Revision history for GetSampleRate
Additions:
Apparently the infrastructure to call the samplerate of the project and factor it into delay and reverb times was created, but somehow was not enabled/does not work correctly in the stock effects, which instead calculate all times from the assumption that the project is at a samplerate of 48k, leading to all times in 44.1k projects being approximately 91% of their correct values (eg. 1 sec delay = approx actual 910ms). Possibly related: [[Hz48Kcorrection EQ frequencies are also not exact]].
Deletions:
Additions:
Apparently the infrastructure to call the samplerate of the project and factor it into delay and reverb times was created - but somehow not enabled/does not work correctly in the stock effects, which instead calculate all times with the assumption that the project is at a samplerate of 48k, leading to all times in 44.1k projects being approximately 91% of their correct values (eg. 1 sec delay = approx actual 910ms). Possibly related: [[Hz48Kcorrection EQ frequencies are also not exact]].
Deletions:
Additions:
Apparently the infrastructure to call the samplerate of the project and factor it into delay and reverb times was created - but somehow not enabled/does not work correctly in the stock effects, which instead calculate all times with the assumption that the project is at a samplerate of 48k, leading to all times in 44.1k projects being approximately 91% of their correct values (eg. 1 sec delay = approx actual 910ms). Possibly related: [[ Hz48Kcorrection EQ frequencies are also not exact]].
Deletions:
Additions:
Apparently the infrastructure to call the samplerate of the project and factor it into delay and reverb times was created - but somehow not enabled/does not work correctly in the stock effects, which instead calculate all times with the assumption that the project is at a samplerate of 48k, leading to all times in 44.1k projects being approximately 91% of their correct values (eg. 1 sec delay = approx actual 910ms)
Deletions:
Additions:
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Back to [[BugsTroubleshooting Bugs and Troubleshooting]]
Back to [[BugsTroubleshooting Bugs and Troubleshooting]]
Additions:
Plugin developer [[MikeAudet Mike Audet's]] plugins calculate the times correctly because this feature is correctly enabled. The possibility of "fix recompiling" the stock effects is currently being explored, and seems quite feasible. More information as it emerges.
Deletions:
Additions:
Apparently the infrastructure to call the samplerate of the project and factor it into delay and reverb times was created - but somehow not enabled in the stock effects, which calculate all times with the assumption that the project is at a samplerate of 48k, leading to all times in 44.1k projects being approximately 91% of their correct values (eg. 1 sec delay = actual 910ms)
Deletions:
Additions:
Plugin developer [[MikeAudet Mike Audet's]] plugins calculate the times correctly because this feature is enabled; the possibility of "fix recompiling" the stock effects is currently being explored, and seems quite feasible. More information as it emerges.