{"id":68,"title":"GPU Audio SDK Released ","bg_image":{"url":"https://eap-spaces.fra1.cdn.digitaloceanspaces.com/storage/newsfeed/article/bg_image/68/101c-image.jpg","collage":{"url":"https://eap-spaces.fra1.cdn.digitaloceanspaces.com/storage/newsfeed/article/bg_image/68/collage_101c-image.jpg"}},"type":"Newsfeed::Article","preview":"Access to GPU processing open to all","views":0,"content":"\u003cp\u003eGPU Audio have released their \u003ca href=\"https://gpu.audio/sdk\" rel=\"noopener noreferrer\" target=\"_blank\" style=\"color: rgb(194, 133, 255);\"\u003elong-awaited SDK\u003c/a\u003e, and it’s available now for free - offering you the opportunity to unlock GPU acceleration for your audio projects, productions, and software development needs.Through the use of these tools, you’ll learn how to implement your software ideas with access to the immense power of GPU processing to build the next generation of audio experiences.\u0026nbsp;\u003c/p\u003e\u003cp\u003eThe benefits of using the GPU Audio SDK include ultra-low latencies, multiple layers of processing, cross-platform support, and direct access to high performance DSP. In addition to that, end-users will have the ability to run applications of multiple software vendors simultaneously on the same GPU. Here are some more details:\u0026nbsp;\u003c/p\u003e\u003ch3\u003e\u003cstrong\u003eCross Platform Support\u003c/strong\u003e\u003c/h3\u003e\u003cp\u003eThe \u003ca href=\"https://gpu.audio/sdk\" rel=\"noopener noreferrer\" target=\"_blank\" style=\"color: rgb(194, 133, 255);\"\u003eGPU Audio SDK\u003c/a\u003e has cross-platform support* for Windows and MacOS; with integration for NVIDIA and AMD GPUs as well as Apple Silicon M1 chips and above. There's no need to write device-specific code for each platform, with each one running as low as 96 samples buffer or 96khz sample rate on all target platforms (which results in 1ms buffer).\u003c/p\u003e\u003cp\u003eA primary goal of this platform is to provide guarantees on backward compatibility. This enables developers, partners, and vendors to detach the update cycles of their products from the update cycles of the GPU Audio platform.\u003c/p\u003e\u003ch3\u003e\u003cstrong\u003eGetting Started\u0026nbsp;\u003c/strong\u003e\u003c/h3\u003e\u003cp\u003eTo get started, you’ll need the GPU Audio Platform installer, \u003ca href=\"https://gpu.audio/sdk\" rel=\"noopener noreferrer\" target=\"_blank\" style=\"color: rgb(194, 133, 255);\"\u003ewhich can be found here\u003c/a\u003e. GPU Audio have supplied some supporting documentation there alongside some examples to get started with, listed below:\u003c/p\u003e\u003cul\u003e\u003cli\u003e\u003cstrong\u003eGain Processor\u003c/strong\u003e - simple example to get familiar with GPU Audio specific APIs and create first GPU-powered processor\u003c/li\u003e\u003cli\u003e\u003cstrong\u003eIIR and FIR processor\u003c/strong\u003e - examples of IIR filtering and FIR/convolution. These are integrated into terminal/console tests that can be used to process files and measure performance\u003c/li\u003e\u003cli\u003e\u003ca href=\"https://www.neuralampmodeler.com/\" rel=\"noopener noreferrer\" target=\"_blank\" style=\"color: rgb(194, 133, 255);\"\u003e\u003cstrong\u003eNAM Plugin\u003c/strong\u003e\u003c/a\u003e - Neural Amp Modeler with GPU acceleration of the real-time inferencing. We have provided everything to build a VST3 on Windows, with VST3 and AUv2 on MacOS.\u003c/li\u003e\u003c/ul\u003e\u003cp\u003eSee a discussion about the development of \u003ca href=\"https://www.youtube.com/watch?v=3Vzabi1uIJU\" rel=\"noopener noreferrer\" target=\"_blank\" style=\"color: rgb(194, 133, 255);\"\u003eNAM for GPU with The Audio Programmer here\u003c/a\u003e.\u0026nbsp;\u003c/p\u003e\u003ch3\u003e\u003cstrong\u003ePro Audio Use Cases\u003c/strong\u003e\u003c/h3\u003e\u003cp\u003eUse cases for the SDK are unlimited, but could include: low-latency multichannel processing, dynamic spatial reverbs, room simulation, acoustic room correction, multi-channel sound synthesis, real-time inferencing of complex models and machine learning-enabled workflows (such as harmonizing multiple instruments) and more.\u003c/p\u003e\u003cp\u003eThe first example of a Pro Audio use case included with the SDK is the NAM Plugin, mentioned above. The plugin itself is fairly CPU-intensive owing to its ML/NN basis, but with GPU acceleration the performance and overall number of simultaneous plugin instances running in real-time is much greater.\u0026nbsp;\u003c/p\u003e\u003cp\u003eUsing this SDK, users will be able to build their own GPU-powered NAM Plugin and run it in any DAW that supports VST3 or AUv2. More use cases and example projects will be included in the coming months.\u0026nbsp;\u003c/p\u003e\u003ch3\u003e\u003cstrong\u003eProgramming your GPU\u003c/strong\u003e\u003c/h3\u003e\u003cp\u003eThe GPU Audio SDK is made up of four components: \u003cstrong\u003eGPU Audio Component\u003c/strong\u003e (the audio processing engine), \u003cstrong\u003eProcessor API\u003c/strong\u003e (used to write processors that run on the GPU), \u003cstrong\u003eEngine API\u003c/strong\u003e (which is used to load multiple processors, define processing graphs, and initiate processing on the GPU) and the \u003cstrong\u003eDSP Components Library\u003c/strong\u003e (GPU Primitives).\u003c/p\u003e\u003cp\u003eThe SDK uses C++ on the host side and the device side, and all supported GPU vendors have a C++ dialect for their code. Your software can be programmed using a C++ dialect that is the common subset of C++, CUDA, Metal, and potentially OpenCL.\u0026nbsp;\u003c/p\u003e\u003cp\u003eThe platform itself encapsulates the differences between a variety of GPU dialects through templates and a context object. The main difference to modern C++ is the additional keywords needed to decorate device memory spaces and GPU functions.\u0026nbsp;\u003c/p\u003e\u003ch3\u003e\u003cstrong\u003eDeveloping for the Future of Audio\u0026nbsp;\u003c/strong\u003e\u003c/h3\u003e\u003cp\u003eAs the demand for higher-fidelity, multi-channel processing, and experiences grows, the use of GPUs for audio is a logical progression - and this SDK represents the first steps towards democratizing access to that previously untapped power.\u0026nbsp;\u003c/p\u003e\u003cp\u003eExperiment with the world's most powerful DSP tools today, and be part of shaping the future of audio by downloading the GPU Audio SDK.\u0026nbsp;\u003c/p\u003e\u003cp\u003eGet the SDK here: \u003ca href=\"https://gpu.audio/sdk\" rel=\"noopener noreferrer\" target=\"_blank\" style=\"color: rgb(194, 133, 255);\"\u003ehttps://gpu.audio/sdk\u003c/a\u003e\u003c/p\u003e\u003cp\u003e\u003cbr\u003e\u003c/p\u003e","pathname":"gpu-audio-sdk-released-68","human_date":"18 Mar 2025","read_time":"4 Minutes","category":null,"related_items":[{"id":1,"title":"ADOBE MAX LOS ANGELES 2022","bg_image":{"url":"https://eap-spaces.fra1.cdn.digitaloceanspaces.com/storage/newsfeed/event/bg_image/1/efa3-image.jpg","collage":{"url":"https://eap-spaces.fra1.cdn.digitaloceanspaces.com/storage/newsfeed/event/bg_image/1/collage_efa3-image.jpg"}},"type":"Newsfeed::Event","preview":"GPU Audio joins our partners, AMD, to demonstrate how GPU Audio plugins can be used to enhance workflows of post production workstations. Find us at the AMD booth, nearby Meta and other great compa...","views":0,"pathname":"adobe-max-los-angeles-2022-1","human_date":"18 Oct 2022","human_time":null,"event_type":null,"registration_link":""},{"id":2,"title":"AES NYC 2022","bg_image":{"url":"https://eap-spaces.fra1.cdn.digitaloceanspaces.com/storage/newsfeed/event/bg_image/2/6528-image.jpg","collage":{"url":"https://eap-spaces.fra1.cdn.digitaloceanspaces.com/storage/newsfeed/event/bg_image/2/collage_6528-image.jpg"}},"type":"Newsfeed::Event","preview":"October 19-20, Time TBA","views":0,"pathname":"aes-nyc-2022-2","human_date":"19 Oct 2022","human_time":null,"event_type":null,"registration_link":""}]}