@Ronflaix@mastodon.gamedev.place
Post #1275659
2026-04-06 09:12 UTC
@manawyrm by the way, can I ask you how much such a audio subsystem takes on the CPU? It's for a friend's project!
Replies (1)
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@manawyrm@chaos.social 2026-04-07 08:01
@Ronflaix ehh, well, there's a lot of interrupts, but generally speaking, it's not too bad. the CPU is suuper fast, you have lots of time to do most things (as long as you don't do soft-float calculations :P). If you were really strapped for CPU time, I guess the routines could also be optimized a bunch. The audio samples and the big PWM lookup table are all just stored in the code right now, which I'm guessing will load them into the CPU d-cache at every firing of the interrupt.