Book Image

Multimedia Programming with Pure Data

By : Bryan, Wai-ching CHUNG
Book Image

Multimedia Programming with Pure Data

By: Bryan, Wai-ching CHUNG

Overview of this book

Preparing interactive displays, creating computer games, and conducting audio-visual performance are now achievable without typing lines of code. With Pure Data, a graphical programming environment, creating interactive multimedia applications is just visually connecting graphical icons together. It is straightforward, intuitive, and effective. "Multimedia Programming with Pure Data" will show you how to create interactive multimedia applications. You will learn how to author various digital media, such as images, animations, audio, and videos together to form a coherent title. From simple to sophisticated interaction techniques, you will learn to apply these techniques in your practical multimedia projects. You start from making 2D and 3D computer graphics and proceed to animation, multimedia presentation, interface design, and more sophisticated computer vision applications with interactivity. With Pure Data and GEM, you will learn to produce animations with 2D digital imagery, 3D modelling, and particle systems. You can also design graphical interfaces, and use live video for motion tracking applications. Furthermore, you will learn Audio signal processing, which forms the key aspect to multimedia content creation. Last but not least, Network programming using Pure Data extension libraries explores applications to other portable devices.
Table of Contents (17 chapters)
Multimedia Programming with Pure Data
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Creating a graphical button


In this section, we prepare a graphical button that responds to a mouse click action. From previous sections, we understand how to use gemmouse and its outlets to check if buttons are clicked or not. To create a graphical button, we need to indicate if the mouse click is within the proximity of the button in the GEM window. To make it simple, we start with a square button in this Button001.pd.

The first thing we have to check is the proximity. It is actually the distance between the center of the button and the current mouse position. In the patch, we use the GEM 3D space coordinates. The calculation following the gemmouse object is the same as the previous section. The scaling from the range of 1 to the range of 8 is dependent on the window size. In the default square window of 500 by 500 pixels, we are using the window margins from -4 to 4.

The two number boxes with label X and Y are the location of the button. The patch computes the difference between the X position...