Hi and thanks for making this great tool!
I'm using meltysynth to do some real-time rendering of audio in Unity, through the OnAudioFilterRead callback function.
When I used the IL2CPP to compile the project for android and ran it on multiple devices, the audio was stuttering horribly.
Upon running some profiling sessions I found that almost all of the CPU load was actually from the Garbage Collector, specifically in this function:
public static void MultiplyAdd(float a, float[] x, float[] destination)
{
var vx = MemoryMarshal.Cast<float, Vector<float>>(x);
var vd = MemoryMarshal.Cast<float, Vector<float>>(destination);
var count = 0;
for (var i = 0; i < vd.Length; i++)
{
vd[i] += a * vx[i];
count += Vector<float>.Count;
}
for (var i = count; i < destination.Length; i++)
{
destination[i] += a * x[i];
}
}
Perhaps this is premature optimization, since changing the code to:
public static void MultiplyAdd(float a, float[] x, float[] destination)
{
for (int i = 0; i < x.Length; i++)
{
destination[i] += a * x[i];
}
}
seems to have eliminated the load from this function entirely.
Perhaps this is not relevant to your intended use case, but I'd still like to let you know.
Hi and thanks for making this great tool!
I'm using meltysynth to do some real-time rendering of audio in Unity, through the OnAudioFilterRead callback function.
When I used the IL2CPP to compile the project for android and ran it on multiple devices, the audio was stuttering horribly.
Upon running some profiling sessions I found that almost all of the CPU load was actually from the Garbage Collector, specifically in this function:
Perhaps this is premature optimization, since changing the code to:
seems to have eliminated the load from this function entirely.
Perhaps this is not relevant to your intended use case, but I'd still like to let you know.