Supercollider front end

Marc Nostromo [M-.-n] EMAIL HIDDEN
Tue Aug 30 17:55:32 CEST 2011


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 :)

2011/8/30 Tony Hardie-Bick <tony at entity.net>

> "Marc Nostromo [M-.-n]" <marc.nostromo at gmail.com> wrote:
>
> >Most operations are done on a tSample typedef so I am relatively safe
> >:)
> >
> >On 30 Aug 2011 17:26, "Tony Hardie-Bick" <tony at entity.net> wrote:
> >
> >"Marc Nostromo [M-.-n]" <marc.nostromo at gmail.com> wrote:
> >
> >>or allow all your processing to be compiled for either float, double
> >or
> >>fixed :D
> >Well if you coded it for fixed AND float, then you got an edge ;)
>
>
> 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 ;)
>
> Tony (HB)
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