[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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> 

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