is presently its sole maintainer,
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Plan for the day
Working 8-wide instead of 4-wide
Making sure the sound buffer always asks for multiples of 8 samples
Samples seen as chunks of size 8
Padding the end of the output buffer with zeros as a consequence of working with blocks of samples
Pitch-bending forces us to read unaligned
Updating the routine to work with blocks of 8 samples
Seamlessly transitioning between streaming sounds by padding them with subsequent sounds up to 8 samples past their end
Debugging pitch-shifting after the changes
SIMDizing the main mixer loop
Trouble SIMDizing the loads of the bilinear case
Loading samples one by one for the bilinear case, not by blocks of eight samples
Take a listen in-game (!quote 135)
inquarry Q: What's in the 8 bits we've been working on? Is it frequency and volume?
gasto5 Q: Why is there a command override Od with O2 in the build output?
h2_66o Q: Can you skip the 0.0f*dSample and only do 1.0f, 2.0f, 3.0f ?
donotputmeonpizza Q: What does -Od do?
gasto5 Q: What is the "handmade_optimized.cpp" all about?
donotputmeonpizza Q: I'm guessing that without specifying some sort of optimization flag, there will still be some optimizations done, which you want to explicitly not do?
gasto5 Q: Is this the last stream for audio?