One thing which drives me nuts about Max/MSP is that adding signal processing objects or adding/deleting connections while audio is playing results in clicks and nastiness as the DSP chain sorts itself out all over again. Someone mentioned in passing on the max list that PD does not have this problem. I have always assumed that PD had the same issue, but perhaps this is not so. A quick bit of googling didn't turn up much (as indeed it would be a weird thing to come out and say a problem you do NOT have...). If PD were to allow me to create patches which could repatch themselves and spawn new objects during audio playback, I'd be quite excited. Is such a thing possible? I assume the answer is no, but it never hurts to ask...
Hallo, John Nowak hat gesagt: // John Nowak wrote:
One thing which drives me nuts about Max/MSP is that adding signal processing objects or adding/deleting connections while audio is playing results in clicks and nastiness as the DSP chain sorts itself out all over again.
Pd is free, so it's best if you just test it out yourselves!
I think, in theory Pd has the same problem, but personally I don't experience it at all in normal editing operations. However creating lots of dsp objects through dynamic patching reportedly leads to clicks, too. You might consider Supercollider if you need to create lots of sound objects on the fly.
Frank Barknecht _ ______footils.org__
One thing which drives me nuts about Max/MSP is that adding signal processing objects or adding/deleting connections while audio is playing results in clicks and nastiness as the DSP chain sorts itself out all over again. Someone mentioned in passing on the max list that
... well pd's dsp chain gets resorted whenever you add a dsp object ... but that's probably not the problem, creating the clicks ... from the benchmarks i made, i suppose that the creation of the object will take much longer than the actual sorting ... so it might be possible that one can create the object / sort the dsp chain in a helper thread and replace the old dsp chain with a new one ... (i will look into that one day, but not tomorrow)
still, what you can do is trying thomas grill's dyn~ ... iirc he could reduce click at dynamic object generation, but i'm not sure, how far he got ...
cheers ... tim
still, what you can do is trying thomas grill's dyn~ ... iirc he could reduce click at dynamic object generation, but i'm not sure, how far he got ...
I'm sorry, dyn~ is not yet at prepared to reduce clicks... this is a future goal for the newer dyn library, though.
best greetings, Thomas
Hi John / list,
I know it's not what you're really after, but for some applications maybe you could achieve similar-ish results by spawning lots of objects and [switch~]ing them on and off where appropriate. Having said that, I've experimented a little bit with the attached patch / abstractions, and seem to be able to build about 13 of the abstractions without disrupting a test tone. How well this would work in a heavier-weight situation I don't know. I also don't know how well supercollider would compare - maybe even the supercollider external.
I think the only dependancy is IEMlibs, but I could be wrong. testDyn is the patch to load, the others should be in the same folder, or somewhere that pd can find them.
Cheers, Peter
One thing which drives me nuts about Max/MSP is that adding signal processing objects or adding/deleting connections while audio is playing results in clicks and nastiness as the DSP chain sorts itself out all over again. Someone mentioned in passing on the max list that PD does not have this problem. I have always assumed that PD had the same issue, but perhaps this is not so. A quick bit of googling didn't turn up much (as indeed it would be a weird thing to come out and say a problem you do NOT have...). If PD were to allow me to create patches which could repatch themselves and spawn new objects during audio playback, I'd be quite excited. Is such a thing possible? I assume the answer is no, but it never hurts to ask...
- JN