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The Kyma Language for Sound Design, Version 4.5

The Kyma Language for Sound Design, Version 4.5

The Kyma Language for Sound Design, Version 4.5

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DiskCache. It will record everything to its left into a disk file. When it has finished recording, remove the<br />

check from the Record box in the DiskCache parameters. From this point <strong>for</strong>ward, that entire branch<br />

will be read from the disk rather than computed in real time.<br />

<strong>The</strong> advantage of using a DiskCache over simply recording to disk is that, with the DiskCache, you never<br />

lose track of what you did to create that disk recording. Everything that you used to generate the recording<br />

is still there, to the left of the DiskCache in the signal flow graph. This makes it easy to make changes<br />

to the original <strong>Sound</strong> and re-cache the results. No more trying to remember exactly how you created a<br />

particular track or where the disk recording of a particular <strong>Sound</strong> might be. <strong>The</strong> <strong>Sound</strong> and its recording<br />

are linked together in the <strong>Sound</strong> structure.<br />

In some cases, disk-caching is something like multi-tracking, where different “layers” of sound are recorded,<br />

one at a time, in a hard disk recorder. In the case of <strong>Kyma</strong> <strong>Sound</strong>s, though, the “tracks” might<br />

occur anywhere within the <strong>Sound</strong> structure; they are not necessarily all inputs to one Mixer.<br />

<strong>The</strong>re are several different strategies <strong>for</strong> choosing which part of the <strong>Sound</strong> to cache on the disk. You<br />

might choose the most computationally expensive branch in order to free up the most time. Or you might<br />

be <strong>for</strong>ced to choose only those parts that do not rely on live input — the fixed or sequenced parts of your<br />

<strong>Sound</strong> that do not change from playing to playing. It does not make sense to have nested DiskCaches,<br />

because that is like storing the same thing on the disk twice.<br />

Optimizing your <strong>Sound</strong>s<br />

Sometimes you can optimize your <strong>Sound</strong>s in such a way that the sonic result is exactly the same but the<br />

entire <strong>Sound</strong> requires less processing time.<br />

Get a Baseline<br />

Use Get info from the Info menu to get a measure of the complexity of your <strong>Sound</strong> in terms of a rough<br />

estimate of the percentage of your Capybara that it requires in order to run in real time. Jot down this<br />

percentage be<strong>for</strong>e you start simplifying so that you can see which things have an impact.<br />

Look <strong>for</strong> Common Inputs<br />

If you can identify two identical <strong>Sound</strong>s that are being processed in different ways, you can copy one of<br />

them, select the other one, and choose Paste special… from the Edit menu. This will cause them to be<br />

identical. That way, the Capybara can compute this <strong>Sound</strong> once and feed the result to two different places<br />

(rather than recomputing it <strong>for</strong> each branch).<br />

Check Polyphony<br />

If you have any MIDIVoices, MIDIMappers and/or AnalogSequencers, check that you haven’t requested<br />

more polyphony than you had intended. When you request 10 voices of polyphony, <strong>Kyma</strong> makes 10<br />

copies of the <strong>Sound</strong>, so you should request exactly the polyphony that you need, not more.<br />

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