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Re: Using the GPU to process floating point samples
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Re: Using the GPU to process floating point samples


  • Subject: Re: Using the GPU to process floating point samples
  • From: Brian Willoughby <email@hidden>
  • Date: Thu, 17 Feb 2011 00:21:37 -0800

You are correct, sir.

The only responses I received were yours and another request from G. Wieber, both expressing an interest in an answer.

This is the first time I've ever had to 'bump' my question on CoreAudio, and the third time was not a charm.

Brian Willoughby
Sound Consulting


On Feb 17, 2011, at 00:11, tahome izwah wrote:
So does that mean you never actually got your question answered Brian?

--th

2011/2/17 Brian Willoughby <email@hidden>:
In other words, the GPU might be great for offline processing, where you do
kinda want it to be as fast as possible but you're not really counting
microseconds for it to finish. If CoreAudio's offline AudioUnit
specification were a little more fleshed out (see recent unanswered
queries), then there might be some benefit to pairing the GPU with an
offline render - although that could potentially require that every
AudioUnit be rewritten or at least re-compiled.


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References: 
 >Using the GPU to process floating point samples (From: Schell Scivally <email@hidden>)
 >Re: Using the GPU to process floating point samples (From: Gregory Wieber <email@hidden>)
 >Re: Using the GPU to process floating point samples (From: Steve Hales <email@hidden>)
 >Re: Using the GPU to process floating point samples (From: tahome izwah <email@hidden>)
 >Re: Using the GPU to process floating point samples (From: Brian Willoughby <email@hidden>)
 >Re: Using the GPU to process floating point samples (From: tahome izwah <email@hidden>)

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