[chuck-users] Efficient analysis & resynthesis for game audio
mario buoninfante
mario.buoninfante at gmail.com
Fri May 1 13:53:25 EDT 2020
thanks Jack, can't wait to give it a try :)
On 01/05/2020 17:45, Jack Atherton wrote:
> 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 <mailto: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
> <mailto: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 <mailto: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?
>
> --
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--
electronic musician, sound artist, creative coder, QA engineer
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