Wow. OK, I guess I never tried it the "wrong" way.... ;-) just to satisfy curiosity... would downsample/upsample cause aliasing errors or not?
best, d.
Claude Heiland-Allen wrote:
Too complicated, Derek!
Ignacio, just let pd consume 147% of your cpu, stuttering merrily, and the output of writesf~ will magically be glitch free. Pd works on a logical clock, it hardly knows what "real" time is
For example, I've rendered videos in Gem with sound this way, Pd consumed ~10x my available cpu/gpu power so it took ~10x realtime to get the output, but at the end it was all in sync.
Claude
Derek Holzer wrote:
Hi Ignacio,
this should be as simple as running PD at a very low rendering sampling rate and recording to a file inside PD. Then take the resulting soundfile and convert it to the desired target sampling rate in a sound editor (or with sndfile-resample, etc etc...). Make sure your rendering sampling rate is an even division of the target sampling rate to avoid interpolation noise.
Or am I wrong, and this would cause a lot of aliasing problems?
best! D.
Ignacio Viano wrote:
Hello. I need to do some heavy audio generation and processing but my computer is not powerful enough to do it in real-time. In fact, I just want to record it; I don't need it to be processed in real-time. So, is there any way of doing this in PD? Is there any way of using Pure Data in a non real-time mode and capture its output to a soundfile? Thanks in advance.