Most Pd objects (externals) use t_sample to define what gets passed to input and output. At compilation time, the externals code includes m_pd.h, which defines t_sample as a float. Which makes sense on 32-bit processors--Pd for 64-bit processors could potentially redefine t_sample as a double, with no loss in performance (with nearly twice as much memory usage).<br>
<br>I am aware that there are some other problems involved with making Pd accessible as either 32-bit or 64-bit resolution, but I'm not so deep into the source code to tell you what they all are.<br><br>Chuck<br><br><div class="gmail_quote">
On Sun, Mar 9, 2008 at 2:41 PM, Brandon Zeeb <<a href="mailto:bsoisoi@mac.com">bsoisoi@mac.com</a>> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Why can't we simply have the option to turn up (or turn down!) the<br>
resolution of the objects we already have? This is considerably less<br>
complex.<br>
~Brandon<br>
<div><div></div><div class="Wj3C7c"><br>
<br>
On Mar 9, 2008, at 2:08 PM, Hans-Christoph Steiner wrote:<br>
<br>
><br>
> It could be, it's just a matter of someone writing the code :)<br>
> That's why I proposed the 'cleansound' library.<br>
><br>
> .hc<br>
><br>
> On Mar 9, 2008, at 2:01 PM, bsoisoi wrote:<br>
><br>
>> Well, why couldn't Pd be as "clean", processors are fast enough these<br>
>> days, and one could always crank up the sample rates of their DSP<br>
>> blocks. Isn't the internal resolution at least 32bit anyway (is it<br>
>> 64bit under any circumstances?)<br>
>><br>
>> cheers,<br>
>> ~brandon<br>
>><br>
>><br>
>> On Mar 8, 2008, at 4:25 PM, Andy Farnell wrote:<br>
>><br>
>>> On Sat, 08 Mar 2008 16:08:45 -0500<br>
>>> marius schebella <<a href="mailto:marius.schebella@gmail.com">marius.schebella@gmail.com</a>> wrote:<br>
>>><br>
>>>> Frank Barknecht wrote:<br>
>>>>> Hallo,<br>
>>>>> Andy Farnell hat gesagt: // Andy Farnell wrote:<br>
>>>>><br>
>>>>>> Both use the same patch (the undulating diffraction effect). It's<br>
>>>>>> comparable because I translated the Csound version directly to<br>
>>>>>> Pd, both<br>
>>>>>> are 64 oscillator banks and it's clear that the Csound one<br>
>>>>>> sparkles while<br>
>>>>>> the Pd one sounds a bit muddy.<br>
>>>>><br>
>>>>> Csound also is known as "CleanSound" in some circles.<br>
>>>><br>
>>>> so why is then "pure" data not equally clean?<br>
>>>> marius.<br>
>>><br>
>>><br>
>>> Because it's optimised for real-time performance.<br>
>>><br>
>>> Max/Pd strike a careful balance between for real-time capability.<br>
>>> The amazing sound quality of Csound comes about because it was<br>
>>> designed<br>
>>> for offline rendering, and it got realtime by dint of increased CPU<br>
>>> speeds.<br>
>>><br>
>>> Like the difference between a 3D games engine and rendering a<br>
>>> raytracing<br>
>>> scene in 3DMax.<br>
>>><br>
>>> In a way, it's not really a fair comparison at all, or at least we<br>
>>> could<br>
>>> say "what did you expect?!"<br>
>>><br>
>>><br>
>>><br>
>>><br>
>>><br>
>>>><br>
>>>> _______________________________________________<br>
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>>><br>
>>> --<br>
>>> Use the source<br>
>>><br>
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>><br>
>> _______________________________________________<br>
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><br>
><br>
><br>
> ----------------------------------------------------------------------------<br>
><br>
> "[W]e have invented the technology to eliminate scarcity, but we are<br>
> deliberately throwing it away to benefit those who profit from<br>
> scarcity." -John Gilmore<br>
><br>
><br>
<br>
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