---------- Forwarded message ---------- From: Ludwig Maes <ludwig.m...@gmail.com> Date: 28 September 2011 19:29 Subject: Re: [PD] Variable number of objects? To: Ingo <i...@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 <i...@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-boun...@iem.at [mailto:pd-list-boun...@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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