Digital Delay 101

usefuldesign.au's picture

Wondering if anybody has a fast and easy (of course) way to delay a floating point number that's interpolating irregularly. Just want to delay the signal a few frames or fraction of a second for cause/effect like effect in motion transfer b/w two spinning objects.

N.B. looking for a non deterministic way of doing it just like a delay unit that doesn't know what's coming next I guess... can post comp if it helps.

Thanks to Kineme & K.community for all the comps I've been studying. :)

Al

franz's picture
Re: Digital Delay 101

there's already a request : http://kineme.net/FeatureRequests/DELAY

meanwhile, your best option right now it to use a QUEUE patch, connected to a STRUCTURE INDEX patch for replay.

Hope this helps.

gtoledo3's picture
Re: Digital Delay 101

Though you are asking for numeric delay and franz is right on, I am going to add this in for anyone doing "searches" for delay on this website... it is an ok image delay plugin.

http://www.samlepirate.net/imagedelay

usefuldesign.au's picture
Re: Digital Delay 101

thanks franz,

I though about queue. It's first in last out so I avoided that mind-warp of how I convert it to first-in-first-out-(in a little bit).

Could you please point me in the right direction? Is the queue going to keep getting bigger and bigger. How to flush it?

I'm thinking Javascript might have array commands that's going to do it more easily. As for speed?

franz's picture
Re: Digital Delay 101

You don't have to convert. Count the structure and access the FIRST or the LAST index of the queue, to be real-time or delayed. There's a "Reset Signal" on the queue patch to flush, and the max queue size is defined in "Queue size".

usefuldesign.au's picture
Re: Digital Delay 101

Oh thanks. "Queue size" makes it all make sense to me.