Hi Element

Thank you for your answer. I checked the device specifications from
the ARM Cortex A8. And it have two Floating Point Units, a
non-pipelined VFP-lite conforming to the IEEE754 standard for floating
point arithmetic and a pipelined SIMD NEON coprocessor. Source:
http://www.pandorawiki.org/Floating_Point_Optimization
Its interesting that fluidsynth use CPU at 34% when nothing plays. The
CPU itself is powerful. It runs PSX and N64 Emulation at fullspeed.

Regards
Tashi

2011/1/26 Element Green <jgr...@users.sourceforge.net>:
> Hello Tashi,
> My guess is that your device does not have a floating point unit (FPU).
>  FluidSynth makes heavy use of floating point math, so your device is
> probably emulating all the instructions, which is very very slow.  There has
> been talk from time to time on implementing integer based (fixed point or
> otherwise) in FluidSynth, but motivation is rather low in that area, since
> FPU-less devices are the only real benefit of that, its a lot of work and
> another embedded system with an FPU could simply be chosen for those types
> of use cases.
> Best regards,
> Element
>
> On Wed, Jan 26, 2011 at 1:05 PM, Carma Trepp <carma.tr...@gmail.com> wrote:
>>
>> Hi all
>>
>> I installed fluidsynth on my Open Pandora device. Its a device with a
>> 800Mhz ARM CPU and 256MB RAM. I use the packages from the Angstrom
>> repositories. Version 1.0.8. My problem is I get stuttering noise
>> after play multiple notes.
>> I look at the command top and Fluidsynth use the CPU 100%. When I play
>> some notes fluidsynth use all CPU ressources. Even if I play nothing
>> with no soundfont loaded fluidsynth use 34% CPU. I know my device has
>> not much horsepower, but I hope to get fluidsynth ''fluid'' running.
>>
>> Regards
>> Tashi
>>
>> _______________________________________________
>> fluid-dev mailing list
>> fluid-dev@nongnu.org
>> http://lists.nongnu.org/mailman/listinfo/fluid-dev
>
>

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