Re: Audio data in float format for iOS?
Re: Audio data in float format for iOS?
- Subject: Re: Audio data in float format for iOS?
- From: Gregory Wieber <email@hidden>
- Date: Mon, 17 Jan 2011 12:39:34 -0800
Patrick,
See my previous post. In my experience typecasting and converting integers to floats, and vice versa, has been a big bottleneck. In terms of what the iPhone 4 is capable of: the thing packs quite a lot of power, I wouldn't underestimate what it's capable of.
Greg
On Mon, Jan 17, 2011 at 12:36 PM, Patrick Muringer
<email@hidden> wrote:
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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