Limit to how big a patch could be?


#1

Im debugging my instrument which is made up of large networks inside subpatches.
I've allocated some tables but i cant get the patch to run even with all of the 16bit tables set to something like 64 units.

I have 10 tables.

If I have one subpatch loaded that references its 5 tables, everything is fine. If I add another subpatch that references the 5 tables that i needs, i will get a overflow error.
Ive set the patch settings to be minimal..but not sure that matters.


#2

using a subpatch that references the same tables as another patch seems to increase the size a lot too. Must be just too complex and unoptimized


#3

the structure i have made has display objects that show values selected by a control on a subobject. In all i have 10 of these displays. I have 10 objects that select wavetables for 2 subobjects that use the wavetables as oscillators. When i try to run the patch I get an error

    c:/users/alex/documents/gcxoloti/axoloti/platform_win/bin/../lib/gcc/arm-none-eabi/4.9.3/../../../../arm-none-eabi/bin/ld.exe: region `SRAM' overflowed by 1700 bytes 
collect2.exe: error: ld returned 1 exit status

however, if I delete the 10 display objects i get this error when running the main patch

c:/users/alex/documents/gcxoloti/axoloti/platform_win/bin/../lib/gcc/arm-none-eabi/4.9.3/../../../../arm-none-eabi/bin/ld.exe: region `SRAM' overflowed by 5620 bytes
collect2.exe: error: ld returned 1 exit status

by looking at the error it seems like the SRAM is getting overflowed by MORE bytes..but how can that be if I deleted objects?

is it because the outlets for the display objects are not connected? and therefore some code is put in automatically to treat those un connected outlets?


#4

operation no byte left behind has begun. getting some results by using less subobjects now.


#5

Again, had same issues too. That deleting something would cause either SRAM or SDram to overflow I dont understand.

But my plan is to rebuild the patch I have with a lot of problems in a new patch and see if it behaves the same way....


#6

the only positive thing that i can gather from today's experience is that optimization will teach me some neat things and perhaps lead to creative solutions. Ive probably spent a 400-500 hours on this instrument only to arrive at the ability to do a single voice..maximum 2 (i wanted like 5).


#7

Yeah. When you spend that amount of time on something it is a bit annoying just abandoning it. Thats why I going to check if rebuilding the patch in another patch maybe will give different result :smile:


#8

oh theres no way in hell im abandoning this. its my drummachine!


#9

Or maybe let it rest a bit and make something new, where you think about optimizing everything to start with. That also gives new ideas how to optimize the problem patch :smile:


#10

well i have 3 things i am building. started with monosynth..then wanted to make it poly..ended up with something a little bit different..then suddenly decided to make wavetable drummachine but its suppperrr overkill and crazy. lots of control but well..one voice!


#11

Nice :wink: I didnt even dive into voices yet. For most of the stuff I have been working on voices are not that important. But have to learn it sometime, I guess :smile: