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Use your 3d Card as a DSP farm


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ps, the sorts of effects that are possible to do with this very easily that would be a pain in the ass on a cpu are great. If I understand correctly that he's basically feeding audio in as textures for a pixel shader to fuxor with, then the amount of stuff you can do with texture manipulation stuff would be insane. Something as simple as realtime pitch-shifting with interpolation literally requires 1 line of HLSL code.

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Guest Dr. Elemeno von Hat X: PhD

yeah, definitely about damn time.

 

graphics cards essentially have a huge-ass bank of matrix multipliers and such. not for every audio effect, but it'd help a damn lot!

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1 possible problem is that graphics cards manufacturers have had little incentive to follow IEEE standards for floating point accuracy in those matrix multipliers. close enough really is close enough for shading and lighting, etc.

 

Still, works great so far!

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1 possible problem is that graphics cards manufacturers have had little incentive to follow IEEE standards for floating point accuracy in those matrix multipliers. close enough really is close enough for shading and lighting, etc.

 

Still, works great so far!

and is close enough for dsp also. part of the appeal of old analogue synths is that they were 'close enough' but not perfect.

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Erm, well, the 'floating point' on Analog equipment is pretty accurate seeing as how its the variations in voltage that are tracked. The floating point calcs used in these algorhithms are trying to express what happens when voltage does its thing, and thus, the more accurate the better. Inaccuracies would only exagerate the digital effect.

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Erm, well, the 'floating point' on Analog equipment is pretty accurate seeing as how its the variations in voltage that are tracked. The floating point calcs used in these algorhithms are trying to express what happens when voltage does its thing, and thus, the more accurate the better. Inaccuracies would only exagerate the digital effect.

I wasn't saying that it would sound Analog. I'm saying that the fuckups with analog stuff caused analog to have a distinct unique sound that people work so hard to get. Digital sounds good to me, because in 30 years people will be nostalgic for old shit FL studio synths running off of inaccurate GPUs instead of TB303s.

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Guest Dr. Elemeno von Hat X: PhD

it'd probably just sound like a shitty bitcrusher effect. nothing to write home about.

 

there's probably some sort of maths/coding voodoo magick that allows you to get the accuracy you want by using two ops instead of one or something. someone'll figure it out eventually.

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it'd probably just sound like a shitty bitcrusher effect. nothing to write home about.

maybe.

 

there's probably some sort of maths/coding voodoo magick that allows you to get the accuracy you want by using two ops instead of one or something. someone'll figure it out eventually.

IIRC DirectX Shader Model 4.0 cards don't have this issue. The only SM4 card out right now is the Geforce 8000 series.

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