3D
> standalone apps is do-able by writing a C# wrapper that imports the
> Csound API's functions. I don't think this works for the Unity3D
> browser plug-in, though.
>
> Cheers,
> ~ andy.f
>
>
>
> On Thu, Oct 21, 2010 at 8:51 AM, andy fillebrown
>  wrote:
> > It may be that "Audio Source" objects need to be bound to a game
> > object that contains a physics component in order for FMOD to update
> > the pan, volume, and doppler values seemlessly at
> > faster-than-framerate speeds.  I'll let you know how it works out when
> > I get an example put together that uses physics components.
> >
> > Also, if you're interested in going the open-source route, check out
> > WebGL and x3dom.  They're not quite ready for prime-time but they'll
> > eliminate the need for a plugin when the WebGL standard is finished
> > and browsers have it fully implemented -- and it should work on Linux,
> > too.  When I'm done vetting Unity3D I'll be testing out the
> > WebGL/x3dom combination to see how it stacks up.
> >
> > Cheers,
> > ~ andy.f
> >
> >
> >
> > On Wed, Oct 20, 2010 at 9:34 PM, Brian Wong  wrote:
> >>
> >> Thanks Andy, please keep me updated about your Unity3d work off-forum, as I am also interested in similar aspects of Unity3d (browser-based algorithmic music and video). A Csound plugin for Unity would of course be great, but I lack the necessary C++ skills for such an endeavour. FMOD, supposedly "the world's leading audio engine" might be impressive compared to other game audio engines, but to us Csounders it seems pretty pathetic. Maybe one of the C++ wizards here might consider taking on the project so we could show the gaming world what a REAL audio engine can do.
> >> Brian
> >> ----------------------------------------
> >>> Date: Wed, 20 Oct 2010 07:19:57 -0400
> >>> From: andy.fillebrown@gmail.com
> >>> To: csound@lists.bath.ac.uk
> >>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
> >>>
> >>> Thanks for the tip, but the issue with the audio objects is due to the
> >>> relatively slow rate that Update() gets called. Since it only gets
> >>> called once per frame, the audio objects' volume and pan settings can
> >>> only be updated once per frame -- which is nowhere near fast enough to
> >>> get smooth envelopes. afaik there is no way to update the audio
> >>> objects faster than the frame rate, and the Unity3D engine is not
> >>> smoothing out the volume and pan settings internally. The way I'm
> >>> currently dealing with it is to use a portamento type script to slow
> >>> down the volume and pan changes, but there is a trade-off in
> >>> positional accuracy. I'll let you know if I figure out a better
> >>> solution.
> >>>
> >>> Cheers,
> >>> ~ andy.f
> >>>
> >>>
> >>>
> >>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong  wrote:
> >>> >
> >>> > Too bad there is no Unity browser plugin for Linux; on Mac and Windows the applet worked well. Sorry, I should have checked that before posting.
> >>> > Cool example Andy! Sorry to hear about the the audio problems. I have only been playing with Unity for a couple of days and have not delved much into the audio aspects yet, so I appreciate the info. Are you using the deltaTime variable for the Time class? In my example I used Time.delta time to make the cube rotation speed independent of frame rate. Just an idea, but possibly it might help to apply this to the object movement. Here is the source code for my Rotate.js script :
> >>> > var speed = 5.0;
> >>> > function Update () {    speed = speed + Input.GetAxis("Horizontal");    transform.Rotate(0, speed*Time.deltaTime, 0);}
> >>> > You can find the documentation for the Time class in the Scripting Reference.
> >>> > BW
> >>> >
> >>> > ----------------------------------------
> >>> >> Date: Tue, 19 Oct 2010 06:07:52 -0400
> >>> >> From: andy.fillebrown@gmail.com
> >>> >> To: csound@lists.bath.ac.uk
> >>> >> Subject: [Csnd] Re: OT : Unity browser test
> >>> >>
> >>> >> Hi Brian,
> >>> >>
> >>> >> I've been testing out Unity3D for a few weeks and I've found that
> >>> >> there are some big issues with the "Audio Source" game objects that
> >>> >> result in pops and clicks on some systems, particularly XP. I've
> >>> >> worked around the issues somewhat, but I keep running into limitations
> >>> >> on how fast I can move Audio Source objects before the pops and clicks
> >>> >> re-appear. I could be doing something wrong, of course =) ...but it
> >>> >> seems to me that Unity3D's "k" rate is locked to the current
> >>> >> frame-rate, and I haven't figured out a way to make the Audio Source
> >>> >> game objects update faster than the frame-rate, yet.
> >>> >>
> >>> >> My initial excitement at discovering Unity3D has been tempered a bit
> >>> >> since running into these issues, but it's still interesting. My most
> >>> >> recent experiment can be found at
> >>> >> http://audiosculptures.com/unity/sines/20101018
> >>> >>
> >>> >> Cheers,
> >>> >> ~ andy.f
> >>> >>
> >>> >>
> >>> >>
> >>> >> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
> >>> >> >
> >>> >> > After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
> >>> >> > Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
> >>> >> > http://bwong.ca/gcube.html
> >>> >> >
> >>> >> >
> >>> >> > Send bugs reports to the Sourceforge bug tracker
> >>> >> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>> >> > Discussions of bugs and features can be posted here
> >>> >> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >>> >> >
> >>> >> >
> >>> >>
> >>> >>
> >>> >> Send bugs reports to the Sourceforge bug tracker
> >>> >> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>> >> Discussions of bugs and features can be posted here
> >>> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >>> >>
> >>> >
> >>> >
> >>> > Send bugs reports to the Sourceforge bug tracker
> >>> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>> > Discussions of bugs and features can be posted here
> >>> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >>> >
> >>> >
> >>>
> >>>
> >>> Send bugs reports to the Sourceforge bug tracker
> >>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>> Discussions of bugs and features can be posted here
> >>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >>>
> >>
> >>
> >> Send bugs reports to the Sourceforge bug tracker
> >>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >> Discussions of bugs and features can be posted here
> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >>
> >>
> >
>
>
> Send bugs reports to the Sourceforge bug tracker
> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
 		 	   		  

Send bugs reports to the Sourceforge bug tracker
            https://sourceforge.net/tracker/?group_id=81968&atid=564599
Discussions of bugs and features can be posted here
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Date2010-10-29 00:44
FromVictor Lazzarini
Subject[Csnd] Re: : Re: OT : Unity browser test
you would need to provide the source code as well as the binary  
package, if you were static linking. For dynamic linking, it's up to  
your licence to define, but
there are no real impositions.

Victor
On 29 Oct 2010, at 00:20, Brian Wong wrote:

>
> I am curious, if one was to use a stripped down version of Csound   
> as an audio engine for a standalone app, could it be legally  
> distributed along with the install package? What would the legal  
> restrictions be?
> Brian
>
> ----------------------------------------
>> Date: Thu, 21 Oct 2010 09:35:29 -0400
>> From: andy.fillebrown@gmail.com
>> To: csound@lists.bath.ac.uk
>> Subject: [Csnd] Re: RE: Re: RE: Re: OT : Unity browser test
>>
>> Also note that enabling the use of Csound's "C" API in Unity3D
>> standalone apps is do-able by writing a C# wrapper that imports the
>> Csound API's functions. I don't think this works for the Unity3D
>> browser plug-in, though.
>>
>> Cheers,
>> ~ andy.f
>>
>>
>>
>> On Thu, Oct 21, 2010 at 8:51 AM, andy fillebrown
>> wrote:
>>> It may be that "Audio Source" objects need to be bound to a game
>>> object that contains a physics component in order for FMOD to update
>>> the pan, volume, and doppler values seemlessly at
>>> faster-than-framerate speeds.  I'll let you know how it works out  
>>> when
>>> I get an example put together that uses physics components.
>>>
>>> Also, if you're interested in going the open-source route, check out
>>> WebGL and x3dom.  They're not quite ready for prime-time but they'll
>>> eliminate the need for a plugin when the WebGL standard is finished
>>> and browsers have it fully implemented -- and it should work on  
>>> Linux,
>>> too.  When I'm done vetting Unity3D I'll be testing out the
>>> WebGL/x3dom combination to see how it stacks up.
>>>
>>> Cheers,
>>> ~ andy.f
>>>
>>>
>>>
>>> On Wed, Oct 20, 2010 at 9:34 PM, Brian Wong  wrote:
>>>>
>>>> Thanks Andy, please keep me updated about your Unity3d work off- 
>>>> forum, as I am also interested in similar aspects of Unity3d  
>>>> (browser-based algorithmic music and video). A Csound plugin for  
>>>> Unity would of course be great, but I lack the necessary C++  
>>>> skills for such an endeavour. FMOD, supposedly "the world's  
>>>> leading audio engine" might be impressive compared to other game  
>>>> audio engines, but to us Csounders it seems pretty pathetic.  
>>>> Maybe one of the C++ wizards here might consider taking on the  
>>>> project so we could show the gaming world what a REAL audio  
>>>> engine can do.
>>>> Brian
>>>> ----------------------------------------
>>>>> Date: Wed, 20 Oct 2010 07:19:57 -0400
>>>>> From: andy.fillebrown@gmail.com
>>>>> To: csound@lists.bath.ac.uk
>>>>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
>>>>>
>>>>> Thanks for the tip, but the issue with the audio objects is due  
>>>>> to the
>>>>> relatively slow rate that Update() gets called. Since it only gets
>>>>> called once per frame, the audio objects' volume and pan  
>>>>> settings can
>>>>> only be updated once per frame -- which is nowhere near fast  
>>>>> enough to
>>>>> get smooth envelopes. afaik there is no way to update the audio
>>>>> objects faster than the frame rate, and the Unity3D engine is not
>>>>> smoothing out the volume and pan settings internally. The way I'm
>>>>> currently dealing with it is to use a portamento type script to  
>>>>> slow
>>>>> down the volume and pan changes, but there is a trade-off in
>>>>> positional accuracy. I'll let you know if I figure out a better
>>>>> solution.
>>>>>
>>>>> Cheers,
>>>>> ~ andy.f
>>>>>
>>>>>
>>>>>
>>>>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong  wrote:
>>>>>>
>>>>>> Too bad there is no Unity browser plugin for Linux; on Mac and  
>>>>>> Windows the applet worked well. Sorry, I should have checked  
>>>>>> that before posting.
>>>>>> Cool example Andy! Sorry to hear about the the audio problems.  
>>>>>> I have only been playing with Unity for a couple of days and  
>>>>>> have not delved much into the audio aspects yet, so I  
>>>>>> appreciate the info. Are you using the deltaTime variable for  
>>>>>> the Time class? In my example I used Time.delta time to make  
>>>>>> the cube rotation speed independent of frame rate. Just an  
>>>>>> idea, but possibly it might help to apply this to the object  
>>>>>> movement. Here is the source code for my Rotate.js script :
>>>>>> var speed = 5.0;
>>>>>> function Update () {    speed = speed +  
>>>>>> Input.GetAxis("Horizontal");    transform.Rotate(0,  
>>>>>> speed*Time.deltaTime, 0);}
>>>>>> You can find the documentation for the Time class in the  
>>>>>> Scripting Reference.
>>>>>> BW
>>>>>>
>>>>>> ----------------------------------------
>>>>>>> Date: Tue, 19 Oct 2010 06:07:52 -0400
>>>>>>> From: andy.fillebrown@gmail.com
>>>>>>> To: csound@lists.bath.ac.uk
>>>>>>> Subject: [Csnd] Re: OT : Unity browser test
>>>>>>>
>>>>>>> Hi Brian,
>>>>>>>
>>>>>>> I've been testing out Unity3D for a few weeks and I've found  
>>>>>>> that
>>>>>>> there are some big issues with the "Audio Source" game objects  
>>>>>>> that
>>>>>>> result in pops and clicks on some systems, particularly XP. I've
>>>>>>> worked around the issues somewhat, but I keep running into  
>>>>>>> limitations
>>>>>>> on how fast I can move Audio Source objects before the pops  
>>>>>>> and clicks
>>>>>>> re-appear. I could be doing something wrong, of course  
>>>>>>> =) ...but it
>>>>>>> seems to me that Unity3D's "k" rate is locked to the current
>>>>>>> frame-rate, and I haven't figured out a way to make the Audio  
>>>>>>> Source
>>>>>>> game objects update faster than the frame-rate, yet.
>>>>>>>
>>>>>>> My initial excitement at discovering Unity3D has been tempered  
>>>>>>> a bit
>>>>>>> since running into these issues, but it's still interesting.  
>>>>>>> My most
>>>>>>> recent experiment can be found at
>>>>>>> http://audiosculptures.com/unity/sines/20101018
>>>>>>>
>>>>>>> Cheers,
>>>>>>> ~ andy.f
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
>>>>>>>>
>>>>>>>> After the disappointing compatibility results with the minim  
>>>>>>>> web mp3 player I decided to try out the Unity platform to  
>>>>>>>> make a simple interactive "music video". Well, the video is  
>>>>>>>> interactive, the music is not. The music is a Csound piece  
>>>>>>>> (pinkcube#1) I did about a year ago.
>>>>>>>> Unity allows Ogg Vorbis files and has optional streaming. It  
>>>>>>>> requires a browser plugin to be installed. Unity is a game  
>>>>>>>> development platform which can build for web, mobile,  
>>>>>>>> standalone, or console, and the web browser plugin in  
>>>>>>>> particular is impressive, on XP at least. I would be  
>>>>>>>> interested in hearing whether it works on the broad range of  
>>>>>>>> platforms/browsers used by the people here.
>>>>>>>> http://bwong.ca/gcube.html
>>>>>>>>
>>>>>>>>
>>>>>>>> Send bugs reports to the Sourceforge bug tracker
>>>>>>>>           https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>>>>> Discussions of bugs and features can be posted here
>>>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body  
>>>>>>>> "unsubscribe csound"
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Send bugs reports to the Sourceforge bug tracker
>>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>>>> Discussions of bugs and features can be posted here
>>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body  
>>>>>>> "unsubscribe csound"
>>>>>>>
>>>>>>
>>>>>>
>>>>>> Send bugs reports to the Sourceforge bug tracker
>>>>>>           https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>>> Discussions of bugs and features can be posted here
>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body  
>>>>>> "unsubscribe csound"
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> Send bugs reports to the Sourceforge bug tracker
>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>> Discussions of bugs and features can be posted here
>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body  
>>>>> "unsubscribe csound"
>>>>>
>>>>
>>>>
>>>> Send bugs reports to the Sourceforge bug tracker
>>>>           https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>> Discussions of bugs and features can be posted here
>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body  
>>>> "unsubscribe csound"
>>>>
>>>>
>>>
>>
>>
>> Send bugs reports to the Sourceforge bug tracker
>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> Discussions of bugs and features can be posted here
>> To unsubscribe, send email sympa@lists.bath.ac.uk with body  
>> "unsubscribe csound"
>>
> 		 	   		
>
> Send bugs reports to the Sourceforge bug tracker
>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body  
> "unsubscribe csound"
>



Send bugs reports to the Sourceforge bug tracker
            https://sourceforge.net/tracker/?group_id=81968&atid=564599
Discussions of bugs and features can be posted here
To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"

Date2010-10-29 01:18
FromBrian Wong
Subject[Csnd] RE: Re: : Re: OT : Unity browser test
Thanks for your response Victor. I am not sure what is meant by static and dynamic linking; is this using the executable and the dynamic link library respectively? When you say the source code would need to be provided, does this refer to the source for the app or for Csound, or both?
Brian

----------------------------------------
> From: Victor.Lazzarini@nuim.ie
> To: csound@lists.bath.ac.uk
> Date: Fri, 29 Oct 2010 00:44:06 +0100
> Subject: [Csnd] Re: : Re: OT : Unity browser test
>
> you would need to provide the source code as well as the binary
> package, if you were static linking. For dynamic linking, it's up to
> your licence to define, but
> there are no real impositions.
>
> Victor
> On 29 Oct 2010, at 00:20, Brian Wong wrote:
>
> >
> > I am curious, if one was to use a stripped down version of Csound
> > as an audio engine for a standalone app, could it be legally
> > distributed along with the install package? What would the legal
> > restrictions be?
> > Brian
> >
> > ----------------------------------------
> >> Date: Thu, 21 Oct 2010 09:35:29 -0400
> >> From: andy.fillebrown@gmail.com
> >> To: csound@lists.bath.ac.uk
> >> Subject: [Csnd] Re: RE: Re: RE: Re: OT : Unity browser test
> >>
> >> Also note that enabling the use of Csound's "C" API in Unity3D
> >> standalone apps is do-able by writing a C# wrapper that imports the
> >> Csound API's functions. I don't think this works for the Unity3D
> >> browser plug-in, though.
> >>
> >> Cheers,
> >> ~ andy.f
> >>
> >>
> >>
> >> On Thu, Oct 21, 2010 at 8:51 AM, andy fillebrown
> >> wrote:
> >>> It may be that "Audio Source" objects need to be bound to a game
> >>> object that contains a physics component in order for FMOD to update
> >>> the pan, volume, and doppler values seemlessly at
> >>> faster-than-framerate speeds. I'll let you know how it works out
> >>> when
> >>> I get an example put together that uses physics components.
> >>>
> >>> Also, if you're interested in going the open-source route, check out
> >>> WebGL and x3dom. They're not quite ready for prime-time but they'll
> >>> eliminate the need for a plugin when the WebGL standard is finished
> >>> and browsers have it fully implemented -- and it should work on
> >>> Linux,
> >>> too. When I'm done vetting Unity3D I'll be testing out the
> >>> WebGL/x3dom combination to see how it stacks up.
> >>>
> >>> Cheers,
> >>> ~ andy.f
> >>>
> >>>
> >>>
> >>> On Wed, Oct 20, 2010 at 9:34 PM, Brian Wong wrote:
> >>>>
> >>>> Thanks Andy, please keep me updated about your Unity3d work off-
> >>>> forum, as I am also interested in similar aspects of Unity3d
> >>>> (browser-based algorithmic music and video). A Csound plugin for
> >>>> Unity would of course be great, but I lack the necessary C++
> >>>> skills for such an endeavour. FMOD, supposedly "the world's
> >>>> leading audio engine" might be impressive compared to other game
> >>>> audio engines, but to us Csounders it seems pretty pathetic.
> >>>> Maybe one of the C++ wizards here might consider taking on the
> >>>> project so we could show the gaming world what a REAL audio
> >>>> engine can do.
> >>>> Brian
> >>>> ----------------------------------------
> >>>>> Date: Wed, 20 Oct 2010 07:19:57 -0400
> >>>>> From: andy.fillebrown@gmail.com
> >>>>> To: csound@lists.bath.ac.uk
> >>>>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
> >>>>>
> >>>>> Thanks for the tip, but the issue with the audio objects is due
> >>>>> to the
> >>>>> relatively slow rate that Update() gets called. Since it only gets
> >>>>> called once per frame, the audio objects' volume and pan
> >>>>> settings can
> >>>>> only be updated once per frame -- which is nowhere near fast
> >>>>> enough to
> >>>>> get smooth envelopes. afaik there is no way to update the audio
> >>>>> objects faster than the frame rate, and the Unity3D engine is not
> >>>>> smoothing out the volume and pan settings internally. The way I'm
> >>>>> currently dealing with it is to use a portamento type script to
> >>>>> slow
> >>>>> down the volume and pan changes, but there is a trade-off in
> >>>>> positional accuracy. I'll let you know if I figure out a better
> >>>>> solution.
> >>>>>
> >>>>> Cheers,
> >>>>> ~ andy.f
> >>>>>
> >>>>>
> >>>>>
> >>>>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong wrote:
> >>>>>>
> >>>>>> Too bad there is no Unity browser plugin for Linux; on Mac and
> >>>>>> Windows the applet worked well. Sorry, I should have checked
> >>>>>> that before posting.
> >>>>>> Cool example Andy! Sorry to hear about the the audio problems.
> >>>>>> I have only been playing with Unity for a couple of days and
> >>>>>> have not delved much into the audio aspects yet, so I
> >>>>>> appreciate the info. Are you using the deltaTime variable for
> >>>>>> the Time class? In my example I used Time.delta time to make
> >>>>>> the cube rotation speed independent of frame rate. Just an
> >>>>>> idea, but possibly it might help to apply this to the object
> >>>>>> movement. Here is the source code for my Rotate.js script :
> >>>>>> var speed = 5.0;
> >>>>>> function Update () { speed = speed +
> >>>>>> Input.GetAxis("Horizontal"); transform.Rotate(0,
> >>>>>> speed*Time.deltaTime, 0);}
> >>>>>> You can find the documentation for the Time class in the
> >>>>>> Scripting Reference.
> >>>>>> BW
> >>>>>>
> >>>>>> ----------------------------------------
> >>>>>>> Date: Tue, 19 Oct 2010 06:07:52 -0400
> >>>>>>> From: andy.fillebrown@gmail.com
> >>>>>>> To: csound@lists.bath.ac.uk
> >>>>>>> Subject: [Csnd] Re: OT : Unity browser test
> >>>>>>>
> >>>>>>> Hi Brian,
> >>>>>>>
> >>>>>>> I've been testing out Unity3D for a few weeks and I've found
> >>>>>>> that
> >>>>>>> there are some big issues with the "Audio Source" game objects
> >>>>>>> that
> >>>>>>> result in pops and clicks on some systems, particularly XP. I've
> >>>>>>> worked around the issues somewhat, but I keep running into
> >>>>>>> limitations
> >>>>>>> on how fast I can move Audio Source objects before the pops
> >>>>>>> and clicks
> >>>>>>> re-appear. I could be doing something wrong, of course
> >>>>>>> =) ...but it
> >>>>>>> seems to me that Unity3D's "k" rate is locked to the current
> >>>>>>> frame-rate, and I haven't figured out a way to make the Audio
> >>>>>>> Source
> >>>>>>> game objects update faster than the frame-rate, yet.
> >>>>>>>
> >>>>>>> My initial excitement at discovering Unity3D has been tempered
> >>>>>>> a bit
> >>>>>>> since running into these issues, but it's still interesting.
> >>>>>>> My most
> >>>>>>> recent experiment can be found at
> >>>>>>> http://audiosculptures.com/unity/sines/20101018
> >>>>>>>
> >>>>>>> Cheers,
> >>>>>>> ~ andy.f
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong wrote:
> >>>>>>>>
> >>>>>>>> After the disappointing compatibility results with the minim
> >>>>>>>> web mp3 player I decided to try out the Unity platform to
> >>>>>>>> make a simple interactive "music video". Well, the video is
> >>>>>>>> interactive, the music is not. The music is a Csound piece
> >>>>>>>> (pinkcube#1) I did about a year ago.
> >>>>>>>> Unity allows Ogg Vorbis files and has optional streaming. It
> >>>>>>>> requires a browser plugin to be installed. Unity is a game
> >>>>>>>> development platform which can build for web, mobile,
> >>>>>>>> standalone, or console, and the web browser plugin in
> >>>>>>>> particular is impressive, on XP at least. I would be
> >>>>>>>> interested in hearing whether it works on the broad range of
> >>>>>>>> platforms/browsers used by the people here.
> >>>>>>>> http://bwong.ca/gcube.html
> >>>>>>>>
> >>>>>>>>
> >>>>>>>> Send bugs reports to the Sourceforge bug tracker
> >>>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>>>>> Discussions of bugs and features can be posted here
> >>>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >>>>>>>> "unsubscribe csound"
> >>>>>>>>
> >>>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>> Send bugs reports to the Sourceforge bug tracker
> >>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>>>> Discussions of bugs and features can be posted here
> >>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >>>>>>> "unsubscribe csound"
> >>>>>>>
> >>>>>>
> >>>>>>
> >>>>>> Send bugs reports to the Sourceforge bug tracker
> >>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>>> Discussions of bugs and features can be posted here
> >>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >>>>>> "unsubscribe csound"
> >>>>>>
> >>>>>>
> >>>>>
> >>>>>
> >>>>> Send bugs reports to the Sourceforge bug tracker
> >>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>> Discussions of bugs and features can be posted here
> >>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >>>>> "unsubscribe csound"
> >>>>>
> >>>>
> >>>>
> >>>> Send bugs reports to the Sourceforge bug tracker
> >>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>> Discussions of bugs and features can be posted here
> >>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >>>> "unsubscribe csound"
> >>>>
> >>>>
> >>>
> >>
> >>
> >> Send bugs reports to the Sourceforge bug tracker
> >> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >> Discussions of bugs and features can be posted here
> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >> "unsubscribe csound"
> >>
> >
> >
> > Send bugs reports to the Sourceforge bug tracker
> > https://sourceforge.net/tracker/?group_id=81968&atid=564599
> > Discussions of bugs and features can be posted here
> > To unsubscribe, send email sympa@lists.bath.ac.uk with body
> > "unsubscribe csound"
> >
>
>
>
> Send bugs reports to the Sourceforge bug tracker
> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
 		 	   		  

Send bugs reports to the Sourceforge bug tracker
            https://sourceforge.net/tracker/?group_id=81968&atid=564599
Discussions of bugs and features can be posted here
To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"


Date2010-10-29 01:26
FromVictor Lazzarini
Subject[Csnd] Re: RE: Re: : Re: OT : Unity browser test
Dynamic linking is using the dynamic csound lib; statically linking is  
using a static version of it (where the binary code gets 'copied' into  
the executable).

Victor
On 29 Oct 2010, at 01:18, Brian Wong wrote:

>
> Thanks for your response Victor. I am not sure what is meant by  
> static and dynamic linking; is this using the executable and the  
> dynamic link library respectively? When you say the source code  
> would need to be provided, does this refer to the source for the app  
> or for Csound, or both?
> Brian
>
> ----------------------------------------
>> From: Victor.Lazzarini@nuim.ie
>> To: csound@lists.bath.ac.uk
>> Date: Fri, 29 Oct 2010 00:44:06 +0100
>> Subject: [Csnd] Re: : Re: OT : Unity browser test
>>
>> you would need to provide the source code as well as the binary
>> package, if you were static linking. For dynamic linking, it's up to
>> your licence to define, but
>> there are no real impositions.
>>
>> Victor
>> On 29 Oct 2010, at 00:20, Brian Wong wrote:
>>
>>>
>>> I am curious, if one was to use a stripped down version of Csound
>>> as an audio engine for a standalone app, could it be legally
>>> distributed along with the install package? What would the legal
>>> restrictions be?
>>> Brian
>>>
>>> ----------------------------------------
>>>> Date: Thu, 21 Oct 2010 09:35:29 -0400
>>>> From: andy.fillebrown@gmail.com
>>>> To: csound@lists.bath.ac.uk
>>>> Subject: [Csnd] Re: RE: Re: RE: Re: OT : Unity browser test
>>>>
>>>> Also note that enabling the use of Csound's "C" API in Unity3D
>>>> standalone apps is do-able by writing a C# wrapper that imports the
>>>> Csound API's functions. I don't think this works for the Unity3D
>>>> browser plug-in, though.
>>>>
>>>> Cheers,
>>>> ~ andy.f
>>>>
>>>>
>>>>
>>>> On Thu, Oct 21, 2010 at 8:51 AM, andy fillebrown
>>>> wrote:
>>>>> It may be that "Audio Source" objects need to be bound to a game
>>>>> object that contains a physics component in order for FMOD to  
>>>>> update
>>>>> the pan, volume, and doppler values seemlessly at
>>>>> faster-than-framerate speeds. I'll let you know how it works out
>>>>> when
>>>>> I get an example put together that uses physics components.
>>>>>
>>>>> Also, if you're interested in going the open-source route, check  
>>>>> out
>>>>> WebGL and x3dom. They're not quite ready for prime-time but  
>>>>> they'll
>>>>> eliminate the need for a plugin when the WebGL standard is  
>>>>> finished
>>>>> and browsers have it fully implemented -- and it should work on
>>>>> Linux,
>>>>> too. When I'm done vetting Unity3D I'll be testing out the
>>>>> WebGL/x3dom combination to see how it stacks up.
>>>>>
>>>>> Cheers,
>>>>> ~ andy.f
>>>>>
>>>>>
>>>>>
>>>>> On Wed, Oct 20, 2010 at 9:34 PM, Brian Wong wrote:
>>>>>>
>>>>>> Thanks Andy, please keep me updated about your Unity3d work off-
>>>>>> forum, as I am also interested in similar aspects of Unity3d
>>>>>> (browser-based algorithmic music and video). A Csound plugin for
>>>>>> Unity would of course be great, but I lack the necessary C++
>>>>>> skills for such an endeavour. FMOD, supposedly "the world's
>>>>>> leading audio engine" might be impressive compared to other game
>>>>>> audio engines, but to us Csounders it seems pretty pathetic.
>>>>>> Maybe one of the C++ wizards here might consider taking on the
>>>>>> project so we could show the gaming world what a REAL audio
>>>>>> engine can do.
>>>>>> Brian
>>>>>> ----------------------------------------
>>>>>>> Date: Wed, 20 Oct 2010 07:19:57 -0400
>>>>>>> From: andy.fillebrown@gmail.com
>>>>>>> To: csound@lists.bath.ac.uk
>>>>>>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
>>>>>>>
>>>>>>> Thanks for the tip, but the issue with the audio objects is due
>>>>>>> to the
>>>>>>> relatively slow rate that Update() gets called. Since it only  
>>>>>>> gets
>>>>>>> called once per frame, the audio objects' volume and pan
>>>>>>> settings can
>>>>>>> only be updated once per frame -- which is nowhere near fast
>>>>>>> enough to
>>>>>>> get smooth envelopes. afaik there is no way to update the audio
>>>>>>> objects faster than the frame rate, and the Unity3D engine is  
>>>>>>> not
>>>>>>> smoothing out the volume and pan settings internally. The way  
>>>>>>> I'm
>>>>>>> currently dealing with it is to use a portamento type script to
>>>>>>> slow
>>>>>>> down the volume and pan changes, but there is a trade-off in
>>>>>>> positional accuracy. I'll let you know if I figure out a better
>>>>>>> solution.
>>>>>>>
>>>>>>> Cheers,
>>>>>>> ~ andy.f
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong wrote:
>>>>>>>>
>>>>>>>> Too bad there is no Unity browser plugin for Linux; on Mac and
>>>>>>>> Windows the applet worked well. Sorry, I should have checked
>>>>>>>> that before posting.
>>>>>>>> Cool example Andy! Sorry to hear about the the audio problems.
>>>>>>>> I have only been playing with Unity for a couple of days and
>>>>>>>> have not delved much into the audio aspects yet, so I
>>>>>>>> appreciate the info. Are you using the deltaTime variable for
>>>>>>>> the Time class? In my example I used Time.delta time to make
>>>>>>>> the cube rotation speed independent of frame rate. Just an
>>>>>>>> idea, but possibly it might help to apply this to the object
>>>>>>>> movement. Here is the source code for my Rotate.js script :
>>>>>>>> var speed = 5.0;
>>>>>>>> function Update () { speed = speed +
>>>>>>>> Input.GetAxis("Horizontal"); transform.Rotate(0,
>>>>>>>> speed*Time.deltaTime, 0);}
>>>>>>>> You can find the documentation for the Time class in the
>>>>>>>> Scripting Reference.
>>>>>>>> BW
>>>>>>>>
>>>>>>>> ----------------------------------------
>>>>>>>>> Date: Tue, 19 Oct 2010 06:07:52 -0400
>>>>>>>>> From: andy.fillebrown@gmail.com
>>>>>>>>> To: csound@lists.bath.ac.uk
>>>>>>>>> Subject: [Csnd] Re: OT : Unity browser test
>>>>>>>>>
>>>>>>>>> Hi Brian,
>>>>>>>>>
>>>>>>>>> I've been testing out Unity3D for a few weeks and I've found
>>>>>>>>> that
>>>>>>>>> there are some big issues with the "Audio Source" game objects
>>>>>>>>> that
>>>>>>>>> result in pops and clicks on some systems, particularly XP.  
>>>>>>>>> I've
>>>>>>>>> worked around the issues somewhat, but I keep running into
>>>>>>>>> limitations
>>>>>>>>> on how fast I can move Audio Source objects before the pops
>>>>>>>>> and clicks
>>>>>>>>> re-appear. I could be doing something wrong, of course
>>>>>>>>> =) ...but it
>>>>>>>>> seems to me that Unity3D's "k" rate is locked to the current
>>>>>>>>> frame-rate, and I haven't figured out a way to make the Audio
>>>>>>>>> Source
>>>>>>>>> game objects update faster than the frame-rate, yet.
>>>>>>>>>
>>>>>>>>> My initial excitement at discovering Unity3D has been tempered
>>>>>>>>> a bit
>>>>>>>>> since running into these issues, but it's still interesting.
>>>>>>>>> My most
>>>>>>>>> recent experiment can be found at
>>>>>>>>> http://audiosculptures.com/unity/sines/20101018
>>>>>>>>>
>>>>>>>>> Cheers,
>>>>>>>>> ~ andy.f
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong wrote:
>>>>>>>>>>
>>>>>>>>>> After the disappointing compatibility results with the minim
>>>>>>>>>> web mp3 player I decided to try out the Unity platform to
>>>>>>>>>> make a simple interactive "music video". Well, the video is
>>>>>>>>>> interactive, the music is not. The music is a Csound piece
>>>>>>>>>> (pinkcube#1) I did about a year ago.
>>>>>>>>>> Unity allows Ogg Vorbis files and has optional streaming. It
>>>>>>>>>> requires a browser plugin to be installed. Unity is a game
>>>>>>>>>> development platform which can build for web, mobile,
>>>>>>>>>> standalone, or console, and the web browser plugin in
>>>>>>>>>> particular is impressive, on XP at least. I would be
>>>>>>>>>> interested in hearing whether it works on the broad range of
>>>>>>>>>> platforms/browsers used by the people here.
>>>>>>>>>> http://bwong.ca/gcube.html
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> Send bugs reports to the Sourceforge bug tracker
>>>>>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>>>>>>> Discussions of bugs and features can be posted here
>>>>>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
>>>>>>>>>> "unsubscribe csound"
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> Send bugs reports to the Sourceforge bug tracker
>>>>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>>>>>> Discussions of bugs and features can be posted here
>>>>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
>>>>>>>>> "unsubscribe csound"
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> Send bugs reports to the Sourceforge bug tracker
>>>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>>>>> Discussions of bugs and features can be posted here
>>>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
>>>>>>>> "unsubscribe csound"
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Send bugs reports to the Sourceforge bug tracker
>>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>>>> Discussions of bugs and features can be posted here
>>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
>>>>>>> "unsubscribe csound"
>>>>>>>
>>>>>>
>>>>>>
>>>>>> Send bugs reports to the Sourceforge bug tracker
>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>>>> Discussions of bugs and features can be posted here
>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
>>>>>> "unsubscribe csound"
>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>> Send bugs reports to the Sourceforge bug tracker
>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>>> Discussions of bugs and features can be posted here
>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
>>>> "unsubscribe csound"
>>>>
>>>
>>>
>>> Send bugs reports to the Sourceforge bug tracker
>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>>> Discussions of bugs and features can be posted here
>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
>>> "unsubscribe csound"
>>>
>>
>>
>>
>> Send bugs reports to the Sourceforge bug tracker
>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> Discussions of bugs and features can be posted here
>> To unsubscribe, send email sympa@lists.bath.ac.uk with body  
>> "unsubscribe csound"
>>
> 		 	   		
>
> Send bugs reports to the Sourceforge bug tracker
>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body  
> "unsubscribe csound"
>



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Date2010-10-29 01:43
FromBrian Wong
Subject[Csnd] RE: Re: RE: Re: : Re: OT : Unity browser test
Thanks Victor, hopefully the upcoming audio programming book examples will eventually get me to where I can implement this.
Brian

----------------------------------------
> From: Victor.Lazzarini@nuim.ie
> To: csound@lists.bath.ac.uk
> Date: Fri, 29 Oct 2010 01:26:01 +0100
> Subject: [Csnd] Re: RE: Re: : Re: OT : Unity browser test
>
> Dynamic linking is using the dynamic csound lib; statically linking is
> using a static version of it (where the binary code gets 'copied' into
> the executable).
>
> Victor
> On 29 Oct 2010, at 01:18, Brian Wong wrote:
>
> >
> > Thanks for your response Victor. I am not sure what is meant by
> > static and dynamic linking; is this using the executable and the
> > dynamic link library respectively? When you say the source code
> > would need to be provided, does this refer to the source for the app
> > or for Csound, or both?
> > Brian
> >
> > ----------------------------------------
> >> From: Victor.Lazzarini@nuim.ie
> >> To: csound@lists.bath.ac.uk
> >> Date: Fri, 29 Oct 2010 00:44:06 +0100
> >> Subject: [Csnd] Re: : Re: OT : Unity browser test
> >>
> >> you would need to provide the source code as well as the binary
> >> package, if you were static linking. For dynamic linking, it's up to
> >> your licence to define, but
> >> there are no real impositions.
> >>
> >> Victor
> >> On 29 Oct 2010, at 00:20, Brian Wong wrote:
> >>
> >>>
> >>> I am curious, if one was to use a stripped down version of Csound
> >>> as an audio engine for a standalone app, could it be legally
> >>> distributed along with the install package? What would the legal
> >>> restrictions be?
> >>> Brian
> >>>
> >>> ----------------------------------------
> >>>> Date: Thu, 21 Oct 2010 09:35:29 -0400
> >>>> From: andy.fillebrown@gmail.com
> >>>> To: csound@lists.bath.ac.uk
> >>>> Subject: [Csnd] Re: RE: Re: RE: Re: OT : Unity browser test
> >>>>
> >>>> Also note that enabling the use of Csound's "C" API in Unity3D
> >>>> standalone apps is do-able by writing a C# wrapper that imports the
> >>>> Csound API's functions. I don't think this works for the Unity3D
> >>>> browser plug-in, though.
> >>>>
> >>>> Cheers,
> >>>> ~ andy.f
> >>>>
> >>>>
> >>>>
> >>>> On Thu, Oct 21, 2010 at 8:51 AM, andy fillebrown
> >>>> wrote:
> >>>>> It may be that "Audio Source" objects need to be bound to a game
> >>>>> object that contains a physics component in order for FMOD to
> >>>>> update
> >>>>> the pan, volume, and doppler values seemlessly at
> >>>>> faster-than-framerate speeds. I'll let you know how it works out
> >>>>> when
> >>>>> I get an example put together that uses physics components.
> >>>>>
> >>>>> Also, if you're interested in going the open-source route, check
> >>>>> out
> >>>>> WebGL and x3dom. They're not quite ready for prime-time but
> >>>>> they'll
> >>>>> eliminate the need for a plugin when the WebGL standard is
> >>>>> finished
> >>>>> and browsers have it fully implemented -- and it should work on
> >>>>> Linux,
> >>>>> too. When I'm done vetting Unity3D I'll be testing out the
> >>>>> WebGL/x3dom combination to see how it stacks up.
> >>>>>
> >>>>> Cheers,
> >>>>> ~ andy.f
> >>>>>
> >>>>>
> >>>>>
> >>>>> On Wed, Oct 20, 2010 at 9:34 PM, Brian Wong wrote:
> >>>>>>
> >>>>>> Thanks Andy, please keep me updated about your Unity3d work off-
> >>>>>> forum, as I am also interested in similar aspects of Unity3d
> >>>>>> (browser-based algorithmic music and video). A Csound plugin for
> >>>>>> Unity would of course be great, but I lack the necessary C++
> >>>>>> skills for such an endeavour. FMOD, supposedly "the world's
> >>>>>> leading audio engine" might be impressive compared to other game
> >>>>>> audio engines, but to us Csounders it seems pretty pathetic.
> >>>>>> Maybe one of the C++ wizards here might consider taking on the
> >>>>>> project so we could show the gaming world what a REAL audio
> >>>>>> engine can do.
> >>>>>> Brian
> >>>>>> ----------------------------------------
> >>>>>>> Date: Wed, 20 Oct 2010 07:19:57 -0400
> >>>>>>> From: andy.fillebrown@gmail.com
> >>>>>>> To: csound@lists.bath.ac.uk
> >>>>>>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
> >>>>>>>
> >>>>>>> Thanks for the tip, but the issue with the audio objects is due
> >>>>>>> to the
> >>>>>>> relatively slow rate that Update() gets called. Since it only
> >>>>>>> gets
> >>>>>>> called once per frame, the audio objects' volume and pan
> >>>>>>> settings can
> >>>>>>> only be updated once per frame -- which is nowhere near fast
> >>>>>>> enough to
> >>>>>>> get smooth envelopes. afaik there is no way to update the audio
> >>>>>>> objects faster than the frame rate, and the Unity3D engine is
> >>>>>>> not
> >>>>>>> smoothing out the volume and pan settings internally. The way
> >>>>>>> I'm
> >>>>>>> currently dealing with it is to use a portamento type script to
> >>>>>>> slow
> >>>>>>> down the volume and pan changes, but there is a trade-off in
> >>>>>>> positional accuracy. I'll let you know if I figure out a better
> >>>>>>> solution.
> >>>>>>>
> >>>>>>> Cheers,
> >>>>>>> ~ andy.f
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong wrote:
> >>>>>>>>
> >>>>>>>> Too bad there is no Unity browser plugin for Linux; on Mac and
> >>>>>>>> Windows the applet worked well. Sorry, I should have checked
> >>>>>>>> that before posting.
> >>>>>>>> Cool example Andy! Sorry to hear about the the audio problems.
> >>>>>>>> I have only been playing with Unity for a couple of days and
> >>>>>>>> have not delved much into the audio aspects yet, so I
> >>>>>>>> appreciate the info. Are you using the deltaTime variable for
> >>>>>>>> the Time class? In my example I used Time.delta time to make
> >>>>>>>> the cube rotation speed independent of frame rate. Just an
> >>>>>>>> idea, but possibly it might help to apply this to the object
> >>>>>>>> movement. Here is the source code for my Rotate.js script :
> >>>>>>>> var speed = 5.0;
> >>>>>>>> function Update () { speed = speed +
> >>>>>>>> Input.GetAxis("Horizontal"); transform.Rotate(0,
> >>>>>>>> speed*Time.deltaTime, 0);}
> >>>>>>>> You can find the documentation for the Time class in the
> >>>>>>>> Scripting Reference.
> >>>>>>>> BW
> >>>>>>>>
> >>>>>>>> ----------------------------------------
> >>>>>>>>> Date: Tue, 19 Oct 2010 06:07:52 -0400
> >>>>>>>>> From: andy.fillebrown@gmail.com
> >>>>>>>>> To: csound@lists.bath.ac.uk
> >>>>>>>>> Subject: [Csnd] Re: OT : Unity browser test
> >>>>>>>>>
> >>>>>>>>> Hi Brian,
> >>>>>>>>>
> >>>>>>>>> I've been testing out Unity3D for a few weeks and I've found
> >>>>>>>>> that
> >>>>>>>>> there are some big issues with the "Audio Source" game objects
> >>>>>>>>> that
> >>>>>>>>> result in pops and clicks on some systems, particularly XP.
> >>>>>>>>> I've
> >>>>>>>>> worked around the issues somewhat, but I keep running into
> >>>>>>>>> limitations
> >>>>>>>>> on how fast I can move Audio Source objects before the pops
> >>>>>>>>> and clicks
> >>>>>>>>> re-appear. I could be doing something wrong, of course
> >>>>>>>>> =) ...but it
> >>>>>>>>> seems to me that Unity3D's "k" rate is locked to the current
> >>>>>>>>> frame-rate, and I haven't figured out a way to make the Audio
> >>>>>>>>> Source
> >>>>>>>>> game objects update faster than the frame-rate, yet.
> >>>>>>>>>
> >>>>>>>>> My initial excitement at discovering Unity3D has been tempered
> >>>>>>>>> a bit
> >>>>>>>>> since running into these issues, but it's still interesting.
> >>>>>>>>> My most
> >>>>>>>>> recent experiment can be found at
> >>>>>>>>> http://audiosculptures.com/unity/sines/20101018
> >>>>>>>>>
> >>>>>>>>> Cheers,
> >>>>>>>>> ~ andy.f
> >>>>>>>>>
> >>>>>>>>>
> >>>>>>>>>
> >>>>>>>>> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong wrote:
> >>>>>>>>>>
> >>>>>>>>>> After the disappointing compatibility results with the minim
> >>>>>>>>>> web mp3 player I decided to try out the Unity platform to
> >>>>>>>>>> make a simple interactive "music video". Well, the video is
> >>>>>>>>>> interactive, the music is not. The music is a Csound piece
> >>>>>>>>>> (pinkcube#1) I did about a year ago.
> >>>>>>>>>> Unity allows Ogg Vorbis files and has optional streaming. It
> >>>>>>>>>> requires a browser plugin to be installed. Unity is a game
> >>>>>>>>>> development platform which can build for web, mobile,
> >>>>>>>>>> standalone, or console, and the web browser plugin in
> >>>>>>>>>> particular is impressive, on XP at least. I would be
> >>>>>>>>>> interested in hearing whether it works on the broad range of
> >>>>>>>>>> platforms/browsers used by the people here.
> >>>>>>>>>> http://bwong.ca/gcube.html
> >>>>>>>>>>
> >>>>>>>>>>
> >>>>>>>>>> Send bugs reports to the Sourceforge bug tracker
> >>>>>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>>>>>>> Discussions of bugs and features can be posted here
> >>>>>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >>>>>>>>>> "unsubscribe csound"
> >>>>>>>>>>
> >>>>>>>>>>
> >>>>>>>>>
> >>>>>>>>>
> >>>>>>>>> Send bugs reports to the Sourceforge bug tracker
> >>>>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>>>>>> Discussions of bugs and features can be posted here
> >>>>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >>>>>>>>> "unsubscribe csound"
> >>>>>>>>>
> >>>>>>>>
> >>>>>>>>
> >>>>>>>> Send bugs reports to the Sourceforge bug tracker
> >>>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>>>>> Discussions of bugs and features can be posted here
> >>>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >>>>>>>> "unsubscribe csound"
> >>>>>>>>
> >>>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>> Send bugs reports to the Sourceforge bug tracker
> >>>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>>>> Discussions of bugs and features can be posted here
> >>>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >>>>>>> "unsubscribe csound"
> >>>>>>>
> >>>>>>
> >>>>>>
> >>>>>> Send bugs reports to the Sourceforge bug tracker
> >>>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>>> Discussions of bugs and features can be posted here
> >>>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >>>>>> "unsubscribe csound"
> >>>>>>
> >>>>>>
> >>>>>
> >>>>
> >>>>
> >>>> Send bugs reports to the Sourceforge bug tracker
> >>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>> Discussions of bugs and features can be posted here
> >>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >>>> "unsubscribe csound"
> >>>>
> >>>
> >>>
> >>> Send bugs reports to the Sourceforge bug tracker
> >>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>> Discussions of bugs and features can be posted here
> >>> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >>> "unsubscribe csound"
> >>>
> >>
> >>
> >>
> >> Send bugs reports to the Sourceforge bug tracker
> >> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >> Discussions of bugs and features can be posted here
> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body
> >> "unsubscribe csound"
> >>
> >
> >
> > Send bugs reports to the Sourceforge bug tracker
> > https://sourceforge.net/tracker/?group_id=81968&atid=564599
> > Discussions of bugs and features can be posted here
> > To unsubscribe, send email sympa@lists.bath.ac.uk with body
> > "unsubscribe csound"
> >
>
>
>
> Send bugs reports to the Sourceforge bug tracker
> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
 		 	   		  

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Date2010-11-12 23:50
FromBrian Wong
Subject[Csnd] Unity Audio Envelopes/Creating Waveform files
Andy,
As per Rory's request I continue this OT discussion in the mailing list. 
I have been getting decent results creating audio envelopes using 2d mono sounds and a script with the FixedUpdate() function. You can set the fixed update time interval to anything you want, so it is possible to get quite smooth audio and panning envelopes this way. Obviously if you want to also use the physics engine simultaneously you will have to tweak things to get an update time that works well for both the audio and physics. 
On a related topic, I was pleasantly surprised to find out that the browser plugin will allow use of 24 bit 96k samples! I managed to find some nice standard waveforms in Wuzikstation (sine, saw, etc.) that sound great (and only take up 2.3k each), but would like to be able to create my own custom waveforms with Csound. I know a guy who creates nice ones using Mathematica, and I believe Matlab can also be used for this purpose. I have made a couple attempts at this in Csound over the years, but have never managed to get it working correctly. Can anyone give an example of how to do this in Csound?
Brian
> >> On Thu, Oct 21, 2010 at 8:51 AM, andy fillebrown
> >>  wrote:
> >>> It may be that "Audio Source" objects need to be bound to a game
> >>> object that contains a physics component in order for FMOD to update
> >>> the pan, volume, and doppler values seemlessly at
> >>> faster-than-framerate speeds.  I'll let you know how it works out when
> >>> I get an example put together that uses physics components.
> >>>
> >>> Also, if you're interested in going the open-source route, check out
> >>> WebGL and x3dom.  They're not quite ready for prime-time but they'll
> >>> eliminate the need for a plugin when the WebGL standard is finished
> >>> and browsers have it fully implemented -- and it should work on Linux,
> >>> too.  When I'm done vetting Unity3D I'll be testing out the
> >>> WebGL/x3dom combination to see how it stacks up.
> >>>
> >>> Cheers,
> >>> ~ andy.f
> >>>
> >>>
> >>>
> >>> On Wed, Oct 20, 2010 at 9:34 PM, Brian Wong  wrote:
> >>>>
> >>>> Thanks Andy, please keep me updated about your Unity3d work off-forum, as I am also interested in similar aspects of Unity3d (browser-based algorithmic music and video). A Csound plugin for Unity would of course be great, but I lack the necessary C++ skills for such an endeavour. FMOD, supposedly "the world's leading audio engine" might be impressive compared to other game audio engines, but to us Csounders it seems pretty pathetic. Maybe one of the C++ wizards here might consider taking on the project so we could show the gaming world what a REAL audio engine can do.
> >>>> Brian
> >>>> ----------------------------------------
> >>>>> Date: Wed, 20 Oct 2010 07:19:57 -0400
> >>>>> From: andy.fillebrown@gmail.com
> >>>>> To: csound@lists.bath.ac.uk
> >>>>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
> >>>>>
> >>>>> Thanks for the tip, but the issue with the audio objects is due to the
> >>>>> relatively slow rate that Update() gets called. Since it only gets
> >>>>> called once per frame, the audio objects' volume and pan settings can
> >>>>> only be updated once per frame -- which is nowhere near fast enough to
> >>>>> get smooth envelopes. afaik there is no way to update the audio
> >>>>> objects faster than the frame rate, and the Unity3D engine is not
> >>>>> smoothing out the volume and pan settings internally. The way I'm
> >>>>> currently dealing with it is to use a portamento type script to slow
> >>>>> down the volume and pan changes, but there is a trade-off in
> >>>>> positional accuracy. I'll let you know if I figure out a better
> >>>>> solution.
> >>>>>
> >>>>> Cheers,
> >>>>> ~ andy.f
> >>>>>
> >>>>>
> >>>>>
> >>>>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong  wrote:
> >>>>> >
> >>>>> > Too bad there is no Unity browser plugin for Linux; on Mac and Windows the applet worked well. Sorry, I should have checked that before posting.
> >>>>> > Cool example Andy! Sorry to hear about the the audio problems. I have only been playing with Unity for a couple of days and have not delved much into the audio aspects yet, so I appreciate the info. Are you using the deltaTime variable for the Time class? In my example I used Time.delta time to make the cube rotation speed independent of frame rate. Just an idea, but possibly it might help to apply this to the object movement. Here is the source code for my Rotate.js script :
> >>>>> > var speed = 5.0;
> >>>>> > function Update () {    speed = speed + Input.GetAxis("Horizontal");    transform.Rotate(0, speed*Time.deltaTime, 0);}
> >>>>> > You can find the documentation for the Time class in the Scripting Reference.
> >>>>> > BW
> >>>>> >
> >>>>> > ----------------------------------------
> >>>>> >> Date: Tue, 19 Oct 2010 06:07:52 -0400
> >>>>> >> From: andy.fillebrown@gmail.com
> >>>>> >> To: csound@lists.bath.ac.uk
> >>>>> >> Subject: [Csnd] Re: OT : Unity browser test
> >>>>> >>
> >>>>> >> Hi Brian,
> >>>>> >>
> >>>>> >> I've been testing out Unity3D for a few weeks and I've found that
> >>>>> >> there are some big issues with the "Audio Source" game objects that
> >>>>> >> result in pops and clicks on some systems, particularly XP. I've
> >>>>> >> worked around the issues somewhat, but I keep running into limitations
> >>>>> >> on how fast I can move Audio Source objects before the pops and clicks
> >>>>> >> re-appear. I could be doing something wrong, of course =) ...but it
> >>>>> >> seems to me that Unity3D's "k" rate is locked to the current
> >>>>> >> frame-rate, and I haven't figured out a way to make the Audio Source
> >>>>> >> game objects update faster than the frame-rate, yet.
> >>>>> >>
> >>>>> >> My initial excitement at discovering Unity3D has been tempered a bit
> >>>>> >> since running into these issues, but it's still interesting. My most
> >>>>> >> recent experiment can be found at
> >>>>> >> http://audiosculptures.com/unity/sines/20101018
> >>>>> >>
> >>>>> >> Cheers,
> >>>>> >> ~ andy.f
> >>>>> >>
> >>>>> >>
> >>>>> >>
> >>>>> >> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
> >>>>> >> >
> >>>>> >> > After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
> >>>>> >> > Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
> >>>>> >> > http://bwong.ca/gcube.html
> >>>>> >> >
> >>>>> >> >
> >>>>> >> > Send bugs reports to the Sourceforge bug tracker
> >>>>> >> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>> >> > Discussions of bugs and features can be posted here
> >>>>> >> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >>>>> >> >
> >>>>> >> >
> >>>>> >>
> >>>>> >>
> >>>>> >> Send bugs reports to the Sourceforge bug tracker
> >>>>> >> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>> >> Discussions of bugs and features can be posted here
> >>>>> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >>>>> >>
> >>>>> >
> >>>>> >
> >>>>> > Send bugs reports to the Sourceforge bug tracker
> >>>>> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>> > Discussions of bugs and features can be posted here
> >>>>> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >>>>> >
> >>>>> >
> >>>>>
> >>>>>
> >>>>> Send bugs reports to the Sourceforge bug tracker
> >>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>>> Discussions of bugs and features can be posted here
> >>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >>>>>
> >>>>
> >>>>
> >>>> Send bugs reports to the Sourceforge bug tracker
> >>>>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >>>> Discussions of bugs and features can be posted here
> >>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >>>>
> >>>>
> >>>
> >>
> >>
> >> Send bugs reports to the Sourceforge bug tracker
> >>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> >> Discussions of bugs and features can be posted here
> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >>
> >>
> >
> >
> >
> > --
> > Michael Gogins
> > Irreducible Productions
> > http://www.michael-gogins.com
> > Michael dot Gogins at gmail dot com
> >
> >
> > Send bugs reports to the Sourceforge bug tracker
> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> > Discussions of bugs and features can be posted here
> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
> >
> >
>
>
> Send bugs reports to the Sourceforge bug tracker
> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
 		 	   		  

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Date2010-11-13 12:29
FromStéphane Rollandin
Subject[Csnd] Re: Unity Audio Envelopes/Creating Waveform files
> On a related topic, I was pleasantly surprised to find out that the browser plugin will allow use of 24 bit 96k samples! I managed to find some nice standard waveforms in Wuzikstation (sine, saw, etc.) that sound great (and only take up 2.3k each), but would like to be able to create my own custom waveforms with Csound. I know a guy who creates nice ones using Mathematica, and I believe Matlab can also be used for this purpose. I have made a couple attempts at this in Csound over the years, but have never managed to get it working correctly. Can anyone give an example of how to do this in Csound?

One way would be via functions in Surmulot (muO + Csound-x):

http://www.zogotounga.net/surmulot/doc/Function-editor.html#Function-editor

Surmulot home page:
http://www.zogotounga.net/surmulot/surmulot.html


Stef


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Date2010-11-13 16:39
FromBrian Wong
Subject[Csnd] RE: Re: Unity Audio Envelopes/Creating Waveform files
Thanks Stef! I managed to get this figured out using Csound alone, but I enjoyed playing with the latest Surmulot.
Brian

----------------------------------------
> Date: Sat, 13 Nov 2010 13:29:09 +0100
> From: lecteur@zogotounga.net
> To: csound@lists.bath.ac.uk
> Subject: [Csnd] Re: Unity Audio Envelopes/Creating Waveform files
>
> > On a related topic, I was pleasantly surprised to find out that the browser plugin will allow use of 24 bit 96k samples! I managed to find some nice standard waveforms in Wuzikstation (sine, saw, etc.) that sound great (and only take up 2.3k each), but would like to be able to create my own custom waveforms with Csound. I know a guy who creates nice ones using Mathematica, and I believe Matlab can also be used for this purpose. I have made a couple attempts at this in Csound over the years, but have never managed to get it working correctly. Can anyone give an example of how to do this in Csound?
>
> One way would be via functions in Surmulot (muO + Csound-x):
>
> http://www.zogotounga.net/surmulot/doc/Function-editor.html#Function-editor
>
> Surmulot home page:
> http://www.zogotounga.net/surmulot/surmulot.html
>
>
> Stef
>
>
> Send bugs reports to the Sourceforge bug tracker
> https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
 		 	   		  

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Date2010-11-13 17:13
Fromandy fillebrown
Subject[Csnd] Re: Unity Audio Envelopes/Creating Waveform files
Wow, thanks for posting this info!  I had not realized the FixedUpdate
frequency could be modified.  Are you setting the Time.fixedDeltaTime
property to achieve this?

Nice discovery on the bitrate/samplerate, too.

Thanks again.  I may take another look at Unity3d, knowing this.  I
guess the last thing to test out would be if the browser plugin works
in Wine.  It works as far back as IE6, so it will probably work fine
under Wine, too, but I can't say for sure without trying it =)

Cheers,
~ andy.f



On Fri, Nov 12, 2010 at 6:50 PM, Brian Wong  wrote:
>
> Andy,
> As per Rory's request I continue this OT discussion in the mailing list.
> I have been getting decent results creating audio envelopes using 2d mono sounds and a script with the FixedUpdate() function. You can set the fixed update time interval to anything you want, so it is possible to get quite smooth audio and panning envelopes this way. Obviously if you want to also use the physics engine simultaneously you will have to tweak things to get an update time that works well for both the audio and physics.
> On a related topic, I was pleasantly surprised to find out that the browser plugin will allow use of 24 bit 96k samples! I managed to find some nice standard waveforms in Wuzikstation (sine, saw, etc.) that sound great (and only take up 2.3k each), but would like to be able to create my own custom waveforms with Csound. I know a guy who creates nice ones using Mathematica, and I believe Matlab can also be used for this purpose. I have made a couple attempts at this in Csound over the years, but have never managed to get it working correctly. Can anyone give an example of how to do this in Csound?
> Brian
>> >> On Thu, Oct 21, 2010 at 8:51 AM, andy fillebrown
>> >>  wrote:
>> >>> It may be that "Audio Source" objects need to be bound to a game
>> >>> object that contains a physics component in order for FMOD to update
>> >>> the pan, volume, and doppler values seemlessly at
>> >>> faster-than-framerate speeds.  I'll let you know how it works out when
>> >>> I get an example put together that uses physics components.
>> >>>
>> >>> Also, if you're interested in going the open-source route, check out
>> >>> WebGL and x3dom.  They're not quite ready for prime-time but they'll
>> >>> eliminate the need for a plugin when the WebGL standard is finished
>> >>> and browsers have it fully implemented -- and it should work on Linux,
>> >>> too.  When I'm done vetting Unity3D I'll be testing out the
>> >>> WebGL/x3dom combination to see how it stacks up.
>> >>>
>> >>> Cheers,
>> >>> ~ andy.f
>> >>>
>> >>>
>> >>>
>> >>> On Wed, Oct 20, 2010 at 9:34 PM, Brian Wong  wrote:
>> >>>>
>> >>>> Thanks Andy, please keep me updated about your Unity3d work off-forum, as I am also interested in similar aspects of Unity3d (browser-based algorithmic music and video). A Csound plugin for Unity would of course be great, but I lack the necessary C++ skills for such an endeavour. FMOD, supposedly "the world's leading audio engine" might be impressive compared to other game audio engines, but to us Csounders it seems pretty pathetic. Maybe one of the C++ wizards here might consider taking on the project so we could show the gaming world what a REAL audio engine can do.
>> >>>> Brian
>> >>>> ----------------------------------------
>> >>>>> Date: Wed, 20 Oct 2010 07:19:57 -0400
>> >>>>> From: andy.fillebrown@gmail.com
>> >>>>> To: csound@lists.bath.ac.uk
>> >>>>> Subject: [Csnd] Re: RE: Re: OT : Unity browser test
>> >>>>>
>> >>>>> Thanks for the tip, but the issue with the audio objects is due to the
>> >>>>> relatively slow rate that Update() gets called. Since it only gets
>> >>>>> called once per frame, the audio objects' volume and pan settings can
>> >>>>> only be updated once per frame -- which is nowhere near fast enough to
>> >>>>> get smooth envelopes. afaik there is no way to update the audio
>> >>>>> objects faster than the frame rate, and the Unity3D engine is not
>> >>>>> smoothing out the volume and pan settings internally. The way I'm
>> >>>>> currently dealing with it is to use a portamento type script to slow
>> >>>>> down the volume and pan changes, but there is a trade-off in
>> >>>>> positional accuracy. I'll let you know if I figure out a better
>> >>>>> solution.
>> >>>>>
>> >>>>> Cheers,
>> >>>>> ~ andy.f
>> >>>>>
>> >>>>>
>> >>>>>
>> >>>>> On Tue, Oct 19, 2010 at 8:29 PM, Brian Wong  wrote:
>> >>>>> >
>> >>>>> > Too bad there is no Unity browser plugin for Linux; on Mac and Windows the applet worked well. Sorry, I should have checked that before posting.
>> >>>>> > Cool example Andy! Sorry to hear about the the audio problems. I have only been playing with Unity for a couple of days and have not delved much into the audio aspects yet, so I appreciate the info. Are you using the deltaTime variable for the Time class? In my example I used Time.delta time to make the cube rotation speed independent of frame rate. Just an idea, but possibly it might help to apply this to the object movement. Here is the source code for my Rotate.js script :
>> >>>>> > var speed = 5.0;
>> >>>>> > function Update () {    speed = speed + Input.GetAxis("Horizontal");    transform.Rotate(0, speed*Time.deltaTime, 0);}
>> >>>>> > You can find the documentation for the Time class in the Scripting Reference.
>> >>>>> > BW
>> >>>>> >
>> >>>>> > ----------------------------------------
>> >>>>> >> Date: Tue, 19 Oct 2010 06:07:52 -0400
>> >>>>> >> From: andy.fillebrown@gmail.com
>> >>>>> >> To: csound@lists.bath.ac.uk
>> >>>>> >> Subject: [Csnd] Re: OT : Unity browser test
>> >>>>> >>
>> >>>>> >> Hi Brian,
>> >>>>> >>
>> >>>>> >> I've been testing out Unity3D for a few weeks and I've found that
>> >>>>> >> there are some big issues with the "Audio Source" game objects that
>> >>>>> >> result in pops and clicks on some systems, particularly XP. I've
>> >>>>> >> worked around the issues somewhat, but I keep running into limitations
>> >>>>> >> on how fast I can move Audio Source objects before the pops and clicks
>> >>>>> >> re-appear. I could be doing something wrong, of course =) ...but it
>> >>>>> >> seems to me that Unity3D's "k" rate is locked to the current
>> >>>>> >> frame-rate, and I haven't figured out a way to make the Audio Source
>> >>>>> >> game objects update faster than the frame-rate, yet.
>> >>>>> >>
>> >>>>> >> My initial excitement at discovering Unity3D has been tempered a bit
>> >>>>> >> since running into these issues, but it's still interesting. My most
>> >>>>> >> recent experiment can be found at
>> >>>>> >> http://audiosculptures.com/unity/sines/20101018
>> >>>>> >>
>> >>>>> >> Cheers,
>> >>>>> >> ~ andy.f
>> >>>>> >>
>> >>>>> >>
>> >>>>> >>
>> >>>>> >> On Tue, Oct 19, 2010 at 1:14 AM, Brian Wong  wrote:
>> >>>>> >> >
>> >>>>> >> > After the disappointing compatibility results with the minim web mp3 player I decided to try out the Unity platform to make a simple interactive "music video". Well, the video is interactive, the music is not. The music is a Csound piece (pinkcube#1) I did about a year ago.
>> >>>>> >> > Unity allows Ogg Vorbis files and has optional streaming. It requires a browser plugin to be installed. Unity is a game development platform which can build for web, mobile, standalone, or console, and the web browser plugin in particular is impressive, on XP at least. I would be interested in hearing whether it works on the broad range of platforms/browsers used by the people here.
>> >>>>> >> > http://bwong.ca/gcube.html
>> >>>>> >> >
>> >>>>> >> >
>> >>>>> >> > Send bugs reports to the Sourceforge bug tracker
>> >>>>> >> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> >>>>> >> > Discussions of bugs and features can be posted here
>> >>>>> >> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >>>>> >> >
>> >>>>> >> >
>> >>>>> >>
>> >>>>> >>
>> >>>>> >> Send bugs reports to the Sourceforge bug tracker
>> >>>>> >> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> >>>>> >> Discussions of bugs and features can be posted here
>> >>>>> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >>>>> >>
>> >>>>> >
>> >>>>> >
>> >>>>> > Send bugs reports to the Sourceforge bug tracker
>> >>>>> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> >>>>> > Discussions of bugs and features can be posted here
>> >>>>> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >>>>> >
>> >>>>> >
>> >>>>>
>> >>>>>
>> >>>>> Send bugs reports to the Sourceforge bug tracker
>> >>>>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> >>>>> Discussions of bugs and features can be posted here
>> >>>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >>>>>
>> >>>>
>> >>>>
>> >>>> Send bugs reports to the Sourceforge bug tracker
>> >>>>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> >>>> Discussions of bugs and features can be posted here
>> >>>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >>>>
>> >>>>
>> >>>
>> >>
>> >>
>> >> Send bugs reports to the Sourceforge bug tracker
>> >>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> >> Discussions of bugs and features can be posted here
>> >> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >>
>> >>
>> >
>> >
>> >
>> > --
>> > Michael Gogins
>> > Irreducible Productions
>> > http://www.michael-gogins.com
>> > Michael dot Gogins at gmail dot com
>> >
>> >
>> > Send bugs reports to the Sourceforge bug tracker
>> >            https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> > Discussions of bugs and features can be posted here
>> > To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>> >
>> >
>>
>>
>> Send bugs reports to the Sourceforge bug tracker
>> https://sourceforge.net/tracker/?group_id=81968&atid=564599
>> Discussions of bugs and features can be posted here
>> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>>
>
>
> Send bugs reports to the Sourceforge bug tracker
>            https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"
>
>


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