On Thu, 2011-11-03 at 16:29 -0700, Iain Duncan wrote:
Further to the conversation about Python to C++ ( with
many helpful
responses, thanks everyone! ).
For my particular case, no drop outs is critical, and I really really
want to be able to run multiple UIs on lots of cheap machines talking
to the same engine over something (osc I expect). So I'm ok with the
fact that user input and requests for user interface updates may lag,
as the queue is likely to be really busy sometimes. I'm imagining:
Engine thread, which owns all the data actually getting played
( sequences, wave tables, mixer/synth/effect controls, the works )
- gets called once per sample by audio subsystem ( rtaudio at the
moment )
- does it's audio processing, sends out audio
- loop by Magical Mystery Number 1:
- get message off input queue describing change to a data point
( sequence or sample data )
- updates data point
- loop by mystery number 2:
- get message off 2nd UI queue requesting the state of a data point
- sends back a message with that data to the requester
done
GUI thread
- keeps it's own copy of whatever data is pertinent to that particular
gui at that point
- sends a bunch of requests if user changes the view
- sends messages data change requests according to user actions
Here's my question, how do I determine the magical mystery numbers? I
need to make sure engine callback is always done in time, no matter
how many messages are in the queue, which could be very high if
someone is dropping in a sample of audio. By making the data point
messages very simple, I hope that I'll have a pretty good idea of how
long one takes to process. It's just a lock-get-write to simple data
structure. But how much audio processing has happened before that
point will be variable. Anyone have suggestions on that? Is the system
clock accurate enough to check the time and see how much a sample
period is left and make some safe calculation with headroom left over
there? It is totally ok for the queue and the inputs to lag if the
audio number crunching goes through a spike.
suggestions most welcome. (including 'that design sucks and here's
why')
Time stamp the events as they come in (e.g. with jack_frame_time()), and
aim to execute them at (time + block_size_in_frames). This avoids
jitter, and keeps the rate that you execute them bounded by the rate
they come in.
You'll also probably want some kind of hard upper limit to ensure
realtimeyness when things get crazy. That truly is a Magical Mystery
Number and will depend greatly on how expensive your events are. Make
one up.
-dr