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vs-multiplex-gui.pd
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vs-multiplex-gui.pd
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#N canvas 879 23 1132 576 10;
#X obj 101 118 cnv 15 300 60 empty empty empty 20 12 0 14 -233017 -66577
0;
#X obj 107 132 nbx 5 14 0 1e+37 0 0 \$2/switch_freq \$2/switch_freq
switch_freq 0 -8 0 10 -4034 -1 -1 25 256;
#X obj 185 132 nbx 5 14 1 1e+37 0 0 \$2/num_channels \$2/num_channels
num_channels 0 -8 0 10 -4034 -1 -1 2 256;
#X text 728 466 Derek Holzer;
#X text 728 515 macumbista@gmail.com;
#X text 120 431 Horizontal;
#X text 120 448 Vertical;
#X text 120 465 Brightness;
#X text 723 254 SWITCHING_FREQUENCY is the "framerate" \, or speed
at which the images switch from one to the other.;
#X text 728 490 Helsinki May 2019;
#X obj 264 132 nbx 5 14 0 100 0 0 \$2/blanking \$2/blanking blanking
0 -8 0 10 -4034 -1 -1 1 256;
#X obj 206 183 / 100;
#X text 512 431 Horizontal;
#X text 512 448 Vertical;
#X text 512 465 Brightness;
#X text 512 485 RGB (used for ILDA);
#X text 453 404 INPUT CHANNELS to [vs-multiplex]:;
#X text 119 484 RGB (used for ILDA);
#X text 723 337 BLANKING turns off the brightness for a short time
(with the amount of time determined by BLANKING number value) each
cycle to elimate the traces between the objects.;
#X obj 205 347 outlet~ B;
#X obj 65 347 outlet~ X;
#X obj 135 347 outlet~ Y;
#X obj 365 347 outlet~ L;
#X obj 435 347 outlet~ R;
#X obj 277 347 outlet~ RGB;
#X text 723 69 [vs-multiplex-gui] allows more than one vector object
to be displayed at the same time by rapidly switching between the two.
;
#X text 724 296 NUM_CHANNELS is the number of [VS-multiplex-gui] channels
to display.;
#X text 62 402 OUTPUT CHANNELS from [vs-multiplex-gui] to connect to
the [dac~] or the [vs-ilda] object;
#X text 726 125 USAGE: [vs-multiplex-gui \$0];
#X text 724 152 You will need one [vs-multiplex] for each object you
wish to display. All of these objects must be given the same first
creation argument. Additionally \, the second creation argument of
[vs-multiplex] is the multiplex channel it occupies.;
#X text 724 223 USAGE: [vs-multiplex \$0 1] \, [vs-multiplex \$0 2]
\, etc;
#X obj 425 111 savestate;
#X obj 472 165 f;
#X obj 504 165 f;
#X obj 522 185 f;
#X obj 502 282 kollabs/ds_reg \$1 \$2/switch_freq;
#X obj 502 302 kollabs/ds_reg \$1 \$2/num_channels;
#X obj 502 322 kollabs/ds_reg \$1 \$2/blanking;
#X obj 107 209 vs-masterclock \$1;
#X obj 107 275 vs-output \$1;
#X obj 227 209 r~ \$1-masterclock;
#X obj 227 236 *~;
#X text 723 387 SEND TO MASTER allows various [vs-operator-gui] abstractions
to use the switching frequency clock as their master oscillator.;
#X obj 502 342 kollabs/ds_reg \$1 \$2/master;
#X obj 227 273 throw~ \$1-master;
#X obj 107 252 sig~ 1;
#X text 120 522 Audio Right;
#X text 120 503 Audio Left;
#X obj 476 133 t b b b b;
#X obj 476 228 pack 0 0 0 0;
#X obj 425 249 unpack 0 0 0 0;
#X obj 552 184 f;
#X obj 169 46 loadbang;
#X obj 323 131 hradio 15 1 0 2 \$2/master \$2/master send.to.Master
-5 -8 0 10 -257985 -1 -1 1;
#X text 356 132 ON;
#X obj 340 209 r \$2/master;
#X obj 376 134 bng 15 250 50 0 empty empty ? 17 7 0 10 -4032 -1 -1
;
#X obj 504 62 s pd-\$2-help;
#X msg 504 40 vis 1;
#N canvas 727 368 488 627 \$2-help 0;
#X obj 33 11 cnv 15 300 300 empty empty HELP:vs-multiplex-gui 20 12
0 14 -4034 -66577 0;
#X text 64 66 1) X axis signal;
#X text 64 86 2) Y axis signal;
#X text 64 105 3) Brightness signal;
#X text 64 126 4) Audio Left;
#X text 64 144 5) Audio Right;
#X text 41 47 INLETS (in vs-multiplex object);
#X text 40 169 OUTPUT CHANNELS;
#X text 59 187 1) X axis signal;
#X text 59 207 2) Y axis signal;
#X text 59 226 3) Brightness signal;
#X text 59 245 4) RGB (used for ILDA);
#X text 59 265 5) Audio Left;
#X text 59 285 6) Audio Right;
#X text 44 343 USAGE:;
#X text 59 370 Create one [vs-multiplex-gui \$0 <unique-name>] for
your patch.;
#X text 59 400 Create one [vs-audiodac-gui \$0 <unique-name>] for your
patch.;
#X text 58 430 Create one [vs-multiplex \$0 (channel number)] for each
shape;
#X text 58 444 you want to multiplex.;
#X text 307 512 Derek Holzer;
#X text 307 561 macumbista@gmail.com;
#X text 307 535 Stockholm MAY 2022;
#X restore 504 92 pd \$2-help;
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#X coords 0 -1 1 1 302 80 1 100 100;