One could think about using 3D graphics hardware for audio DSP purposes. There
are commercial projects which do that (only for Windows AFAIK).
Cheers,
Andreas
----- Original Message -----
From: "David Olofson" <david(a)olofson.net>
To: "The Linux Audio Developers' Mailing List"
<linux-audio-dev(a)music.columbia.edu>
Sent: Tuesday, February 22, 2005 10:21 AM
Subject: Re: [linux-audio-dev] Linux DSP Hardware?
  On Tuesday 22 February 2005 05.41, jipi wrote:
  Hi All,
 I was thinking,
 we always have dedicated graphic cards for gaming/3D rendering etc..
 why don't we have some h/w optimised audio algos running on some
 FPGA/DSP/ etc... 
 Because there isn't enough demand for it. Only musicians have any
 serious use for that kind of hardware, whereas half the planet needs
 accelerated graphics - especially with all the eyecandy that
 Microsoft, Apple, the KDE and Gnome people etc have decided we
 need. ;-)
  on linux... 
 Dito. The state of accelerated audio on Linux should realistically
 relate to the corresponding on Windows and Mac in the same way as 3D
 acceleration on Linux vs Windows and Mac - and it pretty much does, I
 think... Some popular hardware is supported by Free/Open Source
 drivers to some extent, some vendor has tried to support the Linux
 community to some extent, and that's about it.
  look at these.. are there simple/cheap/open
versions of these? 
 Simple: Not possible, unless you'll settle for a toy synth...
 Cheap: Cheap and good are basically mutually exclusive when it comes
 to hardware. The best you can do is to use high volume components.
 Currently, that means standard general purpose DSP chips for small
 devices, and probably AMD64 chips for heavier gear.
 Open: Only if you're ready to pay a premium for the "lost revenue"
 resulting from opening up the "trade secrets". You don't want to
 design some cool hardware only to have some foreign company make a
 clone of it, sell it dirt cheap (*you* paid the development costs!)
 and put you out of business. That doesn't mean you have to close both
 the design *and* the programming info, but try to explain that to the
 management of your average company... Also try to explain why they
 should be taking the risk of making reverse engineering easier for no
 significant monetary gain.
 If it's actually supposed to do something serious, it won't be cheap.
 Really powerful DSPs are nowhere near cheap.
 If you're into dedicated hardware anyway, why not just hook up a PC
 (SBC, perhaps; though you still get more power/$ if you buy standard
 mainstream PC components) running RTLinux or RTAI? Cheaper and much
 easier to deal with...
  of course I am for the idea of using clusters of
linux PCs while
 some of them do different types of audio processing,
 but not everyone has access to more than 1 PC.. : > 
 Well, if you can get any DSP hardware worth using, you might as well
 get another PC... As an extra bonus, you get a "universal machine",
 as opposed to some oddball DSP card that you're hard pushed to even
 get it to do what you purchased it for.
 Now, if you really don't want to use another PC, and want lots of dirt
 cheap processing power, how about learning some EMU10k1 asm? :-)
 Seems to have more DSP power than your average studio sampler - and
 since it's a high volume product,  just like the 3D accelerators, it
 lets you see some of the "silicon is free" effect. That's the closest
 audio gets to the state of 3D acceleration currently, AFAIK.
 //David Olofson - Programmer, Composer, Open Source Advocate
 .- Audiality -----------------------------------------------.
 |  Free/Open Source audio engine for games and multimedia.  |
 | MIDI, modular synthesis, real time effects, scripting,... |
 `-----------------------------------> 
http://audiality.org -'
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