| I agree with you on many points but I don't think limiting the
floating-point precision to doubles is going to provide a significant
enough reduction in development time to justify alienating the lower
powered cpus available in mobile platforms, and on older desktops the
performance impact is definitely not a wash. When I'm maxing out the
user's cpu(s) on graphics intensive tasks such as pushing large meshes
to the gpu and updating scopes in real-time, I most definitely do not
want the audio engine wasting time doing everything in double
precision when the end result is 16 bit integers.
Ultimately, it's not up to me since I'm not a Csound dev. I'm just
saying what my needs are as a user of the api. Audio quality and ease
of development are not my top priorities. Speed is.
Cheers,
~ andy.f
On Mon, Feb 27, 2012 at 12:01 AM, Michael Gogins
wrote:
> My main motive for proposing double-precision samples only is
> simplicity. This shouldn't be underestimated. It makes it easier to
> write the software and easier to maintain it. This is all the more the
> case in that we will probably rewrite most of the core of Csound. In
> my view the performance impact is either a wash, or not large. And
> there is a significant gain in accuracy.
>
> In short, double precision samples only gives us better code and more
> time to work on other things.
>
> Note that Max 6, Csound's main competition, now supports
> double-precision samples only.
>
> But of course, supporting single-precision samples is not so terribly
> difficult. We do, after all, do it now. But I would like to take
> advantage of your question to address broader issues of performance
> and software architecture.
>
> I pay a certain amount of attention to trends in commercial audio
> software. Leading commercial applications, the ones that are standard
> in most music studios, are now as follows. I put this together in a
> hurry and I may have missed some things, but the information presented
> is from the manufacturers.
>
> Max 6, software synthesizer with audio and video programming.
> Double-precision samples only, 32 bit architecture, 64 bit
> architecture is planned, multi-threading, some GPU computing. Max is
> Csound's main competition.
>
> Pro Tools HD (industry standard digital audio workstation),
> single-precision samples, 192 KHz frame rate, 32 bit architecture
> (AFAICT).
>
> Sonar X1 Producer (digital audio workstation), single-precision
> samples, double-precision engine, 192 KHz frame rate, 32 bit
> architecture. Sonar x64 is similar but has 64 bit architecture.
>
> Neundo 5.5 (digital audio workstation and post-production),
> single-precision samples, 192 KHz frame rate, 32 bit and 64 bit
> architecture, multi-threaded.
>
> Cubase 6 (digital audio workstation), single-precision samples, 192
> KHz frame rate, 32 bit and 64 bit architecture, multi-threaded.
>
> Ableton Live (live performance sequencer, digital audio workstation),
> 32 bit architecture, 64 bit architecture is planned.
>
> Sibelius (notation with VST plugin and sampler playback), 64 bit
> architecture only.
>
> To sum this up, the main mission of Csound is to be the most powerful
> possible programmable software synthesizer, within the limitations of
> our resources (i.e. we don't use the Intel performance libraries as
> most of this software probably does).
>
> Csound is OK for now. We have single- or double-precision samples and
> multi-threading. But we are in the middle of the class. We can and
> should do better.
>
> To move to the head of the class, Csound needs double-precision
> samples, 64 bit architecture, better multi-threading, and GPU
> computing.
>
> Regards,
> Mike
>
>
> On Sun, Feb 26, 2012 at 4:57 PM, andy fillebrown
> wrote:
>> On Sun, Feb 26, 2012 at 2:52 PM, Michael Gogins
>> wrote:
>>> I would like to drop the
>>> 32 bit sample size altogether.
>>
>> Is it so hard to support 32 bit sample sizes? What problems would
>> limiting the sample size to 64 bits solve?
>>
>> Cheers,
>> ~ andy.f
>>
>> ------------------------------------------------------------------------------
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>
>
>
> --
> Michael Gogins
> Irreducible Productions
> http://www.michael-gogins.com
> Michael dot Gogins at gmail dot com
>
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