----- Original Message ----- > From: Ingo <[email protected]> > To: 'Ludwig Maes' <[email protected]>; 'Ingo' <[email protected]> > Cc: 'Pd List' <[email protected]> > Sent: Wednesday, September 28, 2011 2:37 PM > Subject: Re: [PD] Variable number of objects? > > Well, as I said in my case the voices are very complex. There are hundreds > of audio objects in each voice. It takes a lot of time to adjust all of the > signal flow and reallocate the memory I guess. > > Control objects shouldn't be such a big problem.
Well, if you're sending hundreds of messages per second, and each message contains hundreds of elements (that's what I assume you meant since you said you'd be doing millions of checks), then you're getting dangerously close to basically doing signal processing in the control domain. And a big benefit of doing things in the signal domain is to reduce the overhead that you'd have if, for example, you computed every sample of a sinewave by sending messages. One way save cpu is to not send the values that don't change. There must be a [list change] external somewhere to fit your needs. -Jonathan > > Ingo > > ________________________________________ > Von: Ludwig Maes [mailto:[email protected]] > Gesendet: Mittwoch, 28. September 2011 19:30 > An: Ingo > Betreff: Re: [PD] Variable number of objects? > > I actually meant more in general, also for non-~ signals (i.e. also control > rate .pd patches). I referred to polysynth such that people would see more > easily what I meant. Are there really no such primitives? That seems like > quite a restriction... > > How can that take 10 seconds?? I dont see what would cause such a huge > overhead, i'd expect an increase in computations & memory though (say > from > 10 voices to 11: 10% increase in cpu workload & ram dedicated to these > voices..., I fail to see what would necessitate a long initialization...) > > also, how is it done even with the long delays? > On 28 September 2011 18:33, Ingo <[email protected]> wrote: > To my experience there will be definitely audio dropouts with dynamic voice > creation. In the case of my rather complex patch (with currently only 8 > voices) I have to wait up to ten seconds until the patch is ready again for > playback. I am using a 3.2 GHz Athlon II X2 which is not that slow. Simpler > synth voices might be faster, though. > > I think it is much better to create as many voices as needed beforehand and > turn unused voices off with the [switch~] object. > > Ingo > > ________________________________________ > Von: [email protected] [mailto:[email protected]] Im Auftrag von > Ludwig Maes > Gesendet: Mittwoch, 28. September 2011 17:56 > An: Pd List > Betreff: [PD] Variable number of objects? > > Im not sure what the best way is to instantiate variable number of objects, > for example consider polysynth.pd: > > Theres a fixed number of manually placed voices, suppose I want to have the > top patch to contain a counter through which one may increase or decrease > the number of voices, how would I go about that (without manually placing a > load of voices and disabling them...)? > > Whats the vanilla way to do this? Whats the pd-extended way to do this? ... > > > > _______________________________________________ > [email protected] mailing list > UNSUBSCRIBE and account-management -> > http://lists.puredata.info/listinfo/pd-list > _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
