10 ms·
This is silly. A bottleneck for audio processing is a particular product's flaw, not an intrinsic challenge of audio. A modern machine capable of doing interact
by saltcured 7y ago
This is silly. A bottleneck for audio processing is a particular product's flaw, not an intrinsic challenge of audio. A modern machine capable of doing interactive, high-resolution graphics rendering or high-definition movie rendering can do a stupendous amount of audio processing without even trying.
The data rates for real-time audio are so much smaller than modern memory system capabilities that we can almost ignore them. A 192 kHz, 24-bit, 6-channel audio program is less than 3 MB/s, thousands of times slower than a modern workstation CPU and memory system can muster.
The stack of audio filters you describe are a natural fit for pipelined software architectures, and such architectures are trivially mapped to pipelined parallel processing models. Whatever buffer granularity one might make in a single-threaded, synchronous audio API to relay data through a sequence of filter functions can be distributed into an asynchronous pipeline, with workers on separate cores looping over a stream of input sample buffers. It just takes an SMP-style queue abstraction to handle the buffer relay between the workers, while each can invoke a typical synchronous function. Also, because these sorts of filters usually have a very consistent cost regardless of the input signal, they could be benchmarked on a given machine to plan an efficient allocation of pipeline stages to CPU cores (or to predict that the pipeline is too expensive for the given machine).
Finally, audio was a domain motivating DSPs and SIMD processing long before graphics. An awful lot of audio effects ought to be easily written for a high performance SIMD processing platform, just like custom shaders in a modern video game are mapped to GPUs by the graphics driver.
- kitchenkarma 7y agoThis is a simple fact of life and downvoting isn't going to change it. Plugin cannot start processing before it gets data from previous plugin (sure it can do some tricks like pre-computing coefficients for filters etc). How are you going to get around it? What's happening within a plugin of course can be parallelised, but other than that, the processing is inherently serial. If a computing a filter takes X time and a length of the buffer is Y you can only compute so many filters (Y/X) before it starts stuttering. You can spread that across different cores, but these filters cannot be processed at the same time, because each needs the output of the previous one.
- BubRoss 7y agoYou use smaller buffers so the filters run faster and the next chunk of samples can start on another CPU as soon as they exist.
- saltcured 7y agoPipelining means that each stage further down the pipeline is processing an "earlier" time window than the previous stage. They don't run concurrently to speed up one buffer, but they run concurrently to sustain the throughput while having more active filters. For N stages, instead of having each filter run at 1/N duty cycle, waiting for their turn to run, they can all remain mostly active. As soon as they are done with one buffer, the next one from the previous pipeline stage is likely to be waiting for them. This can actually lower total latency and avoid dropouts because the next buffer can begin processing in the first stage as soon as the previous buffer has been released to the second stage.
- kitchenkarma 7y agoI think this is one of the most misunderstood problem these days. Your idea could work if the process wasn't real-time. In real-time audio production scenario you cannot predict what event is going to happen so you cannot simply just process next buffer, because you won't know in advance what is needed to be processed. At the moment these pipelines are as advanced as they can be and there is simply no way around being able to process X filters in Y amount of time to work in real-time. If you think you have an idea that could work, you could solve one of the biggest problems music producers face that is not yet solved.
- labawi 7y agoAssuming your samples are of duration T, and you need X CPU time to fully process a sample through all filters. Pipelining allows you to process audio with X > T, nearly X = N * T for N cores, but your latency is still going to be X. If it is possible to process with small samples (T), with roughly correspondingly small processing time (X), there shouldn't be a problem keeping the latency small with pipelining. If filters depend on future data (lookahead), it is plausible reducing T might not be possible. Otherwise, it should be mostly a problem of weak software design and lots of legacy software and platforms.
- mntmoss 7y agoI don't think you're wrong in a technical sense, but the human factors in a contemporary DAW environment are imposing a huge penalty on what's possible. The biggest issue is that we're using plugins written by third parties to a few common standards. Even when the plugins themselves are not trying to make use of a multicore environment, you still get compatibility bugs and various taxes on re-encoding input and output streams to the desired bit depth and sample rate. It can really throw a wrench into optimizing at the DAW level because you can't just go in and fix the plugins to do the right thing. Then add in the widely varying quality of the plugin developers, from "has hand-tuned efficient inner loops for different instruction set capabilities" to "left in denormal number processing, so the CPU dies when the signal gets quiet." Occasionally someone tries to do a GPU-based setup, only to be disappointed by memory latency becoming the bottleneck on overall latency(needless to say, latency is really prioritized over throughput in real-time audio). Finally, the skillsets of the developers tend to be math-heavy in the first place: the product they're making is often something like a very accurate simulation of an analog oscillator or filter model, which takes tons of iterations per sample. Or something that is flinging around FFTs for an effect like autotune. They are giving the market what it wants, which is something that is slightly higher quality and probably dozens or hundreds of times more resource-hungry to process one channel. If all you're doing is mixing and simple digital filters, you're in a great place: you can probably do hundreds of those. But we've managed to invent our way into new bottlenecks. And at the base of it, it's really that the tooling is wrong and we do need a DSP-centric environment like you suggest. (SOUL is a good candidate for going in this direction.)