Mephisto: a source to source transpiler from pure data to Faust

Demir, Abdullah Onur
PD and Max/MSP softwares are widely used for procedural sound design for games. However, the software cannot be easily integrated with games. On the other hand, various optimized synthesizes can be developed using low level languages by Faust. Transporting models and applying the same algorithms from PD to Faust is really a burden to procedural sound designers. The aim of this thesis is to write a source to source transpiler which transpiles PD source to Faust source. After created, the transpiler is assessed by speed and stability tests. Finally, pros and cons of the transpiler are assessed.


Perceptual audio source culling for virtual environments
Metan, Ali Can; Hacıhabiboğlu, Hüseyin; Department of Modeling and Simulation (2016)
Game engines and virtual environment software that are in use today, use various techniques to synthesize spatial audio. One such technique, is through the use of head related transfer functions, in conjunction with artificial reverberators. For any virtual environment, synthesizing large amounts of spatial audio through these methodologies, will impose a performance penalty for the underlying hardware. The aim of this study is to develop a methodology that improves overall performance by culling inaudible ...
MEPHISTO A source to source transpiler from Pure Data to Faust
Demir, Abdullah Onur; Hacıhabiboğlu, Hüseyin (2015-07-28)
This paper introduces Mephisto, a transpiler for converting sound patches designed using the graphical computer music environment Pure Data to the functional DSP programming language Faust. Faust itself compiles into highly-optimized C++ code. The aim of the proposed transpiler is to enable creating highly optimized C++ code embeddable in games or other interactive media for sound designers, musicians and sound engineers using PureData in their work flows and to reduce the prototype-toproduct delay. Mephist...
Scattering delay network an interactive reverberator for computer games
Enzo, De Sena; Hacıhabiboğlu, Hüseyin; Cvetkovic, Zoran (2011-02-02)
Many 3D computer games incorporate audio renderers simulating room acoustics to provide the user with a high level of immersiveness and realism. Full-scale interactive room auralisation systems are impractical for use in computer games due to their high computational cost. As a low-cost alternative, artificial reverberators can be used. This paper is concerned with the design of a scalable interactive reverberator inspired by digital waveguide mesh (DWM) models and feedback delay networks (FDN). This reverb...
Dynamic signaling games with quadratic criteria under Nash and Stackelberg equilibria
Yuksel, Serdar; Sarıtaş, Serkan; Gezici, Sinan (2020-05-01)
This paper considers dynamic (multi-stage) signaling games involving an encoder and a decoder who have subjective models on the cost functions. We consider both Nash (simultaneous-move) and Stackelberg (leader-follower) equilibria of dynamic signaling games under quadratic criteria. For the multi-stage scalar cheap talk, we show that the final stage equilibrium is always quantized and under further conditions the equilibria for all time stages must be quantized. In contrast, the Stackelberg equilibria are a...
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Gölcük, Halit; Bilgen, Semih; Department of Electrical and Electronics Engineering (2014)
This study investigates the effects of structural characteristics of object-oriented software, which are observable at the model level of the software developed by means of Unified Modeling Language (UML), on software quality, assessing quality in terms of fault-proneness. In the scope of this thesis study, real-time embedded software components developed by Aselsan, a leading defense industry company in Turkey, were analyzed. The correlation between software metrics measured from the UML models of the soft...
Citation Formats
A. O. Demir, “Mephisto: a source to source transpiler from pure data to Faust,” M.S. - Master of Science, Middle East Technical University, 2015.