Messages sent via send object are delayed at the high CPU usage
Aug 17 2021 | 12:08 am
When the CPU usage is very high, Max messages sent via send object are delayed.
My live set patch is a collection of bpatchers (kick, sample player, granular and etc) synced by master transport.
At the main patch, master bangs (16n) are generated by metro and transport objects and sent via send object. All the sub patchers have different sequences(live.step) and they are triggered by the bang sent from the parent patch.
There is no problem when the patch uses around 40 % of CPU. The bang is sent instantly to every sub patchers. However, at the high CPU usage like 50 ~ 60%, the bang (16n) is suddenly delayed like 20 - 30milliseconds. It occurs randomly. some sub patchers receive the bang instantly while others not. And once it is delayed, it keeps delayed.
The issue mostly occurred when other applications demand CPU and the problem is, I can't predict when to happen this.
It has been bothering me much as my live performance is a kind of techno and the trigger timing is very important. ( Imagine every hi-hat suddenly becomes out of sync to 4 to 4 beat. It is just horrible experience when you perform)
So, my question is, is there any way to improve the timing, or any solutions to fix this?
I thought send object causes the problem. Might I need to stop using it for sending the master clock and add transport + metro objects to every sub patchers?