Yeah, since most of my sound code has been exclusively been targeted to game console and (nearly) none of them had FPU, I've been conditionned to use 32bit fixed point from day 1. Actually I design everything using them and pretty much never tried float or double :)<br>
<br><div class="gmail_quote">2011/8/30 Tony Hardie-Bick <span dir="ltr"><<a href="mailto:tony@entity.net">tony@entity.net</a>></span><br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
<div class="im">"Marc Nostromo [M-.-n]" <<a href="mailto:marc.nostromo@gmail.com">marc.nostromo@gmail.com</a>> wrote:<br>
<br>
>Most operations are done on a tSample typedef so I am relatively safe<br>
>:)<br>
><br>
>On 30 Aug 2011 17:26, "Tony Hardie-Bick" <<a href="mailto:tony@entity.net">tony@entity.net</a>> wrote:<br>
><br>
>"Marc Nostromo [M-.-n]" <<a href="mailto:marc.nostromo@gmail.com">marc.nostromo@gmail.com</a>> wrote:<br>
><br>
>>or allow all your processing to be compiled for either float, double<br>
>or<br>
>>fixed :D<br>
>Well if you coded it for fixed AND float, then you got an edge ;)<br>
<br>
<br>
</div>I guess if it's fixed point rather than "integer", then, yeah, 32 bits is quite attractive - more so than single precision float even. Nevertheless, this does sound suspiciously like good design. ARM is definitely a worthwhile target, and ARM without FPU - do you know how cheap those things are? Next question is whether it'll run without virtual addressing ;)<br>
<br>
Tony (HB)<br>
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