On Thu, 2016-03-31 at 11:35 +0200, cyrille henry wrote: > > Le 31/03/2016 11:19, Roman Haefeli a écrit : > > > > BTW: Why does the graphics rendering|clock have precedence over the > > audio rendering (at least, it seems to be like that in Pure Data/Gem)? I > > guess most softwares do it the other way around, since clicks are much > > more noticeable than a frame being a few milliseconds late. > > Gem have no precedence over audio : they both have the same priority. > when having priorities on audio, the openGL rendering did not have > fixed frame rate, and it's not possible any-more to have smooth hight > speed movement. > > So, i like the way it is, even if it cause implementation problem.
Oh, now since I understand, I like the way it is, too ;-) > one possible explanation of your problem is that you are rendering a > 60 fps, and that openGL is sync on the 60fps screen. > You can have jitter between the 2 different 60fps clock. If Gem is > waiting for the screen, then everything (including audio) is on pause. That is exactly what I was doing. > if this is the cause of your problem, then reduce Gem fps to 59, or > remove openGL syncro (sync to vblank). This is exactly what helped (reducing fps to 59). Thanks for your sharp thinking. Roman
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