Subject: Re: [linux-audio-dev] Re: timing issues in a client/server enviroment
From: David Olofson (audiality@swipnet.se)
Date: la loka 09 1999 - 22:45:55 EDT
On Sun, 10 Oct 1999, Benno Senoner wrote:
> On Sun, 10 Oct 1999, David Olofson wrote:
> > On Sun, 10 Oct 1999, Benno Senoner wrote:
> > [...]
> > > Quasimodo is a nice app with many functions, but it's still a
> > > monolithic app, and my foobar wave editor can't use your 24db
> > > lowpass filter with a simple API call.
> >
> > Actually, it could with the client/server/plug-in API I'm trying to
> > describe, provided Quasimodo publishes it's plug-ins, accepts your
> > connection request. But latency would of course increase with the
> > number of client/server interface layers involved... And simple?
> >
> > > My idea is an engine ( userspace or RTLinux) , which handles the whole thing.
> > > It could be similar to quasimodo, but in form of an engine, with flexible
> > > routing, sample accurate evet processing, syncing etc.
> >
> > That can be done quite transparently through the API (client and
> > plug-ins are very similar), but as I said, latency...
> >
> >
>
> Seems that you are wrong about latency:
> see my previous post ...
> When I get some time I will implement my simple client/server model,
> and run for example 5 clients which generate some audio (of course consuming
> some CPU to simulate DSP computations) , with the server mixing together the
> results. All with 2-3ms latency without dropouts (on the lowlatency kernel),
> WHILE you are surfing the web.
> :-)
Ok, but in this case, you would be sitting in the middle, with
Quasimodo as an engine on one side, and the central audio engine on
the other... That is, two sync points instead of one.
Unless either you or Quasimodo actually *is* the central audio
engine, doing direct device access, or you delegate all audio
processing to Quasimodo or the audio engine. But the point was to
use a plug-in in one engine from another application, and I assumed
that both would be clients from the central audio engine's POV...
//David
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