Comments (4)
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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@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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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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Cool yep thanks @rorywalsh
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Related Issues (4)
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