pure-data
score
pure-data | score | |
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3 | 100 | |
8 | 1,428 | |
- | 1.1% | |
0.0 | 9.6 | |
about 1 month ago | 5 days ago | |
C | C++ | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
pure-data
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Pure Data as a plugin, with a new GUI
> The other advantage is because these things were implemented in the 80s
Pd was developed in the mid 90s
> they are very computationally efficient
Not as efficient as it could be, though. For example, instead of proper SIMD instructions, the DSP perform routines only use manual loop unrolling, praying that the compiler will auto-vectorize it.
Finally, everything is single-threaded, leaving lots of performance on the table. FWIW, I have a PR for an asynchronous task API (https://github.com/pure-data/pure-data/pull/1357) and also a branch for multi-threaded DSP (https://github.com/Spacechild1/pure-data/tree/multi-threadin...).
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Show HN: Glicol(Graph-Oriented Live Coding Language) and DSP Lib Written in Rust
FWIW, Pd and Max/MSP always had sample-level control in the sense that subpatches can be reblocked. For example, if you put a [block~ 1] object in a Pd subpatch, the process function will be called for every sample, so you can have single-sample feedback paths. Pd also has the [fexpr~] object which allows users to write FIR and IIR filters in a simple expression-syntax. Finally, Max/MSP offers the very powerful [gen~] object. You can check it out for inspiration (if you haven't already).
Pd (and Max/MSP) also allow to upsample/resample subpatches, which is important for minimizing aliasing (caused by certain kinds of processing, such as distortion).
Pd also uses the reblocking mechanism to implement FFT processing. The output of [rfft~] is just an ordinary signal that can be manipulated by the usual signal objects. You can also write the output to a table, manipulate it in the control domain with [bang~], and then read it back in the next DSP tick. IMO, this is a very powerful and elegant approach. SuperCollider, on the other hand, only supports a single global blocksize and samplerate which prevents temporary upsampling + anti-aliasing, severly limits single-sample feedback and leads to a rather awkward FFT implementation (you need dedicated PV_* objects for the most basic operations, such as addition and multiplication).
Another thing to think about is multi-threaded DSP. With Supernova, Tim Blechmann miraculously managed to retrofit multi-threading onto scsynth. Max/MSP offers some support for multi-threading (IIRC, top level patches and poly~ instances run in parallel). Recently, I have been working on adding multi-threading to Pd (it's working, but still very much experimental): https://github.com/Spacechild1/pure-data/tree/multi-threadin.... If you design an audio engine in 2022, multi-threading should be considered from the start; you don't have to implement it yet, but at least leave the door open to do it at a later stage.
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I'm not sure how far you want to go with Glicol. I guess for the typical Algorave live coder all these things are probably not important. But if you want Glicol to be a flexible modern audio engine/library, you will have to think about FFT, upsampling, single-sample feedback, multi-processing etc. at some point. My advice is to not leave these things as an afterthought; you should at least think about it from the start while designing your engine - if you want to avoid some of the mistakes that other existing audio engines made. This is just a word of "warning" from someone having spent countless of hours in Pd and SuperCollider source code :-)
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How a Single Line of Code Made a 24-Core Server Slower Than a Laptop
Great write up!
What I like about Pd is that you can freely reblock and resample any subpatch. Want some section with single-sample-feedback? Just put a [block~ 1]. You can also increase the blocksize. Usually, this is done for upsampling and FFT processing. Finally, reblocking can be nested, meaning that you can reblock to 1024 samples and inside have another subpatch running at 1 sample blocksize.
SuperCollider, on the other hand, has a fixed global blocksize and samplerate, which I think is one of its biggest limitations. (Needless to say, there are many things it does better than Pd!)
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In the last few days I have been experimenting with adding multi-threading support to Pd (https://github.com/Spacechild1/pure-data/tree/multi-threadin...). With the usual blocksize of 64 sample, you can definitely observe the scheduling overhead in the CPU meter. If you have a few (heavy-weight) subpatches running in parallel, the overhead is neglible. But for [clone] with a high number of (light-weight) copies, the overhead becomes rather noticable. In my quick tests, reblocking to 256 samples already reduces the overhead significantly, at the cost of increased latency, of course.
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Also, in my plugin host for Pd/Supercollider (https://git.iem.at/pd/vstplugin/) I have a multi-threading and bridging/sandboxing option. If the plugin itself is rather lightweight and the blocksize is small, the scheduling overhead becomes quite noticable. In Pd you can just put [vstplugin~] in a subpatch + [block~]. For the SuperCollider version I have added a "reblock" argument to process the plugin at a higher blocksize, at the cost of increased latency.
score
- Learn How to Build Your Own Max for Live Devices
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Qt Widgets Rendering Pipeline
https://ossia.io uses widgets and qgraphicsscene for the main UI rendering and Qt rhi for the GPU pipeline, and it's performing well enough for our use-cases - I was working on it on a 1080p screen on a Pi4 recently and it certainly felt much much faster and responsive than chrome on the same hardware.
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Is it possible to do runtime compilation and execution of C code?
I use it for live c++ recompilation in https://ossia.io - all the code is in there. https://github.com/ossia/score/tree/master/src/plugins/score-plugin-jit/JitCpp
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Show HN: New visual language for teaching kids to code
> I feel like visual programming gets a bad rap because of things like this. As an electronic engineer that used to love LabView and life long user of NI Reaktor and Max/MSP, those tools are fantastic if you don’t approach them with an imperative programming mindset.
aha, in the long run I ended up making https://ossia.io which is as VPL as it can get. Yet it still embeds a LOT of textual languages.
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CLion Nova Explodes onto the C and C++ Development Scene
For me both VSCode and CLion lag heavily.. whenver I tried CLion it was completely unuseable on my project https://ossia.io which is only 500kloc (and I try to try it pretty much once a year since it was in beta)
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Visual Node Graph with ImGui
https://ossia.io does some of it, I've been working on a new release that also supports the whole QtQuick stack in the node graph items but you can already combine videos & shader effects
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Speed Up C++ Compilation
In https://ossia.io with PCH, using clang, ninja, mold, and some artificial split in shared libraries for development builds, I get a compile-edit-run cycle of a couple seconds in general... I wouldn't say it's too much of a problem if you use the tools already available
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Looking for open source projects to contribute to
If you're interested in multimedia https://ossia.io is always looking for new contributors!
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New To Lighting Design, Looking for guidance
Tools like Ossia Score, Chataigne and PureData (pd) can also help a ton in building interactive art and triggering other A/V software.
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Audio Reactive MIDI
here's a simple example of how to do it in https://ossia.io score : https://streamable.com/wkklek
What are some alternatives?
faustgen-supercollider - Livecode Faust in SuperCollider using an embedded Faust compiler.
seq66 - Seq66: Seq24-based live MIDI looper/editor. v. 0.99.12 2024-01-13. NSM support; Linux/Windows/FreeBSD; PDF user manual. Help access to tutorial and PDF. Beta code in portfix branch.
egui_baseview_test_vst2 - Barebones egui_baseview vst2 plugin with basic parameter control
BespokeSynth - Software modular synth
ddwChucklib-livecode - A live-coding interface for chucklib objects
atemOSC - Control ATEM video switchers over the network with OSC messages
ixilang - A live coding language. An extension to SuperCollider, currently Cocoa only.
BespokeSynth - Software modular synth [Moved to: https://github.com/BespokeSynth/BespokeSynth]
hvcc - The heavy hvcc compiler for Pure Data patches.
scheme-for-max - Max/MSP external for scripting and live coding Max with s7 Scheme Lisp
egui_node_graph - Build your node graph applications in Rust, using egui
vgmtrans - VGMTrans - a tool to convert proprietary, sequenced videogame music to industry-standard formats