- merge v0.01 --> Añadido fileselector - Añadidas fuentes de Gem y Pure Data - pix2jpg incluído en Gem. Archivos de construcción de Gem modificados. - Añadido fichero ompiling.txt con instrucciones de compilación
32 lines
1.4 KiB
Text
32 lines
1.4 KiB
Text
#N canvas 6 2 588 513 12;
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#X obj 108 109 osc~ 440;
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#X obj 108 168 dac~;
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#X text 187 111 <-- 440 Hz. sine wave at full blast;
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#X obj 108 138 *~ 0.05;
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#X text 202 3 MAKING A SINE WAVE;
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#X text 32 195 Audio computation can be turned on and off by sending
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messages to the global "pd" object as follows:;
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#X msg 98 239 \; pd dsp 1;
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#X msg 202 239 \; pd dsp 0;
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#X text 113 276 ON;
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#X text 222 276 OFF;
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#X text 29 297 You should see the Pd window change to reflect whether
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audio is on or off. You can also turn audio on and off using the "audio"
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menu \, but the buttons are provided as a shortcut.;
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#X text 30 368 When DSP is on \, you should hear a tone whose pitch
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is A 440 and whose amplitude is 0.05. If instead you are greeted with
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silence \, you might want to read the HTML documentation on setting
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up audio.;
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#X text 28 434 In general when you start a work session with Pd \,
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you will want to choose "test audio and MIDI" from the help window
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\, which opens a more comprehensive test patch than this one.;
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#X text 296 247 <-- click these;
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#X text 187 139 <-- reduce amplitude to 0.05;
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#X text 160 168 <----- send to the audio output device;
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#X text 32 23 Audio computation in Pd is done using "tilde objects"
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such as the three below. They use continuous audio streams to intercommunicate
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\, as well as communicating with other ("control") Pd objects using
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messages.;
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#X text 342 490 updated for Pd version 0.36;
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#X connect 0 0 3 0;
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#X connect 3 0 1 0;
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