[chuck-users] Efficient analysis & resynthesis for game audio

Jack Atherton lja at ccrma.stanford.edu
Fri May 1 12:45:11 EDT 2020


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.

~Jack

On Fri, May 1, 2020 at 9:10 AM Mario Buoninfante <
mario.buoninfante at gmail.com> wrote:

> Hi Jack,
>
> That's super interesting, especially the bit about global variables.
> 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 .
>
> Cheers,
> Mario
>
> On Fri, 1 May 2020 at 15:34, Jack Atherton <lja at ccrma.stanford.edu> wrote:
>
>> Hello!
>>
>> There's documentation for the Unity embedding here:
>> http://chuck.stanford.edu/chunity/
>> 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.
>>
>> 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.
>>
>> 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).
>>
>> ~Jack
>>
>> On Fri, May 1, 2020 at 5:01 AM S. Elliot Perez <s.elliot.perez at gmail.com>
>> wrote:
>>
>>> Hello!
>>>
>>> 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...
>>>
>>> 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?
>>>
>>> --
>>>
>>>
>>> *S・エリオット・ペレスwww.selliotp.com <http://www.selliotp.com>*Sound Designer
>>> for
>>> * enenインタラクティブサウンドディザイン*
>>> [image: http://enengame.com/] <https://youtu.be/xYpc9agfil8>
>>> *「エンエン」は日本のAppStoreでリリースされました!*
>>> [image: https://itunes.apple.com/us/app/enen/id1164297889?ls=1&mt=8]
>>> <https://itunes.apple.com/us/app/enen/id1164297889?ls=1&mt=8>
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>>>
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