Please excuse me if this has been mentioned before or if it's not relevant to 
the case at hand, but Tom Butterworth came out with a sampler/looping plugin a 
while back. It operates independent of framerate, so it may be helpful to you.

http://kriss.cx/tom/2009/09/sampler/

Joris



On Jan 13, 2011, at 9:15, Alastair Leith <qc.student...@gmail.com> wrote:

> Hi Dimitri
> 
> While Christopher is of course correct, there's no reason if your sample rate 
> always stays well under your composition FPS that you can't sample data at a 
> fixed rate and 'play it back' at the same fixed rate. One would use Patch 
> Time/ Stopwatch and Pulse patches to trigger sampling and playback. Thereby 
> keep it disassociated with frame rates (as much as possible).
> 
> It's just like musical sampling happening on CPUs that might get bogged down 
> from time to time but the sample rate is so much less than the CPU execution 
> frequency it doesn't matter, the sampler always gets its man.
> 
> Unfortunately I'm on Leopard and couldn't do too much with what was left of 
> your comp when QC attempted to open it minus a few patches.
> 
> If you require sampling that is faster than what your hardware can demand of 
> QC (ie FPS) then yes, as Christopher says, roll your own plugin/application 
> to feed QC the data :-)
> 
> Hope that gives you some hope.
> 
> Alastair
> 
> On 13/01/2011, at 2:42 AM, Dimitri Delcourt wrote:
> 
>> Hello Christopher and Vade, thanks for your replies.
>> 
>> My question might be of general interest, so i'm posting the basic 
>> composition here. It will show some light on what i'm trying to do, 
>> recording gestures in real-time and loop-synced with musical beats.
>> 
>> Christopher, you will see that i am manually step-filling the queue, i may 
>> be mistaken in trying to use it as a buffer the way you would do it in 
>> Supercollider. It would be a nice addition to be able to select a custom 
>> filling frequency, it would be finite and not frame dependant.
>> 
>> I'm having a hard time trying to figure how to fill a queue in real-time and 
>> read it back with the same duration. (frames unfortunately do drop some 
>> times).
>> 
>> dimitri
>> 
>> <QueueLoopOverdub_(1D)_B.qtz>
>> 
>> 
>> On Jan 10, 2011, at 1:48 , Christopher Wright wrote:
>> 
>>>> Could someone clarify if the queue actually updates between frames and if 
>>>> there's an advantage in evaluating "continuously"?
>>> 
>>> no, it wouldn't be possible to update between frames, because there are an 
>>> infinite* number of moments between frames, so the queue would fill with an 
>>> infinite number of values.
>>> 
>>> The advantage to evaluating continuously is that you'll essentially always 
>>> have a full queue, with per-frame values stored at each index (so you can 
>>> access the output in standard N-1 form to get the previous frame, N-2 to 
>>> get 2 frames back, etc) instead of per-change values.  some feedback-like 
>>> effects are frame driven, so accessing values per frame makes more sense.  
>>> In fact, I can't think of any times I've wanted a queue _not_ in continuous 
>>> mode, but there's probably a novel use out there somewhere.
>>> 
>>> *) actually, there are probably only about 1/planck time moments, so that'd 
>>> be maybe 1.854 x 10^43 instants.  not quite infinite, but pretty big none 
>>> the less.
>>> 
>> 
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