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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