what's the best way of preventing glitch artefacts when triggering a sample from a vline~ object multiple times in rapid succession?
For example, if a metro~ object is being used to trigger the vline~, which in turn is playing a sample from a tabread~ object, the length of the vline~ can be set to match the metro speed so that the amplitude drops to zero before the next trigger, thus avoiding any nasty glitch.
However, if the metro~ is accelerating the length of the vline~ will be slightly longer than the elapsed time between one metro~ trigger and the next, since the length of vline~ can only be set before it's triggered, not during playback. Hence the tail of one vline~ will overlap with the start of the next, resulting in an audible step.
I have played about with adding a short fade out upon each trigger and delaying the start of vline~, but this seems cumbersome and doesn't work when you get to very high flamming speeds.
I'm thinking about using multiple vline~'s and tabread~'s, and distributing the metro~ bangs between them consecutively, to allow the vline~ from one trigger (bang) to complete its cycle before it gets banged again.
But if there is a way to prevent level discontinuities (glitches) while using a single vline~/tabread~ set up, I'd love to hear it!!