Audio between Devices

    Jul 30 2013 | 4:35 pm
    I see it says that send~ and Receive~ is not supported to and from different devices
    this kills me because i thought that i had just found a ladder to climb over the brickwall ive been standing in front of for days
    is there a way of just getting signal data somehow from one device to another?
    I need it for a 'sidechain" device

    • Jul 31 2013 | 12:30 am
      the built in Live sends and receives routing ?...
    • Aug 20 2013 | 4:08 am
      I don't think it's possible currently. I just use an sfplay object to trigger the sidechain audio. The only limitation here is that MIDI clips have to be rendered first, but I think this is actually better because you can have an unlimited number of sidechain audio tracks in one patch.
    • Aug 20 2013 | 5:32 am
      I have passed audio between devices in Live by writing the signal to a matrix. It may not help in all situations, since this process introduces a short delay, but I have found it very useful at times.
    • Aug 20 2013 | 7:11 am
      you can use a shared buffer~ namespace as well.
    • Oct 13 2013 | 11:37 am
      Could you describe "shared buffer namespace"?
    • Oct 15 2013 | 2:43 am
      If you record into a named buffer, "buffer~ loope" in one audio device, you can play it back any other device in the set. So in another device you could have "play~ loope" and it would reference the shared buffer. This is especially useful if you need to trigger audio with midi clips.
    • Oct 15 2013 | 9:55 am
      just make one compressor for each sidechain effect, you can put more than one in a channel. Select their target, now just make a macro rack which turns the compressors on and off with one macro dial, far easier and cpu efficient than making new devices.
    • Oct 16 2013 | 7:29 am
      With shared namespace, if you have two devices in live and put them in different stages of the signal chain, there is significant amount of latency. Compressors set to sidechain and "monitor" work a bit better, but there is still latency. Latency of the signal is one of the most difficult things to overcome in live.