This is a general feature of procedural audio. In fact Pd plays very nice and 
has
a fixed (predictable) cost for signal rate graphs - but a variable and 
unpredictable cost for message domain computation.

Proc audio eventually beats sample replay on cost because of dynamic level of
detail where we get a variable (but predictable) cost for dynamically built
signal graphs against a linear fixed cost for sample playback. It's an
interesting bit of computer science to think about.

I know from talks with EA guys that EAPd ran into some problems and its
performance was not spotless. But not for the reasons you state.

Andy




On Mon, 9 Jun 2008 20:55:58 +0200
[EMAIL PROTECTED] wrote:

> On Monday 09 June 2008 06:23:04 Kyle Klipowicz wrote:
> > Maybe EA had better hire a genuine pro from the pd-list (wink wink).
> >
> > I hope that this thread takes off, since I'm curious what others think on
> > the topic. Spore could be the PR break that Pd has been waiting for!
> 
> One thing to note though is that they confessed having only used Pd to 
> trigger 
> midi events and play samples. There is no "actual sound synthesis" done by pd 
> in Spore, only notes and messages generation. This was mostly for efficiency 
> reasons, and because sound processing had to use only a predictable amount of 
> cpu ressources. It is likely that any other game will have similar 
> limitations.   
> 
> 
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-- 
Use the source

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