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<p>thanks Jack, can't wait to give it a try :)<br>
</p>
<div class="moz-cite-prefix">On 01/05/2020 17:45, Jack Atherton
wrote:<br>
</div>
<blockquote type="cite"
cite="mid:CAEygkh9efmU2MgTcaZMvyEmObQSvJE6+wYX8DiY7+KVTayjYZw@mail.gmail.com">
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<div>In ChucK 1.4.0.0 the "global" keyword got released as
"external" -- we since switched to global because we thought
it made more intuitive sense. You can use "external" for now
and then when you upgrade ChucK in the future, "external" will
still work, but it will print a message saying it's deprecated
and to use "global" instead.</div>
<div><br>
</div>
<div>~Jack<br>
</div>
</div>
<br>
<div class="gmail_quote">
<div dir="ltr" class="gmail_attr">On Fri, May 1, 2020 at 9:10 AM
Mario Buoninfante <<a
href="mailto:mario.buoninfante@gmail.com"
moz-do-not-send="true">mario.buoninfante@gmail.com</a>>
wrote:<br>
</div>
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<div>Hi Jack,</div>
<div><br>
</div>
<div>That's super interesting, especially the bit about
global variables.</div>
<div>How's that suppose to work? I don't seem to be able to
make it work on ChucK 1.4.0.0 . Just tried on MacOS High
Sierra 10.13.6 .</div>
<div><br>
</div>
<div>Cheers,</div>
<div>Mario<br>
</div>
</div>
<br>
<div class="gmail_quote">
<div dir="ltr" class="gmail_attr">On Fri, 1 May 2020 at
15:34, Jack Atherton <<a
href="mailto:lja@ccrma.stanford.edu" target="_blank"
moz-do-not-send="true">lja@ccrma.stanford.edu</a>>
wrote:<br>
</div>
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rgb(204,204,204);padding-left:1ex">
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<div>Hello!</div>
<div><br>
</div>
<div>There's documentation for the Unity embedding here:
<a href="http://chuck.stanford.edu/chunity/"
target="_blank" moz-do-not-send="true">http://chuck.stanford.edu/chunity/</a></div>
<div>Compared to Heavy, your ChucK code is compiled at
runtime, so you can even assemble ChucK scripts on the
fly with string manipulation while your game is
currently running.</div>
<div><br>
</div>
<div>If you're looking to embed ChucK in another
program, you will want to use the ChucK class in the
core/chuck.cpp file as the interface. You will need to
include all of the core/ files and none of the host/
files. The changes we made to ChucK involved
separating its core logic (most of it) from its host
-- command line and RtAudio interface, as well as
reducing its dependencies on global variables so that
multiple ChucK VM instances can coexist.</div>
<div><br>
</div>
<div>Then, there's also the new "global" variables in
ChucK. If you add the global keyword to a variable,
it's accessible by name across the entire VM (ChucK
instance), and can also be set and gotten from outside
ChucK (e.g. from Unity).<br>
</div>
<div><br>
</div>
<div>~Jack<br>
</div>
</div>
<br>
<div class="gmail_quote">
<div dir="ltr" class="gmail_attr">On Fri, May 1, 2020 at
5:01 AM S. Elliot Perez <<a
href="mailto:s.elliot.perez@gmail.com"
target="_blank" moz-do-not-send="true">s.elliot.perez@gmail.com</a>>
wrote:<br>
</div>
<blockquote class="gmail_quote" style="margin:0px 0px
0px 0.8ex;border-left:1px solid
rgb(204,204,204);padding-left:1ex">
<div dir="ltr">Hello! <br>
<div><br>
</div>
<div>I've been using Pure Data and the Heavy
compiler (hvcc) to make procedural audio for
games/interactive media pieces the last couple of
years. I just started going through the videos of
the Kadenze course. The first couple of lessons, I
did what Mr. Cook was doing in his ChucK software
using Pure Data... but then I got to Session 3
where he showcases a method of resynthesis using
two scripts- one to analyze a sound file and
output a list of peaks (frequency and amplitude),
and one to perform the resynthesis. I was very
impressed with how quickly this goes as you can
just copy and paste the list from the 1st list
into the 2nd one and you already have a working
model which you can then begin to tweak. With Pure
Data, this would be an exponentially more arduous
process of manually looking at a spectral
analysis, filling out boxes, connecting them with
wires, copying & pasting for each frequency...<br>
</div>
<div><br>
</div>
<div>I'm curious as to what the possibilities of
integrating these ChucK algorithms into standard
programming languages like C++/C# for use in game
engines. On the download page of ChuCK it says
that the newest versions are made to be embedded
in other systems. Is there documentation detailing
this somewhere? <br>
</div>
<br>
<div>-- </div>
<div dir="ltr">
<div dir="ltr">
<div>
<div dir="ltr">
<div>
<div dir="ltr"><b>S・エリオット・ペレス<br>
<a href="http://www.selliotp.com"
target="_blank"
moz-do-not-send="true">www.selliotp.com</a><br>
</b>Sound Designer for<b> enen<br>
インタラクティブサウンドディザイン</b><br>
<a href="https://youtu.be/xYpc9agfil8"
target="_blank" moz-do-not-send="true"><img
src="https://docs.google.com/uc?export=download&id=0B62i4Q4HxWJfNEwzX3o4UWhpTFE&revid=0B62i4Q4HxWJfd1BiUC8yQ0dFbzBveXVIKzF2Rkhrc3dOUmljPQ"
alt="http://enengame.com/"
moz-do-not-send="true" width="196"
height="109"></a><br>
<u><b>「エンエン」は日本のAppStoreでリリースされました!</b></u><br>
<a
href="https://itunes.apple.com/us/app/enen/id1164297889?ls=1&mt=8"
target="_blank" moz-do-not-send="true"><img
src="https://docs.google.com/uc?export=download&id=0B62i4Q4HxWJfZXhqRXhFR3IyTHM&revid=0B62i4Q4HxWJfdkV5ODNOYXNmL3c0bXlUc1FldnA0RFQxeHhJPQ"
alt="https://itunes.apple.com/us/app/enen/id1164297889?ls=1&mt=8"
moz-do-not-send="true" width="153"
height="45"></a><br>
</div>
</div>
</div>
</div>
</div>
</div>
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<pre class="moz-signature" cols="72">--
electronic musician, sound artist, creative coder, QA engineer
<a class="moz-txt-link-freetext" href="https://vimeo.com/creativecodingsalerno">https://vimeo.com/creativecodingsalerno</a>
<a class="moz-txt-link-freetext" href="http://mbuoninfante.tumblr.com/">http://mbuoninfante.tumblr.com/</a>
<a class="moz-txt-link-freetext" href="https://github.com/mariobuoninfante">https://github.com/mariobuoninfante</a>
<a class="moz-txt-link-freetext" href="https://bitbucket.org/mariobuoninfante/">https://bitbucket.org/mariobuoninfante/</a></pre>
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