[PD] libpd for Unity still alive?
thomas at residuum.org
Tue Oct 25 22:52:40 CEST 2016
I have started a discussion about the C# API over at Github:
To be clear, the restructuring of the C# API should not remove the
current thin wrapper around the C API, but will additionally offer a
more idiomatic API, and should be prepared for multi-instance support,
that is about to come soon(TM).
Maybe starting this weekend I will start with a stubbed version of a new
API, and will put it in a new branch over at Github, and encourage you
all to give feedback, C# programmer or not.
I have some ideas, but not that much time.
On 25.10.2016 01:23, Ali Momeni wrote:
> Hello all,
> My answers in line below:
> On Mon, Oct 24, 2016 at 6:56 PM, Scott R. Looney <scottrlooney at gmail.com
> <mailto:scottrlooney at gmail.com>> wrote:
> Android latency is often a fact of life, even by that much. one
> question is whether you're getting that latency playing it in the
> Editor. if not, that may be a libpd question that would need
> answering. you might also reach out to Sebastian(hagish) to ask him,
> though he might be no longer working with libpd since Kalmiba wasn't
> updated in a while. he did in fact say that Android latency was an
> issue in the Read Me. however you might have more luck with this
> fork which has a latency fix in Android. not sure how good it is,
> but it's been updated about a year ago:
> This is great to know; i will try that.
> To answer your question, I do not have this latency issue in the editor.
> Even more importantly, I don't have this issue when i build the same Pd
> patch for android, using the libpd4unity approach, as i've done here:
> @ali - as i understand it, creating instances of PD/libpd has been
> discussed for a while as a positive step. i haven't had a need for
> it yet but others on this list have discussed benefits, mostly in
> terms of both power and resource management. there are drawbacks as
> well, but unfortunately i don't know the particulars. one instance
> is enough for me for the moment though. but i think the strength is
> dynamically spawning and killing resources as needed.
> Good to know; thanks scott.
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