Re: should au latency propagate through the graph?
Re: should au latency propagate through the graph?
- Subject: Re: should au latency propagate through the graph?
- From: William Stewart <email@hidden>
- Date: Thu, 13 Apr 2006 12:05:35 -0700
On 13/04/2006, at 11:20 AM, Brian Whitman wrote:
We've got:
scheduled sound player -> mixer input 0
mixer output 0 -> aufc/tmpt
mixer output 1 -> end mixer input 0
aufc/tmpt -> end mixer input 1
end mixer -> output
i.e. a generator split into a "effect chain--" one path going right
to a mixer then output, one path going through an effect then to
the mixer then output. The user/code can turn up and down the
"effect send" by changing the end mixer's input gains.
a) Is this the way to implement such an effect bus, or are there
more specialized methods?
Yes, except that in AULab we wouldn't allow the aufc type AU's on a
send bus because of the general nature of real-time processing AULab
supports, and aufc's break that (because they can ask for more or
less data).
b) If we use aufc/tmpt as the effect, there's obviously a latency
involved. If I play this graph with both effect and "dry" mixers
turned up, I can hear that the clean version is some latency ahead
of the effected version.
yes - you need to compensate for the latency
Shouldn't the latency of the effect AU somehow inform the other AUs
to wait before rendering? Or do I manually have to add a sample
delay to the dry version before feeding it to the mixer?
If so, looking at the list archives I see there was a known issue
with aufc/tmpt latency reporting. Has this been fixed?
c) Is there a better way to "bypass" an effect? Setting the aufc/
tmpt rate at 1.0 still incurs the same CPU wrath as if it were
"working."
There's a BypassEffect property
Bill
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