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Comments (4)

boonier avatar boonier commented on September 5, 2024

It's preferable from an audio pov to use dust at audio rate and downsample.

Two different approaches I've tried:

instr 2
	iamp 		= 0.5
	krate		= 2
	aDust 	dust 1, krate
	kDust 	downsamp aDust
			chnset ceil:k(kDust), "klipout"
			outs aDust*iamp, aDust*iamp
endin

instr 3
	iamp 		= 0.5
	krate		= 3
	kDust 	dust 1, krate
			chnset ceil:k(kDust), "klipout"
	aDust 	upsamp kDust
			outs aDust*iamp, aDust*iamp
endin

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boonier avatar boonier commented on September 5, 2024

@rorywalsh Actually finding that using Processing to issue events to Csound is more reliable . Creating the dust sound using the mpulse opcode works great :)

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rorywalsh avatar rorywalsh commented on September 5, 2024

Hi @boonier , sorry for the latest reply. I somehow missed the notifications. I think driving the visuals from the audio side will always result in better synchronisation, but as you've seen, the frame rate on the visual side isn't anywhere near as high-res as the audio. I don't think there is a one-size-fits-all solution. By the sounds of it, you got it sorted? Btw, please feel free to post questions on the Csound Cabbage list, we have a forum their for Csound and games, similar questions pop up all the time. Feel free to close this if you got everything sorted.

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boonier avatar boonier commented on September 5, 2024

Cool yep thanks @rorywalsh

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