Every GPU Audio product starts as a processing graph — zone separation, noise suppression, neural amp models. Our compiler — SKEIN — turns that graph into a real-time-safe binary for the silicon it will ship on.
Three graphs, built and compiled in SKEIN, running against real audio. Pick a scenario, press play, flip the switches. Use headphones: clips are binaural, simulated from in-car measurements.
SKEIN compiles the whole graph ahead of time into one real-time-safe binary, and the gains show up on the silicon customers already ship.
FFT on par with hand-written CUDA in internal testing; 1.5–2× faster at small partitions
faster than the silicon vendor's own FFT on a flagship mobile platform
than FFTW and PFFFT on Intel, Apple and Snapdragon CPUs
| GPU Audio SDK (runtime) | SKEIN (compiler) | |
|---|---|---|
| Scheduling | On-device, while audio runs | Ahead of time, at build |
| Optimization scope | Per processor | Whole graph, compiled ahead of time |
| Targets | Ported and recompiled per GPU vendor | One graph, many targets — GPU, CPU and NPU |
| Performance | Best-effort | Known before you ship |
| Markets | Pro audio, DAWs, consumer GPUs | All of that, plus embedded, wearables, automotive, aviation |
GPUs were built for parallel processing millions of pixels every second. Audio is a sequential chain of interdependent steps, with almost no room for error. Our solution came from GPU ray tracing, and the same scheduling principles became G.E.A.R.S.
processing acceleration vs CPU
concurrent audio threads
real-time neural network inference
faster development via high-level APIs
SKEIN ships through PoC and commercial engagements, built with each client around their graph and hardware. SDK access on request.