Sorry if this is a stupid question (I don't know anything about LTSpice) but would it be possible to actually feed a guitar signal through this simulation and run it out into an amp, in real time?
Can you say what's broken about it? Is there something that prevents you from following the tutorial to build the low pass filter?
A lot of people have problems with audio IO (the ecosystem of audio devices, drivers, OSes, etc. unfortunately is a minefield) but I haven't heard many complaints about the UI.
I'd have to open it up again and try to do something with it to remember.. I think it was like I'd drag something onto it, but then I couldn't delete it, and a few other unintuitive things.. and yea, I never could get the audio IO to actually work
Delete should just be the delete key... I think there was also an item on the edit menu to delete the selection. I tried to make it behave as standard as possible (the usual windows shortcut keys for cut/copy/paste/delete/etc.). There's an annoying issue in the GUI framework I used where the right part of the UI has to be in focus for these things to work. Maybe that was the issue.
No, these kinds of tools are not designed for real-time signal processing. It is possible to build real-time signal processing software that accurately models physical circuit behaviors, you just need to optimize for computational throughput and latency to make it practical.
For audio processing in particular, accurately simulating physical circuit designs is resurrecting a lot of classic hardware in virtual form. CPUs have enough computational power now to implement very convincing circuit emulations in real-time.
By "convincing", what sort of delay would you be looking at on reasonably powerful hardware? Enough to fool the ear into thinking it really was real-time?
As a side question, are the sorts of modeling / math that would be done in a scenario like this amenable to offloading to a GPU (if the transformations would potentially be better handled by something like http://www.bealto.com/gpu-fft.html, for instance)? Is that a dumb question? :-)
Unfortunately, the math required for circuit simulation does not lend itself to parallel implementations, whether it be on a GPU or otherwise. I built LiveSPICE (linked elsewhere in the thread), so I fought a lot with this problem :)
A small disclaimer on the following, I only attempted simulation of audio amp/effect pedal circuits, which are generally small. There might be ways to effectively parallelize (much) larger circuits. Another disclaimer, I worked on this 1+ years ago, so some of it is fuzzy.
The basic issue is that circuit simulation is fundamentally a serial operation. The circuit state at time step n is a function of the circuit state at time step n-1.
The relationship between timesteps is basically a non-linear system of equations, where the number of variables is the number of nodes in the circuit. For a typical guitar effect pedal, this might be ~50 variables.
There's basically no opportunity for parallelism here. You can't parallelize across the non-linear systems, because you don't know what to solve at timestep n until you've solved for timestep n-1. Within each step, a 50 variable system of equations is probably too small to parallelize, even on the CPU. Note that the technique used here is generally Newton's method, which also is difficult to parallelize for the same reason.
The bottom line is that as far as I know, circuit simulation (at least for audio) is entirely limited by single thread performance.
As a side note, the fun part of LiveSPICE is that even a 50 variable non-linear system is far too big to solve at real time sample rates (48 kHz, plus oversampling to avoid aliasing artifacts). The trick is to observe that only a fraction of these variables are non-linear, most of them are related to the other variables linearly. LiveSPICE solves for these linear relationships once during initialization of the simulation, and eliminates them prior to solving the non-linear system. This turns a typical ~50 variable system into a ~5 variable non-linear system (plus a 45 linear relationships). This is a massive reduction in computation required (Newton's method involves repeatedly solving a linear system, which is O(n^3) for simple methods).
DSPs generally aren't necessarily that much more powerful than a CPU, their advantages are usually one or more of the following:
- Special instructions to help with common DSP tasks (e.g. circular buffers, nice fixed point/rounding instructions, etc.).
- Much lower power/better performance per watt.
- Directly connected to audio in/out, to minimize latency.
- Real time OS, or no OS at all.
However, the main takeaway from my comment should probably be that simulating audio circuits by modeling them at such a low level (a circuit) is probably not the right thing to do. There are higher level models of the behavior of these kinds of effects/amps that are easier to implement and faster to evaluate. Lots of CPU cycles are wasted simulating inaudible behavior in the circuit. It's a really fun toy/project, but probably not something you would want to use to design a widely deployed simulation with.
No, that's not a dumb question. I suspect that a successful port of a circuit simulator to the GPU would yield impressive performance gains. However, it would be far, far from easy. Disclaimer: I am a developer on a commercial circuit simulator.
I think MAME actually tries to do a certain amount of physical circuit simulation of the sound hardware in older arcade machines, in order to create more realistic sounds.
Not a dumb question at all! I don't know about that, but I did find out by submitting this to reddit that you can use a WAV file as a time domain stimulus for LTSpice.
Neat! I had hoped such might be the case, but wasn't sure -- it's been a while since I played with LT spice. I'll have to take some recordings of my guitars to use in simulations the next time the pedal hacking bug bites.
For a circuit meant to be used with a guitar or similar instrument, it is practical for many purposes to use a much lower sampling rate, e.g. 22 KHz. The frequency content beyond 10 kHz is quite limited. I have used conventional LTspice to simulate several vacuum tube guitar/bass/microphone preamps I have built, for example [1]. I am tempted to try a real-time A-B comparison of the actual device with a livespice simulation.
[1] http://www.frontiernet.net/~jff/SonOfSVPCL/DIYSVTBassPreampl...
As soon as you create non-linearities in DSP you have to oversample to avoid aliasing. In fact it's usual in DSP distortion circuits to oversample by a factor of at least 4 or 8. (I"ve seen some devs use 256X oversampling...)
I can't think of a reason why this wouldn't also be needed in an LTspice model. You can do distortion without it, but if you sample at 22k you're guaranteed to get that harsh halo around the midrange and high end that digital is famous for.
Analog circuits don't have the same problem, because anything out-of-band simply gets rolled off. Unlike a digital system analog doesn't have a Nyquist limit beyond which frequency components reflect back, so a physical circuit should always sound smoother.
Good point, that nonlinear processes generate frequencies not present in the input. One of the biggest challenges in making analog circuits with good-sounding clipping distortion is designing proper lowpass and bandpass characteristics into the coupling between stages to roll off undesired artifacts.
The advantage in being able to actually listen to a real-time simulation modeled at the level of resistors, capacitors, inductors, and tubes or transistors is that one would be able to immediately hear the effect of component value changes, rather than just see them on the transient or frequency response plots.
Modeling the system at the level of DSP blocks would be more computationally efficient, but then one is left to derive the equivalent analog circuit. It's not rocket science, but it does add a level of indirection.
In any case, being able to simulate 5 triode sections and the linear filters between them in real time at a 48 kHz sampling on a modern CPU very well might be good enough for rock and roll. My use case is a design tool, not to obtain a substitute for a physical device.