<br><div><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"><br>It's not the [metro] that is shaky in your patch, it's the<br>[impulse~]! Attached variation proves this.
</blockquote><div><br><br>Impressive - thanks!<br> <br></div><br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">Pd's messages come in two kinds: regular, GUI-generated messages and
<br>so called "clock-derived" messages. The time objects in Pd like metro,<br>delay, pipe etc. all generate clock-derived messages. Their timing is<br>not affected by dsp-blocks at all.<br><br>However, and now comes the important trick: DSP objects need to do
<br>some extra work to make use of the accurate timing of clock-delayed<br>messages, when converting these messages to audio signals. So far, the<br>only object that does this is vline~ AFAIK. You may want to have a<br>look at its source to check out what needs to be done to convert from
<br>control messages to signals with accurate timing. </blockquote><div><br>I better do that so I can fix impulse~. Arrrggh.<br><br>Eric<br><br></div></div><br>