Conversation

Jarkko Sakkinen

The indie DAW/tracker is based now on emoon's awesome https://github.com/emoon/rust_minifb + GPU only i.e., it is now internally a game engine type of pipeline with graphics and multichannel audio :-) Active screen is rendered to a texture with a single shader pass, and then main screen is rendered with a 2nd pass with the screen texture at the center. A tiny CPU cost (or a wait state, depend how GPU is wired to CPU) might come from feeding state data for a shader program for the update.

Fixed track limits (vs. unlimited tracks in DAW's) also have advantages. One is ultra low and low variance audio latency that is "same same" anywhere and at any time. It's both because pipeline is optimized to carry the weight and also because plugins cause indeterministic latency peaks that need to be compensated by the DAW.

It's a crazy hobby...
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And also with a known number of tracks one can go crazy with SIMD optimizations in whole different level than N tracks...
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