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<title>pimputin</title>
<link>http://sange.fi/~atehwa/cgi-bin/piki.cgi/</link>
<description>Recent changes in pimputin</description>
<item><title>pimputin</title>
<link>http://sange.fi/~atehwa/cgi-bin/piki.cgi/pimputin</link>
<guid>http://sange.fi/~atehwa/cgi-bin/piki.cgi/#1119876101</guid>
<description>&lt;p&gt;&lt;ins&gt;Tämän ohjelman on tarkoitus olla helppo ja hauska tapa tuottaa 
erilaisia ääniä. Systeemi toimii näin:&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;* soittaja liikkuu pelaajana maailmassa. * maailmassa on 
erilaisia asioita, joitain itsestään liikkuvia, joitain poimittavia, 
joitain esteitä (tai näiden yhdistelmiä). * erilaiset esineet vastaavat 
erilaisia ääniä. * pelaaja voi poimia esineitä ja jättää niitä eri 
paikkoihin. * pelaaja voi soittaa mukanaan olevia esineitä eri 
korkeuksilta. * useimmat esineet pitävät myös ääntä, kun niihin 
törmätään. * rytmejä saa aikaan jättämällä vakiorataa kulkevan olion 
(esim. juna) tielle erilaisia esineitä.&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;Saatavilla: http://sange.fi/~atehwa/pimputin/ // Dopaa: 
http://sange.fi/~atehwa/pimputin.tar.gz&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;-----&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;!!! PIMPUTIN(1)&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;!!! NAME&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;pimputin - an interactive composition program&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;!!! SYNOPSIS&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;'''pimputin''' [ -D ''objects'' |] [ -p ''probability'' |] [ -s 
''step'' |] [ -r ''rank'' |] [ -S ''sampleratio'' |] [ ''sampledir'' 
''sampledir'' ... |]&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;!!! DESCRIPTION&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;'''pimputin''' gives you a world with objects interacting in 
different ways. Many of the objects correspond to specific sounds, and 
play the sound when collided / explicitly played. The player may 
arrange the objects so as to produce sequences.&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;Try it out with no arguments. You'll discover soon enough how 
each object behaves. You're the white "@" in the top left corner.&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;'''pimputin''' treats non-option arguments as directories of 
samples. Each ordinary file in the directories is treated as a sample, 
and may be dropped by the sample-dropping gnome. If there are no 
samples, the gnome never drops anything (boring!). If you don't have 
sounds of your own, try out /usr/share/sounds/.&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;!!! OPTIONS&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;-D ''objects'': ''objects'' is a string of characters 
corresponding to different objects in the world. A "daemon" adds new 
objects to the world, picking at random from this string. If you want 
to increase the probability of a specific object, include it multiple 
times. Default: "&amp;&amp;&amp;=^#Oxe*"&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;-p ''probability'': roughly sets how eagerly the object daemon 
adds new objects. Bigger values mean more objects. Default: 10&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;-s ''step'': sets the length of walls made by wall-creating 
"bugs" in the beginning. Walls will lie on a grid with cell width &amp; 
height equal to ''step'' - 1. Default: 5&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;-r ''rank'': sets the number of generations after which the 
wall-creating "bugs" die. Note that even if you don't set this, they 
will eventually clutter the screen enough to die anyway. Default: 
9&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;-S ''sampleratio'': the sample-dropping gnome (violet "@") will 
drop samples randomly every ''sampleratio''+1'th time it stops. 
Default: 0&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;!!! CONTROLS&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;The player is controlled by keypresses. You can move with arrow 
keys; pick up / drop things with space bar (also, you can drop stuff 
onto other stuff with "a").&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;One of your holdings is always "active", the one to be dropped 
if you drop stuff. You can change the active item by numbers 1--8, and 
you can play the active holding with the lower part of the keyboard. 
"Z" = lower C, "X" = D, "C" = E, etc., and sharp / flat notes are on 
the next row: "S" = lower C#, etc.&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;You can make the game objects go faster by pressing "+" and 
slower by pressing "-".&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;Hitting ESC quits the game.&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;!!! SEE ALSO&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;python(1), esd(1), sox(1)&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;!!! BUGS&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;Playing through '''esd''' causes many problems. The latency is 
too big, and the sound gets messed up a lot if you play too many sounds 
at a time. Also, the latency varies a lot, which destroys rhythm 
timings. It would be trivial to port '''pimputin''' to use '''arts'''. 
Both have the problem that streaming samples through sockets wastes 
resources.&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;You have to start '''esd''' yourself.&lt;/ins&gt; 

&lt;p&gt;&lt;ins&gt;Most really-unexpected exceptions are never caught; for example 
an interrupted select() will bring the program down. Also, 
'''pimputin''' does not support proper screen redrawing (yet).&lt;/ins&gt;

</description>
<pubDate>Mon, 27 Jun 2005 12:41:41 +0000</pubDate>
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