Of course there's render mode....
downsample in pd patch- -> render to file via sfwrite~ or othe object --> upsample file with sndfile-convert or sound editor tool
should do the trick. Yes? At least to keep CPU limits from bottlenecking your render.
d.
Andy Farnell wrote:
On a closely related topic; Since Pd uses logical time why isn't there a "render mode" Csound style, for those occasions where you don't actually want to run in real time? Is it because blocking on unfinished output would leave no way for an object to notify that it had finished the computation?
On Mon, 17 Dec 2007 14:49:28 +0000 Claude Heiland-Allen claudiusmaximus@goto10.org wrote:
Derek Holzer wrote:
Hi all,
Charles Henry wrote:
On Dec 17, 2007 3:03 AM, Frank Barknecht fbar@footils.org wrote:
Hallo, Charles Henry hat gesagt: // Charles Henry wrote:
[metro 1] creates a bang each millisecond, approximately. The message rate is constrained by the block size, so you would want to put [metro 1] inside of a subpatch with [block~ 1] for best time resolution.
That's not true. Message rate is not related to the dsp vector size.
My mistake. I thought messages had to run in between dsp blocks.
Someone please refresh/adjust my memory... what IS the message rate in PD? I also thought it was related to block size all these years. And how can it be changed if needed?
There is no fixed rate, it's event-based with continuous time (or as continuous as floating point numbers gets you). But - it works with "logical" time, any relationship to "real" time is purely a coincidence.
Claude
http://claudiusmaximus.goto10.org
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