Hi Jeremy,
I am copying this to the squeak-dev list in case someone there can offer some guidance. Dave On Wed, Feb 21, 2018 at 02:44:21PM -0800, Jeremy Landry wrote: > Hi, I made a quick audio sequencer test in Etoys and found that there's a > hidden 'timer' that limits the responsiveness of new sounds that go into > the playback buffer (terminology isn't accurate, but hopefully it makes > sense to people). > > I found the sound buffer setting, but was wondering if there's something > else that limits how fast new sounds get added to the playback stream? I > read somewhere (old-man-aphasia here) that some code was added to prevent > overloading the buffer so surely there's a snippet of code I could add to a > project to reverse this, if it's what is causing the delay? > > Thanks for any help finding the solution. > _______________________________________________ > squeakland mailing list > [hidden email] > http://lists.squeakland.org/mailman/listinfo/squeakland |
SoundPlayer class gives a clue: resumePlaying: aSound quickStart: quickStart On 2/22/18 10:27 AM, David T. Lewis
wrote:
Hi Jeremy, I am copying this to the squeak-dev list in case someone there can offer some guidance. Dave On Wed, Feb 21, 2018 at 02:44:21PM -0800, Jeremy Landry wrote:Hi, I made a quick audio sequencer test in Etoys and found that there's a hidden 'timer' that limits the responsiveness of new sounds that go into the playback buffer (terminology isn't accurate, but hopefully it makes sense to people). I found the sound buffer setting, but was wondering if there's something else that limits how fast new sounds get added to the playback stream? I read somewhere (old-man-aphasia here) that some code was added to prevent overloading the buffer so surely there's a snippet of code I could add to a project to reverse this, if it's what is causing the delay? Thanks for any help finding the solution._______________________________________________ squeakland mailing list [hidden email] http://lists.squeakland.org/mailman/listinfo/squeakland |
> SoundPlayer class gives a clue:
> > resumePlaying: aSound quickStart: quickStart > "Start playing the given sound without resetting it; it will resume > playing from where it last stopped. If quickStart is true, then try to > start playing the given sound immediately." Yes. The OP should also look for the Preferences #soundQuickStart and #stopSoundWhenDone Stef |
In reply to this post by Bob Arning-2
> On 22-02-2018, at 7:49 AM, Bob Arning <[hidden email]> wrote: > > SoundPlayer class gives a clue: > > resumePlaying: aSound quickStart: quickStart > "Start playing the given sound without resetting it; it will resume playing from where it last stopped. If quickStart is true, then try to start playing the given sound immediately." It's been a year or so at least since I looked at this on linux vm's but unless something has changed you can't do this on linux machines yet; the prim code is not there. I imagine the OP is probably using a windows machine rather than unix, but this does seem a good reminder that the prim needs work. tim -- tim Rowledge; [hidden email]; http://www.rowledge.org/tim Strange OpCodes: WK: Write to Keyboard |
In reply to this post by David T. Lewis
Hi, ScorePlayerMorph is the class that has best support for making music.( FM synthesizer) Try this do it: | n score | n := 3. score := (MIDIScore new tracks: ((1 to: n) collect: [:i | Array new]); trackInfo: ((1 to: n) collect: [:i | 'Instrument' , i printString]); tempoMap: nil; ticksPerQuarterNote: 96). ScorePlayerMorph openOn: score title: 'empty score' In the opened ScorePlayerMorph click on PianoRoll. Right click on the opened PianoRollScore and select 'add keyboard' in the menu. When you click on the opened keyboard it records to the PianoRollScore You can select different instuments in the ScorePlayerMorph. Muting the different instruments in
ScorePlayerMorph
to add/edit the PianoRollScore¨ Clicking on 'oboe1' you get a meny to select different FM synth premade instruments. The bottom of that menu give you 'edit oboe1' Selecting this will give you a DNU because the image does not have class ScaleMorph anymore. It can be found in old images and filed out. There where some licensing issues and I think maybe the author passed away before the class could be re licensed. Anyway, enjoy :-) These tools funktion but have MANY rough edges and a lot can be done to improve them. Best, Karl On Sat, Feb 24, 2018 at 5:56 PM, Jeremy Landry <[hidden email]> wrote:
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FYI: I added "MIDISound" so that programmers that are used to work with "sound" do not have to discover the concept "score" on their own. :-) Best, Marcel
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