AudioVideo Patch, v0.1

picture

This is the first public release of our AudioVideo Patch.

The Video Input patch works around a selection bug with the built-in patch and duplicate devices.

The Audio Patch exports sample data for accurate waveform rendering.

This patch was championed by pbourke and alx.

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AudioVideo-0.1.zip63.98 KB

cwright pictureSample Picture

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WaveformSamples.jpg43.25 KB

output ?

the output of the Audio-Image is a 512*2 pix. grayscale picture. Is that how it is supposed to be ?

psonice pictureGuessing...

I'm guessing here, but this would make sense:

1 row of pixels per channel, so 2px height for stereo. Pixels along the row represent the sample data (512 would be around 30k samples at 60fps, which is pretty high). The grey levels represent the sample value.

cwright pictureexactly

(you must have read the patch description ;)

Each row is a channel, each column is a sample. 50% grey is neutral. Try making some loud noise, and it'll change a bit. This is handy for feeding into GLSL for displacement.

-1

sorry about the patch description.... i was too excited (and everybody knows it takes ages to write those patch descriptions.... baad point for me ;)

toneburst pictureSorry I haven't come up with

Sorry I haven't come up with an exciting example QTZ for this yet. I started work on something at the weekend, but was overtaken by other events. I'll knock something up as soon as I get a chance though.

alx

Quartz Composer Blog: http://machinesdontcare.wordpress.com

Music Site: http://www.toneburst.net

cool cool cool cool

nice. if only i had time to play this week!

enjoy wwdc

toneburst pictureExample

Here's a very simple, retro example. Drawing radial lines whose length is modulated by the audio waveform. I've added a cheesy feedback affect.

alx

Quartz Composer Blog: http://machinesdontcare.wordpress.com

Music Site: http://www.toneburst.net

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soundflower_02.jpg24.7 KB
soundflower.qtz18.26 KB

thx

supernice ! thanks for the example - lovely feedback !

toneburst pictureUsing different compositing

Thanks!

Using different compositing methods inside the feedback loop works quite well, I think. I'll make a feedback macro I think, with all the different modes, and the option to have the feedback zoom in/out, or move in different directions.

Another little project for a rainy day...

alx

Quartz Composer Blog: http://machinesdontcare.wordpress.com

Music Site: http://www.toneburst.net

soundflower.qtz crashes on

soundflower.qtz crashes on me! repeatedly! i've placed the plugin in Quartz Composer Patches, which i guess is right. it runs for a minute, then qc crash... who wants the log?

cwright picturetop secret

Dang! I was planning on releasing an update that fixed this, in the hopes that no one uncovered this bug... looks like you beat me to it. It's a subtle race condition -- some machines never experience it, others do.

You've got the right directory.

Normally, you'll post the logs here, or e-mail them (with an informative description!) to info@kineme.net, but I think this one's already known -- you can send it anyway if you'd like.

Sorry about that -- update probably tonight/tomorrow morning (doing some last minute profiling/optimization/prep for release)

toneburst pictureIt's always been cool on my

It's always been cool on my machine, but I was trying it on someone else's newer MacBook Pro last night, and it did crash a few times.

alx

Quartz Composer Blog: http://machinesdontcare.wordpress.com

Music Site: http://www.toneburst.net

toneburst pictureHaving Said That...

Having said that, now whenever I click on the Audio Input Plus patch to try and open an Inspector panel, I get an alert saying

"Invalid parameter not satisfying: (index >= 0) && (index < (_itemArray ? CFArrayGetCount((CFArrayRef)_itemArray) : 0))"

It used to work fine, and oddly, I can't remember going any major software updates since I had it working, so not sure what's going on....

alx

Quartz Composer Blog: http://machinesdontcare.wordpress.com

Music Site: http://www.toneburst.net

cwright picture0.1

This doesn't happen on the 0.1 release, does it? (this was a problem with the betas I sent you, but I fixed it before release -- it happens on machines with extra inputs/outputs, like soundflower etc).

Can you make sure this doesn't happen with the 0.1 before I release 0.2?