I’ve been building a patch that has several looping stations, sequencers, and effects all coinciding nicely. But, my drum and synth sequencers have been lagging quite regularly. Whilst trying different things to fix it I changed my sampling rate to 96k, and boom, no more lagging. BUT then my DSP cpu usage is doubled, making my patch run almost 80%… Afterwords, I tried switching back and forth between 96k and 44.1k to see if it was just needing to be reset or something, but it was still lagging just the same.
So, I could live at 96k, but would rather save on CPU and make my patch bigger.
I did some additional troubleshooting by making a few other small patches just to test this issue, and the same timing problems occurred.
-If anyone else has had an issue like this/has resolved an issue like this, I’d appreciate the input!
The obvious thing(s) to try are to try reduce the i/O vector size and signal vector size (rather than sample rate) which will also have a lpotentially significant effect on latency (and CPU usage as well).
Also, if t is possible, try to use poly~ where you have multiple identical voices going if you have not already done so. poly~ also enables patches to run at greater or lesser sample rates where that might be practical.