hello
I am programming a patch in which there are 16 dsp abstractions, each containing 16 different simple audio sub-abstractions (each has a different rendering). The purpose of this is not to use all at the same time, but to switch~ on only some dsp algorithms when I need them.
This works normally, but I still have some cpu problems, because even if an audio subpatch is switched off, it takes a little bit of cpu when the pd audio computation is on. Therefore, as I use 256 audio abstractions (each with a switch control), when loading the patch, the cpu is about up to 20% (though initially all switch~ objects receive a zero value so no dsp is running)
Then, on my computer starting the usual presets is no problem (average cpu load = 40-50%), but it's not the same on all the computers and I would like to reduce the cpu load; is there any solution, besides using a lesser number of different audio abstractions ?
thanks a lot
regards, -j
of course, there are no control algorithms like [metro] or parameter sequencers running while the [switch~] are set to zero ...
I am programming a patch in which there are 16 dsp abstractions, each containing 16 different simple audio sub-abstractions (each has a different rendering). The purpose of this is not to use all at the same time, but to switch~ on only some dsp algorithms when I need them.
This works normally, but I still have some cpu problems, because even if an audio subpatch is switched off, it takes a little bit of cpu when the pd audio computation is on. Therefore, as I use 256 audio abstractions (each with a switch control), when loading the patch, the cpu is about up to 20% (though initially all switch~ objects receive a zero value so no dsp is running)
Then, on my computer starting the usual presets is no problem (average cpu load = 40-50%), but it's not the same on all the computers and I would like to reduce the cpu load; is there any solution, besides using a lesser number of different audio abstractions ?
thanks a lot
regards, -j
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