[PD] timing question

Derek Holzer derek at umatic.nl
Mon Dec 17 16:29:35 CET 2007

Of course there's render mode....

downsample in pd patch- -> render to file via sfwrite~ or othe object 
--> upsample file with sndfile-convert or sound editor tool

should do the trick. Yes? At least to keep CPU limits from bottlenecking 
your render.


Andy Farnell wrote:
> On a closely related topic; Since Pd uses logical time why isn't there
> a "render mode" Csound style, for those occasions where you don't actually
> want to run in real time? Is it because blocking on unfinished output would
> leave no way for an object to notify that it had finished the computation?
> On Mon, 17 Dec 2007 14:49:28 +0000
> Claude Heiland-Allen <claudiusmaximus at goto10.org> wrote:
>> Derek Holzer wrote:
>>> Hi all,
>>> Charles Henry wrote:
>>>> On Dec 17, 2007 3:03 AM, Frank Barknecht <fbar at footils.org> wrote:
>>>>> Hallo,
>>>>> Charles Henry hat gesagt: // Charles Henry wrote:
>>>>>> [metro 1] creates a bang each millisecond, approximately.  The message
>>>>>> rate is constrained by the block size, so you would want to put [metro
>>>>>> 1] inside of a subpatch with [block~ 1] for best time resolution.
>>>>> That's not true. Message rate is not related to the dsp vector size.
>>>> My mistake.  I thought messages had to run in between dsp blocks.
>>> Someone please refresh/adjust my memory... what IS the message rate in 
>>> PD? I also thought it was related to block size all these years. And how 
>>> can it be changed if needed?
>> There is no fixed rate, it's event-based with continuous time (or as 
>> continuous as floating point numbers gets you).  But - it works with 
>> "logical" time, any relationship to "real" time is purely a coincidence.
>> Claude
>> -- 
>> http://claudiusmaximus.goto10.org
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derek holzer ::: http://www.umatic.nl ::: http://blog.myspace.com/macumbista
---Oblique Strategy # 112:
"Magnify the most difficult details"

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