Forums > Jitter

audio shaders

April 16, 2008 | 8:53 pm

I’ve always wondered about the audio shaders, and I don’t remember anyone
ever mentioning them on the list. Is anyone using these mysterious shaders?
How do you route audio into them?

Thijs


April 16, 2008 | 10:24 pm

On Wed, Apr 16, 2008 at 9:53 PM, Thijs Koerselman

wrote:

> I’ve always wondered about the audio shaders, and I don’t remember anyone
> ever mentioning them on the list. Is anyone using these mysterious shaders?
> How do you route audio into them?
>
>
I just had a look at jit.catch~ and jit.release~. I’ve never used them
before, but they must have something to do with it. My first naive attempt
was to route the matrices from catch~ -> jit.gl.slab with ap.lowpass.jxs ->
jit.matrix @adapt 1 ->
release~.

That didn’t sound like much. I also don’t have a clue which parameter of
ap.lowpass.jxs is supposed to represent the cutoff.

Am I getting closer? Does the gl context still apply when processing audio?
I threw in a jit.window and jit.gl.render just to have a valid context, but
that didn’t seem to help either.

So many questions… and no patch.

Thijs


April 16, 2008 | 10:36 pm

Perhaps we can cook one up after Max5, but for now, you will probably
need the following:

jit.poke~
jit.peek~
jit.gl.slab @type float32
-> valid render context

wes

On Wed, Apr 16, 2008 at 3:24 PM, Thijs Koerselman

wrote:
> On Wed, Apr 16, 2008 at 9:53 PM, Thijs Koerselman
>
wrote:
>
> > I’ve always wondered about the audio shaders, and I don’t remember anyone
> ever mentioning them on the list. Is anyone using these mysterious shaders?
> How do you route audio into them?
> >
> >
>
> I just had a look at jit.catch~ and jit.release~. I’ve never used them
> before, but they must have something to do with it. My first naive attempt
> was to route the matrices from catch~ -> jit.gl.slab with ap.lowpass.jxs ->
> jit.matrix @adapt 1 ->
> release~.
>
> That didn’t sound like much. I also don’t have a clue which parameter of
> ap.lowpass.jxs is supposed to represent the cutoff.
>
> Am I getting closer? Does the gl context still apply when processing audio?
> I threw in a jit.window and jit.gl.render just to have a valid context, but
> that didn’t seem to help either.
>
> So many questions… and no patch.
>
> Thijs
>
>
>
>
>
>
>
>
>

April 17, 2008 | 8:40 am

On Wed, Apr 16, 2008 at 11:36 PM, Wesley Smith
wrote:

> Perhaps we can cook one up after Max5, but for now, you will probably
> need the following:
>
> jit.poke~
> jit.peek~
> jit.gl.slab @type float32
> -> valid render context
>
>
I was talking about myself, asking a lot of questions without posting a
patch:)

I can’t seem to figure it out with those objects. No problem, I know there
are more important things to be done, for me too. I was initially going
through the shaders for completely different reasons.

Thought I might have missed something obvious, since they have been there
for a while.

Cheers,
Thijs


December 3, 2008 | 12:23 pm

Hi all, has anyone managed to get these audio shaders working? Any example/help patches?

Furthermore, does anyone on the list know if any more GPU intensive audio shaders such as (convolution) reverbs have been ported to Jitter?


December 3, 2008 | 12:28 pm

when referring to convolution reverb I was thinking of the "GPU Impulse Reverb":

http://www.nilsschneider.de/cms/index.php?option=com_content&task=view&id=29&Itemid=26


May 7, 2009 | 7:32 pm

Bump!

Lots of questions in the past about the Audio Shaders Folder, not many answers.

Anyone have any insight? I’m curious and can’t get them to work for the life of me; seems like I’m maybe not alone?



efe
May 8, 2009 | 6:00 am

Hello everyone:
I posted a thread couple days ago on the Max forum about the use of GPU as an audio processor. No reply so far, so it seems that the question of how to implement audio shaders is not to priority, at least not now. I am curious what are the prospects of using the GPU in more complex tasks inside the max/msp environment.
Emmanuel


November 27, 2010 | 12:07 pm

bump

has any got an example?


November 27, 2010 | 2:03 pm

the prospects of the GPU is the higher bitdepth and the fact that it is faster than your CPU.


November 27, 2010 | 10:32 pm

This is related, don’t know where it’s gotten to as of today:

http://www.cycling74.com/forums/topic.php?id=24488

With the right implementation you could use the GPU for arbitrary calculation tasks of whatever data you want, provided they’re in the right format and the operations are supported. So that could include audio samples too, like as a 2D matrix (maybe 4096 x 4096 samples or something), or higher dimensions, depending on what’s most efficient.

Pretty interesting stuff with a TON of potential to extend processing power beyond the CPU… freeing it up for other things.


November 30, 2010 | 5:07 pm

This is very exciting, when will we be seeing this in Max?


April 27, 2011 | 2:11 pm

Bump! :)

Who wrote the audio shader examples, anyway? I’d like to hear from him/her!


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