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[fluid-dev] framerate
From: |
Antoine Schmitt |
Subject: |
[fluid-dev] framerate |
Date: |
Mon, 5 Dec 2005 21:08:18 +0100 |
Hello,
a (maybe straightforward) question on framerate and smoothing in
fluid. Suppose that I use fluid as a library in a client application
(like Director or Virtools) which has an internal framerate (usually
24 or 50 fps). If the client app continuously changes some parameter
in fluid (like volume, pan or any controller for that matter), this
"continuous" will only happen as fast as the client's frame rate,
resulting in potentially audible steps. The question is : is there
some automatic smoothing functionnality in fluid that filters out
abrupt changes in controllers or other parameters. The idea behind
this question is to ensure that sound will be processed as smoothiny
on slow systems where the client's framerate may be much slower than
on the development machine.
If there is no such functionnality (which I suppose) :
- is this is a non-problem really because it will never be audible...
- if this is a problem, is there another solution than integrating
smoothing deep inside the fluid dps engine? Like having another
client thread, that is called as often as fluid's thread and that
does the smoothing for example...
Thanks for any hints or food for thought,
--
++ as
- [fluid-dev] framerate,
Antoine Schmitt <=