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Realtime GPU Audio

CowboyRobot writes "Two researchers at San Francisco State University has successfully implemented hardware acceleration for realtime audio using graphics processing units (GPUs). 'Suppose you are simulating a metallic plate to generate gong or cymbal-like sounds. By changing the surface area for the same object, you can generate sound corresponding to cymbals or gongs of different sizes. Using the same model, you may also vary the way in which you excite the metallic plate — to generate sounds that result from hitting the plate with a soft mallet, a hard drumstick, or from bowing. By changing these parameters, you may even simulate nonexistent materials or physically impossible geometries or excitation methods. There are various approaches to physical modeling sound synthesis. One such approach, studied extensively by Stefan Bilbao, uses the finite difference approximation to simulate the vibrations of plates and membranes. The finite difference simulation produces realistic and dynamic sounds (examples can be found here). Realtime finite difference-based simulations of large models are typically too computationally-intensive to run on CPUs. In our work, we have implemented finite difference simulations in realtime on GPUs.'"

157 comments

  1. Oh the possibilities! by WillgasM · · Score: 4, Interesting

    What does it sound like when you strike a neutered cat with graphene carrots of varying length?

    1. Re:Oh the possibilities! by Anonymous Coward · · Score: 5, Funny

      You had to wait for a computer model to find this out? I guess the music scene in your town is pretty boring.

    2. Re: Oh the possibilities! by Anonymous Coward · · Score: 0

      Clearly you live in Austin...

    3. Re:Oh the possibilities! by Anonymous Coward · · Score: 0

      What does it sound like when you strike a neutered cat with graphene carrots of varying length?

      This pretty much answers that for ya

    4. Re:Oh the possibilities! by Anonymous Coward · · Score: 0

      What does it sound like when you strike a neutered cat with graphene carrots of varying length?

      my cat will always have the honour of carrying his cajones.
      hows about i strike u with iron carrots of varying lengths?

    5. Re:Oh the possibilities! by Anonymous Coward · · Score: 0

      What does it sound like when you strike a neutered cat with graphene carrots of varying length?

      You'd do that for me? OOoh you naughty boy, I'm getting so ... hot.

    6. Re:Oh the possibilities! by steelfood · · Score: 1

      I can tell you that if the cat wasn't neutered, it would sound like a trip to the hospital.

      --
      "If a nation expects to be ignorant and free in a state of civilization, it expects what never was and never will be."
    7. Re:Oh the possibilities! by PopeRatzo · · Score: 2

      my cat will always have the honour of carrying his cajones.

      I had a pair of earrings made out of my cat's cojones and gave them to my wife for her birthday.

      I'm hoping to distract her from doing the same with mine.

      --
      You are welcome on my lawn.
    8. Re: Oh the possibilities! by Anonymous Coward · · Score: 0

      I suspect you are right. That does sound like something rednecks would do.

    9. Re: Oh the possibilities! by Khyber · · Score: 1

      Austin is about as far from redneck as it gets.

      Go into ANY Mississippi town or city.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    10. Re: Oh the possibilities! by Anonymous Coward · · Score: 0

      I'm from New York and California. Anything in between is hick country as far as I'm concerned.

      And yes, I've been to Texas. It's quaint and full of rednecks.

    11. Re: Oh the possibilities! by Khyber · · Score: 1

      You can only be from one place. And having been to New York and Currently living in California, I'd have to say you're probably way off-base, because I've seen plenty of Appalachian rednecks from the northeast, and plenty of Rocky Mountain rednecks from out here in the west.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    12. Re:Oh the possibilities! by davester666 · · Score: 1

      Yes. I'm not allowed around cats anymore.

      --
      Sleep your way to a whiter smile...date a dentist!
  2. Finally by Richy_T · · Score: 3, Insightful

    Something to do with all those GPUs when ASIC mining of Bitcoin takes over. It's going to get noisy.

    1. Re:Finally by Anonymous Coward · · Score: 1

      They've already got GPU accelerated noise makers, but all they do is repeat "litecoin litecoin litecoin"!

  3. impossible! by zlives · · Score: 4, Funny

    " simulate nonexistent materials or physically impossible geometries"
    the sound of one hand clapping

    1. Re:impossible! by Anonymous Coward · · Score: 0

      I, and many others, can clap with one hand.
      https://www.youtube.com/results?search_query=one%20hand%20clapping

    2. Re:impossible! by wierd_w · · Score: 1

      Actually, I can make a clap with only one hand (and nothing else but that hand.), it's just kinda faint.

      Certainly not impossible.

    3. Re:impossible! by WillgasM · · Score: 1

      *Fap Fap Fap Fap*

    4. Re:impossible! by Anonymous Coward · · Score: 0

      Actually, I can make a clap with only one hand (and nothing else but that hand.), it's just kinda faint.

      Certainly not impossible.

      too bad while the sound might be somewhat similar(but fainter) clapping needs two hands(or two objects of some kind)..

    5. Re:impossible! by Anonymous Coward · · Score: 0

      Actually, I can make a clap with only one hand (and nothing else but that hand.), it's just kinda faint.

      Certainly not impossible.

      too bad while the sound might be somewhat similar(but fainter) clapping needs two hands(or two objects of some kind)..

      Like fingers striking a palm?

    6. Re:impossible! by zlives · · Score: 1

      you sir? are the winrar of TGIF

    7. Re:impossible! by Anonymous Coward · · Score: 0

      You need to read up on the definition of "object" some time. Fingers clapping against a palm certainly qualifies as two (or more) objects clapping. So is one atom clapping against another atom.

      The part that matters for the act of clapping is that they can produce kinetic energy in different vectors, converting that energy to sound when they are prevented from moving further. Fingers to palm does exactly that.

    8. Re:impossible! by Anonymous Coward · · Score: 0

      The sound of hand to gland clapping.

    9. Re:impossible! by Anonymous Coward · · Score: 0

      Clipping.

    10. Re:impossible! by Anonymous Coward · · Score: 0

      You're the kind of person who, when someone points at something, you look at the finger... not what they are pointing at.

      What I'm trying to say is... you miss the point and fail at life... all the time.

  4. Mac Only? by DadLeopard · · Score: 1

    Might be interesting to me, if it was ported to Linux and could use AMD GPUs! Mac and Nvidia,no way!

    1. Re:Mac Only? by Anonymous Coward · · Score: 2, Funny

      This just in: paper author commits suicide now that slashdot poster not interested in his life's work.

    2. Re:Mac Only? by Anonymous Coward · · Score: 0

      Or at least put this into some VST-instruments. Sure those are typically .dll files, but with WINE and software like LMMS there isn't much that keeps it from being platform agnostic.

    3. Re:Mac Only? by rayharris · · Score: 2

      You do realize this is research and not a product, don't you? As in, hey look what we discovered we can do!

      If you want it ported to Linux using AMD GPUs, request the source code (since that's the only way it's provided) and port it yourself.

      --
      I void warranties.
    4. Re:Mac Only? by VisceralLogic · · Score: 1

      FTFA: "Our software synthesis package, FDS (Finite Difference Synthesizer), was designed to operate on Mac OSX and Linux."

      --
      Stop! Dremel time!
  5. Yawn by sunderland56 · · Score: 1, Insightful

    Yeah, you can do computationally heavy things in a GPU. We've done that for years. All this is saying is that some audio signal processing tasks are computationally heavy.

    1. Re:Yawn by AlphaWolf_HK · · Score: 4, Insightful

      I think what's most important is now we have the mathematical models in place that allow us to simulate convincing sounds rather than "sample and include". For the creative types, this will save a ton of effort and money. It also has implications for games, e.g. with the given environment model, be able to produce convincing sounds in real-time rather than taking sound samples mixing them with reverb, attenuation, positioning, etc.

      --
      Careful with names containing L slashdot.org/~AiphaWolf_HK slashdot.org/~AlphaWoif_HK slashdot.org/~AiphaWoif_HK
    2. Re:Yawn by MozeeToby · · Score: 4, Interesting

      Actually I think this is pretty cool. It's always bothered me how repetitive sounds can get in games, it would be a neat trick if you could model object's for sound the way you model them for graphics. Each door, window, rock, etc, could have a subtly different sound from the one next to it. I'm sure they're not to that point now, but they are spelling out the possibilities.

    3. Re:Yawn by jfengel · · Score: 1, Interesting

      It's standard fare for science press releases. If the actual advance you're making is boring (using different hardware to speed up processing), then tell them about the part that's been done all along and take credit for it. (Alternatively: take credit for being "just about there" from some far off future goal, to which you've just made a non-trivial but still minor advancement.)

      Most "science" journalists eat it up, slightly rewriting it and passing it over to their editors so that they can knock off early and grab a beer. One would hope for slightly more from a web site "for nerds", but their editors also would like to knock off early and grab a beer.

    4. Re:Yawn by Anonymous Coward · · Score: 0

      You obviously miss the second most obvious thing on GPU systems. Latency. Latency makes pretty difficoult to run real time audio.

    5. Re:Yawn by Anonymous Coward · · Score: 0

      Just what we need, $500 sound cards which require a 1K watt power supply to go along with the $500 video card with another 1K watt power supply!

    6. Re:Yawn by Anonymous Coward · · Score: 0

      "subtly different" is easy - just apply a simple distortion to the sound such as speed or pitch (we've had it for decades).

      This tech goes way beyond that.

    7. Re:Yawn by Anonymous Coward · · Score: 0

      For audio engineers who couldn't afford dedicated DSP cards, this is a godsend.

    8. Re:Yawn by loftarasa · · Score: 2

      Now that definitely sounds like the most interesting application of this technology. Organic-sounding-artificially-made sound effects.

    9. Re:Yawn by sunderland56 · · Score: 1

      The *video* is not real time either - it is delayed by 1/60th (or 1/72nd, etc) of a second. So, whether you process your audio in the CPU, in the GPU, or elsewhere, you need to have it line up with the delayed video.

    10. Re:Yawn by Instine · · Score: 4, Insightful

      I'm also excited by this. Especially as to what this could mean for Text to Speech. Generating more organically modeled TTS could really push it out of the uncanny valley. Currently if you ask a tts engine to say a word or phoneme, it is identical to the last time it was made. What if it were generated in realtime with the same variances as a human voice.

      --
      Because you can - or because you should?
    11. Re:Yawn by Anonymous Coward · · Score: 0

      I like to do my killing BEFORE breakfast.

    12. Re:Yawn by Anonymous Coward · · Score: 0

      This is yet another cool thing under a bad/wrong title. You are absolutely correct that GPUs have been doing heavy work for years - that's their job. Real time DSP on a GPU, what? you'd never need that much juice. What is glossed over is that this is not audio signal processing as the world in general knows it. "physical modeling sound synthesis" is a very badass, modern way of synthesising sound. coupling that with GPUs blows the doors wide open for maximising it's capabilities.

    13. Re:Yawn by asliarun · · Score: 3, Insightful

      I think what's most important is now we have the mathematical models in place that allow us to simulate convincing sounds rather than "sample and include". For the creative types, this will save a ton of effort and money. It also has implications for games, e.g. with the given environment model, be able to produce convincing sounds in real-time rather than taking sound samples mixing them with reverb, attenuation, positioning, etc.

      Yes, absolutely! I see it as analogous to vector graphics vs bitmapped graphics. Vector audio is THE holy grail of accurate sound reproduction.

      If these guys can pull this off, it will be the literal (digital) equivalent of having your own live performance - every time! You will have software based models of various instruments that will play music for you by playing their respective instruments for you real-time. The possibilities of this are actually astounding. You would record or store music not as digital samples (lossy, lossless, notwithstanding) but in terms of *how* each instrument is played. You have now turned the problem on its head - you are constrained by the accuracy of your software/mathematical model of each instrument, and by how well you are able to control it to become more nuanced. At a hardware level, if you assume infinite processing power, the challenge would be to accurately play these software instruments. You could again take a completely different approach - you could for example have an array of speakers where each speaker is dedicated to playing a specific instrument, and all the speakers are fed separate audio signals.

      Contrast this to the currently audio setup - which would be a 2.0 or 2.1 or 5.1 or 7.1 stereo/HT setup - where each speaker tries (and fails) to accurately reproduce the entire audible frequency spectrum, or you have a mish-mash setup where different speakers divvy up the frequency spectrum between themselves (think sub-woofer and satellite speakers) so they can do a marginally better half-assed job.

      If you look at the entire chain in a traditional setup, you have the speaker driver's mechanicals, the speaker crossover electronics, the speaker wire, the power amp, the pre-amp, the DAC, the player, the source audio signal (mp3, flac, redbook CD etc.), the recording mike, and the recording room - all of these links in the chain distort the music in their own way.

      What I mentioned above is only my interpretation of how this technique can be used -there are a huge number of other possibilities - software defined objects, such as in games, can now have their own (genuine) sound, and that will sound different depending on how you interact with them. You could also have virtual instruments, unconstrained by the laws of physics, define their own physics and their own unique sound. You could even program room acoustics and have the instruments play sounds as if it was being played in open space, a large hall, a studio, on a beach etc.

      Sigh.

    14. Re:Yawn by wonkey_monkey · · Score: 1

      Or the game creators could just stop being cheap, and record/licence 100 different smashy-glass sounds instead of 3. And don't get me started on that damn squeaky-door noise in movies!

      --
      systemd is Roko's Basilisk.
    15. Re:Yawn by Hentes · · Score: 1

      There's already some sound randomization in better games.

    16. Re:Yawn by Anonymous Coward · · Score: 0

      all the NPCs can give you the same set of canned responses in slightly different voices.

    17. Re:Yawn by Anonymous Coward · · Score: 0

      I don't really think it's cheapness, it's increasing the size of the game by a few gigabytes or more. Nobody wants to install another 2 DVDs, or another 10 hours download on slow DSL.

    18. Re:Yawn by Anonymous Coward · · Score: 0

      Ha!
      I was doing randomized with in-game situation modifiers 15 years ago on the original playstation. It's not a new thing.

    19. Re:Yawn by wierd_w · · Score: 1

      No exactly.

      If you used a generalized human vocal tract model, with parameters for noteworthy features like chord thickness, length, trachea diameter, et al, then used a natural language generator to generate textual dialog, and finally, combined these into a text to speach engine, you could have a very wide variety of NPC dialog.

      The natural language part can run on the cpu, and the realtime sound rendering TTS can run on the GPU.

    20. Re:Yawn by Anonymous Coward · · Score: 0

      It's even better than you think, though. If this can be made sufficiently advanced it will revolutionize computer basic composing entirely.

    21. Re:Yawn by pipatron · · Score: 1

      Actually, the GPU is much faster, by far, than any* DSP setup. The GPU consists of hundreds or thousands of DSP building blocks, although more limited in what they can perform and in which order.

      * Naturally you can build out a DSP system to match the speed of a GPU, as you can build a rack of CPUs to outperform a single GPU. That's not my point.

      --
      c++; /* this makes c bigger but returns the old value */
    22. Re:Yawn by Martin+Blank · · Score: 1

      Wasn't Aureal starting in on this kind of thing before Creative bought them and killed the product? I seem to recall their sound chips doing some things to calculate real-time echos and other changes to the sound based on materials and room geometry.

      I guess it's good that it can be done on the GPU; it might make for one less chipset to go into a system especially given the move toward DisplayPort.

      --
      You can never go home again... but I guess you can shop there.
    23. Re:Yawn by RabidReindeer · · Score: 1

      Or the game creators could just stop being cheap, and record/licence 100 different smashy-glass sounds instead of 3. And don't get me started on that damn squeaky-door noise in movies!

      What next? Are you going to bitch about the Wilhelm Scream?

    24. Re:Yawn by Khyber · · Score: 1

      "Real time DSP on a GPU, what? you'd never need that much juice."

      Ever try pitch shifting? Even the best hardware in a computer tends to make the sound warble like mad once you go up or down a whole step.

      This would significantly reduce that sort of artifacting, and trust me, you need a TON of power to do it.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    25. Re:Yawn by Anonymous Coward · · Score: 0

      I think you're misunderstanding what real time means in this case. It doesn't mean that there is no processing latency.

      http://en.wikipedia.org/wiki/Real-time_computing#Real-time_and_high-performance

      tl;dr: Real time processing should not result in an indefinite backlog.

    26. Re:Yawn by u38cg · · Score: 1

      I find it a bit odd, because this is stuff that's been around for ages. You can buy commercial packages off the shelf for many instruments, particularly piano, and they sound fantastic.

      --
      [FUCK BETA]
    27. Re:Yawn by fbjon · · Score: 1
      Physical modelling in sound generation is decades old, there was lots of interest in it in the 90's with commercial hardware, but it has kind of died down. It's computationally intensive for one, which a GPU can help with, but it's also a bitch to actually use well for most real-world instruments. Bell-like sounds are common and can be quite interesting, wind instruments can be done fairly ok, bowed instruments are a bit meh compared to the real thing or samples.

      The novelty is doing it on a GPU which means greater processing capacity, and also doing it in real-time which can be tricky with audio, partially because of latency when transferring data, but also because anything over 15ms is simply to be comfortably usable as an actual playable instrument. If you're just playing something back it's different of course, but then there's no real-time requirement in the first place.

      I've made a simple and rather crude analog virtual synth running on a GPU using OpenCL, without any shared memory, that can in a pinch go down to a 1024-point buffer (in stereo) which is about 22ms, though not quite reliably. It's obviously much simple calculations, but it can easily do some thousand oscillators in stereo. The article says a 512-point buffer (11ms) is the smallest that they could make usable, which is pretty good.

      I can see it being interesting in a game, different objects have different sounds and so on. Music playback is something else though. I always return to the problem of string instruments: how do you actually create the model, and more importantly the inputs? An actual violin has quite a few parameters that govern the sound. Consider the bow: pressure, angle (leaning), speed, position on the string, tension of the hairs (more tension creates slightly smaller contact area), static pressure on the strings (causing the bow and string to stick and then suddenly unsnap), exact time of contact. You'll have to either record all those from the live performance, I would guess a resolution of maybe 10 to 50ms might be good for some of the parameters, more for others. But then you can also pluck the string, and the strings and body resonate with each other, and even with nearby instruments, and you still have the whole left hand yet to be done.

      It also doesn't remove the problem of imperfect speakers. Even if you separate out the instruments on their own speakers, each speaker still needs to reproduce the entire spectrum. And also, a speaker is physically a much smaller sound source than a large wooden resonator like a cello, which makes an acoustical difference.

      In short, it's very cool but not a revolution. But also don't quote me on that.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    28. Re:Yawn by JuicyBrain · · Score: 1

      Just have the video processed by the CPU. It's not like it's very busy at that moment :-)
      It'd be like an IT version of Freaky friday.

    29. Re:Yawn by mattr · · Score: 1

      They could make a bundle consulting for Hollywood space opera movies or pro sound designers maybe.
      And how about Google... what will the clanging feel like when they bump into and drill into that asteroid? Will it drive the miners or their robots insane??

  6. Re:RESONANCE FREQUENCY by Anonymous Coward · · Score: 4, Informative

    When will you people LEARRRNNNN???????

    Maybe when there is something to learn? Both forms are in common use, including physics textbooks and papers.

    resonant frequency n. Physics a frequency at which resonance (of any kind) takes place.
    1897 L. Bell Electric Power Transmission x. 393 When the [electrical] oscillations are strongly damped by the presence of iron, the total resonant rise is considerably diminished, but it varies less rapidly as the resonant frequency is departed from.
    1934 J. P. Den Hartog Mech. Vibrations ii. 52 The forced frequency coincides exactly with the natural frequency... This important phenomenon is known as ‘resonance’, and the natural frequency is sometimes called also the ‘resonant frequency’.
    2001 S. Hawking Universe in Nutshell ii. 52 (caption) Just like the strings on a violin, the strings in string theory support certain vibrational patterns, or resonant frequencies, whose wavelengths fit precisely between the two ends.

  7. I can has cheezeburger? by Anonymous Coward · · Score: 0

    Two researchers at San Francisco State University has

    *facepalm* Fucking illiterates, learn to read and write.

    1. Re:I can has cheezeburger? by Anonymous Coward · · Score: 2, Funny

      You just need to parse the sentence correctly --- perhaps the name of the university is "Two Researchers At San Francisco" State University.

  8. Re:first by femtobyte · · Score: 2, Funny

    Looks like you need some GPU acceleration to handle realtime first posting.

  9. take that old zen koan! by Plazmid · · Score: 0

    physically impossible geometries or excitation methods.

    then we'll finally have the answer to "what is the sound of one hand clapping"

    1. Re:take that old zen koan! by Anonymous Coward · · Score: 0

      The sound of the atom splitting...

      http://petshopboys.wikia.com/wiki/The_Sound_Of_The_Atom_Splitting

  10. This is nothing. by GhigoRenzulli · · Score: 1

    You should see 3d graphics done with my audio card.

  11. Re:RESONANCE FREQUENCY by versificator · · Score: 1

    perfect example - the popular use of the term 'iPod' to refer to all MP3 players, regardless of their lack of affiliation with Apple.

  12. Impossible geometries? by Kaptain+Kruton · · Score: 3, Interesting

    What do they mean by "physically impossible geometries"? Are they talking about things that have a higher or lower number of physical dimensions (eg: a 4 dimensional object or a 2 dimensional object)? A weird combination of Euclidean and non-Euclidean geometry?

    1. Re:Impossible geometries? by Anonymous Coward · · Score: 0

      Specifying a geometry as an imaginary number. You can do that in DSP, but not in real life.

    2. Re: Impossible geometries? by JWW · · Score: 5, Insightful

      Imagine a metal cymbal shaped as a sphere with no holes in it floating free in the air. Now hit that cymbal with a mallet that is longer than the diameter than the cymbal. But hit the cymbal on the inside of the sphere. Oh and the interior of the sphere is a vacuum.

      There you go, there are a few impossible geometries (and other things) in that scenario.

    3. Re: Impossible geometries? by Anonymous Coward · · Score: 0

      If the mallet is inside a vacuum inside the sphere, its dimensions are irrelevant because it won't be producing any sound waves. Also, if the sphere has no holes and is sufficiently rigid, it makes no difference whether you hit it on the inside or outside. And you can suspend a sphere with a electromagnetic field. Your impossible geometry wouldn't be very different from a completely possible thing. Heck, it wouldn't be that different from a brass ball hanging on a string getting hit with a heavy stick.

      More physical dimensions might be interesting though.

    4. Re:Impossible geometries? by Anonymous Coward · · Score: 0

      Well, different kinds of Hilbert spaces or even more general stuff obviously.

      Like non-euclidean geometries, non-orthogonal dimensions, weird topologies, more or less space *and* time dimensions,
      or even non-consecutive space (= with gaps) or with the vectors actually being vectors of functions with strange (e.g. Julia set) behavior.

      In essence it just means: The possibilities are endless!

    5. Re: Impossible geometries? by osoroco · · Score: 1

      If the mallet is inside a vacuum inside the sphere, its dimensions are irrelevant because it won't be producing any sound waves.

      It will create vibrations that will travel and make sounds on the outside

      And you can suspend a sphere with a electromagnetic field.

      which would act forces upon the sphere, possibly constricting/altering its resonance

      Heck, it wouldn't be that different from a brass ball hanging on a string getting hit with a heavy stick.

      More physical dimensions might be interesting though.

      solid vs. hollow. less/more mass on the object

    6. Re:Impossible geometries? by Hentes · · Score: 1

      A cymbal shaped like a Klein bottle could be simulated by this, for example.

    7. Re: Impossible geometries? by wonkey_monkey · · Score: 1

      If the mallet is inside a vacuum inside the sphere, its dimensions are irrelevant because it won't be producing any sound waves.

      Yes it will, but they'll be confined to the surface of the sphere (and the mallet).

      Your impossible geometry wouldn't be very different from a completely possible thing.

      You missed the part about the mallet being simultaneously longer than, and entirely within, the sphere.

      --
      systemd is Roko's Basilisk.
    8. Re: Impossible geometries? by wierd_w · · Score: 1

      Not impossible. It is entirey possible to have an arclength far longer than the diametric distance of the sphere's interior.

      Just coil up the hammer's handle. Boom. Longer than the sphere, still inside.

    9. Re: Impossible geometries? by Anonymous Coward · · Score: 0

      Just coil up the hammer's handle. Boom. Longer than the sphere, still inside.

      And you've just changed the geometry to something different from the contrived example.

    10. Re:Impossible geometries? by shadowofwind · · Score: 1

      the sound of vibrating klein bottle

    11. Re: Impossible geometries? by Anonymous Coward · · Score: 0

      Good luck trying to get pseudoskeptics to imagine anything.

    12. Re: Impossible geometries? by wierd_w · · Score: 1

      No, he said that the hammer has a length that is greater than the diameter of the sphere, is inside the sphere, does not touch the sphere, is evacuated. At no point did the GP asster that the handle of the hammer is a linear vector, and not a curve. He only said the length was greater than the spherical diameter. Next time he should be more careful.

      I assert that this can exist:

      1) the hammer's arm is a coil that does not touch itself, nor the wall of the sphere. Its length is greater than the sphere diameter.

      2) the hammer and sphere are in freefall. Both fall at the same rate, so the hammer won't rest on the wall of the sphere.

      3) the sphere is evacuated.

      Improbable, but still possible.

    13. Re: Impossible geometries? by wierd_w · · Score: 1

      Just to point out, what would be geometrically impossible:

      A sphere with no thickness to its skin.

      A hammer with a volume greater than the volume of the sphere, being completely inside said sphere. (Very different from length, which can occupy many spacial dimensions.)

      Superluminal oscillations interacting with normal matter (can't be done realtime though.)

      A closed solid with a greater interior volume than its exterior one.

      A material comprised of antimassed particles.

      A sonically superconducting material

      (Others).

    14. Re: Impossible geometries? by DMUTPeregrine · · Score: 1

      The impossibility of some of those would seem to depend on the axiom of choice being false. If you let Banach and Tarski make your sphere and hammer you might get some very strange results.

      --
      Not a sentence!
  13. Re:RESONANCE FREQUENCY by SJHillman · · Score: 2

    Dear anonymous moron,

    Established use of a term is what gives it definition. That's how language works. if we decided that "cow" is a small bird that's delicious, then that's what a cow would be.

  14. People use GPUs for numerical simulation by loufoque · · Score: 3, Insightful

    News at 11.

    1. Re:People use GPUs for numerical simulation by Anonymous Coward · · Score: 1

      News at 11.

      Will them news be GPU rendered in Realtime ?

  15. Re:first by Arkh89 · · Score: 1

    GPU : Graphics Processing Unit lvl 17 evolves to Generic Processing Unit.
    (re-)Choose your specialization :
    - Audio Processing Unit (APU)
    - Stocks Processing Unit (SPU)
    - First Post Unit (FPU)

  16. Re:RESONANCE FREQUENCY by femtobyte · · Score: 1

    Dear Nobel Laureate,
    I'm guessing you got your "Nobel" in Economics? Because you're clearly completely delusional about how the real world works, and consider your "correct" definitions to establish the basis for all truth. Here's a clue: language is created by the people who use it. When a huge number of published physicists use a phrase in countless papers and textbooks, it is by virtue of that widespread use "correct" regardless of any other syntactical, etymological, or semantic arguments.

  17. Bilbo? by Anonymous Coward · · Score: 0

    GPU audio processing makes hobbits late for dinner!

  18. Re:RESONANCE FREQUENCY by Beardo+the+Bearded · · Score: 4, Informative

    I'm an Engineer, and this is the first time in my life I've heard "Resonance" and "Frequency" in that order.

    I studied that stuff for a while. Had some tests on it. Read some books on it. Look into it at work.

    I'm also a bit of a musician.

    I'm not saying you're incorrect -- I've just never heard that phrase before.

    --

    ---
    ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
  19. Re:RESONANCE FREQUENCY by Dishevel · · Score: 1

    To be fair though. I don't care how many people tell me it is legitimate.

    If you try to "Aks" me a question I judge them an idiot. Period.

    --
    Why is it so hard to only have politicians for a few years, then have them go away?
  20. It's pretty great actually by Anonymous Coward · · Score: 2, Insightful

    One of the fundamental problems with computer based music production is that we're still, unless we're working with synthesized music, limited to pre-recorded samples.

    Vienna Symphonic Library, for example, is well over several hundred gigabytes in size, many of those samples covering various articulations (playing techniques) of the same instrument.

    One set of violins playing legato. One set of violins playing pizzicato. Marcato samples etc. etc. With virtual instruments that is no longer necessary. We can just "tell" the virtual musician where to place his fingers and how to do that and cconfigure a bunch of presets for the composer to use as he wishes.

    One fundamental problem at the moment is dealing with smooth transitions from one note to another in sequence. For example the violas of a real orchestra playing a transition from one note to another would slide between them smoothly. This CAN be simulated by changing the note pitch digitally, but that loses authenticity.

    VSL solves this by pre-recording the musicians playing the most common note transitions. This is a huge undertaking and takes up a lot of space as you have to record C to C#, C to D, C to D# etc. etc.

    If we can simulate the instruments without relying on samples we can do away with all that and create some truly amazing things for musicians. I suspect that in the future we will have synthesized orchestration packages so that we can do away with samples entirely.

  21. Bye bye Music by Anonymous Coward · · Score: 0

    Those who play real instruments will be considered hipsters, music is seeing its final days, on the other side it's an awesome thing, I'm just sad for good music.

    1. Re:Bye bye Music by Romwell · · Score: 1

      It's clear you know nothing about music making.

      Developing virtual instruments brings down the cost of music production, but controlling, say, a virtual violin to get the same kind of articulation as an actual violinist would, in real time, requires - essentially - a violin as a controller, with all the skills necessary to play it.

      We already have sample libraries that fit the bill to make demos and a wide variety of music. We have hybrid synths/samplers. Doing it on the GPU won't revolutionize music.

      What if can revolutionize is sound generation in virtual environments - e.g. the sound a collapsing building would make in a shooting game. However, it still requires more processing power than even the GPU can handle.

  22. Hammond B3 with Leslie 122 by Anonymous Coward · · Score: 0

    Please

  23. Surround sound by phorm · · Score: 2

    I was thinking that it would be good for mapping out real "surround sound" similar to how complex reflection and/or ray-tracing is done.

    Even if the initial sounds themselves are canned, the sound through a wooden hallway, a hallway with a carpet, or a large open room would be different. Combine that with digital surround and it could be quite useful.

  24. GPU is not that useful for audio by goruka · · Score: 1

    There are many reasons that make GPU not as useful for audio.
    The second is that most audio processing usually relies on complex directed graphs consisting on nodes that each process a different task, and that kind of interaction is too complex for the simpler, massively parallel GPU architecture.
    It would be fanastic for us that work in the audio industry to have some sort of DSP acceleration coprocessors for audio, but there's not enough demand to make that affordable so we can only wait for GPUs to become more flexible and realtime friendly, or CPUs to become more parallel.

    1. Re:GPU is not that useful for audio by Anonymous Coward · · Score: 1

      With HDMI output, the graphics card is the last place in the computer to touch audio before it goes to a TV. It might have other advantages.

    2. Re:GPU is not that useful for audio by rayharris · · Score: 2

      They're not talking about processing in the sense of DSP, they're talking about synthesis of sound waveforms simulating physical models of the instruments. Any DSP would come after that.

      --
      I void warranties.
    3. Re:GPU is not that useful for audio by SimonTheSoundMan · · Score: 1

      It would be fanastic for us that work in the audio industry to have some sort of DSP acceleration coprocessors for audio, but there's not enough demand to make that affordable so we can only wait for GPUs to become more flexible and realtime friendly, or CPUs to become more parallel.

      You can very easily buy audio DSP co-processor quite cheaply. Connect via Firewire or USB, PCIe, or as a standalone unit.

      Pro Tools HD being one of the most widely used DSP co-processors. Write your own RTAS or AAX plugin, you can use the DSPs.

      If you really want to get down to prototyping, use Matlab and buy a SHARC dev board.

      DSP is being used in almost all audio hardware these days. Consoles, compressors, EQs, it's all going digital. The demand is huge.

    4. Re:GPU is not that useful for audio by ja · · Score: 1

      Fortunately, you are terrible wrong! :-) On the GPU you can trivially explore the parallelism of multiple identical channel strips or multiple, polyphonic synth voices. The code to do this can almost be copy/pasted from your favorite on-line DSP resource - the difference being that you'll get 32 of each (assuming the function call is warp aware) rather than one.

      --

      send + more == money? ...
    5. Re:GPU is not that useful for audio by elucido · · Score: 1

      DSP is better than GPU but GPU can do stuff a DSP cannot. Physical modeling is a perfect example because to get certain instrument sounds right, like strings based instruments, steel drums, gongs, etc, you need hardware acceleration. Software does a crappy job at it and sampling cannot do it very well period.

      If it's possible to use some of the GPU power for audio then we should.

    6. Re:GPU is not that useful for audio by elucido · · Score: 1

      Digital isn't really what everyone is into but it has it's purposes.

  25. Re:RESONANCE FREQUENCY by X0563511 · · Score: 1

    That's a mispronunciation, not a misused word.

    --
    For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  26. Re: Impossible geometries? Heard them... by Anonymous Coward · · Score: 0

    Maybe it was ADD N to (X) or Einsturzende Neubauten... or Human League (Mmmmm... Travelogue I LURV U)

    Maybe it was Autobahn... maybe it was Metal Fingers in My Body, Nervous Gender, Storm the Studio or many more.

    Maybe it was all the acid I did back in the 90's...

    Just saying...

    ANON!

    "A sound is no more than a fart unless wrapped in meaning" - purrpurrpussy.

  27. Re:RESONANCE FREQUENCY by BetterSense · · Score: 1

    Also engineer; concur with parent.

  28. Re:RESONANCE FREQUENCY by Anonymous Coward · · Score: 0

    Dear ball licker,

    If you had received a private education, you would understand that a frequency cannot resonate. Frequency is an abstract measurement. However, a frequency can exist where resonance occurs.

    I deem you not worthy of licking my balls, but my girlfriend offers you to lick her ovaries instead.

    Cheers,
    The educated
    (captcha: sincere)

  29. Re: RESONANCE FREQUENCY by Anonymous Coward · · Score: 0

    Yes, like the referer in HTML.

  30. Since it is on a GPU... by 4wdloop · · Score: 2

    ...perhaps it would be easier to visualize it? The frame buffer is just one bit-throw away...

    --
    4wdloop
  31. Re:RESONANCE FREQUENCY by wonkey_monkey · · Score: 3, Funny

    I could care less how many people tell me it is legitimate.

    FTFY.

    --
    systemd is Roko's Basilisk.
  32. Um.... by Anonymous Coward · · Score: 0

    I remember when sound cards accellerated sound processing. It wasn't that long ago. Now the processing has to be done on the video card?

  33. Re:#irc.Trolltalk.com by Anonymous Coward · · Score: 0

    I'm cracking your code, you fucking faggot!

  34. Re:RESONANCE FREQUENCY by Anonymous Coward · · Score: 0

    That's like comparing baseball bats to outer space. iPod is not incorrect terminology. The use of iPod to mean an MP3 player, Xerox to photocopy, and the like is "genericizaiton." Frequencies don't resonate, so it just makes you sound stupid.

  35. In other news by MrEricSir · · Score: 1

    Hopefully this means my old college buddy Marc can finally graduate. :p

    --
    There's no -1 for "I don't get it."
  36. Been done before by Anonymous Coward · · Score: 0

    At first I thought that post was a April fools from the submitted articles date - but this has actually been done before:

    Fragment Shader Audio

    and

    Fragment Shader Audio with Delays

    This is a much simpler implementation and is great for rapid real-time synthesizer development - and no messing around with compute shaders or openCL.

  37. Re:RESONANCE FREQUENCY by Rob+the+Bold · · Score: 1

    It is not RESONANT frequency. It is RESONANCE frequency. When will you people LEARRRNNNN???????///slash

    I've never seen that in a text. The CRC/IEEE Electrical Engineering Handbook uses the term "resonant frequency". Some math texts refer to it as "natural frequency," particularly when a mechanical system is being modeled -- like the traditional mass-on-a-spring thing. Musicians use "fundamental" (or "fundamental frequency"), but what's a couple "pi"s between friends?

    Now if you'd go crack down on "damp" versus "dampen," I could totally get behind that.

    --
    I am not a crackpot.
  38. Re: RESONANCE FREQUENCY by Anonymous Coward · · Score: 0

    You fucking moron. Resonate frequency refers to the natural frequency of which an object resonates. Not some frequency that resonates. The commonly used textbook definition of resonate frequency is defined as such, not by some arbitrary meaning ascribed by you.

    If I call some device that opens letters a beansplitter and it becomes common use even though its name implies something else does not mean the word is wrong. They are just some sounds that common use gives a meaning, this is how language works.

  39. Re:RESONANCE FREQUENCY by femtobyte · · Score: 1

    Dear ball profferer,
    I'm glad to hear your GF enjoyed my performance enough to want me back for more. By the way, you should spend more time listening to her and learning how her body works --- you might find out that "ovaries" aren't the part you lick.
    Anyway, I'm perfectly happy with my education (public elementary and high school, followed by private college and gradschool), which puts me on the side of this terminological issue with Feynman, Hawking, and the Oxford English Dictionary. Perhaps with a more highly privatized education, I would instead side with the ranks of "the educated" internet AC trolls --- but such is life.

  40. Hoping for realtime voice by Kaenneth · · Score: 1

    I can't wait until real-time synthesized voices escape the uncanny valley. Neal Stephenson was pretty prophetic in 'The Diamond Age' of having live voice actors behind dynamically scripted content; not that we have that, but that we still don't have good voice generators.

    Voice 'acted' games without requiring actors to pre-record every possible phrase would be great.

    1. Re:Hoping for realtime voice by Romwell · · Score: 1
      Indeed, that would be awesome. There is a place for voice acting, but most of the lines in adventure/RPG games could be left to machines. One of the reasons re-making Larry is taking $500K on Kickstarter is that they have to record thousands of lines of speech, most of which probably wouldn't even be heard by the majority of players on the first play-through.

      Because of expenses like that, I sometimes wish the dialogues were un-voiced (as in Fallout 1/2); however, a TTS engine would be a good alternative to that.

  41. Re:RESONANCE FREQUENCY by wierd_w · · Score: 2

    [Damp vs dampen (vs moisten)]

    Look, I LIKE my sonic disturbances to come with a little added moisture, ok? Is that so wrong?!

    Same with my inertia! Dry inertia is just erosive as hell, and very uncomfortable!

    I don't *care* that those are both things that fudamentally cannot be made moist. I want to dampen them anyway!

    (Lol!)

  42. GPU/DSP by seven+of+five · · Score: 1

    DSPs have done sound modeling for years. So is the GPU the new DSP? Or is it simply cheaper because your desktop machine already has a GPU, whereas it may not have a DSP?

    1. Re:GPU/DSP by elucido · · Score: 1

      DSPs have done sound modeling for years. So is the GPU the new DSP? Or is it simply cheaper because your desktop machine already has a GPU, whereas it may not have a DSP?

      Cheaper and possibly more accurate.

  43. Re:RESONANCE FREQUENCY by Anonymous Coward · · Score: 0

    Dear challenged Nobel Laureate,

    Use by experts in the field defines the correct use.

    Yours,
    Moron

  44. No, it's cromulent regency by Anonymous Coward · · Score: 0

    Everybody knows that. What are they teaching kids these days? SKINNER!

  45. Re:RESONANCE FREQUENCY by Anonymous Coward · · Score: 0

    Also engineer; I disagree. A frequency can't resonate. An oscillator can.

  46. Re:RESONANCE FREQUENCY by Trouvist · · Score: 1

    "I couldn't care less how many people tell me it is legitimate."
    FTFTFY

  47. Re:RESONANCE FREQUENCY by Trouvist · · Score: 2

    As a pedantic engineer, I beg to differ. A frequency can very much resonate, just not the way you're thinking. Ever seen any scary movie from before 1980?

  48. Re:RESONANCE FREQUENCY by Anonymous Coward · · Score: 0

    One thing I don't get is why is it "contributing factor" and not "contribution factor". Contribution = noun and contributing = present progressive verb. Usually the way it works in English is noun adjective.

  49. Re:RESONANCE FREQUENCY by Anonymous Coward · · Score: 0

    Wait, I'm retarded. My brain musta had a giant momentary lapse of reasoning. I take back my last post.

  50. Oscillofun by tepples · · Score: 1

    You should see 3d graphics done with my audio card.

    Are you referring to Oscillofun? I thought that was interesting.

  51. Re:RESONANCE FREQUENCY by Charliemopps · · Score: 1

    It can be used either way. In Pro-audio speakers, each has a Resonant Frequency. It's tested as "Fs" or "Free air Resonance" as a result the community ended up mixing the two words ages ago and now everyone calls it Resonance Frequency, Resonant Frequency, Fs or RF. It all means the same thing. Language is a living breathing thing and this guy is only wrong in trying to get someone else to stick to rules that don't exist. His use of the term isn't incorrect, he's just being a dick.

  52. Re:RESONANCE FREQUENCY by femtobyte · · Score: 2

    "I WHOOOOOSH how many people tell me it is legitimate."
    FTFTFTFY

  53. Re:RESONANCE FREQUENCY by Anonymous Coward · · Score: 0

    I have always bought Creative players, so I refer to all MP3 players as "Zen".

  54. Re:RESONANCE FREQUENCY by sg_oneill · · Score: 1

    Yep. Pretty much any linguist worth his salt will tell you that unofficial and incorrect useage of language is largely how language evolves.

    Old german didn't evolve into old english via committee, nor did old english evolve into new english via committee. It came from peasants abusing language , speaking in slang, fucking up grammar and generally speaking however felt comfortable. And here we are centuries later, with the language of academia, commerce and international relations (yeah yeah, french guys, i know, but your fighting a losing battle fellas)

    --
    Excuse the Unicode crap in my posts. That's an apostrophe, and slashdot is busted.
  55. SuperNatural by aitikin · · Score: 1

    Isn't this basically what Roland's SuperNatural has been doing for years? I don't get it...

    --
    "Don't meddle in the affairs of a patent dragon, for thou art tasty and good with ketchup." ~ohcrapitssteve
    1. Re:SuperNatural by Anonymous Coward · · Score: 0

      Not exactly "SuperNatural", but Roland V-Piano or Modartt Pianoteq definitely. But as far as I know, they do not utilize GPUs, yet.

  56. Re:RESONANCE FREQUENCY by Anonymous Coward · · Score: 0

    I'm also an engineer, a structural engineer who is currently doing research in dynamic analysis.

    It's both ressonance frequency and ressonant frequency. They are both used in reference works.

    Ressonant frequency:
    "Dynamics of structures" - Anil Chopra
    "Dynamics of structures" - Clough & Penzien

    Ressonance frequency:
    "Root cause failure analysis" - Mobley

  57. Re:RESONANCE FREQUENCY by sapphire+wyvern · · Score: 1

    In English, at least, there's only one s in resonant & resonance.

  58. Re:RESONANCE FREQUENCY by Blaskowicz · · Score: 1

    Do you often drink a glass or a bottle, litterally? Saying "a frequency" rather than "a pressure wave with a given frequency" is a metonymy.

  59. Re:RESONANCE FREQUENCY by Khyber · · Score: 1

    "Frequency is an abstract measurement."

    Nobel failure. Frequency can be quantized and measured non-abstractly.

    I work with frequencies all day long, in the THz range. Try again when you actually understand something.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  60. Or by Anonymous Coward · · Score: 0

    you could bang an actual gong and join the rest of us in the real world.

  61. Exciting, but still a dream by olau · · Score: 1

    The difficulty in synthesizing sound is getting the models right. You can't simulate each atom so you need a simplifying model that allows you to reduce the work. And that model has to be accurate in the areas where it matters.

    While moving stuff to a GPU gives more computing power (but in a more constrained fashion than a CPU) and certainly helps, the models aren't there yet.

    The people researching physical modelling continue to make progress, but I think that if you put state of the art in a game, you'd perhaps have more lively sounds, but they'd probably sound worse than sampled sounds.

  62. Re:RESONANCE FREQUENCY by fisted · · Score: 1

    "I accidentally part of the word." FTFTFTFTFY

  63. When will it be in FLStudio? by elucido · · Score: 1

    Because if it's not, why should we care?

  64. Not sure i get the 'new' here? by Anonymous Coward · · Score: 0

    GPU processing for DSP is not news.

  65. Re:RESONANCE FREQUENCY by yusing · · Score: 1

    That's funny. I'd say you got cheated, then.

    Because at the merely-public huge university engineering school I attended, one of the earliest things we learned about was the "resonant frequency" of a bridge could cause it to be destroyed by wind or marching soldiers. Yeah, professors with 30 years tenure used that term, as did all of the physics professors at that same institution. And that people and buildings have resonant frequencies as well (as Tesla showed when he scared his neighbors badly.)

    --

    "You must try to forget all you have learned. You must begin to dream." -- Sherwood Anderson

  66. Re:RESONANCE FREQUENCY by alexgieg · · Score: 1

    It is not RESONANT frequency. It is RESONANCE frequency. When will you people LEARRRNNNN???????///slash

    So, when will you youngsters stop with this nonsense of misapplying the word "energy" to science-y stuff? As any theology student knows it's always meant the activity of God in the world. Gee, silly 16th'ers and their "mechanics" distorting the plain meaning of the language for us good folk!

    And get off (the ancient ruins of) my lawn!

    --
    Conservatism: (n.) love of the existing evils. Liberalism: (n.) desire to substitute new evils for the existing ones.
  67. Re:RESONANCE FREQUENCY by Beardo+the+Bearded · · Score: 1

    We agree, so you may be a response level too deep.

    Resonant frequency = yes
    Resonance frequency = no

    --

    ---
    ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.