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[Csnd] Score generation

Date1999-11-04 13:36
FromArne Hanna
Subject[Csnd] Score generation
Hi folks.  I've written two csound score generators. Mother uses Markov
processes and Automata uses Stephen Wolfram's automata rules to generate
score events.  For those with C compilers, all the source code is part of
the package, otherwise it's a Mac only affair for the time being I'm
afraid.  The manual is in Mac MS Word 5 format.  I hope to have an HTML
manual completed in the next few days.
You can get it from:  

Cheers
Arne  

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Subject: [Csnd] SynthCore SDK

FOR IMMEDIATE RELEASE

11/1/99 Mountain View, Ca- Staccato Systems=99, Inc., a leading developer of
interactive audio technologies, today announced the SynthCore Software
Development Kit beta program for game audio developers. The SynthCore SDK
is a set of APIs, programs and content that gives game audio sound
designers and programmers the ability to create and deliver interactive
audio uniquely controlled by the game physics, environment and end user
input.=20
The SDK consists of the SynthCore audio rendering engine, as well as a
preset editor and comprehensive audio content.  The SynthCore engine
currently performs physical modeling of sound as well as wavetable, DLS and
algorithmic audio synthesis, with several new audio technologies in
development. The SDK will be available later in Q4 of this year.
The beta version is available free to qualified game audio developers, who
should e-mail Staccato directly at staccato@staccatosys.com for more
information.

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Date: Thu, 04 Nov 1999 23:20:33 +0100
From: Stefan Kersten 
Organization: K-Hornz
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To: Paul Barton-Davis , Csound List 
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Subject: Re: [Csnd] [CUD] line event problem

BTW (1),
I followed your really detailed description earlier on the list (thanks
:), and it is no problem at all to work with the v_midi dev and OSS. The
performance however (when running csound with keykit) rather
disappointed me, maybe I have to invest in a faster machine ;)

BTW (2) [OT],
I also fiddled a bit with line events the last few days and still have a
lack of deeper understanding, thus theese questions:
Is there a portable (os independent) way to use files/devices for
interaction between csound and another process? It works fine on Linux
to use an ordinary file as i/o buffer, but not so on Windows. Does there
exist something equivalent to the concept of pipes?
I tried to use this principle while working on a csound-plugin for
netscape, which is intended to react on external events such as
javascript callbacks and thereby create realtime score events. Which
leads me directly to question #2:
I also thought of getting into csound's internals and use a function to
insert realtime events into the current event list, but as the sources
*really* extensive ;), I'm quite stuck right now. Maybe someone more
experienced could point me on what function to use and how, especially
what kind of initialization the different structs (e.g. LEVTBLK and
EVTBLK) need? For now, I'm thinking of 

linevent.c: static void Linsert(LEVTBLK *curp) /* insert blk into the
time-ordered linevent queue */
and
insert.c: int insert(int insno, EVTBLK *newevtp)  /* insert an instr
copy into active list */

but as I stated above I have no clue how to make use of them. The main
idea is to be able to construct bundles of score events which could then
be triggered otherwise.

I'm also sending this to the csound list, since I assume there might be
someone who could help me.

Thanx in advance, Stefan.

Paul Barton-Davis wrote:
> 
> >You da man, Eric ! That did it, now on to making it work with KeyKit.
> >I'm testing Larry Troxler's KeyKit code to drive Csound. As far as I can
> >tell, it's going to require a hard-coded f-table. Can I just use ftgen
> >(or whatever it's called) and put it in the orc ? I'll know soon...
> 
> dave - are you still using OSS ? why not just use the v_midi device,
> and then i don't think you need to do anything in particular to get
> keykit and csound to work together ...

__________________________________________________________________________
K-Labz [a K-Hornz subdivision] - steve-k@gmx.net - http://w3.to/K-Hornz
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Date: Thu, 4 Nov 1999 18:18:06 -0500 (EST)
From: Larry Troxler 
To: Stefan Kersten 
cc: Paul Barton-Davis , Csound List 
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Subject: Re: [Csnd] [CUD] line event problem

On Thu, 4 Nov 1999, Stefan Kersten wrote:

> BTW (1),
> I followed your really detailed description earlier on the list (thanks
> :), and it is no problem at all to work with the v_midi dev and OSS. The
> performance however (when running csound with keykit) rather
> disappointed me, maybe I have to invest in a faster machine ;)
> 

A faster machine doesn't seem like the right answer, though. Even a slow
machine should be fast enough for MIDI. So it sounds like there's some
scheduling problem somewhere. Maybe the v_midi driver is buggy? 

Larry Troxler


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Date: Thu, 4 Nov 1999 18:28:55 -0600
To: csound@lists.bath.AC.UK
From: Your Name 
Content-Type: text/plain; charset="us-ascii"
Subject: [Csnd] [ot] Re: software ads

Sean Costello  wrote:
>
>I mean, your previous email
>seemed to be your advertising 
>your 

integer@www.god-emil.dk wrote:

>!f du = reku!r asz!ztansz 
>= ma! rekuezt asz!ztansz

kim@anechoicmedia.com said:

>SynthBuilder which is sort of like Max and
>Csound rolled into one environment. 
>It's an amazingly powerful tool ... t's kind of like MSP/Max for the PC... 


kjtsyren@bitstream.net wrote:

>SS = trans CCRMA = karma
>cascone = trans SS = corporate code
>
>If integer is to be believed then control of code is admirable
>What happens to code if delete integer 
>
>VERY EXPENSIVE software = very expansive hardware [sic]
>tolerable until the programmer is no longer accessable [sic]
> 
>PS not upset with any parties ... simply observing facts
                                                   

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From: Michael Gogins 
To: Stefan Kersten , Paul Barton-Davis , 
    Csound List 
Date: Thu, 4 Nov 1999 19:18:35 -0500
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Subject: Re: [Csnd] [CUD] line event problem

I had implemented realtime line events in AXCsound, by hacking as you had
contemplated. It worked fine. I decided to change AXCsound back from my
hacked version of the Csound sources (shared library, re-entrant, etc.) to a
plain old shell abain (runs good old consound or Winsound in a separate
process). The reason? I didn't want to have to keep maintaining my code in
synch with the "canonical" csound code. If the Csound community would like
Csound to be a software component with usable hooks, amenable to use in
different contexts such as Java, ActiveX, shared libraries, I've done half
the work and have an idea how to do the rest, but I'm not willing to keep
doing it over and over. I know that John ffitch is not an expert Windows
programmer and does not have an up to date Windows development system, so
perhaps the present situation is understandable, but it is not necessary.

If the community desires to make Csound more usable the following steps can
be taken:

Csound changes from an executable program with a main() function, into a
static library with various functions: sco and orc file readers, audio
input, audio output, command input, score line input, midi event input, midi
event output, console message output. This library is written ENTIRELY in
lowest-common-denominator runtime-library-only C++. The code is re-entrant
and multiply instantiable (several instances of Csound can run inside the
same process or address space, at the same time). The API for Csound
becomes:

//	C S O U N D
//	Copyright (c) 1999 by Michael Gogins. All rights reserved.
//	P U R P O S E
//	Declares a low-level interface for controlling Csound,
//	which is designed to be useful in as many different contexts as possible,
//	such as the JavaSound API, VST 2 plugins, Buzz machines, and others.
//	Therefore, Csound depends ONLY upon the builtin facilities of the ANSI
C++ language;
//	the synthesizer is supposed to be COMPLETELY platform-independent.
#ifndef Csound_h
#define Csound_h
#pragma warning(disable: 4786)
#include 
#include 

//	An abstract object for synchronizing access to objects
//	that are shared by different threads.

class AbstractMonitor
{
public:
	virtual ~AbstractMonitor(){};
	virtual void wait()=0;
	virtual void notifyAll()=0;
	virtual void enterMonitor()=0;
	virtual void exitMonitor()=0;
};

class Csound
{
public:
	virtual ~Csound(){};
    virtual long createKernel()=0;
    virtual void destroyKernel(Csound *kernel)=0;
	virtual void loadPlugins()=0;
    virtual bool read(std::string xmlFile)=0;
    virtual bool start()=0;
    virtual bool pause()=0;
    virtual bool resume()=0;
    virtual bool stop()=0;
    virtual bool commandInputOpen(AbstractMonitor *monitor)=0;
    virtual bool commandInputClose()=0;
    virtual bool commandInputIsOpen()=0;
    virtual void commandInputWrite(std::string command)=0;
    virtual bool midiInputOpen(AbstractMonitor *monitor)=0;
    virtual bool midiInputClose()=0;
    virtual bool midiInputIsOpen()=0;
    virtual int midiInputWrite(signed char *event, int size)=0;
    virtual bool midiOutputOpen(AbstractMonitor *monitor)=0;
    virtual bool midiOutputClose()=0;
    virtual bool midiOutputIsOpen()=0;
    virtual int midiOutputRead(signed char *buffer, int size)=0;
    virtual int getAudioSampleFramesPerSecond()=0;
    virtual bool setAudioSampleFramesPerSecond(int value)=0;
    virtual int getAudioSampleFramesPerControlSample()=0;
    virtual bool setAudioSampleFramesPerControlSample(int value)=0;
    virtual int getAudioInputChannelCount()=0;
    virtual bool setAudioInputChannelCount(int value)=0;
    virtual bool audioInputOpen(AbstractMonitor *monitor)=0;
    virtual bool audioInputClose()=0;
    virtual bool audioInputIsOpen()=0;
    virtual int audioInputWrite(float *audioInputBuffer, int count)=0;
    virtual int getAudioOutputChannelCount()=0;
    virtual bool setAudioOutputChannelCount(int value)=0;
    virtual bool audioOutputOpen(AbstractMonitor *monitor)=0;
    virtual bool audioOutputClose()=0;
    virtual bool audioOutputIsOpen()=0;
    virtual int audioOutputRead(float *audioOutputBuffer, int count)=0;
};

#endif	//	Csound_h

The AbstractMonitor thing is modeled on Java monitors and can be a proxy for
them, but can be implemented in any operating system; it's what allows the
Csound engine to synchronize input and output streams when running in a VST
or ActiveX plugin.

The csound executables, and specific implementations of AbstractMonitor, are
written separately for each platform and contain all system calls for
feeding data into and out of the Csound library calls.

The Csound library also can easily be given an ActiveX and JavaSound
interface with only the thinnest layer of glue, and the library is designed
to make it as easy as possible to write VST or ActiveX plugins using Csound
as an engine. I got line events and JavaSound MIDI input working using this
approach, but my code was diverging so far from the canonical sources I had
nightmares about what would happen to me if I tried to keep maintaining it.

Making these changes not only would enable Csound to become all kinds of
useful goodies, it would also make Csound itself much easier to maintain and
develop further, because the "engine" would be identical on all platforms.

Based on experience with AXCsound, I estimate that producing the "engine"
library is about 2 months of part-time work for one person, and each
platform's "consound" executable about 1 or 2 weeks of part-time work for
one person.

-----Original Message-----
From: steve@cs.tu-berlin.de [mailto:steve@cs.tu-berlin.de]On Behalf Of
Stefan Kersten
Sent: Thursday, November 04, 1999 5:21 PM
To: Paul Barton-Davis; Csound List
Subject: Re: [Csnd] [CUD] line event problem


BTW (1),
I followed your really detailed description earlier on the list (thanks
:), and it is no problem at all to work with the v_midi dev and OSS. The
performance however (when running csound with keykit) rather
disappointed me, maybe I have to invest in a faster machine ;)

BTW (2) [OT],
I also fiddled a bit with line events the last few days and still have a
lack of deeper understanding, thus theese questions:
Is there a portable (os independent) way to use files/devices for
interaction between csound and another process? It works fine on Linux
to use an ordinary file as i/o buffer, but not so on Windows. Does there
exist something equivalent to the concept of pipes?
I tried to use this principle while working on a csound-plugin for
netscape, which is intended to react on external events such as
javascript callbacks and thereby create realtime score events. Which
leads me directly to question #2:
I also thought of getting into csound's internals and use a function to
insert realtime events into the current event list, but as the sources
*really* extensive ;), I'm quite stuck right now. Maybe someone more
experienced could point me on what function to use and how, especially
what kind of initialization the different structs (e.g. LEVTBLK and
EVTBLK) need? For now, I'm thinking of

linevent.c: static void Linsert(LEVTBLK *curp) /* insert blk into the
time-ordered linevent queue */
and
insert.c: int insert(int insno, EVTBLK *newevtp)  /* insert an instr
copy into active list */

but as I stated above I have no clue how to make use of them. The main
idea is to be able to construct bundles of score events which could then
be triggered otherwise.

I'm also sending this to the csound list, since I assume there might be
someone who could help me.

Thanx in advance, Stefan.

Paul Barton-Davis wrote:
>
> >You da man, Eric ! That did it, now on to making it work with KeyKit.
> >I'm testing Larry Troxler's KeyKit code to drive Csound. As far as I can
> >tell, it's going to require a hard-coded f-table. Can I just use ftgen
> >(or whatever it's called) and put it in the orc ? I'll know soon...
>
> dave - are you still using OSS ? why not just use the v_midi device,
> and then i don't think you need to do anything in particular to get
> keykit and csound to work together ...

__________________________________________________________________________
K-Labz [a K-Hornz subdivision] - steve-k@gmx.net - http://w3.to/K-Hornz
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Subject: Re: [Csnd] SynthCore SDK

I am a little puzzled what the relevance of this is to the Csound list.
I happen to be on the beta-test list for SynthCore (~wanting~ to test
SynthBuilder on Intel, if it ever sees the light of day!), but am
currently somewhat underwhelmed by it, as it is targetted very
specifically at games developers, which I am not (nor have any desire to
be). Is there some way (or virtue in) tying up SynthCore with Csound in
any way?


Richard Dobson

kim@anechoicmedia.com wrote:
> 
> FOR IMMEDIATE RELEASE
> 
> 11/1/99 Mountain View, Ca- Staccato Systems, Inc., a leading developer of
> interactive audio technologies, today announced the SynthCore Software
> Development Kit beta program for game audio developers. The SynthCore SDK
> is a set of APIs, programs and content that gives game audio sound
> designers and programmers the ability to create and deliver interactive
> audio uniquely controlled by the game physics, environment and end user
> input.
> The SDK consists of the SynthCore audio rendering engine, as well as a
> preset editor and comprehensive audio content.  The SynthCore engine
> currently performs physical modeling of sound as well as wavetable, DLS and
> algorithmic audio synthesis, with several new audio technologies in
> development. The SDK will be available later in Q4 of this year.
> The beta version is available free to qualified game audio developers, who
> should e-mail Staccato directly at staccato@staccatosys.com for more
> information.
> 
> --
> To unsubscribe, send email to csound-unsubscribe@lists.bath.ac.uk

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Date: Fri, 5 Nov 1999 02:33:39 +0100
From: integer@www.god-emil.dk
Message-Id: <199911050133.CAA02217@www.god-emil.dk>
To: csound@lists.bath.AC.UK
Subject: [Csnd] [ot]



bravo
hurrah
tralalela

vra!ment cezt magn!f!kue


>Sean Costello  wrote:
>>
>>I mean, your previous email
>>seemed to be your advertising 
>>your 
>
>integer@www.god-emil.dk wrote:
>
>>!f du = reku!r asz!ztansz 
>>= ma! rekuezt asz!ztansz
>
>kim@anechoicmedia.com said:
>
>>SynthBuilder which is sort of like Max and
>>Csound rolled into one environment. 
>>It's an amazingly powerful tool ... t's kind of like MSP/Max for the PC... 
>
>
>kjtsyren@bitstream.net wrote:
>
>>SS = trans CCRMA = karma
>>cascone = trans SS = corporate code
>>
>>If integer is to be believed then control of code is admirable
>>What happens to code if delete integer 
>>
>>VERY EXPENSIVE software = very expansive hardware [sic]
>>tolerable until the programmer is no longer accessable [sic]
>> 
>>PS not upset with any parties ... simply observing facts
>                                                   
>
>--
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Date: Fri, 5 Nov 1999 02:41:54 +0100
From: integer@www.god-emil.dk
Message-Id: <199911050141.CAA02539@www.god-emil.dk>
To: csound@lists.bath.AC.UK
Subject: [Csnd] [ot]


>I am a little puzzled what the relevance of this is to the Csound list.
>I happen to be on the beta-test list for SynthCore (~wanting~ to test
>SynthBuilder on Intel, if it ever sees the light of day!), but am
>currently somewhat underwhelmed by it, as it is targetted very
>specifically at games developers, which I am not (nor have any desire to
>be). Is there some way (or virtue in) tying up SynthCore with Csound in
>any way?

ou!. ma!z az du = rekal 
dze redaktor ov czound magaz!n on l!ne 
+ ver! d!g!tal! luvl! = !nd!katd dzat
dze futur ov muz!k appl!kaz!onz
= gamez

= approx at dze t!me nato uaz
pla!ng human!tar!an as!ztansz

+ nebula.m81 uaz pla!ng human!tar!an as!ztansz
u!th dze sg! ov redaktor ov czound magaz!n on l!ne 
+ ver! d!g!tal! luvl!.

tzo az du = ma! obzerv = ma! nou gentl! repoze
due 2 SynthCore = dze futur ov czound

ztaccato b!lab!al kl!kz




-

Netochka Nezvanova
f3.MASCHIN3NKUNST
@www.m9ndfukc.org
17.hzV.tRL.478
                                                    e
                                                    |
                                                     |  +----------
                                                    |  |     <   
                                   \\----------------+  |  n2t      
                                                       |       >
                                                       e          




>perplexed.


inutil





>Richard Dobson
>
>kim@anechoicmedia.com wrote:
>> 
>> FOR IMMEDIATE RELEASE
>> 
>> 11/1/99 Mountain View, Ca- Staccato Systems, Inc., a leading developer of
>> interactive audio technologies, today announced the SynthCore Software
>> Development Kit beta program for game audio developers. The SynthCore SDK
>> is a set of APIs, programs and content that gives game audio sound
>> designers and programmers the ability to create and deliver interactive
>> audio uniquely controlled by the game physics, environment and end user
>> input.
>> The SDK consists of the SynthCore audio rendering engine, as well as a
>> preset editor and comprehensive audio content.  The SynthCore engine
>> currently performs physical modeling of sound as well as wavetable, DLS and
>> algorithmic audio synthesis, with several new audio technologies in
>> development. The SDK will be available later in Q4 of this year.
>> The beta version is available free to qualified game audio developers, who
>> should e-mail Staccato directly at staccato@staccatosys.com for more
>> information.


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In-reply-to: Your message of "Thu, 16 Sep 1999 00:12:24 EDT."
             <199909160412.AAA20589@op.net> 
Date: Thu, 04 Nov 1999 23:06:23 -0500
From: Paul Barton-Davis 
Subject: [Csnd] [Quasimodo] just FYI

just a quick heads up on what's been going on with Quasimodo.

prompted by several people and several things, Quasimodo has now been
completely split into completely independent pieces:

	   * libpbd:    a C++ library of utility functions and classes
	   * libmidi++: a C++ library that uses libsigc++ to provide
			rather nice access to a MIDI device
	   * libsoundfile: a C++ rendering of the best ideas from
			   Bill Schottstaedt's sndlib
           * libaudiohw: a C++ library abstracting away audio hardware
           * libquasimodo: the core DSP engine of Quasimodo
	   
	   * opcodes-gpl: Csound opcodes that were released under the GPL
			  or permission was granted to me to do so
           * opcodes-non-gpl: Csound opcodes still under the MIT license
	   
	   * gtk-quasimodo: a GTK user interface to a quasimodo engine
	   * server-quasimodo: a TCP/IP server interface to a quasimodo engine

each of these pieces now comes with its own GNU autoconf/automake
files so that it can be built on any platform supporting the basic
functionality that that piece requires from the compiler, standard
libraries, operating system and hardware. Those requirements are:

	   * libsigc++ ported (true for most mainstream and semi-mainstream
			       platforms)
           * C++ compiler that can handle namespaces, exceptions, and
			       a few other minor modern features
           * pthreads (POSIX P.1003 standard)

if your system has these, then implementing the required classes to
port libmidi and libaudiohw should take about 1 hour each.
	   
currently, this is all only in CVS: no tarballs have been constructed,
and it will be little while before they are.

--p
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Date: Thu, 4 Nov 1999 20:17:51 +0100 (CET)
From: Nicola Bernardini 
To: jpff@maths.bath.ac.uk
cc: sbrandon@music.gla.ac.uk, csound@lists.bath.AC.UK
Subject: Re: [Csnd] Win NT Problems take 2
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Yesterday, jpff@maths.bath.ac.uk mi scrisse cio` che segue:

> Can i think aloud about your problems?  The whole problem of the
> existence of score.srt is something of a pain.  One could create it
> explicitly in the Windows temporary place, but that may lead to
> clashes on shared machines.  I was hoping that it would appear in the
> user's home directory, but that is a weak concept in Windows systems.

This is not only on NT system. score.srt creates problems on any
multitasking machine (like Linux, for one...). If you run simultaneously
two csound processes in the same directory you can see some very
funny things happening (like one orc playing the other sco or
something half-way...). I thought of several solutions, but as I
understand the csound code tries not to rewrite the score.srt if
it is not necessary. Trying to preserve this feature, one might:

1) give a unique name to score.src, for example picking up the basename
   of the score and appending a .srt suffix to it; this partly solves
   the problem (not completely, of course)

Deciding that score.srt's get regenerated fast enough on current
machines one might decide to make truly unique score.srt files
constructed like this (for example):

a) -.srt, assuming that all machines have
   getpid(), which I don't think so (but this would be the safest
   bet)

b) something constructed using tempnam() or tmpnam(), which I see
   is already at work for .csd temporary files (so it could be used
   here too).

of course one could set up a flag (not another one!) to preserve
the old functionality (keep the file, call it score.srt, etc.), so
the above files could instead be erased upon atexit().

[snip]
> bug...  I think i would like advice here.

Well, that was no advice for NT. My experience with NT permission
is so dreadful I don't even want to talk about it :)

ciao

Nicola

------------------------------------------------------------------------
Nicola Bernardini
E-mail: nicb@axnet.it
 
Re graphics: A picture is worth 10K words -- but only those to describe
the picture.  Hardly any sets of 10K words can be adequately described
with pictures.



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From: Nicola Bernardini 
To: jpff@maths.bath.ac.uk
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Subject: Re: [Csnd] Win NT Problems take 2

Yesterday, jpff@maths.bath.ac.uk mi scrisse cio` che segue:

> Can i think aloud about your problems?  The whole problem of the
> existence of score.srt is something of a pain.  One could create it
> explicitly in the Windows temporary place, but that may lead to
> clashes on shared machines.  I was hoping that it would appear in the
> user's home directory, but that is a weak concept in Windows systems.

This is not only on NT system. score.srt creates problems on any
multitasking machine (like Linux, for one...). If you run simultaneously
two csound processes in the same directory you can see some very
funny things happening (like one orc playing the other sco or
something half-way...). I thought of several solutions, but as I
understand the csound code tries not to rewrite the score.srt if
it is not necessary. Trying to preserve this feature, one might:

1) give a unique name to score.src, for example picking up the basename
   of the score and appending a .srt suffix to it; this partly solves
   the problem (not completely, of course)

Deciding that score.srt's get regenerated fast enough on current
machines one might decide to make truly unique score.srt files
constructed like this (for example):

a) -.srt, assuming that all machines have
   getpid(), which I don't think so (but this would be the safest
   bet)

b) something constructed using tempnam() or tmpnam(), which I see
   is already at work for .csd temporary files (so it could be used
   here too).

of course one could set up a flag (not another one!) to preserve
the old functionality (keep the file, call it score.srt, etc.), so
the above files could instead be erased upon atexit().

[snip]
> bug...  I think i would like advice here.

Well, that was no advice for NT. My experience with NT permission
is so dreadful I don't even want to talk about it :)

ciao

Nicola

------------------------------------------------------------------------
Nicola Bernardini
E-mail: nicb@axnet.it
 
Re graphics: A picture is worth 10K words -- but only those to describe
the picture.  Hardly any sets of 10K words can be adequately described
with pictures.

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From: bob 
To: Csnd 
Date: Thu, 4 Nov 1999 23:17:49 -0600
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Subject: [Csnd] Phase Vocoder help

Hello all.
I am new to Csound,  and I was wondering if anyone could help me with pvoc.
I've gone through the tutorials, and all of them have tooted just fine.  If
anyone has an .orc/sco that reads in a file and changes its length or pitch,
it would be greatly appreciated! (I've gotten to the point of analyzing a
soundfile on my own, now i just need some hints on what to do next.)

I am running windows 95 on a 200Mhz PII with 64 Mg of ram, CSound ver 3.58

Thanks in advance,

Bob Dornberger
bob@pantu-tanosimi.com

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From: richard bowers 
To: bob 
Cc: csound csound 
References: <01bf274d$1a5e0e80$1eee7ece@endxokep>
Date: Thu, 4 Nov 1999 22:00:21 -0000
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Subject: Re: [Csnd] Phase Vocoder help

Dear Bob,

I hope this will help. This is the simplest kind of phase vocoder orchestra.
I shall assume that the analysed audio segment is 5 seconds long, 44100 kHz,
mono and the analysis has been named "sound.pva". The crucial thing is the
passage of the pointer through  time. Looking at the manual entry for the
pvoc unit

ar      pvoc       ktimpnt, kfmod, ifilcod

ktimpnt is the k-rate pointer through the analysis file. You need to control
the speed at which the analysis is being read. A simple way of doing this is
using the line opcode as follows:

ktimpnt    line    0, p3, 5

This will read through the analysis file from start to finish (5 seconds)
over duration p3 (specified in the score). In other words, if you give the
value 10 to p3 in the score it will take 10 seconds to read through the 5
second file. That's timestretch.

Conversely, the pitch can be modified using the kfmod parameter. This
modifies the pitch by the specified ratio, which is also a krate variable.
In other words if you make kfmod 2, the sound will be output an octave
higher, 0.5 an octave lower and anything else for pitches other than the
octave. We shall use p4 in the score for pitch transposition.

So to implement this as a orchestra we get:
;***********
sr=44100
kr=4410
ksmps=10

instr    1
ktimpnt    line    0, p3, 1
asig      pvoc       ktimpnt, p4, "sound.pva"
out    asig
endin
;***********

The score may be something like:
;***********
i1    0    5    1; normal output ie. 5 secs at normal pitch
i1    5    10    1; normal pitch twice as long
i1    15    5    .5; normal duration octave lower
i1    20    2.5    .78 ; changed duration and changed pitch
e
;***********
Hope that helps, but remember...that's only the beginning. You don't have to
limit yourself to uniform timestretch or pitch shifts. You can access the
analysis arbitrarily to hack the sound up or whatever. Also, the related
opcodes give you much more control such as accessing individual spectral
components from the analysis or morphing between different analyses. Have
fun.

Richard Bowers

> Hello all.
> I am new to Csound,  and I was wondering if anyone could help me with
pvoc.
> I've gone through the tutorials, and all of them have tooted just fine.
If
> anyone has an .orc/sco that reads in a file and changes its length or
pitch,
> it would be greatly appreciated! (I've gotten to the point of analyzing a
> soundfile on my own, now i just need some hints on what to do next.)
>
> I am running windows 95 on a 200Mhz PII with 64 Mg of ram, CSound ver 3.58
>
> Thanks in advance,
>
> Bob Dornberger
> bob@pantu-tanosimi.com
>
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