| i probably don't really understand, but
i would assume the asynchronous handling be in the
default message routine, which would then no be used
if a host app registers a message callback?
[ so no need for a commandline flag ]
On Oct 29, 2006, at 2:44 AM, Steven Yi wrote:
> Hi Matt,
>
> Thanks for the reply! I'm beginning to think that it's pretty
> important to have asynchronous handling for the Message callback,
> especially when rendering in realtime. I think I'll experiment
> sometime with the commandline to see if implementing a threaded system
> there will help out for blue and also in realtime CSD's. If it does
> indeed improve performance, would it be an issue to you or ayone else
> here if it was put into the core and disabled by default but
> enable-able (I've just coined a new word, I know :P ) with a flag? It
> seems like it would be tedious to implement for API users in non-C/C++
> languages.
>
> BTW: Just as an experiment in Java, I found that the way to implement
> a MessageCallback is to use the CsoundCallbackWrapper as in below:
>
> Csound csound = new Csound();
> CsoundCallbackWrapper cw = new CsoundCallbackWrapper(csound) {
> public void MessageCallback(int attr, String msg) {
> System.out.println(">>" + msg);
> }
> };
> cw.SetMessageCallback();
>
> csound.Compile("/work/blue/sineTest.csd", "-Wdo", "dac");
> csound.Perform();
>
> Learning something every day! =)
>
> steven
>
>
>
>
> On 10/29/06, matt ingalls wrote:
>>
>>
>> On Oct 28, 2006, at 4:12 PM, Steven Yi wrote:
>>
>>
>> Do any hosts currently implement setting their own
>>
>> message callbacks to work in an asynchronous manner?
>>
>> yes - i have a circular buffer the csoundMessage callback writes to,
>> and then a lower priority thread handles printing the buffer.
>>
>>
>> ---------------------------------------------------------------------
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>>
>
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