You can already do that by setting the sample rate as high or low as your hardware will support and using the [block~] object to set the control rate to the resolution you want. It would be interesting to try to build pd using doubles instead of floats, but it would necessitate changing the size of atoms... Max/MSP uses doubles everywhere for its 'floats'.
Martin
Brandon Zeeb wrote:
Why can't we simply have the option to turn up (or turn down!) the
resolution of the objects we already have? This is considerably less
complex. ~BrandonOn Mar 9, 2008, at 2:08 PM, Hans-Christoph Steiner wrote:
It could be, it's just a matter of someone writing the code :)
That's why I proposed the 'cleansound' library..hc
On Mar 9, 2008, at 2:01 PM, bsoisoi wrote:
Well, why couldn't Pd be as "clean", processors are fast enough these days, and one could always crank up the sample rates of their DSP blocks. Isn't the internal resolution at least 32bit anyway (is it 64bit under any circumstances?)
cheers, ~brandon
On Mar 8, 2008, at 4:25 PM, Andy Farnell wrote:
On Sat, 08 Mar 2008 16:08:45 -0500 marius schebella marius.schebella@gmail.com wrote:
Frank Barknecht wrote:
Hallo, Andy Farnell hat gesagt: // Andy Farnell wrote:
> Both use the same patch (the undulating diffraction effect). It's > comparable because I translated the Csound version directly to > Pd, both > are 64 oscillator banks and it's clear that the Csound one > sparkles while > the Pd one sounds a bit muddy. Csound also is known as "CleanSound" in some circles.
so why is then "pure" data not equally clean? marius.
Because it's optimised for real-time performance.
Max/Pd strike a careful balance between for real-time capability. The amazing sound quality of Csound comes about because it was designed for offline rendering, and it got realtime by dint of increased CPU speeds.
Like the difference between a 3D games engine and rendering a raytracing scene in 3DMax.
In a way, it's not really a fair comparison at all, or at least we could say "what did you expect?!"
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