OpenCL GPU音频 [英] OpenCL GPU Audio

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本文介绍了OpenCL GPU音频的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

关于这个主题的内容并不多,也许因为一开始它不是一个好主意.

There's not much on this subject, perhaps because it isn't a good idea in the first place.

我想创建一个在GPU上运行的实时音频合成/处理引擎.这样做的原因是因为我还将使用在GPU上运行的物理库,并且音频输出将由物理状态决定.GPU仅承载音频输出而不能生成音频输出,这是真的吗?如果我要在CPU上读回数据并将其输出到声卡,这是否意味着延迟会大大增加?我正在寻找从合成到播放的时间介于10到20毫秒之间的延迟.

I want to create a realtime audio synthesis/processing engine that runs on the GPU. The reason for this is because I will also be using a physics library that runs on the GPU, and the audio output will be determined by the physics state. Is it true that GPU only carries audio output and can't generate it? Would this mean a large increase in latency, if I were to read the data back on the CPU and output it to the soundcard? I'm looking for a latency between 10 and 20ms in terms of the time between synthesis and playback.

GPU会以任何有价值的方式加速合成吗?我将要同时运行大量的合成器,我想每个合成器都会占用自己的并行处理程序.AMD即将推出GPU音频,因此必须有一些东西.

Would the GPU accelerate synthesis by any worthwhile amount? I'm going to have a large number of synthesizers running at once, each of which I imagine could take up their own parallel process. AMD is coming out with GPU audio, so there must be something to this.

推荐答案

在带有矢量处理单元的现代CPU(x86/x64上的SSE或ARM上的NEON)上的DSP操作已经相当便宜了.对于滤波器,卷积,FFT等尤其如此,它们从根本上是基于流的操作.GPU可能在某些类型的操作中也表现出色.

DSP operations on modern CPUs with vector processing units (SSE on x86/x64 or NEON on ARM) are already pretty cheap if exploited properly. This is particularly the case with filters, convolution, FFT and so on - which are fundamentally stream-based operations. There are the type of operations where a GPU might also excel.

事实证明,软合成器中有很多不像流的操作,而且,趋势是立即处理越来越小的音频块以实现低延迟.这些确实不适合GPU的功能.

As it turns out, soft synthesisers have quite a few operations in them that are not stream-like, and furthermore, the tendency is to process increasingly small chunks of audio at once to target low latency. These are a really bad fit for the capabilities of GPU.

使用GPU所涉及的工作-特别是数据的输入和输出-可能远远超过您所获得的任何好处.此外,廉价的个人计算机以及平板电脑和移动设备的功能对于许多数字音频应用来说已经绰绰有余,AMD似乎已经找到了解决问题的解决方案.可以肯定的是,现有的音乐和数字音频软件行业不会开始生产仅针对硬件子集的软件.

The effort involved in using a GPU - particularly getting data in and out - is likely to far exceed any benefit you get. Furthermore, the capabilities of inexpensive personal computers - and also tablets and mobile devices - are more than enough for many digital audio applications AMD seem to have a solution looking for a problem. For sure, the existing music and digital audio software industry is not about to start producing software that only targets a limited sub-set of hardware.

这篇关于OpenCL GPU音频的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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