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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