I developed an app a few months back for iOS devices that generates real-time harmonic rich drones. It works fine on newer devices, but it's running into buffer underruns on slower devices. I need to optimize this thing and need some mental help. Here's a super basic overview of what I'm currently doing:
- Create an "Oscillator Bank" that consists of X number of harmonics (simply calculated from a given fundamental frequency. Nothing fancy here.)
- Inside my DAC function that spits out samples to an iOS audio buffer, I call a "GetNextSample()" function that goes through the bank of sine oscillators, calculates the sample for each one and adds them up. Some simple additive synthesis.
- Enjoy the beauty of the drone.
Again, it works great, until it doesn't. I'd like to optimize this thing so I'm not using brute additive synthesis of real-time calculated sine waves. If I limit the number of harmonics ("banks") to 2, it'll work on the older devices. Not cool. On the newer devices, it underruns around 50 harmonics. Not too bad. But if I want to play multiple drones at once to create some chords, that's too much processing power.... so...
- Should I generate waveform tables to just loop through instead of constant calculation? (I assume yes...)
- Should I convert my usage of double-precision floating point to integer based calculations? (I assume yes...)
And my big algorithmic question (being pretty non-mathematical):
- If I use a waveform table, how do I accurately determine how long the wave/table should be?? In my experience developing this app, if I just go to the end of a period (2*PI) and start over again, resetting the phase back to 0, I get a sound artifact, since I'm force offsetting the phase. In other words, I can't guarantee that one period will give me the right results...
Maybe I'm over complicating things... What's the standard way of doing quick, processor friendly real-time synth of multiple added sines?
I'll keep poking around in the meantime.
Thanks!