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Author Topic:   Timeline resource bug
Bill Meadows
Member
posted 11 May 2003 20:30         Edit/Delete Message   Reply w/Quote
If a track uses an ordinary audio input, then DSP usage changes as Sounds in that track are played. This is normal.

If a track uses a submix from another track as its input, then the DSP resources do *not* "free-up" when no Sound is playing in that track.

This is a bug.


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SSC
Administrator
posted 12 May 2003 09:47         Edit/Delete Message   Reply w/Quote
The effect has to be scheduled for the entire time that there is anything on a submix track. To reduce the DSP usage, make the submix last only as long as the effect.

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Bill Meadows
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posted 12 May 2003 12:26         Edit/Delete Message   Reply w/Quote
I have an "input processor" on one track. This is a couple of filters and a compressor. Its output is not used directly, rather, it is sent to a submix called "compin".

Three other simultaneous tracks use "compin" as their input. This all compiles and runs fine, but it utilizes most of my DSP resources.

When the Timeline advances past the end of these three Sounds, so that only the "input processor" Sound is still active, the DSP usage is still high.

What I wanted to do is place a second Sound in a track following one of the completed Sounds, but I don't have enough resources. This would work fine if the completed Sound would return the resources, as it would if it was *not* listening to a submix.

I don't understand why this should be the case.

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SSC
Administrator
posted 12 May 2003 12:58         Edit/Delete Message   Reply w/Quote
Try splitting your "input processor" Sound into two (or more) sequential bars rather than one long bar. The first one should end when the first group of three destination tracks' sound ends. Begin the second copy simultaneously with the next Sound on a destination track. In other words, when there are no Sounds on the destination tracks, there would also be no "input processor" Sound.

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Bill Meadows
Member
posted 16 May 2003 15:11         Edit/Delete Message   Reply w/Quote
quote:
Originally posted by SSC:
Try splitting your "input processor" Sound into two (or more) sequential bars rather than one long bar. The first one should end when the first group of three destination tracks' sound ends. Begin the second copy simultaneously with the next Sound on a destination track. In other words, when there are no Sounds on the destination tracks, there would also be no "input processor" Sound.

In my actual Timeline, I want to keep two of the three Sounds active and listening to the "input processor" submix. Fortunately they can withstand a brief drop-out, so your suggestion does work.

However, I am still puzzled over why it behaves this way. Why should a submix be treated any differently from a "normal" audio input into a track? Oh well, the question is largely rhetorical, as it does what it does.

(It does get frustrating though, because Kyma "does what it does", and I spend an awful lot of time trying to get it to do what *I* want it to do.)

Thanks for the work-around.



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