cgc wrote on Sun, 14 August 2005 18:43 |
I just took a look at the plugin API for SAWStudio (some nasty stuff), and it states that the app internally uses 32 bit integers. They say that you can convert the ints to floats and process that way, but that is a really bad idea if you want decent performance.
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Could you explain this a bit? I took a look at the API .pdf file, but not being a programmer, couldn't really find the part you are referring to.
Are you saying that any plugin instantiation in SAW (Native API or otherwise) subjects the audio data to 32 bit integer math at some point?
Bob Lentini, the designer for Sawstudio gives a description of the internal math here:
http://www.sawstudiouser.net/forums/showthread.php?t=600& ;amp ;amp ;amp ;amp ;amp ;amp ;amp ;amp ;amp ;amp ;amp ;amp ;amp ;highlight=internal+depth
According to his post, all multiplies and divides including those of the the strip compressors/gates is done with 64 Bit integer math, with the exception of the filters in the EQ's, which use some 32 bit processes.
He talks about 32 Bit DWORDS. What exactly is that?
Third party plug developers for the Sawstudio API such as Sonoris use 64 bit integer math internally (once again with the exception of filters).
The plugin ports must have some 32 bit code (floating point?) in order to achieve compatability with VST and some directX plugs. In the link above Lentini cautions against "trashing" the audio by using third party algorithms that go back and forth between fixed and float too many times.
Any info on this would be most helpful.
As for the sound, one must make their own call in the end using their own ears. IMHO Sawstudio may very well be the most sonically pure software on the market today. I immediately noticed a considerable authority to its sound above the 32 float apps.
Cheers,
Eric