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Re: Offline processing
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Re: Offline processing


  • Subject: Re: Offline processing
  • From: Alberto Ricci <email@hidden>
  • Date: Wed, 5 Feb 2003 10:08:12 +0100

At 6:07 PM -0500 2/4/03, James Chandler Jr wrote:
Reckon a "strict" definition of real time might be inserting an effect
between A/D and D/A converters, with latency low enough that a musician
would tolerate the play-thru latency during an overdub?

For our purposes, I would say that realtime is just being able to provide enough output samples given a number of input samples.
If the input and output sampling rates are equal, being able to run in real time means that your AU can output at least as many samples as it receives as the input.

In fact, it makes sense being able to define real time even if the input material is not live input, but something that was previously recorded or generated on the fly.

It is true that a certain latency might be necessary for a satisfactory result (for instance, take the realtime vibrato I talked about yesterday). However, even if the latency is very long, an effect can still be defined as running in real time - that is, it can produce enough output to keep a steady flow of samples running.

though it would be quite a trick to make a "hard
real time" normalizer, track reverser, time-stretch, or granulizer (is that

I would say that these effects cannot be achieved in real time, no matter how much work you put into coding it, if the input is live input. If, on the other hand, the input is readily-available, pre-recorded or pre-generated material, and the host provides random-access callbacks, then you can of course run them in order to get real time output, with no particular efforts on your side, provided you have a fast enough CPU of course, but that's a different issue.

Best,
Alberto.
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