[PD] Spore [was: TR909 emulation]
Andy Farnell
padawan12 at obiwannabe.co.uk
Mon Jun 9 21:47:04 CEST 2008
This is a general feature of procedural audio. In fact Pd plays very nice and has
a fixed (predictable) cost for signal rate graphs - but a variable and
unpredictable cost for message domain computation.
Proc audio eventually beats sample replay on cost because of dynamic level of
detail where we get a variable (but predictable) cost for dynamically built
signal graphs against a linear fixed cost for sample playback. It's an
interesting bit of computer science to think about.
I know from talks with EA guys that EAPd ran into some problems and its
performance was not spotless. But not for the reasons you state.
Andy
On Mon, 9 Jun 2008 20:55:58 +0200
Cyrille.Damez at laposte.net wrote:
> On Monday 09 June 2008 06:23:04 Kyle Klipowicz wrote:
> > Maybe EA had better hire a genuine pro from the pd-list (wink wink).
> >
> > I hope that this thread takes off, since I'm curious what others think on
> > the topic. Spore could be the PR break that Pd has been waiting for!
>
> One thing to note though is that they confessed having only used Pd to trigger
> midi events and play samples. There is no "actual sound synthesis" done by pd
> in Spore, only notes and messages generation. This was mostly for efficiency
> reasons, and because sound processing had to use only a predictable amount of
> cpu ressources. It is likely that any other game will have similar
> limitations.
>
>
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