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Should (most) audio switch to fixed point math only (Q15)

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#10,936 2 条评论 1 个 reaction 已指派 0 人 在 GitHub 查看

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还没有人认领这个 Issue。

评估

难度
5/5
预计耗时
一周以上
新手友好度
25/100
Issue 类型
重构
描述清晰度
需要澄清
活跃度
冷清
技术栈
c
领域
embedded-iot

调研方向

Start by reading issue #10867 and comparing the float/fixed-point conversions mentioned in synth, audioeffects, and audiomixer. The issue is asking for discussion before any broad change, so first establish whether the project wants Q15 as a standard and what exceptions are acceptable; a fixed-point math writeup is also suggested.

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描述

audio enhancement

I was thinking about this after issue #10867 and what appears to be an error in the SAMD vs other CPU code. In a few places in synth, audioeffects and audiomixer (and likely others) values are converted from float to do fixed point math or vice versa. It may be better to standardize on one way and if we need exceptions for some advanced processing in an effect or similar have that as a one off.

If this sounds like a good idea it does not have to be an immediate change for everything but a goal to hit. I'd also suggest (which I could do) a quick writeup on fixed-point math for anyone coming in cold to it.

There are pros and cons. Floating point can be more accurate but of course most the controllers like a FPU so that would hurt the speed quite a lot.

Just looking for thoughts at this point.

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