by
Canilho » Wed Apr 20, 2022 1:56 pm
I have a pretty powerful PC, meaning that I really have to populate those channels with stuff just to make any noticeable change in CPU usage,
The only thing I've noticed tho, is that if you use audio samples, the more you had into a project, the less responsive LMMS gets. So if you have a lower CPU and you use a lot of samples in your tracks, it is possible that those can be using all of your CPU.
The reason behind this is the poor clip management for audio files under LMMS.
I guess it always has the full audio file in memory, when it should probably be streaming the playing parts, for better memory performance.
Other thing that can make LMMS run slower, is like Gps said,can be caused by VST.
If you stack too many effects over each other, those have a cost for CPU time, and if your CPU can't keep with the pace of that information, you won't be able to listen to your track in real-time.
The equivalent of this on easy terms is like running a game with full details on a lower-end GPU, You will simply not be able to have enough frames to play it.
The counter-measure for this is to render some of your effects chains into a wave track, reducing CPU processing required for those, and work directly with the audio-only, or reduce the effects and tracks in your project.
if you use heavy VSTs, you can also reduce the processing by turning those tracks, into Wav, Ogg or Mp3.
Notice that after you turn something into a wave file, you will no longer have the ability to change its contents unless you saved the track that created it into a different project.
Also notice that disabled tracks use CPU on LMMS.