Yeah I think that would be a limitation that's unavoidable, because you're running at system clock rates vs audio clock rates. You'd have to spawn a new thread.
On Mon, Aug 17, 2020 at 10:40 AM Christof Ressi <[email protected]> wrote: > Try attached patch. Note that this works fine with pure DSP objects, but > it gives unexpected results once you add clocks (e.g. [metro], [del], etc.). > > Sending a "bang" to [switch~] only advances DSP computation for the given > canvas (and all its subcanvases), but it doesn't advance the message > scheduler (which is global). > > With this method, you can basically amortized DSP computations over a > given period of time. > > Christof > On 17.08.2020 19:27, Alexandre Torres Porres wrote: > > > > Em seg., 17 de ago. de 2020 às 13:20, Christof Ressi < > [email protected]> escreveu: > >> If your audio computation is pure DSP (i.e. no messages), you can >> "render" it by repeatedly banging the [switch~] object at any rate you >> like. Global DSP still has to be on, but the canvas would be switched off. >> > > hmm, please elaborate; > thanks > > _______________________________________________ > [email protected] mailing list > UNSUBSCRIBE and account-management -> > https://lists.puredata.info/listinfo/pd-list >
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