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Re: [sc-users] Graphics, Video and SC
On Jan 3, 2006, at 2:49 PM, JostM wrote:
Approach 1: running two SinOsc.kr with pi/2 phase difference.
Polling their out busses
yes, the beauty of SC for me has always been these very liquid
control rate signals. that's what really differentiates it from max
or reaktor etc. obviously the SinOsc example is simplistic (and
could be done in the lang as in appr 2)
you could consolidate the polling for all the 40+ objects. use a
multi-channel bus (40 channels?). so one fat message.
rather than busses you could write to a buffer and then fetch the
buffer data (not so bad to fetch 128 or so bytes at 24x a second ?).
oh, i suppose you want the busses for modulation in the audio realm.
rather than poll it (call and response) you could set up a synth with
a send trig that sends extra args. run more than one for more than
one client.
Approach 2: mirror the kr and video functions independently and
make sure they are synchronized.
this lacks simplicity/beauty imo.
Approach 3. SC Lang controls everything. Panning in space does not
have to occur at control rate either, after all.
yes, probably you can get crazy densities and have a fluid language
to do your math with. the oscillators sound more fun in a way.
So SC Lang could send messages with the position info to running
synths and draw at the same time.
this sounds more centralized and controllable ( a good thing ).
you also have better ability to form custom OSC messages for your
clients.
if you use the internal server you can operate on the shared buffers
and busses, right ? i forget exactly.
I have noticed that the drawing in SC starts to get irregular at
arround 50% processor use (1.5. GHz Powerbook g4).
yeah, drawing is not its priority.
In a sense, Approach 2 would be the best, I guess, especially if
things are distrbuted on many machines.
sync problems, differences in languages. its a duplication and so it
invites errors. and actually it means that you are simulating that
the audio/video are controlled by the same thing. but with the osc
then it really is the same thing, and people can feel that. even
someone with no computer knowledge can feel when you are simulating
synch or when its really attached. can't fake the funk.
Yet just how much messaging can I do? If I have 50 objects in
space, and am messaging at 50* 24 * (2 (or 3) Busses) per second,
I think things will get too swamped. And we can double this if the
video is done by proce55ing on another machine.
i would try consolidating the messages into one wide packet every 1/24
does anybody know what the maximum bandwith of UDP is ?
someone should dig around the sc3 os 9 beta
the potential for video / audio synthesis was really great. not my
specialty, but i thought it was really unique what JmC had going
there. the parts are still laying around.
-fx