I would assume this one block delay could be avoided by „cut” and “undo” of
the [catch~] object after creating new [throw~] objects.

Right? But how can you time it if they are in different abstractions?

 

Ingo

 

  _____  

Von: [email protected] [mailto:[email protected]] Im Auftrag von
Björn Eriksson
Gesendet: Donnerstag, 29. September 2011 00:20
An: Lorenzo Sutton; [email protected]
Betreff: Re: [PD] throw~ / catch~ versus send~ / receive~

 

Thanks for the info and pointer! Was by that also getting aware about the
possible added delay  "When you send a signal to a point that is earlier in
the sorted list of tilde objects, the signal doesn't get there until the
next cycle of DSP computation, one block later; so your signal will be
delayed by one block (1.45 msec by default.)" 

Can be good to know!

 

/Björn

2011/9/28 Lorenzo Sutton <[email protected]>

Hi Björn,

On 28/09/2011 15:27, Björn Eriksson wrote:

[...]  what are the


differences between throw~ / catch~  and send~ / receive~ ?  For me they
seem to work equally well, either as "bus" sending or single audio
signal send.


>From the Pd Documentation [1]:

"There can be many throw~ objects associated with a single catch~, but a
throw~ can't talk to more than one catch~.
...
Send~ just saves a signal which may then be receive~d any number of times;
but a receive~ can only pick up one send~ at a time (but you can switch
between send~s if you want.)"

Ciao,
Lorenzo

[1] http://crca.ucsd.edu/~msp/Pd_documentation/x2.htm#s4.5


Maybe I am doing wrong when I´m summing audiosignals together into a
send~ object just by patching them together and should use the
throw~object instead, but just curious on why and how?//

Thankful for thoughts on this..

All the best,
Björn Eriksson




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