helllo again
sorry to bother everyone.
Does anyone know whether it is possible to produce a bang every sample i.e 44,100 bangs a second?
thanks in advance
Iain
Creating bangs at an audio rate
helllo again
sorry to bother everyone.
Does anyone know whether it is possible to produce a bang every sample i.e 44,100 bangs a second?
thanks in advance
Iain
The [bang~] object outputs a bang every time a block is processed. If you set a blocksize
of 1 then you should get it. The CPU will have something to chew on.
Use the Source.
ohhhh.
I just tried that by making a wee patch that measures the time between bangs.
It doesn't seem to respond to block sizes of under 64; it'll just keep putting out 1.45 as the time between bangs. If you increase block size past 64 then the time expands but nothing if the block size is lower 64.
Have I done something wrong?
Iain
yeah, you used the [timer] object. replace that with [realtime] and the bangs should come every 0.03ms or whatever,
why do you need bangs every sample by the way? have a real good think if there isn't another solution that won't be so cpu intensive.
yeah I kinda figured it would be pretty cpu intensive.
I've been using the [msd] object but it progresses based on bangs. So I figured to get an audio output you would need to drive it at an audio rate. If your going to take the X, Y or Z axis as an output for audio then you need it to change 44, 100 times per second.
If any of this is horribly wrong please correct me.
also using realtime I get this kind of output;
print: 0.067568
print: 0.153757
print: 0.0498228
print: 0.137278
print: 0.0575017
print: 0.134686
print: 0.0523023
print: 0.137376
print: 0.0514666
print: 0.153755
print: 0.0619482
print: 0.150519
print: 0.0491946
print: 0.137736
print: 0.0537912
print: 0.128578
print: 0.0459645
print: 0.116833
ayeeeeee
Iain
What does te [msd] object do? Sorry I don't have it.
It sounds like you could at least switch to working on
the usual block level (64 sample blocks). Otherwise
reimplementing an audio rate [msd~] might be the
better way.
Use the Source.
sorrry
yeah it not [msd] it's [msd3d] and there isn't an [msd~] object as far as I can see. It allows you to build 3D physical models in a mass-spring-damper kinda way (I think it was built based on the 'pmpd' objects). Then you can impart forces on the stucture. but the stucture only updates every bang so that's why I was asking about the bang. If there is a better way to do this I'm all ears.
thanksss
Iain
Okay. I remember now, all those pmpd objects are designed as control rate
objects. Driving them at audio rate is probably not a good idea. I'll see what I can find about doing this at audio rate.
Use the Source.
yeah I thought that might be the case but I was hoping it wasn't.
oh well, if you do find a way to do this type of stuff in pure data I would be very interested and thankful.
Iain
http://lists.puredata.info/pipermail/pd-list/2006-04/037726.html
Francois did this last year.Perhaps you can email him and get the abstraction.
I think its done with allpass and integrators.
Use the Source.
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