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multi instance support #20
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There were no plans currently but since a need has appeared, actually why not. I kind of burnt myself out with these projects
On the other hand it is really nice to hear that somebody is using this ✨ About your issue, I understood the global instance as
I am not familiar with game audio systems but I assume that you have some audio sources and they generate or process audio (each one has their own processing block) and then all is mixed in the main high prio audio thread? |
Hey! Super understand the burn out (hence me getting into game development after ~6 years doing big-data architecture work). In terms of game audio: what you outlined is my understanding of it too (admittedly very new to game engines and rust programming). My current usage of this library is passing a buffer stored on each audio object in a game scene to the global pd object, taking the buffer and handing them off a The issues I am running into are:
I can take a look, but as a Rust nooby, I am not totally sure where to begin with that. |
I see, it seems that multi instance support seems a nice fit to widen your bottle neck. |
Thank you so much! |
I took a look at it this morning.
I'll try to look at these whenever I have enough time budget to allocate. |
It is progressing with no blocks. |
@doing-fine-thanks "Multi-instance" refers to entirely separate pure data environments. Think VST environments where audio plugins are running at different places and along different signal chains. It seems like what you are having issues with is working with multiple abstractions, aka instances of the same patch, within a single Pure Data environment. In this case, you can use the unique $0 id to differentiate between them and/or your own messaging structures ala send/recieve names. If you can make it work within a single desktop Pd, you don't need multiple Pd instances. |
Hey, sorry for not chiming in for a bit. I do actually mean separate patches with different buffers. |
Hey! I was curious if there were any plans/timelines for multi instance support. I am working some Godot addons using this library (via gdext), but I am sort of stuck until multiple instances are supported. The global allocation means all patches play from all audio sources in a game scene at the same time (unless I am missing something).
Thank you so much in advanced/for all y'alls work!
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