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

Using existing sound files


In the air drum exercise of Chapter 5, Motion Detection, we learned how to playback an external sound file. The Audio001.pd patch shown in the following screenshot shows how we can do so:

Remember that all audio-related objects come with the ~ character suffix. The object readsf~ reads an external sound file through the open message. The message 1 starts the playback. The message 0 stops it. Its left-hand outlet is the audio signal going to the digital-to-analog converter, the dac~ object. The dac~ object will actually play the audio signal through the computer's audio interface. The right-hand outlet of readsf~ is a bang message that will be triggered once the playback reaches the end of the sound file. Note that the line connecting audio outlet and inlet is thicker than normal data connection.

If you click on the Play button a few times before the first sound file ends, the patch will initiate a new playback every time you click. It may cause trouble in your design...