Compensating for pitchshift~ latency
Hey all. I've included a patch to show the problem I'm trying to solve. I want to loop an audio file and apply effects to it in real time, which build on themselves with each iteration. What I've done is set up a tap the same length as the original file that runs through the effects before feeding back into itself.
I'd like to use the pitchshift~ object as part of this, but I don't know how to cope with the latency it introduces. Is there a way to include it and still loop smoothly?
Oh, and please post cleaner patches. It makes it easier for us to read them, and consequently help you :)
Thanks, I'll pay more attention to alignment and all in the future.
I appreciate your response, but it doesn't appear to address the question. You converted the latency to ms so it was in the same time format as the sfinfo~ object, but I don't know what to do with that number. I don't think I want to shorten the length of the tap, since it's tied to the length of the loop.
If you load a loop into the patch, you'll hear it does not loop correctly. There's a bit of silence at the beginning of each cycle because of the latency of pitchshift~. What I would like to know is how I can compensate for this so that what gets captured by the tap and iterated on is a clean loop.