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Re: Audio data in float format for iOS?
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Re: Audio data in float format for iOS?


  • Subject: Re: Audio data in float format for iOS?
  • From: Patrick Muringer <email@hidden>
  • Date: Mon, 17 Jan 2011 21:36:02 +0100

Hi,

With SInt16 passed to the master callback, if effects are written in Float which leads to convert int to float and then float to int, does it alter the performance, most of all if effects algorithms are written for floats? Or is not significant? I'm wondering this for reverb effect for example which seems to be too time consuming for realtime app on the iphone4.

Thanks

Patrick

Le 17 janv. 2011 à 21:21, tahome izwah <email@hidden> a écrit :

> While that holds true as far as CoreAudio data types are concerned the
> Accelerate framework has code to do very fast floating point maths so
> there is an advantage to converting from int to float if you have CPU
> intense DSP tasks.
>
> HTH
> --th
>
> 2011/1/17 Aran Mulholland <email@hidden>:
>> Im pretty sure (but don't mindbeing corrected) that on the iOS platform the only core audio data type that is supported is just integer. The most efficient format to use is going to be a pure integer one and the next candidate will be a fixed point implementation. Until we get a floating point processor on board.....
>>
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  • Follow-Ups:
    • Re: Audio data in float format for iOS?
      • From: Gregory Wieber <email@hidden>
References: 
 >Audio data in float format for iOS? (From: Steve gfx <email@hidden>)
 >Re: Audio data in float format for iOS? (From: tahome izwah <email@hidden>)
 >Re: Audio data in float format for iOS? (From: Steve gfx <email@hidden>)
 >Re: Audio data in float format for iOS? (From: Aran Mulholland <email@hidden>)
 >Re: Audio data in float format for iOS? (From: tahome izwah <email@hidden>)

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