I just did a quick test putting 1::samp all over the place :), but so far no joy. But this is interesting, I'll explore it properly when I have a bit more time. If I can locate where most of the time gets used, I can focus on that. Thanks!

Gonzalo

On 16.08.18 01:36, Jack Atherton wrote:
Hi!

Shreds block when you don’t advance time. If you don’t advance time, then ChucK assumes you need all the current computation for the next audio sample. Is there a place during your long computation where you could wait one sample every so often (1::samp => now;)? For example, in the body of a loop.

Jack

On Wed, Aug 15, 2018 at 3:38 AM Gonzalo <gonz...@dense13.com <mailto:gonz...@dense13.com>> wrote:

    Hi,

    I'm working on a big project (www.whole-play.com
    <http://www.whole-play.com>), tons of classes, tons
    of calculations happening at various points. My problem is that some of
    these calculations take too long, up to a few seconds. I thought if I
    run them in their own shred, the main shred would be unaffected, but
    it's not the case, and the music stops during those processes. Maybe
    I'm
    doing something wrong. I can't post sample code because it's many
    classes interacting, but I thought maybe someone has ideas on how to
    tackle this issue?

    Thanks!
    Gonzalo


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