Hi thomas,
it is easy to build a loop which can crash dyn~, and I wonder if it
would be possible to avoid a crash.
I use objects, which play for a random anount of time and then they send
their id when they're finished and so dyn knows that it is time to
delete them.
I understand wyy this is a
Hi Marius,
it's a problem inherent in PD, which was discussed just a few days
ago. An object can't be deleted when messages sent by it are still
processed.
It's easy to circumvent in your case: Delay the closing just a
bit find the attached patch. I don't think this is something that
Another thing that just came to my mind with larger abstractions
you'll probably find that it's not a good idea to allocate voices in
pd with means of scripting, since audio will click (maybe not at
home, but when you are performing).
It's better to pre-allocate a number of voices and do
Am 25.02.2007 um 23:01 schrieb marius schebella:
thanks, I thought, maybe dyn has the power to remember that is
has to finish the processing line for the particular object, then
delete it and then return the ball back to pd without crashing.
No, it hasn't. dyn~ is just a wrapper around
Am 25.02.2007 um 23:04 schrieb marius schebella:
there are no larger abstractions, and they will all fade in and out
softly, and there will be a feedback to the cpu time of the
machine, that hopefully will slow down the process of creating new
objects until enough of them have died
there are no larger abstractions, and they will all fade in and out
softly, and there will be a feedback to the cpu time of the machine,
that hopefully will slow down the process of creating new objects until
enough of them have died again.
thanks anyway!
m.
Thomas Grill wrote:
Another thing
thanks, I thought, maybe dyn has the power to remember that is has to
finish the processing line for the particular object, then delete it and
then return the ball back to pd without crashing.
don't know what you mean with the canvas problem??
m.
Thomas Grill wrote:
Hi Marius,
it's a problem