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building a dual synchronized dag engine: audio dsp and gpu shaders in lockstep

说明与用途

Infinite 将音频DSP和GPU着色器实时同步,消除延迟和抖动,使用原子调制数组和共享传输时钟。

问题

Audio and visual pipelines run in separate universes, causing latency and jitter when synchronized via OSC, MIDI clock, or Syphon.

结果

Audio and visual outputs are synchronized to sample accuracy without added latency, enabling real‑time multimedia performances.

工作流

  • 1. Master transport clock coordinates tick‑accurate time across both sub‑graphs.
  • 2. Audio buffers produce 8‑band FFT analysis and onset peaks, writing into atomic double‑buffered modulation arrays.
  • 3. Shader uniforms read directly from these arrays during the render pass, removing frame‑delay buffering.
  • 4. Hosted AU and VST3 plugin parameters can be modulated by 3D scene coordinates, JavaScript sketches, or LFO generators.

证据

how infinite synchronizes a sample-accurate, pull-based audio graph with a real-time opengl texture pipeline in c++.

来源

audio buffers produce real-time 8-band fft analysis and onset peaks that write into atomic double-buffered modulation arrays.

来源

shader uniforms (glsl) read directly from these modulation arrays during the render pass, eliminating frame-delay buffering.

来源

infinite is open source (mit/gplv3) and runs cross-platform on macos, windows, and linux.

来源

  • 记录日期: 2026-10-17T08:56:04.167Z