Subject:Acid 3.0 Pro Lagging samples with multiple buses...
Posted by: mattlok
Date:5/9/2001 10:05:59 PM
Hi guys, I'm getting a lag with my samples. When first triggered they seem to work fine, but after about 5 seconds all the loops and samples go off sync and lags. I've never had this problem in Acid 2.0 Pro. Here is my setup: - PIII 550 @ 133mhz - 128 MB Ram @ 133mhz - A-bit Motherboard with UDMA 66 - 2 Maxtor Hard-Drives 20 Gigs a piece @ 7600 rpm - UDMA66 - Diamond Viper V770 Ultra using the true Nvidia TNT2 Chipset @ 32 MB Video Ram - Adaptec 2940 SCSI Ultra Wide card with 4 Gig Seagate Drive - Frontier Design Dakota Sound Card with dual light-pipes connecting to 2 Tango24 Break-out box - running a total of 16 digital in and out ******** nothing is over-clocked and I am using a genuine Intel Processor ************ Operating System: Tried on all platforms: Win98SE/ME/2000 Professional with Direct X 8.0a + DV and running all of the latest drivers for all OS - no betas - except for sound card in Win2000 Pro Attribution of song file: running 11 loops, 1 one shot, 7 hard-drive (beatmapped) running 4 FX running 6 buses which each dividing to each channel to Dakota sound card and Yamaha o1v sound board (for example - bus#1(A) runs channel 1 and 2 - bus#2(B) runs channel 3 and 4 and so on) Audio Device Type: Windows Classic Wave Drive Sample rate: 44.1Khz @ 16-bit Ram Meter Shows: 9MB out of 128MB Playback buffering (seconds): 0.50 [I tried all various buffering settings 0, 0.25, 0.50, and so on] So with these settings, that is what my problems are as mentioned in the beginning. But, if I deleted all the buses and ran on a 2 channel output (such as the Master) or just on Bus#1(A) then it runs no problem. Adding 1 more bus slows it down a bit but only on the trigger everything still sync. If I start adding more it progessively gets worst. Therefore that doesn't allow me to output directly to all of my multiple physical channels (total of 16) which I also have outboard FX processors connected to. Sorry guys but not everything can be done on computer that can still give you a warm sounding mixdown, especially when you are pressing 12" Singles (vinyl). Now the funny thing is, I never had any problems in Acid Pro 2.0 and I'm sure it's not the power of my CPU. I know you guys packed a lot in Acid 3.0 Pro but there's got to be a simple explaination for this. Your program developers have been near perfect on all release up until now. I hope someone in Sonic Foundry technical support can advise. If you are running a pro-level sound card that uses multiple in and out - such as Frontier Design, Echo, EMU, MoTu, etc. and are having similar problems with using multiple buses please let me know. Or please advise for a solution so I can buy and upgrade. Otherwise I'll still use Acid Pro 2.0 Thanks. Remixer/Producer from Canada. |
Subject:RE: Acid 3.0 Pro Lagging samples with multiple buses...
Reply by: Rockitglider
Date:5/9/2001 10:27:24 PM
I have the same problem with a pIII 800 it seems that if you chain more than one loop per effect you get lag try only one effect per chain See ya |
Subject:RE: Acid 3.0 Pro Lagging samples with multiple buses...
Reply by: Rockitglider
Date:5/11/2001 6:41:45 PM
Hello, I'm responding to this post again because it seems as though since I answered to it Sonic Foundry didn't answer. If that was the problem I appologize, but another thing I found that helps with multiple bus routings and chained effects is turning your buffer up untill it stops skipping and jumping, But I think there's a problem in the program that it uses too much CPU power. See ya |
Subject:RE: Acid 3.0 Pro Lagging samples with multiple buses...
Reply by: mattlok
Date:5/13/2001 1:02:20 AM
Also video cards are important as well. I find that all Nvidia products are a sure thing not only are they great for video games but they help a lot in the process of your work. Use: TNT2, GeForce, Geforce2 @ min. 16MB - max. 64MB RAM on video card |
Subject:RE: Acid 3.0 Pro Lagging samples with multiple buses...
Reply by: Terylene
Date:5/18/2001 4:46:47 PM
I've been using a Yamaha DSP factory with Acid 2.0 and it works great. Acid 3.0 uses the same bussing technique as Vegas, and both perform terrible when using a sound card with multiple outs. The technique sucks because it routes the audio to another set of busses within the program, thereby slowing it down. Acid 2.0 works great because it routes audio to the soundcard directly from the track, rather than bottlenecking it. Unfortunately, Sonic Foundry screwed up royally by not using this method in Acid 3.0 or in Vegas v1.0 or v2.0. Now that I've got a Yamaha DSPF, Vegas is totally useless to me, unfortunately. It looks like Acid 3.0 would be the same story if I hadn't decided to stick with 2.0. The Beatmapper function doesn't work that well anyway, so it's no big loss to me, as that was the only new feature I was interested in. Well, I got a little off track there. If you're using a soundcard with multiple outs, stick with Acid 2.0 and steer clear of Acid 3.0 and Vegas altogether. I contacted Sonic Foundry about a possible solution several time and all queries went unanswered, so it looks like they're content to leave multi-track soundcard users out of the loop, so to speak. Too bad for them. I'm just glad I'm quite happy with Acid 2.0. |