selig wrote: ↑16 Sep 2022
RobC wrote: ↑16 Sep 2022
I didn't! In this thread, I originally jokingly mentioned a feature I really would like <-> although it's not like the lack of it hinders us from music making.
But I'm stressed this week, so can't really focus much, or get all funny and stuff. Sorry!
Once you feel better you may enjoy reading up on the negative aspects of higher sample rates if you’re wondering why they are not implemented…
All I could read for in the box processing was:
- sample rate compatibility, and forced upsampling when running a DAW at higher sample rates
- higher memory usage or HDD/SSD/Memory card space needed
- higher CPU usage
- ultra, and oddly, infra frequencies generated
That said, they also say, it's doable for rendered material. My uses are exactly that, not for a huge project. Mainly just sound design.
But let's see a basic synth, like Subtractor. 1 at 768 kHz, needs as much processing power as about 18 at 44.1 kHz.
So yes, it can get heavy before we know it. But what if I'm efficient? I generate a wave cycle, then render it. Then start shaping, and render each process that changes the sound?
Not really suitable for later tweakings, but I totally can make a draft and experiment at 44.1 kHz first, and then recreate the sound at 768 kHz with the rendering steps.
Then again, virtual analog type synthesis and samplers aren't all that heavy.
And while now and then a new type of CPU hungry synthesis or effect appears, I'm usually not convinced/impressed by what they are capable of.
There are a lot of times, where I only want to render a 1 shot sample anyway, and not a different one for each note.
Anyway, I wonder what other negative aspects are there? Rack Device compatibility issues?
Why did Reaper implement it?
I'm curious if I miss something... Does it damage the sound?
Otherwise, I can take reality check: if my ideas and thoughts in general are dumb/useless, then I won't get into plugin/RE development.