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    • orangeO
      orange @orange
      last edited by orange

      @orange Alternatively, Engine.getMilliSecondsForSamples() would be a shorter way for this.
      For example; if the declared delay compensation amount is 4 samples :

      if Over sampling is active
      SimpleGain.setAttribute(SimpleGain.Delay, 0);
      
      else
      SimpleGain.setAttribute(SimpleGain.Delay, Engine.getMilliSecondsForSamples(4));
      
      

      develop Branch / XCode 13.1
      macOS Monterey / M1 Max

      1 Reply Last reply Reply Quote 1
      • Dan KorneffD
        Dan Korneff
        last edited by Dan Korneff

        Can I get some extra eyes on this script? Incorporating delay compensation with Engine.setMinimumSampleRate() has become a challenge.

        I've created a simple project that has the following:

        • simple gain module (set to induce 1ms latency)
        • scriptFX to set Engine.setLatencySamples()
        • button to enable oversampling
        • simple gain module to compensate for oversampling latency
        • label to display simple gain compensation delay

        What I'm expecting to see is 4 samples delay when OS is off and 0 samples delay with OS on. Instead, I'm getting double the amount of delay at init, and then the expected values when I toggle the button. Does anyone see what I'm doing wrong?

        HiseSnippet 1374.3oc6X0saaaCElJwZKVctncnO.B4JEzrT40zlNTLrz3jTDr7iQbV15tXAzRz1DQlTPhtsdEEXOE6UY21WjArGg8FrcHo9gNVIywXKXAn5FCRd946b3geGR2NgGPRS4IHq5mLNlfr9L6NiYhAsFfoLzdairtq8A3TAIwUO0ViiwoojPjk0huTNgU8ZH02e9Magivr.R4THzobZ.Ye5Ppnb11a9sznncwgjSnCMjd8M2KfyZwi3i.7rnsOJFGbNtO4PrTrErQVexNgTAOoi.KHofLawCG2Y.+MLs7mRSociHxAMQc.ComF0Z.MJrcdrlhPV0ZWF4Kpi7GXe.MjVLeYF3dpEbK0vLGXsvjPp1DPp4kAoc4QgRCbIvyx.d0zv691cBRnwhxUjX6N16wfMmdXHsaBKsrnEVslcKNHASr1P74jcSfAEZ38Te+Ucehu+JOugSCGH4mJbeMNw8nNms0Hgfyb+Z2b06SDs3Ci4LXf2xERrrT2RM2lDgGe1o3nQjKUWCYtf1gpUB.QIrTrfp.fpdTZhc50iD.5OsTKqCfFNTVDkQb6MhEnzlyJ.pDKI7HufbfrJ3R.Bqzv4cMbbguG8H9qIIo3gwfQ5C51voNsmWtTRQxjT9sCqO3p0RIhCnL5vQC6HUjbLTF30zW9IAUtzSiYoluPHRncGAZTw5pzzptEl485epFq85ommDkRtVPc8+8PZla5KcSTDsCA1XCS2ENanbWp25qbIwB3.2HbWRjqf6FRSiA641gJ0xURxnAkq.nKzpXTBIQm2xBxaEKupqt1BJZV18gUEI8mkHo.kMbdupt5e7HfDCY0WsvQQcAZKuoK8xKRMpNOjKHGw7Vw4cN0cdui6EWpWuJWKyfQjjJWVRqlbUJ5wFMrKII+DPtf.WyjjY2Y1HyBz4GCA4r8XTwQPhUOtjtStlNpyW0GUDrlSUFilypBsJDqbpoYSQY6eRd0LwAQEJV06lwpp2nPzPIkZwFGRkeL6mg9t81FKv4lBrJ3oXRhfJyWVaSdMzuSSXW2daR54BdLz5pnrAYYOSN9sEN8O5t43hA+xwaJqzkpejw4eYHV3fkzNnQlC1WdtRY+F1FGaL7vG9QCO7geZy2PCEC.fZ86v3ADZ+ARXasALh.kGXUE.j.U.4ysyOx4ul+W4ug+igF7S07BZgxCGEgES1WUd1NaAn9bhFXxlTrTpXr4ELtFMa8qrYaypJOlQ3de61TQvfpw6BUfWnH4+Z7lc0kF15dikfsl8t+vMv8TVb5bmSVcG3e8lrpHkbFjyHrfwUdKke0xtjkJNgDiSHmvaC0UdoEspV0saDO37NzeVxXk25H.GEH2OHtYNPufwcJRiy8MTjV1iJqoDzdxrakWyUdtoUCk5eYllmZX40ufdSzedBCX10SvE3HWydPN0KaWuuVs79mlgxCM79JOWxdazXIVuqrkLe4EL.yXv8Blm9A1SVz7oyVQyjr+v03M2QKaJXhxqKk9w7QBHwd.FZlCLY1GBWpAd1P.oUVzJYrVPx8qG6KGKOR1gvBUC9K3KawlxwVYK1Lewx1FyEou4wzkJdak5NMur7sU8vidakGMl7sUHjhk0jK760rz4S7pMq30W6wfhPQadDN4hLSKdUujp4b9Rpql9TcStaMz84M1tEAXUIwsG.eO613+OTPbSvkLCjAOvd5GjL6TBG8re6iTBejR3iTB2ZnDtI7wPbPB+r.8EpjGMWRMCD2L0+oZc6Cjical+RWaa3YbngzP5YAAxmQ7EP9oZc9x4PmGOG5r9bnySlCcd5bnyFygNO6J0Q9WM+hQB9Pc8OLQ6cTW9zxZGl7o2piBn+FvbCV5y
        

        Dan Korneff - Producer / Mixer / Audio Nerd

        orangeO 1 Reply Last reply Reply Quote 0
        • orangeO
          orange @Dan Korneff
          last edited by orange

          @dustbro said in 4 samples delay?:

          Can I get some extra eyes on this script? Incorporating delay compensation with Engine.setMinimumSampleRate() has become a challenge.

          I've created a simple project that has the following:

          • simple gain module (set to induce 1ms latency)
          • scriptFX to set Engine.setLatencySamples()
          • button to enable oversampling
          • simple gain module to compensate for oversampling latency
          • label to display simple gain compensation delay

          What I'm expecting to see is 4 samples delay when OS is off and 0 samples delay with OS on. Instead, I'm getting double the amount of delay at init, and then the expected values when I toggle the button. Does anyone see what I'm doing wrong?

          Why do you use Engine.setMinimumSampleRate() for that instead of Engine.getMilliSecondsForSamples()?

          Let's say the (ampirically) calculated latency value is 4 samples. The latency compensation value is declared with a script fx at the very end of the fx chain.

          In this example I've used ShapeFX for oversampling. So when oversampling is on (for example 16x), the simple gain delay must be 0 (because we've already declared a latency compensation value with script fx).

          If the oversampling is 1x (since there is no oversampling delay anymore), then we need to give an artificial simple gain delay because of the previously declared latency compensation value, in order to keep the delay balanced.

          We need to calculate the delay amount (in ms unit) with the current sample rate and previously declared sample delay using Engine.getMilliSecondsForSamples()

          HiseSnippet 1363.3oc0X80aaTDDeujrnDCopklG5KHsxOcQDhrg1BhJDWicbwh3Vq3RoUBonM2s1dUta2S2smaMUUpOxGIdfG3QdmuH7M.l89iu8puFRMsUDGIqLyN+42N6ryLqGFIcYwwxHj0VObdHCY8Q3QyEpoclR4BT+tHqqfGPiUrHRFqClGRiiYdHKq0umlg0VafR+7We6ATepvkUxBgdjj6xNhGvUkbG578be+dTO1C4AFReSm9tRQGouLAvy53VnPp6YzIr6S0hsFFY8AG5wUxnQJphEir13.o27QSkOUjI+i3w7S8YZh1nQfgxX2S56oQrlKpyTtu2vh8cLBrxvxnv5YQgcvC3d7E7KiFWMcARoFlwCq0NO301Ddst3vyx.dajAuqgG4FwCUkqnw1Gh6KfCpwT3HvDVYxhV6O1.2QBRHT6GPOi0KBHVng8sa0ZOxsZ0Z26rcisa.GDwJxLZD4AiNoKymN+j7S2Hx2PRSQ1eBSc33wLWkcykDpo1LkFYzTZHq2iqS07kZl42JddFKZDMHzmKl.lm5p3yRcewt.rRGYPnT.D.FpU7WAHYnbF0OgcxQzSY9uVysjjKPn9Ot.bCiLNQ.tQJHRQ8tWa6Housagg2ijZxc2twy2tAA9vGamwgjQSHOW+UAAoH1seLScWkJheZhhYWvT603butGosFhE5szYRUKr7xoj6QrOTLA1a5vw.3dJeDCBedw8jYaOVr8M2cWSGsTjR6H6lJ1yTM2ijEHI2MPlHTeMoI4SIW.G.R0jDD2zvOuvHnj8OL+X1agn1sdaD0Zseq+SwjV0ui0aoWjl28lkzqcWdtWGpu+oPgT6+kbzxz67HoQx88kJ1CD16134M1pwKVdowiqcsbK6yhpcYc4+nySQaQRvornh6LEBB0AqVnE+5KzZ1GvMKDZHnTzWvUOHjIdckeQ4wccg3bTAhpRKCek7xvGjnTRAhCUauAt9XLJcGX1YD8C86RUzB6Bt.baHKRw06HqtrYPmyrx8ag6xhOSICglfKN6glgu4n3YKPvKejy7EDN+jyS4dpokLF6LkwmL0nq8cbPF9dyLeuctuSSwSc80wKk5a30e2zquzyQeeP2ss58gVv8.TNfvV+FHZAXvVeBPQ84SDAYw.rOaLb3rbORnSszKwmpp19VOyR9BPpVk9j5dghXtZt4LMuS5oeQg60vC4J2o0i20pAuP1z6Z7lOgz13rF3kfcCbuGupiCU+zZspabn0Mvx0JtejWXOEGkTlfoSRzrrgHOfSiORmzXD0z7NtZ9NB8c.igfALmP8H4Sqv5W9SG3zw3h8MbLatTxeGmpSKuiywLujpCKe2DkbxqLSc5ry8EgIJStci3ypn5.9ypLId5NuG2GltKtR5w5UOSV+hclTSJwwxDErCGPgVifuw2OIXDL3tKCxHDBn0r915Z5BnYzszzZHLhI7RI9a3S9hs0zV4K1tXQyztMW77DtdFg6Uj0cc7RsjOm2nfPohZx3GqT3C8DmZdESeAblpFJ8oQu50s2VwyJuB47qIn2RjKM0v937h6Wh.bZJwkG.eU7P5+GRHdOWQHOjzHeDj7p+MvcO5ImzYvv108FXqeEWNlYXDKjFwdnbHjeZmVxlcLDP1ibpuz8rQ7e13YZYem+xEX35i.AEtyKewRwX6v75lyNGlA3CzVz1MOPrJi7huLU3dwPyqzTtuWfX.0MRdhaVTWW.dyTNPXSj9yMsEdfllztXzcLFdiGJf6wOw0UOtymA2BpWmOeEz4KVAct4JnysVAct8JnyWtB57UmqN5e4M8HRAYU4.FCOLM4xx5PAER9Suoi9G4sdruC
          

          develop Branch / XCode 13.1
          macOS Monterey / M1 Max

          Dan KorneffD 1 Reply Last reply Reply Quote 0
          • Dan KorneffD
            Dan Korneff @orange
            last edited by

            @orange The only problem with ShapeFX is the oversampling is restricted to that individual module. Engine.setMinimumSampleRate() must be called to encapsulate the entire plugin in oversampling... and that's where I'm getting the issue.

            Dan Korneff - Producer / Mixer / Audio Nerd

            orangeO 1 Reply Last reply Reply Quote 0
            • Dan KorneffD
              Dan Korneff
              last edited by

              @Christoph-Hart said in Scriptnode "oversample" node starting at 4x crashes in PC:

              You could add a HQ button somewhere and do

              if(value)
                  Engine.setMinimumSampleRate(100000);
              else
                  Engine.setMinimumSampleRate(40000);
              

              in its callback. 100.000 will ensure that it's always 4x oversampled for lower samplerates and 40000 that it's never oversampled in non-HQ mode (using 48000 would cause oversampling in 44,1kHz).

              It will fade out all voices and then reinitiliase the processing chain with the new samplerate .

              Dan Korneff - Producer / Mixer / Audio Nerd

              1 Reply Last reply Reply Quote 0
              • orangeO
                orange @Dan Korneff
                last edited by orange

                @dustbro said in 4 samples delay?:

                @orange The only problem with ShapeFX is the oversampling is restricted to that individual module. Engine.setMinimumSampleRate() must be called to encapsulate the entire plugin in oversampling... and that's where I'm getting the issue.

                function prepareToPlay(sampleRate, blockSize)
                {
                    //calculate latency
                    const var dsp_latency = Engine.getSamplesForMilliSeconds(1); //calculated dsp latency
                    const var os_latency = 4; //calculated oversampling latency
                    
                    //set total compensation
                	Engine.setLatencySamples(dsp_latency + os_latency);
                }
                 
                
                

                I see that in above delay compensation code you used a dynamic value (dsp_latency + os_latency).

                AFAIK Engine.setLatencySamples should be set to a static value. This value is declared to the DAW while the initialization and it can't be changed after the plugin is loaded.

                Since dsp_latency will change with sample rate, that might cause the crash.

                If setting the delay compensation to a static value doesn't solve the issue, maybe the new scriptnode version will be better for this.

                develop Branch / XCode 13.1
                macOS Monterey / M1 Max

                1 Reply Last reply Reply Quote 0
                • Dan KorneffD
                  Dan Korneff
                  last edited by

                  @orange said in 4 samples delay?:

                  I see that in above delay compensation code you used a dynamic value (dsp_latency + os_latency).

                  This is actually the described method for the Latency Test sample in HISE tutorial.

                      // This converts the 200ms delay to samples using the samplerate
                      local numSamples = Engine.getSamplesForMilliSeconds(200.0);
                  	
                      // Propagate the latency to the host. This callback is as late as possible to
                      // catch any misbehaving hosts...
                  	Engine.setLatencySamples(numSamples);
                  

                  Engine.setLatencySamples should be set to a static value.

                  In the real world I'm calculating absolute latency values for each module (in samples), adding them up, and then using Engine.setLatencySamples() to compensate for the largest possible latency. I'm just using Engine.getSamplesForMilliSeconds() as a quick way to compensate for the faux latency I set in the example.

                  I'm not seeing any crashes on this end (that I know of :grinning_cat_face_with_smiling_eyes: ) Just the wrong calculation of Engine.getMilliSecondsForSamples() at init.

                  Dan Korneff - Producer / Mixer / Audio Nerd

                  1 Reply Last reply Reply Quote 0
                  • Dan KorneffD
                    Dan Korneff
                    last edited by Dan Korneff

                    After a little digging, I'm getting closer to the calculation issue.

                    Calling Console.print(Engine.getSampleRate()); from inside the ScriptFX I'm using for Engine.setLatencySamples() shows this in the console:

                    Oversampling off:

                    Interface: 88200
                    ScriptFX: 44100
                    

                    Oversampling on:

                    Interface: 44100
                    ScriptFX: 88200
                    

                    @Christoph-Hart is this because Engine.getSampleRate() is reporting the oversampled rate, and not the sample rate of the DAW?

                    Dan Korneff - Producer / Mixer / Audio Nerd

                    1 Reply Last reply Reply Quote 1
                    • Dan KorneffD
                      Dan Korneff
                      last edited by

                      I'm going to try to grab the sample rate at init and store it in a variable. Then calculate the delay with that as my baseline.

                      const var HostSampleRate = Engine.getSampleRate();
                      

                      Dan Korneff - Producer / Mixer / Audio Nerd

                      pluginboiP 1 Reply Last reply Reply Quote 1
                      • pluginboiP
                        pluginboi @Dan Korneff
                        last edited by

                        @dustbro I know this thread is a bit old but did you end up figuring out the sample delay issue? I'm running into the same problem of double the amount of delay at init until I toggle the os button. Then it works as expected.

                        Dan KorneffD 1 Reply Last reply Reply Quote 0
                        • Dan KorneffD
                          Dan Korneff @pluginboi
                          last edited by

                          @pluginboi I ended up making a script that toggles the oversampling back and forth.
                          Not the most elegant way to do it, but it works

                          Dan Korneff - Producer / Mixer / Audio Nerd

                          1 Reply Last reply Reply Quote 0
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