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en/Building_a_Simple_Engine/Subsystems/03_vulkan_audio.adoc

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@@ -20,6 +20,7 @@ The challenge with HRTF processing is that it's computationally expensive:
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This is where Vulkan compute shaders can help by offloading these calculations to the GPU.
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[[audio-vulkan-why]]
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=== Why Use Vulkan for Audio Processing?
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Traditional audio processing is done on the CPU, but there are several advantages to using Vulkan compute shaders for certain audio tasks:
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=== Advantages of Vulkan-Based HRTF
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By implementing HRTF processing with Vulkan compute shaders, we gain several advantages:
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See the core benefits listed in <<audio-vulkan-why,Why Use Vulkan for Audio Processing?>> for a summary of why compute shaders are a good fit. In the context of HRTF specifically, two practical advantages are worth highlighting:
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1. *Scalability*: The GPU can process hundreds or thousands of sound sources in parallel.
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2. *Quality*: We can use higher-order HRTF filters without significant performance impact.
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3. *CPU Offloading*: Audio processing no longer competes with game logic for CPU resources.
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4. *Advanced Effects*: The GPU's computational power enables more complex audio effects like room acoustics simulation.
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1. *Quality*: You can afford higher-order HRTF filters without significant performance impact, improving spatial realism.
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2. *Advanced Effects*: The GPU's compute power enables more sophisticated effects (e.g., room acoustics simulation) alongside HRTF.
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=== Limitations and Considerations
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