~/talk

C++ in the Audio Industry

Talkat CppCon 2015 · 2015-09-21..09-25· [creative-coding]
links:none on file
slides:none on file

C++ powers production tools at ROLI and libraries like JUCE and underpins samplers such as KONTAKT; audio code runs with 44,100 Hz sampling and audio buffers typically sized 32–1024 samples so callbacks must finish within ≈1 ms to avoid audible dropouts. Real work uses lock-free ring buffers for message and audio-frame transfer, atomic primitives and pointer swapping (std::atomic loads/stores of shared_ptr) plus a release-pool to defer deletes, preallocated locked memory for samples, and avoidance of blocking or heap allocations to guarantee hard real-time behavior.

AI-written summary · about

  1. 0:00Introduction to C++ in audio
  2. 3:09What is the audio industry
  3. 8:04How audio data is represented
  4. 15:41Hard realtime programming in audio
  5. 24:50Lock-free programming for audio
  6. 34:00Synchronizing audio and GUI threads
  7. 44:45Atomic shared pointers in audio
  8. 53:15Lock-free queues for audio data
  9. 58:50Summary and Q&A
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