I'm running a do block that's using some samples that are 3-4 bars long. Whenever I trigger the do block the samples on channel 4 takes anywhere from 1-4 bars before it starts playing.
I was noticing some late messages in SC so I adjusted the values in the oLatency in the bootTidal.hs file but they still play very late.
The longest late message was 0.003 so I adjusted the oLatency to 0.05 to overcompensate with no noticeable change afterwards and then to 0.03 and still no change.
I'm not getting late messages now but the sample still takes forever to trigger.
Is this something to do with the slow command? The code is:
setcps (120/60/4) do d1 $ sound "wolfkick [BehemothSnare, BehemothKick] wolfkick [BehemothSnare, BehemothKick, BehemothClap]" d2 $ sound "[BehemothOpen BehemothClosed BehemothOpen BehemothClosed]*4" d3 $ sound "[~] [BehemothMini BehemothMini ~ ~] [~] [BehemothMini BehemothMini ~ ~]" d4 $ slow 3 $ s "Sapph2Bass1:1" # gain 1.1 d7 $ slow 4 $ striateBy 14 (1/4) $ rev $ s "symoneact2:1" # gain 1.1 # shape 0.2 # room 0.4 # size 0.4 # orbit 2
My sample on channel 4 is actually 4 bars long but for some reason in tidal it plays for 3 bars with a bar of silence when I set the command to slow 4.
If I remove the line of code with channel 7 from the do block it still has a weird 1-4 bar delay so it's not a weird mismatch between different sample lengths in the same do block.
When I trigger the line for d4 on its own it also has a weirdly long delay before playing.
I also tried changing the 's' to 'sound' to see if it made a difference and nothing changed.
The length of the delay doesn't seem consistent either. Sometimes it's 1 bar, other times it's 1 and a half or 3 bars before the sample starts playing.
Any ideas why it might be acting like that?