Hey that's great!
Do you think it's worth building a library and standard framework around sending/receiving those types of messages over OSC? A sort of Chuck/OSC version of Message Passing Interface. Or do you think that OSC is general enough to do the job all by itself?
Curious what your learnings were!
Congrats!
-Mike
--
Michael Clemow
he/him/his
Artist/Composer/Sound Designer
Quick wrap up of this thread. I did what Mike suggested, and it works
great, thanks for the pointers! It was a bit of work getting to transfer
all the required data structures properly via OSC, but worth the effort. :)
On 16.08.18 10:28, mike clemow wrote:
> Hey!
>
> Been a long time since I posted here. In the spirit of doing things the
> "wrong" way (which is what we're all about, right? ;) You _might_
> consider architecting your app using two (or more) concurrent instances
> of ChucK; one with your synthesis stuff, and one doing your heavy
> computation. The one doing the math could be set up to have a local OSC
> API for sending the parameters in and your other code could just wait on
> the response (advancing time in the main chuck instance, while the
> calculations are being done elsewhere). You would have to have some
> structure around the communications, but there are ways to make that
> easier with functors (paging Michael Heuer).
>
> The good thing about this is that you get to take advantage of your
> computer's multiple processors, since Chuck is single-threaded (last I
> checked). Besides, if your calculations are that intense, what's another
> couple of milliseconds for OSC communication? Plus, your calculations
> might run faster this way... maybe.
>
> Or don't consider that because it's crazy. ;) Fwiw, I've definitely run
> into applications that required multiple Chuck instances talking to each
> other, although usually I'm trying to use multiple sound cards
> simultaneously. I've also abused named pipes in service of
> inter-application communications, although I really don't recommend that.
>
> Best,
> Mike
>
> --
> Michael Clemow
> he/him/his
> Artist/Composer/Sound Designer
> http://michaelclemow.com <http://michaelclemow.com/>
>
>
>
> On Wed, Aug 15, 2018 at 7:39 PM Gonzalo <gonzalo@dense13.com
> <mailto:gonzalo@dense13.com>> wrote:
>
> I just did a quick test putting 1::samp all over the place :), but so
> far no joy. But this is interesting, I'll explore it properly when I
> have a bit more time. If I can locate where most of the time gets used,
> I can focus on that. Thanks!
>
> Gonzalo
>
> On 16.08.18 01:36, Jack Atherton wrote:
> > Hi!
> >
> > Shreds block when you don’t advance time. If you don’t advance time,
> > then ChucK assumes you need all the current computation for the next
> > audio sample. Is there a place during your long computation where
> you
> > could wait one sample every so often (1::samp => now;)? For
> example, in
> > the body of a loop.
> >
> > Jack
> >
> > On Wed, Aug 15, 2018 at 3:38 AM Gonzalo <gonzalo@dense13.com
> <mailto:gonzalo@dense13.com>
> > <mailto:gonzalo@dense13.com <mailto:gonzalo@dense13.com>>> wrote:
> >
> > Hi,
> >
> > I'm working on a big project (www.whole-play.com
> <http://www.whole-play.com>
> > <http://www.whole-play.com>), tons of classes, tons
> > of calculations happening at various points. My problem is
> that some of
> > these calculations take too long, up to a few seconds. I
> thought if I
> > run them in their own shred, the main shred would be
> unaffected, but
> > it's not the case, and the music stops during those
> processes. Maybe
> > I'm
> > doing something wrong. I can't post sample code because it's many
> > classes interacting, but I thought maybe someone has ideas on
> how to
> > tackle this issue?
> >
> > Thanks!
> > Gonzalo
> >
> >
> > --
> > http://dense13.com
> > http://www.whole-play.com
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> >
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> http://www.whole-play.com
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http://www.whole-play.com
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