[chuck-users] Shred blocking main shred

mike clemow michaelclemow at gmail.com
Mon Aug 27 17:31:18 EDT 2018


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
http://michaelclemow.com



On Mon, Aug 27, 2018 at 5:03 AM Gonzalo <gonzalo at dense13.com> wrote:

> 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 at dense13.com
> > <mailto:gonzalo at 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 at dense13.com
> >     <mailto:gonzalo at dense13.com>
> >      > <mailto:gonzalo at dense13.com <mailto:gonzalo at 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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