Turning off signal processing per patcher


    May 07 2013 | 4:03 am
    Hello, I am working on a project that will function as a sound engine for a game, in order to avoid signal processing overload and allow the user to use as many sounds as he/she desires i want to turn off signal processing for each instance of the sound patcher when it is out of range from player.
    As far as I can find out you can use the dac~ object to allow signal processing for a patcher by using a "startwindow" message, however this turns off signal processing for all other patchers.
    Is there a way to turn off, or in any other way ease dsp usage for one patcher without resetting the dsp?
    I understand poly~ can do this, but poly would be quite a hassle the implement in this specific project.
    another solution would be to "freeze" or stop an fft~ object on the fly, as that is what is using the most dsp.
    very grateful for any advice.