I’m creating a max patch that requires 10 individual binaural renders of a composition. I have therefore 10 instances of spat~/oper/viewer etc but the approach seems to be very CPU intensive. I have experiemented already with the binaural~ object and adding some individual components eg doppler, which seems less computationally expensive, however is missing alot of features inherent in spat~/oper and doesnt quite sound or “feel” the same. Largely the distance attenuation. Reading the forum I understand the reverb requires alot of CPU and perhaps this is the main culprit? My questions…
- Is there a way to manage CPU using multiple instances of spat~ etc?
- If using individual objects for each component is better, can you please help advise what objects/components are most important to replace spat~?
- Is there an alternative method?