---------- Forwarded message ----------
From: Ludwig Maes <ludwig.maes@gmail.com>
Date: 28 September 2011 19:29
Subject: Re: [PD] Variable number of objects?
To: Ingo <ingo@miamiwave.com>


I actually meant more in general, also for non-~ signals (i.e. also control rate .pd patches). I referred to polysynth such that people would see more easily what I meant. Are there really no such primitives? That seems like quite a restriction...

How can that take 10 seconds?? I dont see what would cause such a huge overhead, i'd expect an increase in computations & memory though (say from 10 voices to 11: 10% increase in cpu workload & ram dedicated to these voices..., I fail to see what would necessitate a long initialization...)

also, how is it done even with the long delays?


On 28 September 2011 18:33, Ingo <ingo@miamiwave.com> wrote:
To my experience there will be definitely audio dropouts with dynamic voice
creation. In the case of my rather complex patch (with currently only 8
voices) I have to wait up to ten seconds until the patch is ready again for
playback. I am using a 3.2 GHz Athlon II X2 which is not that slow. Simpler
synth voices might be faster, though.

I think it is much better to create as many voices as needed beforehand and
turn unused voices off with the [switch~] object.

Ingo

________________________________________
Von: pd-list-bounces@iem.at [mailto:pd-list-bounces@iem.at] Im Auftrag von
Ludwig Maes
Gesendet: Mittwoch, 28. September 2011 17:56
An: Pd List
Betreff: [PD] Variable number of objects?

Im not sure what the best way is to instantiate variable number of objects,
for example consider polysynth.pd:

Theres a fixed number of manually placed voices, suppose I want to have the
top patch to contain a counter through which one may increase or decrease
the number of voices, how would I go about that (without manually placing a
load of voices and disabling them...)?

Whats the vanilla way to do this? Whats the pd-extended way to do this? ...