Too complicated, Derek! Ignacio, just let pd consume 147% of your cpu, stuttering merrily, and the output of writesf~ will magically be glitch free. Pd works on a logical clock, it hardly knows what "real" time is
For example, I've rendered videos in Gem with sound this way, Pd consumed ~10x my available cpu/gpu power so it took ~10x realtime to get the output, but at the end it was all in sync. Claude Derek Holzer wrote: > Hi Ignacio, > > this should be as simple as running PD at a very low rendering sampling > rate and recording to a file inside PD. Then take the resulting > soundfile and convert it to the desired target sampling rate in a sound > editor (or with sndfile-resample, etc etc...). Make sure your rendering > sampling rate is an even division of the target sampling rate to avoid > interpolation noise. > > Or am I wrong, and this would cause a lot of aliasing problems? > > best! > D. > > Ignacio Viano wrote: >> Hello. I need to do some heavy audio generation and processing but my >> computer is not powerful enough to do it in real-time. In fact, I just >> want to record it; I don't need it to be processed in real-time. So, is >> there any way of doing this in PD? Is there any way of using Pure Data >> in a non real-time mode and capture its output to a soundfile? Thanks in >> advance. > _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
