audio "pausing" when loading acts #140
Replies: 6 comments 1 reply
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i reckon it was introduced to allow mc channel amount changes in the acts, right @klausfilip ? |
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hi there, |
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it is very obvious, that this is an ugly hack. and it might be possible that we can at least avoid this forced audio-off-on at patch loading, when the channel count has a default value. |
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...if i disconnect the mentioned [r ll_audio] in ho_st and load sinus for example, there is no audio hickup. so this suggests, that i have to look into ll_blues when to ask for audio-off-on... |
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i made 2 changes: |
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I've done some testing and this is definitely an improvement for acts with default channel configs (1 in, 2 out). wondering if there is a way to set those [change] objects to be whatever the default ll.blues for the act is (ie xgroove 2 in 2 out) |
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starting a little discussion here to get an understanding of the little "pause" you hear when you are loading a new audio act.
from my understanding, this is because of the vector delay introduced by s~/r~ objects in Max.
on discord, henk mentioned that he noticed a (possibly larger? or totally new to him, not sure...) pause when he updated to the latest version.
my hunch is that some of the fancy (cordless) audio patching changes with ll.blues and ll.r~/ll.s~ is causing some of this, and maybe the vector delay would be less noticeable if all audio sending/receiving was done with patchcords (where possible). for example, maybe it's better to patch audio directly from the subpatch of an act to the ll.blues object itself
@klausfilip @chausch any insight here on how all this works?
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