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AudioBus Drum Apps and their CPU usage
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What iOS version and hardware were you using?
Well , I believe the cpu usage will be different depending on the preset you use (especially on ElasticDrums)
Make sure you use same buffer on both AUM and AB3
Actually it's not really CPU usage shown, but DSP processing time (render time / buffer duration). CPU usage is largely irrelevant, because if it's all happening outside the render process it has no effect on audio (in theory anyway; in practice there are iOS scheduling bugs that have been there since iOS 10 IIRC; these seem to be seen typically in interactions between graphics processing and audio processing). It's processing time that matters, because if you go over, you get glitches.
I'm not sure it's meaningful to compare between AUM and AB, as there's no guarantee we're calculating it the same way.
Interesting observations, but this begs the question:
What good is benchmarking apps before they're actually producing sounds? An empty slot in AUM uses 0% CPU and produces arguably better silence than any of the tested apps
And the CPU load during silence tells you very little about the likelyhood of crackles and CPU overload in actual use?
Measuring CPU usage in a meaningful way is extremely hard, especially since iOS does CPU scaling/throttling, which means the CPU changes speed dynamically all the time to optimize energy consumption!
As Michael says, what matters is how much time we have to fill the audio buffers, and how long it actually takes to do that. How long it takes would be the same for the same IAA/AU plugin regardless of host, not counting any additional processing done by the host. However, due to the CPU scaling the time it takes might differ between runs and depend on the generic activity and CPU load in the system!
The idea is that iOS should sense how much CPU is needed, and speed it up if things are taking too long. But as mentioned, there are bugs in iOS regarding this, and some users are experiencing lots of buffer underruns (crackling) at times they shouldn't.
And the cpu throttling also depends on battery state and device temperature. For more consistient results within one app, you need to
For a drum-app test, i would have choosen a simple four-to-the-floor rythm with kick, snare, and high-hats in all apps.
The base-cpu when playing nothing depends on the type of drum-app and if any effects insie the drum app come into play. A synth type drum app may simulate all its voices even when nothing can be heard. Sample players will likely produce a lower cpu load than synth drums. Often filters and effects will be always running independent of input signal.
For special sounding drum apps like eleastic-drums i donkt mind a higher cpu percentage because i mostly will only use one instance - or freeze the track if i start hitting the limit. Elastic Drums is a combination of synth drum and sample playing drum, with simulated filters and lots of fx, which explains the high base load.