On 06/29/2011 06:19 PM, Gabriel M. Beddingfield wrote:
By the way, if you don't mind, I think it would be nice to centralize the
discussions on the andraudio thread.
> On Wed, 29 Jun 2011, Olivier Guilyardi wrote:
I can't give you any precise specification, it all depends on the device, but
for instance I can encode to OGG in realtime without any problem using hard
floats on ARMv7, which means a real lot of devices nowadays.
Also, dual core devices such as the Motorola Atrix are getting popular. That may
> - LADSPA and LV2 are built to process 32-bit
It depends. First, usage. Offline processing (my case, I develop a sample
editor) is okay, it just takes a little more time. You can use floats, it's not
an issue. But if you want to do realtime effects, then you may need to limit
which or how many plugins you use.
Second, optimization. When working on a mobile platform, you currently need to
optimize plenty of things. But, for example, in my own experience the worse
bottleneck is disk (SDCard) I/O, not CPU/FPU. SDCard can be slow and lag
terribly on certain devices. Regarding CPU usage, of course, I'm very cautious
about which features I include.
Maybe that some plugins could easily be modified to use fixed-point optionally
(LV2 extension?). As an example, KissFFT can be compiled for floats or fixed
point, as you like. That said, honestly, it needs some plugin-specific testing,
but I believe that floats are just fine in many cases.
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