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Add support for stem in the engine #13070
Add support for stem in the engine #13070
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Does it make sense to allocate new memory if a STEM track is loaded and discard it if another track is loaded and than allocate it again if a new STEM track is loaded? |
I guess it depends. Perhaps a good middle ground would be to allocate stereo, them if a STEM gets loaded, re-allocate memory to support stem and keep it as is going forward? |
Yes, you are probably right. Than let's stick with the dynamic allocation. This is beneficial if we think to 64 Sampler skins. |
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Isn't it a problem we accepted to go with anyway in #13143 and with the user prompt about it? My thoughts was, if the benchmark shows better result, have mono processing for both stereo and stem track when "multi threaded RB" is on, only stereo processing on stem otherwise. |
Yes.
I am pretty sure benchmarks will show better results, especially on high number of cores, but since the quality is worse and the user expects the best quality when using Rubberband, the default should be stereo processing with four threads in case of stems. The rest can be optional, along with explanations. |
Co-authored-by: Daniel Schürmann <[email protected]> Signed-off-by: Antoine C <[email protected]>
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Signed-off-by: Antoine C <[email protected]>
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…port-for-stem Signed-off-by: Antoine C <[email protected]>
I have added the multi threaded rubberband logic:
I have also added more logic to try and optimise the channel per worker depending of the core, as no every setup would have a 8 cores or more |
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Here some comments
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Thank you. Just left some final comments. We have also a conflict. |
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LGTM, thank you.
@@ -303,6 +306,7 @@ DlgPrefSound::DlgPrefSound(QWidget* pParent, | |||
void DlgPrefSound::slotUpdate() { | |||
m_bSkipConfigClear = true; | |||
loadSettings(); | |||
settingChanged(); |
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@acolombier Why was this change necessary?
Thing is, with #12194, Apply will reapply the soundconfig unexpectedly for no obvious reason which causes a playback pause.
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This was necessary to update the dual threading components, but I guess it could have been in loadSettings
This PR refactors the engine to prepare for stem mixing.
Currently, all stems are mixed at the deck level, and continue into the mixer and affect manager as a stereo channel.
Future work will allow the deck to embedded its own effect manager so it can be applied to stem individually.
Depends on #13044