On Thursday 26 February 2004 10:25 am, Paul Davis wrote:
I want my
plug-ins frozen the instant I close the parameter editor.
;)
oh, you don't want to do any graphical editing of plugin parameter
automation? :))
Well then - as soon as I stop editing the automation data ;)
Agreed,
it's a very definite trade-off - storage space for CPU
cycles. It is my observation, however, that storage space is cheap, and
readilly available.
not my experience.
It's a renewable resource. When I archive a multi-gigabyte song, I have
more storage space. My CPU power stays the same, however. It's also
(generally) easy to throw in another hard drive - giving me the storage I had
before *plus* whatever I've added. If I change the CPU, the old one
(normally) can't contribute DSP anymore.
sure, but thats a subset of all busses. its not a bus
per se.
It's not terribly common right now because lots of extra aux inputs make
for a bulkier and harder-to-manage mix. Effects sends would be less
important when working with a tree structure, because the impact of the
inherent DSP savings would be diminished by offline rendering.
have you actually experienced how long it takes to
"re-render"?
steve's suggestion is an interesting one (use regular playback to
render), but it seems to assume that the user will play the session
from start to finish. if you're mixing, the chances are that you will
be playing bits and pieces of of the session. so when do you get a
chance to re-render? are you going to tie up disk bandwidth and CPU
cycles while the user thinks they are just editing? OK, so you do it
when the transport is idle - my experience is that you won't be done
rendering for a long time, and you're also going to create a suprising
experience for the user at some point - CPU utilization will vary
notable over time, in ways that the user can't predict.
You bring up some interesting points here. One thing I hadn't mentioned
is that Tinara is intended for eventual use with a render farm. I quickly
realized, however, that it needed to be capable of running on a single
machine - if only for testing purposes. Understand, therefore, that local
offline rendering in this project is little more than a stopgap measure. The
question of when rendering takes place on a local machine is one which I've
changed my mind on countless times. I'd played with the idea of writing live
playback to the disk as a rendering technique, but things like reverbs need
to be processed in an uninterrupted stream.
I admit that the idea of stopping rendering when playback starts was
short-sighted. I tend to spend a lot of time editing, and this clouded my
thinking. As previously stated, however, I've changed my mind on this kind
of thing quite often - particularly over the past couple of weeks.
you also seem to assume that the transport being
stopped implies no
audio streaming by the program. in ardour (and most other DAWs), this
simply isn't true. ardour's CPU utilization doesn't vary very much
whether the transport is idle or not, unless you have a lot of track
automation, in which case it will go up a bit when rolling.
I'm aware of this - Pro Tools is the same way. The decision to stop
processing when the transport is stopped was based on two factors:
1. It allows more DSP power for local offline rendering.
2. Things like reverb will stop with the transport anyway, once they've been
rendered. I thought the behavior should be as consistent as possible.
OTOH, it would be nice to hear the reverb tail while editing the
parameters - so maybe this wasn't such a good idea after all. In fact, I
think you've talked me out of it :)
the focusing part seems great, but seems to be more of
a GUI issue
than a fundamental backend one. it would be quite easy in ardour, for
example, to have a way to easily toggle track+strip views rather than
display them all.
There are other reasons for the tree structure. It makes it very easy to
navigate to a particular audio element, and process it with an external
program. It also allows storage and organization of non-audio data, such as
Csound instruments or Hydrogen songs, inside the same directory hierarchy.
You could, for instance, store the Hydrogen song right inside the Drums
branch, and a future version of Tinara could automatically open the file in a
future version of Hydrogen, connecting the two applications via JACK.
I looked very seriously at trying to implement the things I want in
Ardour. My conclusion, however, was that there are some fundmental design
differences which would make some of my overall goals impractical. (More on
this below).
the DSP power part seems like a good idea, but i think
its much, much
more difficult than you are anticipating. i've been wrong many times
before though.
It will be very difficult - but it's the program I've been wanting to use
for years. Now that I've started, I'm highly motivated to see it through :)
and btw, the reason Ardour looks a lot like PT is that
it makes it
accessible to many existing users. whether or not ardour's internal
design looks like PT, i don't know. i would hope that ardour's
development process has allowed us to end up with a much more powerful
and flexible set of internal objects that can allow many different
models for editing, mixing and so forth to be constructed. the backend
isn't particularly closely connected in any sense, including the
object level, to the GUI.
Part of the reason I'm skeptical of using Ardour as a foundation for what
I'm trying to do, is that I think there are some fundamental differences in
what we are trying to accomplish.
Ardour is intended to function as a real-time DAW, with offline rendering
capabilities. Tinara is intended to be an offline compositing system, with a
front-end for editing and real-time previewing - which may sometimes be lower
quality than the final rendered result.
Ardour is a DAW system with many powerful new features, which still
remains comfortably familiar to users of other high-end audio applications (I
consider this a Very Good Thing(TM) BTW). Tinara is a node-based compositing
system which would probably be of little interest to most experienced DAW
users - it will require a different working style, and it will require
thinking about editing, mixing, and processing, in a fundmentally different
way, if it is to be used effectively.
Ultimately, Ardour is what the audio industry wants, and Tinara is what I
want ;) I may yet end up deciding to use parts of Ardour for things like
live disk streaming, but I think both projects have something to offer which
is unique enough to justify separate development.
|)
|)enji