From 8537d6e5d97baf0c63e39ed965ad155f668f7acc Mon Sep 17 00:00:00 2001
From: Ivica Ico Bukvic <ico@vt.edu>
Date: Fri, 18 Jan 2013 22:06:19 -0500
Subject: [PATCH] wii_buttons-help.pd 	changed the first sentence to use
 "program" instead of "filter." 	fixed some capitalization in the last
 sentence.

preset-help.pd
	Updated to note that using the inlets and outlets does the exact
	same thing as clicking on the boxes in the object.

math_scale-help.pd
	Changed the example to something more practical and added a
	description of the example.

signal_sine-help.pd
	Removed right inlet from description.
	Added instructions to recall preset.

signal_saw-help.pd
	Removed right inlet from description
	Added instructions to recall preset.

signal_square-help.pd
        Removed right inlet from description
        Added instructions to recall preset.

signal_triangle-help.pd
        Removed right inlet from description
        Added instructions to recall preset.

output-help.pd
	Changed the wording of "must be in the patch to get the
	audio to the speakers" to "this is the object that sends
 	the audio from the program to the speakers."
---
 l2ork_addons/K12/math_scale-help.pd      | 39 +++++++++++++++---------
 l2ork_addons/K12/output-help.pd          | 16 +++++-----
 l2ork_addons/K12/preset-help.pd          | 33 +++++++++++---------
 l2ork_addons/K12/signal_saw-help.pd      | 20 +++++++-----
 l2ork_addons/K12/signal_sine-help.pd     | 29 ++++++++++--------
 l2ork_addons/K12/signal_square-help.pd   | 28 +++++++++--------
 l2ork_addons/K12/signal_triangle-help.pd | 25 ++++++++-------
 l2ork_addons/K12/wii_buttons-help.pd     | 16 +++++-----
 8 files changed, 118 insertions(+), 88 deletions(-)

diff --git a/l2ork_addons/K12/math_scale-help.pd b/l2ork_addons/K12/math_scale-help.pd
index ba05f75dd..5dd010cf0 100755
--- a/l2ork_addons/K12/math_scale-help.pd
+++ b/l2ork_addons/K12/math_scale-help.pd
@@ -1,13 +1,18 @@
-#N canvas 522 74 502 526 10;
+#N canvas 578 92 502 526 10;
+#X obj 308 23 cnv 15 242 107 empty empty empty 20 12 0 14 -233017 -66577
+0;
 #X text 346 -27 comment;
-#X obj 81 257 cnv 15 470 112 empty empty empty 20 12 0 14 -233017 -66577
+#X obj 81 259 cnv 15 467 203 empty empty empty 20 12 0 14 -233017 -66577
 0;
 #X obj 186 -36 preset_hub k12 %hidden% %node% 2 5 9 %node% 2 7 8 %preset%
 1 2 %preset% 0 1 %preset% 2 3 %preset% 3 4 %node% 2 6 4 %node% 2 8
-8 %node% 2 9 8 %node% 2 10 8 %node% 2 12 4 %node% 2 14 6 %node% 2 14
-10 %node% 2 7 7 %node% 2 8 7 %node% 2 9 7 %node% 2 10 3 %node% 2 11
-5 %node% 2 11 9 %node% 2 10 7 %node% 2 11 3 %node% 2 11 31 %node% 2
-12 5 %node% 2 12 9 %node% 2 12 6 %node% 2 12 12 %node% 2 12 13;
+8 %node% 2 9 8 %node% 2 10 8 %node% 2 10 4 %preset% 0 0 %node% 2 14
+6 %node% 2 14 10 %node% 2 7 7 %node% 2 9 7 %node% 2 9 7 %node% 2 10
+3 %node% 2 12 5 %preset% 0 0 %node% 2 12 9 %preset% 0 127 %node% 2
+8 7 %preset% 0 0.15748 %node% 2 11 3 %node% 2 11 31 %node% 2 12 5 %node%
+2 12 9 %node% 2 10 6 %preset% 0 127 %node% 2 10 12 %preset% 0 0 %node%
+2 10 13 %preset% 0 1 %node% 2 13 3 %preset% 0 1 %node% 2 13 11 %preset%
+0 120 %node% 2 14 8;
 #X text 64 -37 comment;
 #X obj 65 -10 cnv 3 501 3 empty empty empty 5 14 0 20 -260097 -191407
 0;
@@ -20,19 +25,25 @@ to the specified outgoing range of values;
 #X text 12 57 INLET_0 Any incoming number to be scaled;
 #X text 13 97 OUTLET_0 Scaled incoming value based on the settings
 ;
-#X restore 513 463 pd META;
-#X obj 87 17 K12/math_number;
-#X obj 201 17 K12/math_number;
+#X restore 513 469 pd META;
 #X obj 87 388 K12/math_number;
-#X obj 87 138 K12/logic_compare;
-#X obj 87 263 K12/math_scale;
+#X obj 87 269 K12/math_scale;
 #X text 190 266 The Math Scale object scales incoming range of values
 to the outgoing range of values. Here \, for example \, values between
 0 and 100 will be scaled to between 0 and 1 You can also scale values
 in reverse. For instance \, values 0-100 could be scaled from 1-0 \,
 so that when the incoming value is 0 \, the outgoing value will be
 1 \, while incoming value of 100 would result in a 0;
-#X connect 8 0 11 0;
-#X connect 9 0 11 1;
-#X connect 11 0 12 0;
+#X obj 87 151 /usr/local/lib/pd-l2ork/extra/K12/math_random;
+#X obj 87 34 /usr/local/lib/pd-l2ork/extra/K12/logic_metronome;
+#X obj 456 30 /usr/local/lib/pd-l2ork/extra/K12/preset;
+#X text 188 374 In this example we are triggering random numbers between
+0 and 127 \, which is the range of numbers used for pitch in pd-l2ork.
+We then use the Math Scale object to scale those numbers to a range
+of 0 to 1 \, which is the range of numbers that could be used to control
+loudness of a sound in pd-l2ork.;
+#X text 334 64 Recall preset 0;
+#X text 321 81 to start the example.;
+#X connect 10 0 9 0;
 #X connect 12 0 10 0;
+#X connect 13 0 12 0;
diff --git a/l2ork_addons/K12/output-help.pd b/l2ork_addons/K12/output-help.pd
index 2f407c410..8330787d5 100755
--- a/l2ork_addons/K12/output-help.pd
+++ b/l2ork_addons/K12/output-help.pd
@@ -1,4 +1,4 @@
-#N canvas 398 24 502 530 10;
+#N canvas 398 24 501 573 10;
 #X obj 9 383 cnv 15 466 127 empty empty empty 20 12 0 14 -233017 -66577
 0;
 #X obj 13 386 K12/output;
@@ -9,22 +9,22 @@
 the signals to the speakers and controls the main volume;
 #X text 7 47 INLET_0 Connect any signal you want to hear in the speakers
 ;
-#X restore 453 517 pd META;
+#X restore 443 522 pd META;
 #X obj -2 -2 cnv 3 501 3 empty empty empty 5 14 0 20 -260097 -191407
 0;
 #X obj -2 -30 cnv 15 501 28 empty empty Output 5 14 0 20 -139274 -262144
 0;
 #X obj 469 1 ggee/image @pd_extra/K12/icons/l2ork.png;
 #X obj 14 34 K12/wii_connect;
-#X text 111 388 The Sound object is the main audio output. This must
-be in a patch in order for the sound to get to the speakers. The slider
-controls the overall volume. Sliding it up turns the speakers on and
-sets the level. Sliding it all the way down turns the speakers off.
-;
 #X text 111 490 Typically you want to use only one output object per
 patch.;
+#X text 111 388 The Sound object is the main audio output. This is
+the object that sends the audio from the program to the speakers. The
+slider controls the overall volume. Sliding it up turns the speakers
+on and sets the level. Sliding it all the way down turns the speakers
+off.;
 #X text 111 458 Toggle "stereo mode" on when using headphones or standard
-computer speakers. Toggle it off when using L2Ork setup.;
+computer speakers. Toggle it off when using the L2Ork setup.;
 #X connect 2 0 3 0;
 #X connect 3 0 1 0;
 #X connect 8 0 2 0;
diff --git a/l2ork_addons/K12/preset-help.pd b/l2ork_addons/K12/preset-help.pd
index 16016d01e..c6dce61e8 100755
--- a/l2ork_addons/K12/preset-help.pd
+++ b/l2ork_addons/K12/preset-help.pd
@@ -1,8 +1,9 @@
-#N canvas 304 103 501 448 10;
-#X obj 26 53 cnv 15 483 225 empty empty empty 20 12 0 14 -233017 -66577
+#N canvas 258 110 501 448 10;
+#X obj 26 53 cnv 15 478 274 empty empty empty 20 12 0 14 -233017 -66577
 0;
 #X obj 138 -34 preset_hub k12 %hidden% %node% 2 5 9 %node% 2 7 8 %preset%
-1 2 %preset% 0 1 %preset% 2 3 %preset% 3 4 %node% 2 9 7;
+1 2 %preset% 0 1 %preset% 2 3 %preset% 3 4 %node% 2 9 7 %node% 2 6
+8 %node% 2 8 7;
 #X text 16 -35 comment;
 #X obj 17 -8 cnv 3 501 3 empty empty empty 5 14 0 20 -260097 -191407
 0;
@@ -10,25 +11,29 @@
 0;
 #X obj 487 -4 ggee/image @pd_extra/K12/icons/l2ork.png;
 #X obj 31 57 K12/preset;
-#X text 140 56 The preset object allows you save all the specific settings
-of your objects and recall them later. For example you can save the
-number in a number box. You store the values by clicking one of the
-store boxes. Recall your preset by clicking the corresponding recall
-box.;
-#X obj 31 297 K12/math_number;
-#X text 139 132 In this example \, we have stored four presets that
+#X obj 28 335 K12/math_number;
+#X text 140 229 In this example \, we have stored four presets that
 have different numbers in this Math Number object. Click on recall
 in the Preset object and notice that the number changes. Then \, change
 the number in the number box and click on one of the store boxes. When
 you click on the recall box for that store \, you will see that it
 recalls the number you set.;
-#N canvas 127 194 450 300 META 0;
+#N canvas 172 259 450 300 META 0;
 #X text 13 77 INLET_1 Values 0-3 will store presets 0-3;
 #X text 14 56 INLET_0 Values 0-3 will recall presets 0-3;
 #X text 13 6 DESCRIPTION Use this to save different presets in your
 program. Click on a store box to store a preset in that slot \, and
 click on a recall box to recall that preset;
 #X restore 459 383 pd META;
-#X text 143 230 Preset's left inlet allows recalling of preset using
-numbers 0 to 3 \, while right inlet allows for storing of presets also
-using numbers 0 to 3;
+#X text 141 56 The preset object allows you save all the specific settings
+of your objects and recall them later. For example you can save the
+number in a number box. You store the values by clicking one of the
+store boxes. Recall your preset by clicking the corresponding recall
+box. Similarly \, you can send a number between 0 and 3 to the left
+inlet to recall that preset \, or a number between 0 and 3 to the right
+inlet to store that preset. Using the inlets or clicking on the boxes
+does the same thing.;
+#X text 152 302;
+#X text 141 183 The preset object can be placed anywhere in the patch
+and does not have to be connected to any objects to store and recall
+their values.;
diff --git a/l2ork_addons/K12/signal_saw-help.pd b/l2ork_addons/K12/signal_saw-help.pd
index ffd554f1e..e4b917e30 100755
--- a/l2ork_addons/K12/signal_saw-help.pd
+++ b/l2ork_addons/K12/signal_saw-help.pd
@@ -1,11 +1,12 @@
-#N canvas 409 90 513 390 10;
+#N canvas 66 172 513 390 10;
 #X obj 226 -80 cnv 15 472 100 empty empty empty 20 12 0 14 -233017
 -66577 0;
-#X obj 470 -236 preset_hub k12 %hidden% %node% 2 9 8 %preset% 0 440
+#X obj 470 -236 preset_hub k12 %hidden% %node% 2 13 8 %preset% 0 440
 %preset% 1 440 %preset% 2 440 %preset% 3 440 %node% 2 2 14 %preset%
 0 72.093 %preset% 1 72.093 %preset% 2 72.093 %preset% 3 72.093 %node%
 2 7 5 %preset% 0 10 %preset% 1 20 %preset% 2 30 %preset% 3 40 %node%
-2 8 7 %preset% 0 10 %preset% 1 20 %preset% 2 30 %preset% 3 40;
+2 8 7 %preset% 0 10 %preset% 1 20 %preset% 2 30 %preset% 3 40 %node%
+2 2 28;
 #X obj 230 43 K12/output;
 #N canvas 690 254 450 514 META 0;
 #X text 8 5 DESCRIPTION This generates a sawtooth wave;
@@ -21,11 +22,14 @@ effect object \, signal math object \, or the sound object;
 #X obj 680 -212 ggee/image @pd_extra/K12/icons/l2ork.png;
 #X obj 231 -75 K12/signal_saw;
 #X obj 231 -189 K12/math_number;
-#X obj 326 -189 K12/preset;
+#X obj 464 -185 cnv 15 233 99 empty empty empty 20 12 0 14 -233017
+-66577 0;
+#X text 486 -154 Recall preset 0;
+#X text 472 -137 to start the example;
+#X obj 604 -180 K12/preset;
 #X text 326 -63 The Signal Saw object is a sound generator that generates
-a sawtooth wave. Use the left inlet to set the frequency with a signal.
-Use the right inlet to set the frequency with a number. Connect the
-outlet to any signal math objects \, any effects \, or the sound output
-object.;
+a sawtooth wave. Use the left inlet to set the pitch (0 to 127). Connect
+the outlet to any signal math objects \, any effects \, or the sound
+output object.;
 #X connect 7 0 2 0;
 #X connect 8 0 7 0;
diff --git a/l2ork_addons/K12/signal_sine-help.pd b/l2ork_addons/K12/signal_sine-help.pd
index f35d68dc1..32a8bd246 100755
--- a/l2ork_addons/K12/signal_sine-help.pd
+++ b/l2ork_addons/K12/signal_sine-help.pd
@@ -1,16 +1,19 @@
-#N canvas 114 27 513 390 10;
+#N canvas 105 55 513 390 10;
+#X obj 440 -191 cnv 15 233 99 empty empty empty 20 12 0 14 -233017
+-66577 0;
+#X obj 579 -187 K12/preset;
 #X obj 226 -80 cnv 15 462 98 empty empty empty 20 12 0 14 -233017 -66577
 0;
 #X obj 470 -236 preset_hub k12 %hidden% %node% 2 1 16 %preset% 0 0
-%node% 2 8 8 %preset% 0 440 %preset% 1 440 %preset% 2 440 %preset%
+%node% 2 1 8 %preset% 0 440 %preset% 1 440 %preset% 2 440 %preset%
 3 440 %node% 2 10 8 %preset% 0 2 %node% 2 13 9 %node% 2 2 16 %node%
-2 7 8 %node% 2 7 8 %preset% 0 440 %node% 2 10 9 %node% 2 2 14 %preset%
+2 7 8 %node% 2 7 8 %preset% 0 440 %node% 2 10 9 %node% 2 4 14 %preset%
 0 67.4419 %preset% 1 67.4419 %preset% 2 67.4419 %preset% 3 67.4419
-%node% 2 7 7 %preset% 0 60 %preset% 1 62 %preset% 2 63 %preset% 3 65
+%node% 2 9 7 %preset% 0 60 %preset% 1 62 %preset% 2 63 %preset% 3 65
 %node% 2 10 4 %preset% 0 60 %preset% 1 62 %preset% 2 63 %preset% 3
-65;
+65 %node% 2 4 28;
 #X obj 230 43 K12/output;
-#N canvas 690 254 450 514 META 0;
+#N canvas 635 172 450 514 META 0;
 #X text 34 63 OUTLET_0 This outputs a sawtooth wave. Send this to any
 effect object \, signal math object \, or the sound object;
 #X text 33 12 DESCRIPTION This generates a sine wave;
@@ -23,12 +26,12 @@ effect object \, signal math object \, or the sound object;
 -262144 0;
 #X obj 680 -212 ggee/image @pd_extra/K12/icons/l2ork.png;
 #X obj 231 -190 K12/math_number;
-#X obj 328 -190 K12/preset;
+#X obj 231 -77 K12/signal_sine;
 #X text 326 -63 The Signal Sine object is a sound generator that generates
 a sin wave. Use the left inlet to set the frequency with a signal.
-Use the right inlet to set the frequency with a number. Connect the
-outlet to any signal math objects \, any effects \, or the sound output
-object.;
-#X obj 231 -77 K12/signal_sine;
-#X connect 7 0 10 0;
-#X connect 10 0 2 0;
+Connect the outlet to any signal math objects \, any effects \, or
+the sound output object.;
+#X text 462 -160 Recall preset 0;
+#X text 448 -143 to start the example;
+#X connect 9 0 10 0;
+#X connect 10 0 4 0;
diff --git a/l2ork_addons/K12/signal_square-help.pd b/l2ork_addons/K12/signal_square-help.pd
index 5f966aaed..98536916d 100755
--- a/l2ork_addons/K12/signal_square-help.pd
+++ b/l2ork_addons/K12/signal_square-help.pd
@@ -1,14 +1,15 @@
-#N canvas 511 210 513 390 10;
+#N canvas 53 177 513 390 10;
 #X declare -lib hexloader;
 #X obj 226 -80 cnv 15 462 98 empty empty empty 20 12 0 14 -233017 -66577
 0;
 #X obj 470 -236 preset_hub k12 %hidden% %node% 2 1 16 %preset% 0 0
-%node% 2 8 8 %preset% 0 440 %preset% 2 440 %preset% 3 440 %node% 2
+%node% 2 13 8 %preset% 0 440 %preset% 2 440 %preset% 3 440 %node% 2
 10 8 %preset% 0 2 %node% 2 13 9 %node% 2 2 16 %node% 2 7 8 %node% 2
-7 8 %preset% 0 440 %node% 2 10 9 %preset% 0 58.2705 %preset% 1 130.813
+7 8 %preset% 0 440 %node% 2 9 9 %preset% 0 58.2705 %preset% 1 130.813
 %preset% 2 77.7817 %preset% 3 155.563 %node% 2 2 14 %preset% 0 18.6047
 %preset% 1 18.6047 %preset% 2 18.6047 %preset% 3 18.6047 %node% 2 7
-7 %preset% 0 34 %preset% 1 48 %preset% 2 39 %preset% 3 51;
+7 %preset% 0 34 %preset% 1 48 %preset% 2 39 %preset% 3 51 %node% 2
+2 28;
 #X obj 230 43 K12/output;
 #N canvas 690 254 450 514 META 0;
 #X text 24 61 OUTLET_0 This outputs a sawtooth wave. Send this to any
@@ -23,12 +24,15 @@ effect object \, signal math object \, or the sound object;
 -262144 0;
 #X obj 680 -212 ggee/image @pd_extra/K12/icons/l2ork.png;
 #X obj 231 -190 K12/math_number;
-#X obj 328 -190 K12/preset;
-#X text 326 -63 The Signal Square object is a sound generator that
-generates a square wave. Use the left inlet to set the frequency with
-a signal. Use the right inlet to set the frequency with a number. Connect
-the outlet to any signal math objects \, any effects \, or the sound
-output object.;
 #X obj 231 -76 K12/signal_square;
-#X connect 7 0 10 0;
-#X connect 10 0 2 0;
+#X obj 455 -187 cnv 15 233 99 empty empty empty 20 12 0 14 -233017
+-66577 0;
+#X text 477 -156 Recall preset 0;
+#X text 463 -139 to start the example;
+#X obj 596 -182 K12/preset;
+#X text 326 -63 The Signal Square object is a sound generator that
+generates a square wave. Use the left inlet to set the pitch (0 to
+127). Connect the outlet to any signal math objects \, any effects
+\, or the sound output object.;
+#X connect 7 0 8 0;
+#X connect 8 0 2 0;
diff --git a/l2ork_addons/K12/signal_triangle-help.pd b/l2ork_addons/K12/signal_triangle-help.pd
index a3661277f..8e5d1376c 100755
--- a/l2ork_addons/K12/signal_triangle-help.pd
+++ b/l2ork_addons/K12/signal_triangle-help.pd
@@ -1,14 +1,14 @@
-#N canvas 296 55 503 390 10;
+#N canvas 424 212 503 390 10;
 #X obj 218 -80 cnv 15 462 98 empty empty empty 20 12 0 14 -233017 -66577
 0;
 #X obj 462 -236 preset_hub k12 %hidden% %node% 2 1 16 %preset% 0 0
-%node% 2 8 8 %preset% 0 440 %preset% 1 440 %preset% 2 440 %preset%
+%node% 2 13 8 %preset% 0 440 %preset% 1 440 %preset% 2 440 %preset%
 3 440 %node% 2 10 8 %preset% 0 2 %node% 2 13 9 %node% 2 2 16 %node%
 2 7 8 %node% 2 7 8 %preset% 0 440 %node% 2 10 9 %node% 2 2 14 %preset%
 0 74.4186 %preset% 1 74.4186 %preset% 2 74.4186 %preset% 3 74.4186
 %node% 2 7 7 %preset% 0 60 %preset% 1 63 %preset% 2 65 %preset% 3 67
-%node% 2 9 4 %preset% 0 60 %preset% 1 63 %preset% 2 65 %preset% 3 67
-;
+%node% 2 8 4 %preset% 0 60 %preset% 1 63 %preset% 2 65 %preset% 3 67
+%node% 2 2 28;
 #X obj 223 44 K12/output;
 #N canvas 690 254 450 514 META 0;
 #X text 16 62 OUTLET_0 This outputs a sawtooth wave. Send this to any
@@ -23,12 +23,15 @@ effect object \, signal math object \, or the sound object;
 -139274 -262144 0;
 #X obj 672 -212 ggee/image @pd_extra/K12/icons/l2ork.png;
 #X obj 223 -188 K12/math_number;
-#X obj 318 -188 K12/preset;
 #X obj 223 -76 K12/signal_triangle;
+#X obj 447 -185 cnv 15 233 99 empty empty empty 20 12 0 14 -233017
+-66577 0;
+#X text 469 -154 Recall preset 0;
+#X text 455 -137 to start the example;
+#X obj 586 -181 K12/preset;
 #X text 318 -63 The Signal Triangle object is a sound generator that
-generates a triangle wave. Use the left inlet to set the frequency
-with a signal. Use the right inlet to set the frequency with a number.
-Connect the outlet to any signal math objects \, any effects \, or
-the sound output object.;
-#X connect 7 0 9 0;
-#X connect 9 0 2 0;
+generates a triangle wave. Use the left inlet to set the pitch (0 to
+127). Connect the outlet to any signal math objects \, any effects
+\, or the sound output object.;
+#X connect 7 0 8 0;
+#X connect 8 0 2 0;
diff --git a/l2ork_addons/K12/wii_buttons-help.pd b/l2ork_addons/K12/wii_buttons-help.pd
index 142979509..db5747d5a 100755
--- a/l2ork_addons/K12/wii_buttons-help.pd
+++ b/l2ork_addons/K12/wii_buttons-help.pd
@@ -1,12 +1,10 @@
-#N canvas 363 24 502 500 10;
+#N canvas 602 183 502 500 10;
 #X obj 34 139 cnv 15 466 192 empty empty empty 20 12 0 14 -233017 -66577
 0;
 #X obj 38 146 K12/wii_buttons;
 #X text 141 215 Select a button by clicking on one of the possibilities.
 Once selected \, only that button will register.;
-#X text 139 257 The wii button object will output a 0 if the button
-is not being pressed \, and a 1 if it is being pressed.;
-#N canvas 574 86 450 514 META 0;
+#N canvas 547 167 450 514 META 0;
 #X text 8 34 INLET_0 Attach the Wii Connect object here;
 #X text 9 5 DESCRIPTION This object lets you choose which Wiimote button
 to use.;
@@ -19,9 +17,11 @@ to use.;
 #X obj 19 -32 cnv 15 501 28 empty empty WiiButtons 5 14 0 20 -139274
 -262144 0;
 #X obj 489 0 ggee/image @pd_extra/K12/icons/l2ork.png;
-#X text 140 166 The Wii Buttons object is used to filter the buttons
-from the Wiimote. Connect the Wii Connect object to the inlet.;
 #X obj 38 30 K12/wii_connect;
 #X obj 38 355 K12/math_number;
-#X connect 1 0 11 0;
-#X connect 10 0 1 0;
+#X text 140 166 The Wii Buttons object is used to program the buttons
+on the Wiimote. Connect the Wii Connect object to the inlet.;
+#X text 139 257 The Wii Buttons object will output a 0 if the button
+is not being pressed \, and a 1 if it is being pressed.;
+#X connect 1 0 9 0;
+#X connect 8 0 1 0;
-- 
GitLab