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Re: Using GCC for "real-time" compilation in audio enginedevelopment
- From: Torgeir Strand Henriksen <torgshen at stud dot iet dot hist dot no>
- To: gcc at gcc dot gnu dot org
- Cc: Jan-Benedict Glaw <jbglaw at lug-owl dot de>
- Date: 04 Dec 2002 21:27:27 +0100
- Subject: Re: Using GCC for "real-time" compilation in audio enginedevelopment
- Organization:
Jan-Benedict Glaw <jbglaw@lug-owl.de> wrote:
> Even this does look like a pile of modules, whose input parameters can
> be specified through some nice frontend...
Yes, to the user they will look like modules (and have a nice
interface), but not treated as such internally, because...
> If you've got to add two streams, you'll call
> some function to do this. The only real overhead plugins take with
them
> is the time you need during linking them.
...there is also overhead in calling a function. It's small, but for,
say hundred functions, it would add up to a lot if each of them was
called 48000 times per second (block based processing wouldn't work with
feedback loops). A complex structure running at 48 kHz sampling
frequency could easily reach such numbers, or higher.
Best regards
Torgeir
--
Torgeir Strand Henriksen <torgshen@stud.iet.hist.no>