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Forked from Jonathan Wilkes / purr-data
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wii_hit-help.pd 1.34 KiB
#N canvas 362 64 508 451 10;
#X obj 18 132 cnv 15 477 170 empty empty empty 20 12 0 14 -233017 -66577
0;
#X obj 24 138 K12/wii_hit;
#N canvas 572 86 395 115 META 0;
#X text 8 33 INLET_0 Connect the Wii Connect object here;
#X text 8 9 DESCRIPTION Registers jolts from the Wiimote as hits;
#X text 7 58 OUTLET_0 Outputs 1 when a hit has been detected and a
0 once the hit has ended;
#X restore 457 388 pd META;
#X obj 24 21 K12/wii_connect;
#X obj 8 -6 cnv 3 501 3 empty empty empty 5 14 0 20 -260097 -191407
0;
#X obj 24 320 K12/math_number;
#X obj 251 -30 preset_hub k12 %hidden% %node% 2 5 14 %node% 2 5 28
%node% 2 6 7 %node% 2 8 1 %node% 2 1 33 %node% 2 1 34 %node% 2 5 7
;
#X obj 8 -35 cnv 15 501 28 empty empty Wii/Hit 5 14 0 20 -139274 -262144
0;
#X obj 478 -2 ggee/image @pd_extra/K12/icons/l2ork.png 0;
#X text 123 137 The Wii Nunchuk Hit object takes one input from the
Wii Connect object. It calculates when the Wiimote is jolted as it
has hit something (e.g. a mallet hitting a drum).Use high setting
to adjust the threshold of acceleration necessary to trigger a hit
\, and use the low setting for a threshold which acceleration needs
to drop below before the next hit can be detected.This object outputs
a 0 if no hit is occuring \, and a 1 if a hit occurs. Connect the outlet
to an instrument or math object.;
#X connect 1 0 5 0;
#X connect 3 0 1 0;