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Hi guys.
I have been considering how to structure sound definitions that share the same simultaneously dsp/effect behavior in the most cpu efficient way. So far I have made my events, so they contain more sound defs., laid out through different parameter value so the programmer could start each event by sending parameter values. In this way I only have to create one effect. If I put the sound defs. in separate events I have to create more effects.

My question is if there is any cpu load difference in loading more events or more sound defs. within one event. And does it depends on how many instances (max playbacks) of the event?
Is there any drawback by hooking up the same parameter to the more effects and behavior?
Which is considered the right way to do it?

Thanks

/Frans

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If I understand you correctly you’re saying that you’ve got many different sounds that have exactly the same dsp/effects on them and is it better to make one big event with all the sounds in it or to make a different event for each sound?

You should make a different event for each sound and just duplicate the dsp/effect layout. You can use event templates to simplify this.

The reason for this is that if you have all your sounds in one event then [b:bxsixw01]all[/b:bxsixw01] those sounds will be loaded whenever you play any of them. If you make each sound a seperate event then you only load one sound at a time which is much more memory and cpu efficient.

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Hi – thanks for you answer.

Sure, that makes sense. I’ll just re-structure my events.

/Frans

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