SynthMaker

(resolved) CPU hit from wrong wire patterning.

Archive · 2010 8 old posts

From the original SynthMaker forum (2004–2014), with its members’ names and dates.

datsound ·

had a problem with connecting all my osc modules to the same output. one has to add them prettily instead as in picture or else 40 percent of the processor gets used up for some reason.

with 3 of them it is 17% processor load. 9 is 100% wired the wrong way, 60% wired in a better config.

trogluddite ·

I've found similar behaviour with mono/mono4 streams too. You can even save a little bit more CPU (not much though) by doing the adding in code/assembly. Odd behaviour though - I'd have thought that getting SMs compiler to do it the efficient way by itself would be pretty simple. Having said that, the way that Code gets converted to Assembly is hardly very elegant either.

datsound ·

I tested in code with a+b+c+d etc all in one line and with two lines of 4 sums and it appeared to be 2-3 percent higher than the built in modules. the mono4 are abit of a mystery for me at the moment.

btw, can you recommend me an osm that displays graphics like multiple images that move independantly relative to one another, would it be possible to display 30 40 colored objects that move independantly? same as this? http://wheelof.com/whitney/ beleive it or not i made a spiral for reaktor and native didnt contact me but they made a copy with some of my formulas in and put in their sales page :!

trogluddite ·

datsound wrote: 2-3 percent higher than the built in modules

Yeah, these tiny fiddles are a bit unpredictable like that! Maybe schematic topology/stream type makes a difference (I had lots of mono4 summing all over a big schematic); but differences in PC architecture, or just the innacuracy of CPU load measurements could just as easily explain it.

Wow, that music box is great - love that kind of nutty generative thing.

Animated objects isn't one of SMs strong points - there's no graphics acceleration, so redrawing things on screen uses way too much CPU. As long as you bear that in mind, there's no reason that you can't do it in principle - Here's a couple of threads that you might find useful... Sick Theremin - This uses a the motion of a bouncing ball that you can throw around as a sound generator. GUI CPU Load - A collective effort to find methods of minimising the CPU load of animations etc. with some handy modules.

datsound ·

yeah the whitney spiral music thing is one of the most interesting patterns i have seen in algorythmic audio.

hmm. the graphics elements in SM are way beyond me at the moment. but it would be cool if there is an ensemble with lots of dots with individual trajectories! that would be super

Acrobat ·

Are you sure there's strict reletionship between graphics and sound in those examples? I listened to some of them but I couldn't get it quite right.

stw ·

Acrobat wrote: Are you sure there's strict reletionship between graphics and sound in those examples? I listened to some of them but I couldn't get it quite right.

Uhh i'm hypnotized... 😍 and yes, it is! Every ball generates a sound when hitting the start line (with few exceptions). The pattern are described on the right.

datsound ·

yes, each dot is like the next note upwards and they play when they cross the line x from 0 to 1 (the circle is a sine and cosine so it is plotted on x -1 1 and x -1 1. but your flash may be out of sync or at a funny framerate.

it would be so easy to do in synthmaker i could program it in about 30 minutes, you make it in green lines, get a ramp/accumulator signal, multiply its value by 0.05,0.1,0.15 etc up to one to have 20 ramps going at different speeds, send their values through a sine to do the x axis and a cosine for the y axis, and then you have 20 dots spinning round as in picture.

then you compare the x and y of the dots going round to a line going across the graph like y>0 & x>0 and values = 1 send to midi trigger.

thing is that there is no way in synthmaker to make an animation of the dots!!! unless u know of one? 😀DD

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