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by kitchenkarma
2562 days ago
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These cannot run at the same time as the output of one feeds into another one. Data travelling from one core to another could mean additional performance loss. Some plugins use multiple cores if whatever they calculate can be parallelised, but still the quicker it can be done the more plugins you can run in your chain. |
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The data rates for real-time audio are so much smaller than modern memory system capabilities that we can almost ignore them. A 192 kHz, 24-bit, 6-channel audio program is less than 3 MB/s, thousands of times slower than a modern workstation CPU and memory system can muster.
The stack of audio filters you describe are a natural fit for pipelined software architectures, and such architectures are trivially mapped to pipelined parallel processing models. Whatever buffer granularity one might make in a single-threaded, synchronous audio API to relay data through a sequence of filter functions can be distributed into an asynchronous pipeline, with workers on separate cores looping over a stream of input sample buffers. It just takes an SMP-style queue abstraction to handle the buffer relay between the workers, while each can invoke a typical synchronous function. Also, because these sorts of filters usually have a very consistent cost regardless of the input signal, they could be benchmarked on a given machine to plan an efficient allocation of pipeline stages to CPU cores (or to predict that the pipeline is too expensive for the given machine).
Finally, audio was a domain motivating DSPs and SIMD processing long before graphics. An awful lot of audio effects ought to be easily written for a high performance SIMD processing platform, just like custom shaders in a modern video game are mapped to GPUs by the graphics driver.