This is the most amazing and beautiful music I think I've heard from PD yet. I won't say the most beautiful *generative* music, because I listen to lots of electronic music, but don't always know the methods the composer used. This must have taken months to put together! I'm just a PD novice. Just a couple of weeks into it and having lots of fun! What an amazing tool. When I was a kid, I always wanted a big modular synth, like a Moog or a Serge. Now with PD, I feel like I have all that and more, and it's free, don't have to mess with all those patch cords, and best of all, I don't have to lug around all that heavy gear... Anyway, thanks for sharing :)
Very nice work! This is very inspiring for my projects right now and gave me some cool ideas :) I also really like the resources you shared. Thanks for a great vid! gonna check out some of your other work too :)
so if I understand correctly, intensity-sliders are being used as a trigger+velocity-in-one. In other words, sending a new value to a slider will basically trigger a sound.
I wondering if you could share the patch of this. Or there is some legal issue? I really wanna try out your system and have my brain be blown out by it!! Thx
Hi Leonard, I Like a Lot ur work! it´s huge impressive! Do u have an online pd course available? I couldn´t get the Generative Music Pd Patch , it is possible to get it :) ? Kind regards from MX !
The patches that I based my generative music patch are available from Martin Brinkmann's site (also listed in the TH-cam description): www.martin-brinkmann.de/pd-patches.html
So I've done patches in MAX/MSP and this looks pretty much the same except free, but my question is, how does the patch interact with the game? Is the game running the patch? How? And then how do you tie the "scenes" or sound effects to the actual changes in the game? Is this something the game developer knows how to do, or do you do this too?
You can run the patch internally with Unity and connect it to the game parameters (github.com/LibPdIntegration/LibPdIntegration), if you're just prototyping you can use OSC (similar to the patch available at the top of SoVGA.com), or try to compile the patch using Heavy (github.com/enzienaudio/hvcc).
This is the most amazing and beautiful music I think I've heard from PD yet. I won't say the most beautiful *generative* music, because I listen to lots of electronic music, but don't always know the methods the composer used. This must have taken months to put together! I'm just a PD novice. Just a couple of weeks into it and having lots of fun! What an amazing tool. When I was a kid, I always wanted a big modular synth, like a Moog or a Serge. Now with PD, I feel like I have all that and more, and it's free, don't have to mess with all those patch cords, and best of all, I don't have to lug around all that heavy gear... Anyway, thanks for sharing :)
Couldn't agree more! :)
This is gorgeous work. Really lovely granular synthesis sounds and very thoughtful design of the procedural audio.
Eyeopening stuff. Thanks for sharing all the knowledge and resources!!
This is hauntingly beautiful. Can't stop listening to it.
+Shan Anis Thanks! There's also a song on our SoundCloud that you might like as well: soundcloud.com/sovga/pure-data-gen-mus-bas
Fantastic, thanks for putting this up! That grainstates patch looks insane haha
Very nice work! This is very inspiring for my projects right now and gave me some cool ideas :)
I also really like the resources you shared. Thanks for a great vid! gonna check out some of your other work too :)
Happy to help :) !
martin brinkmann
= legend
Leonard is the man!
This music is amazing!! Seriously!
Well, this is quite amazing.
this blew my mind
so if I understand correctly, intensity-sliders are being used as a trigger+velocity-in-one. In other words, sending a new value to a slider will basically trigger a sound.
Yes, the sliders can be used for anything but this is what they're typically used for in this patch.
Really cool project.
I wondering if you could share the patch of this. Or there is some legal issue?
I really wanna try out your system and have my brain be blown out by it!!
Thx
Check out Martin's patched in the description, they're a great starting point 😀!
please keep these vids coming : )
Doing our best 😅!
cool stuff!!
Excellent video and concepts! (The link in the description to Sim Cell is broken - should be www.strangeloopgames.com/). Thank you!
Crazy cool! How were you able to implement the Pure Data Patch into the game??
There's actually new ways to do this, you can check out github.com/LibPdIntegration/LibPdIntegration & github.com/Wasted-Audio/hvcc
like!
Thank! It is very interesting! How and where to download this program?
Thanks! Lots of links in the description to help out 😀!
Hi Leonard, I Like a Lot ur work! it´s huge impressive! Do u have an online pd course available? I couldn´t get the Generative Music Pd Patch , it is possible to get it :) ? Kind regards from MX !
The patches that I based my generative music patch are available from Martin Brinkmann's site (also listed in the TH-cam description): www.martin-brinkmann.de/pd-patches.html
Amazing stuff here .
Which software was used to build the actual game ?
Were the pd files implemented to that ?
Anton V Unity was used for the game and we used Kalimba (github.com/hagish/kalimba) for Pd integration.
So I've done patches in MAX/MSP and this looks pretty much the same except free, but my question is, how does the patch interact with the game? Is the game running the patch? How? And then how do you tie the "scenes" or sound effects to the actual changes in the game? Is this something the game developer knows how to do, or do you do this too?
You can run the patch internally with Unity and connect it to the game parameters (github.com/LibPdIntegration/LibPdIntegration), if you're just prototyping you can use OSC (similar to the patch available at the top of SoVGA.com), or try to compile the patch using Heavy (github.com/enzienaudio/hvcc).