[chuck-users] chuck-users Digest, Vol 177, Issue 1

S. Elliot Perez s.elliot.perez at gmail.com
Fri May 1 13:51:33 EDT 2020


Hey, thanks for the information. I'm currently learning DSP and the JUCE
framework, so it sounds like I'd be able to incorporate ChucK there as well
with the chuck.cpp file. Are there tutorials for that specifically? Or is
it roughly the same as the Chunity implementation and I should be able to
figure it out by looking at that?

On Sat, May 2, 2020 at 1:00 AM <chuck-users-request at lists.cs.princeton.edu>
wrote:

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> Today's Topics:
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>    1. Efficient analysis & resynthesis for game audio (S. Elliot Perez)
>    2. Re: Efficient analysis & resynthesis for game audio
>       (Jack Atherton)
>
>
>
> ---------- Forwarded message ----------
> From: "S. Elliot Perez" <s.elliot.perez at gmail.com>
> To: chuck-users at lists.cs.princeton.edu
> Cc:
> Bcc:
> Date: Fri, 1 May 2020 21:01:01 +0900
> Subject: [chuck-users] Efficient analysis & resynthesis for game audio
> 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>
>
>
>
> ---------- Forwarded message ----------
> From: Jack Atherton <lja at ccrma.stanford.edu>
> To: ChucK Users Mailing List <chuck-users at lists.cs.princeton.edu>
> Cc:
> Bcc:
> Date: Fri, 1 May 2020 07:34:24 -0700
> Subject: Re: [chuck-users] Efficient analysis & resynthesis for game audio
> 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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-- 


*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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