Deck Cost
deck_costSimulate the rendering cost of music decks prior to playback. Measure track render times, real-time factors, and mixer load to strategically plan sets or optimize resource allocation.
Instructions
What a song costs as a deck, before it plays: its first bar rendered offline the way the live engine renders
it, timed (no live_start, nothing played, no engine touched). Reach for it when planning a set or a reset: which
deck leaves a silent gap after live_load, how long, and which track makes it. project: the song's project
folder, as live_load takes it. bars=[a, b]: the deck window live_load will get (its first bar is measured);
bpm: the house tempo (default the song's). The report: each track's render seconds for that bar and its real-time
factor (render seconds / the bar's seconds; above 1 that track alone renders slower than it plays), its slowest
event, its first note (first-use cost), its effects' ms per mixer block; the total, the wait for the first bar
with workers render workers (live_start's default), and the mixer's load for this deck alone. Then: load a
heavy deck that many bars ahead and keep it cued, pick a lighter section, or track_freeze its heavy parts. The
numbers are this machine as it is now: a busy machine reads slower. wait: stand in line this long when the
machine is busy.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| bpm | No | ||
| bars | No | ||
| wait | No | 10m | |
| project | Yes | ||
| workers | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |