Well, as I said in my case the voices are very complex. There are hundreds of audio objects in each voice. It takes a lot of time to adjust all of the signal flow and reallocate the memory I guess.
Control objects shouldn't be such a big problem.
Ingo
Von: Ludwig Maes [mailto:ludwig.maes@gmail.com] Gesendet: Mittwoch, 28. September 2011 19:30 An: Ingo Betreff: Re: [PD] Variable number of objects?
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? ...
----- Original Message -----
From: Ingo ingo@miamiwave.com To: 'Ludwig Maes' ludwig.maes@gmail.com; 'Ingo' ingo@miamiwave.com Cc: 'Pd List' pd-list@iem.at Sent: Wednesday, September 28, 2011 2:37 PM Subject: Re: [PD] Variable number of objects?
Well, as I said in my case the voices are very complex. There are hundreds of audio objects in each voice. It takes a lot of time to adjust all of the signal flow and reallocate the memory I guess.
Control objects shouldn't be such a big problem.
Well, if you're sending hundreds of messages per second, and each message contains hundreds of elements (that's what I assume you meant since you said you'd be doing millions of checks), then you're getting dangerously close to basically doing signal processing in the control domain. And a big benefit of doing things in the signal domain is to reduce the overhead that you'd have if, for example, you computed every sample of a sinewave by sending messages.
One way save cpu is to not send the values that don't change. There must be a [list change] external somewhere to fit your needs.
-Jonathan
Ingo
Von: Ludwig Maes [mailto:ludwig.maes@gmail.com] Gesendet: Mittwoch, 28. September 2011 19:30 An: Ingo Betreff: Re: [PD] Variable number of objects?
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? ...
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