D audio playing and analysis library?
Stincky gecko via Digitalmars-d
digitalmars-d at puremagic.com
Tue Apr 28 10:50:47 PDT 2015
On Tuesday, 28 April 2015 at 15:49:53 UTC, ponce wrote:
> On Tuesday, 28 April 2015 at 15:11:16 UTC, Stincky gecko wrote:
>> On Tuesday, 28 April 2015 at 15:01:23 UTC, ponce wrote:
>>> On Tuesday, 28 April 2015 at 15:00:18 UTC, ponce wrote:
>>>> - clearing the state (setting delaylines to 0)
>>>> - separate channels that can be stored interleaved or not.
>>>> Samples would be indexed by time and channel index. I feel
>>>> like samplerate can be left out of the equation, it will
>>>> almost always be a runtime value.
>>>
>>> - and more importantly, batch processing instead of sample per
>>> sample like I do now in dplug
>>
>> in d plug sample by sample processing is justified because of
>> the z-transform, while in video games you just basically play
>> some wavetables.
>
> Even hugely stateful things can benefit of buffering.
>
> For example, biquad filters have an internal loop that looks
> like (pseudo-code):
>
> for each sample
> {
> input <- input-signal[n]
> output <- a0 * input + a1 * x[0] + a2 * x[1] - a3 *
> y[0] - a4 * y[1]
>
> // update state of filter
> x[1] <- x[0]
> x[0] <- input
> y[1] <- y[0]
> y[0] <- output;
> }
>
> It cannot be parallelized because it's too stateful.
> BUT by unrolling it by 3, SIMD can be used and benefit such a
> loop.
This is what i meant by z-transform, maybe a confusion in the
name, but it think to "the fact that the previous sample value
must be stored for processing the next one"...
If you have only a filter it can be batch-processed but if the
the filter is plugged to a delay line itself pluged to a SSB
frequency shifter whose itself has a feedback bus going to...well
it cant be buffered anymore.
In video game, they play wavetables and eventually the output is
passed in a binaural spatiializer or a reverb unit...though it's
still need sample rate info for re-sampling and maybe dithering
depending on the sample bit-depth of the samples frames.
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