Most Pd objects (externals) use t_sample to define what gets passed to input and output.  At compilation time, the externals code includes m_pd.h, which defines t_sample as a float.  Which makes sense on 32-bit processors--Pd for 64-bit processors could potentially redefine t_sample as a double, with no loss in performance (with nearly twice as much memory usage).

I am aware that there are some other problems involved with making Pd accessible as either 32-bit or 64-bit resolution, but I'm not so deep into the source code to tell you what they all are.

Chuck

On Sun, Mar 9, 2008 at 2:41 PM, Brandon Zeeb <bsoisoi@mac.com> 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.
~Brandon


On 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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>>>
>>> --
>>> Use the source
>>>
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>
>
> ----------------------------------------------------------------------------
>
> "[W]e have invented the technology to eliminate scarcity, but we are
> deliberately throwing it away to benefit those who profit from
> scarcity."        -John Gilmore
>
>


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