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Re: Multi-threaded render
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Re: Multi-threaded render


  • Subject: Re: Multi-threaded render
  • From: William Stewart <email@hidden>
  • Date: Mon, 7 Aug 2006 12:08:16 -0700

We ship an AU that does exactly this:

aufc defr appl  -  Apple: AUDeferredRenderer

Basically, its job is to get its input on a different thread than it's AudioUnitRender is being called on. You have properties to control the various behaviours of this AU - have a look in <AudioUnit/ AudioUnitProperties.h>

Bill

On 05/08/2006, at 12:41 PM, Ethan Funk wrote:

Currently, I have an audio application, like many, where multiple audio sources are mixed together by a custom mixer and delivered to the HALoutput AU. All is well except, in the interest of efficiently using multi-processor systems, I would like to move away from the single thread render approach, and have each mixer input run in it's own thread.

For example, the HALOutput AU would callback to my mixer in the usual coreaudio rendering thread. My mixer would then wake a render thread associated with each of it's inputs and block the calling rendering thread until all the input threads have buffers ready for my mixer. My mixer would then continue executing the coreaudio render thread where it would mix the input results and return the final buffer to the HALOutput AU. All this should be simple to implement, however, I believe that rendering threads have some special realtime properties, and I have no idea how to create such threads for each of my mixer inputs. Likewise, I don't understand threading on OS X well enough to know what scheduling problems I may encounter. Any ideas where I can go to learn more about this sort of thing?

My ultimate goal is to move each mixer input render in it's own thread so that concurrent processing COULD occur when there is more than one processor available. It would appear that as things stand with the single thread approach, each mixer input chain must be rendered one at at time. The total render time is the sum of the time required to render from all the inputs together. If I have a heavy processing load (a lot of AU effects in the input chains), even with multiple processors, the whole render process will only use one of the available processors. If I have two or more processors, it would be nice to have each processor work on different renders to improve the chance that it would all get done in time to deliver the results to the HALOutput AU.

Any one else doing anything like this? Am I going down a wrong road here?

Ethan...
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  • Follow-Ups:
    • Re: Multi-threaded render
      • From: Craig Hopson <email@hidden>
References: 
 >Multi-threaded render (From: Ethan Funk <email@hidden>)

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