Re: iTunes Visualizer updates.
Re: iTunes Visualizer updates.
- Subject: Re: iTunes Visualizer updates.
- From: Justin Bakse <email@hidden>
- Date: Tue, 3 Feb 2004 02:08:05 -0600
Thanks for the sanity check. I've went with getting called 60/sec
instead of maximum, and it ends up providing enough information.
I've got the visualizer running most of what it will have to do, but
I'm still having trouble getting the processor share i would like
(without hogging it all). I'm testing the visualizer on a tiBook (1ghz)
and a G5(2ghz) either requesting 60fps or maximum (i just return if
i've updated in the last 60th second). and get the following results:
Req 60 Req Max
G5 60fps @ 12%proc 60fps @ 80%proc
PB 40fps @ 25%proc 60fps @ 80%proc
So i can either not get the full framerate on midrange machines (while
letting the proc go waste) or i can get the framerate just fine (but
waste a lot of proc esp on fast machines).
Any ideas how to find the happy medium. Can i request max, but sleep
until i'm ready (would that sleep itunes too? is it even possible?) Or
could i request 60, but somehow get itunes to take a little more proc
so that i really get 60 calls? Should i just forget about it and go
with the Max/80% proc, hoping that iTunes will call less often under
system load?
It feels like i'm missing something silly.
thanks, -justin
Other than "call me as often as possible", the maximum frequency of
calls is 60/sec -- requesting more than that gets rounded down, as you
noticed.
stephen
Hello List.
I'm not sure if anyone here is familiar with iTunes Visulizers as it's
not really core audio, but it looked like a good first place to ask.
I'm starting work on my second iTunes Visualizer (after Volcano Kit
iTunes Visualizer) and i want to make sure I'm right-headed in my
understanding.
In particular i'm experimenting with values for timeBetweenDataInMS,
which controls how often iTunes asks the plugin to render. As noted if
i set it to 16 i get asked 60 times a second, and if i set it to
0xFFFFFFFF i get asked as much as possible. (which is very very often,
as even if i get called alot i only draw every 30th of a second, and
the rest of time i just return)
Heres is the problem, values greater than 16 seem to work as i would
guess: 32 is 30fps; 64 is 15fps.
But values less than 16 all seem to cause it tunes to call 60 times a
second.
I'd like to be somewhere in the middle because i want to do
processing more often than 60 fps (just checking fft, even if i only
render every so often) But if i set it to 0xFFFFFFFF and do it as much
as possible, it burns processor even just to return.
Any idea why values less then 16 don't work as expected? Any
suggestions how to keep the 0xFF setting from eating so much
processor, could i sleep?
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