TrueAudio Next Version 1.2 Now Available on Github

DooKey

[H]F Junkie
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The latest version of TrueAudio has been posted on Github by the team. This version offers a new speedup option called the "head-tail" partitioned method. Additionally, there are other enhancements that cutdown on memory use, buffer transfer and synchronization overhead. So head over to Github and get this if it's something you are using. Thanks cagey.

The majority of the computation overhead (the “tail”) occurs in the background, in between buffer submissions to TAN, and thus this method is very friendly to parallel processing. At the same time, it provides a significant latency overhead reduction and performance speedup, since the calling audio thread is not blocked waiting for the entire convolution to be calculated–only for a very short “head” portion.
 
Wow, I thought that TrueAudio had disappeared with a whimper 5 years ago. Was it ever even used?
 
Err on my way to work after 3 new filings.... not wanting to look things up.

What is it?

How do I use it?

Does it need a discrete sound card? (This one does not have spare pcie lanes)

Thank you.
 
Err on my way to work after 3 new filings.... not wanting to look things up.

What is it?

How do I use it?

Does it need a discrete sound card? (This one does not have spare pcie lanes)

Thank you.

if you have an AMD GPU from the 4000 series or higher, you have a dedicated ASIC already on board that handles certain audio processing when used by a game or software that supports it. The PS4 has hardware support for it, and Star Citizen is listed as supporting it for example. It exists to provide dedicated sound processing for effects that would be CPU intensive.
 
Err on my way to work after 3 new filings.... not wanting to look things up.

What is it?
Da Bomb
How do I use it?
Very carefully
Does it need a discrete sound card? (This one does not have spare pcie lanes)
If you need moar pcie lanes i can spare a couple
Thank you.
Bitte

But seriously, I looked it up and still don't know what it is. So I'm chalking it up to "If you ain't never heard of it, you don't need it"
 
if you have an AMD GPU from the 4000 series or higher, you have a dedicated ASIC already on board that handles certain audio processing when used by a game or software that supports it. The PS4 has hardware support for it, and Star Citizen is listed as supporting it for example. It exists to provide dedicated sound processing for effects that would be CPU intensive.

But do I need to download and install something extra? Will it just be on all the time, only work in certain games, do I have to configure anything to make it work, etc? Is this article mainly for anyone that is a developer? It doesn't seem to be meant for your average gamer looking to add another level of immersion to their gaming.
 
But do I need to download and install something extra? Will it just be on all the time, only work in certain games, do I have to configure anything to make it work, etc? Is this article mainly for anyone that is a developer? It doesn't seem to be meant for your average gamer looking to add another level of immersion to their gaming.

You have to do nothing. The article was aimed mainly at developers. They can make use of Trueaudio via plugins and libraries. Some games may have it as an option in the sound section if it's available but I'm unsure which ones.
 
This is AMD failing at marketing, holy crap.
Cool feature, probably not used much, but still cool, meanwhile.... FuryX is an overclockers dream, and RX580's are all you need for VR. TrueAudio, whats that?
 
I remember this! Wasn't this supposed to be the big next audio breakthru? I remember being interested in it then it just died seemingly. I remember Thief used it I believe and that's all I ever saw of it.
 
if you have an AMD GPU from the 4000 series or higher, you have a dedicated ASIC already on board that handles certain audio processing when used by a game or software that supports it. The PS4 has hardware support for it, and Star Citizen is listed as supporting it for example. It exists to provide dedicated sound processing for effects that would be CPU intensive.

Hmm..

How does this work in a post DirectSound HAL world?

I'm guessing titles have to be written specifically for it?
 
Hmm..

How does this work in a post DirectSound HAL world?

I'm guessing titles have to be written specifically for it?

My understanding is it gets included into a game via plug ins or third party sound layers during development. Steam has it built into some of it's dev tool for use by game makers as well.

Also just realized the dedicated asic has been replaced by doing the effects using GPU compute now.
 
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