[PD] DSP and Gem in the same instance of Pd
Roman Haefeli
reduzent at gmail.com
Fri Apr 1 08:50:54 CEST 2016
On Thu, 2016-03-31 at 17:13 -0400, Matt Barber wrote:
> One other thing that's helped in an emergency is increasing Pd's audio
> buffer in the preferences.
In this particular case it wouldn't have helped, it would just have
taken longer time until the drop-out occured. It seems setting gemwin to
60 fps makes Pd/Gem want to render slightly more often than the screen
allows. No matter how much latency you give, it'll be eaten up soon.
Roman
> One thing I've heard of but never tried is running Gem from a slave
> instance in [pd~]. I don't know enough about it to know whether this
> could work or why; it might just be a rain dance.
>
> On Thu, Mar 31, 2016 at 7:16 AM, Roman Haefeli <reduzent at gmail.com>
> wrote:
> On Thu, 2016-03-31 at 11:35 +0200, cyrille henry wrote:
> >
> > Le 31/03/2016 11:19, Roman Haefeli a écrit :
> > >
> > > BTW: Why does the graphics rendering|clock have precedence
> over the
> > > audio rendering (at least, it seems to be like that in
> Pure Data/Gem)? I
> > > guess most softwares do it the other way around, since
> clicks are much
> > > more noticeable than a frame being a few milliseconds
> late.
> >
> > Gem have no precedence over audio : they both have the same
> priority.
> > when having priorities on audio, the openGL rendering did
> not have
> > fixed frame rate, and it's not possible any-more to have
> smooth hight
> > speed movement.
> >
> > So, i like the way it is, even if it cause implementation
> problem.
>
> Oh, now since I understand, I like the way it is, too ;-)
>
> > one possible explanation of your problem is that you are
> rendering a
> > 60 fps, and that openGL is sync on the 60fps screen.
> > You can have jitter between the 2 different 60fps clock. If
> Gem is
> > waiting for the screen, then everything (including audio) is
> on pause.
>
> That is exactly what I was doing.
>
> > if this is the cause of your problem, then reduce Gem fps to
> 59, or
> > remove openGL syncro (sync to vblank).
>
> This is exactly what helped (reducing fps to 59). Thanks for
> your sharp
> thinking.
>
> Roman
>
>
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