by John Bowen » Wed Apr 23, 2008 6:25 am
Yes, we've discussed this, and I agree it would be handy to have some control over the number of voices assigned per part in a multi-timbre mode. Klaus said it might not matter, though (other than settings based on unison mode, etc.), as good dynamic allocation can 'cover' a lot of things.
Polyphony count is still expected to be 15-18 voices overall. The only way to increase it would be to run at a lower system clock rate (48 khz would about double things up), but so far, I'm opting for the higher system rate of 96 khz, hoping that the sound quality justifies the lower polyphony. (And I also asked about having a switch so the user could pick between these 2 rates, but it turns out, it becomes much more complicated than that, as for each rate he would actually need to create different algorithms of most all of the objects - osc, filters - to run optimally).
-JB
Yes, we've discussed this, and I agree it would be handy to have some control over the number of voices assigned per part in a multi-timbre mode. Klaus said it might not matter, though (other than settings based on unison mode, etc.), as good dynamic allocation can 'cover' a lot of things.
Polyphony count is still expected to be 15-18 voices overall. The only way to increase it would be to run at a lower system clock rate (48 khz would about double things up), but so far, I'm opting for the higher system rate of 96 khz, hoping that the sound quality justifies the lower polyphony. (And I also asked about having a switch so the user could pick between these 2 rates, but it turns out, it becomes much more complicated than that, as for each rate he would actually need to create different algorithms of most all of the objects - osc, filters - to run optimally).
-JB