![]() ![]() That’s what most DAWs report as “CPU usage”. Did the DAW get the chunk processed in time to output it? That’s all we care about! No buffer completed, no buffer to output.įrom this we can see that what really matters here is time. Now our reverb took 1.5ms to process! We didn’t get the buffer out in time, so the DAW makes a pop or click by sending a partial or empty buffer to the audio device. The other application took up 1ms before it relinquished control back to the processing of the Reverb. What happens if we throw a wrench into the works though? The all-knowing all-wise Origin decided to update in the background and keeps taking 100% of our processing time occasionally.Įven though our processor can process that mythical reverb in 24 samples (0.5ms), right when our DAW asked for the processing to happen, something else took over and we have to wait. The processing took 37.5% of the available time. The processing above was done in 48 samples, of the 64 samples of time available. Our DAW has 64 samples worth of time (1.36ms) before it needs to have that buffer processed and ready for output. Our buffer size is 64 samples, and we’ll assume that our DAW is processing in chunks of 64 samples.ĭuring realtime playback, that 0.5ms of processing time corresponds to 24 samples. It can process a ray-tracing reverb in half of a millisecond if that is the sole task. Let’s imagine that we have an ultra-fast quasi-quantum-super-intel-i25-pro processor. This might sound obvious, but bear with me… No matter how fast the system can process audio, it’s irrelevant if the system is not processing audio.These chunks are usually proportional to your buffer setting. It takes the system time to process audio.At 48,000 sample rate there are 48 samples per millisecond. ![]() The distance between two samples corresponds to a real time measurement of (Sample Rate / 1000) milliseconds.
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