Expand description
§forge-audio
Zero-allocation, lock-free audio architecture for real-time DSP, game engines, and WebAssembly.
§Architecture
- Lock-free mixer with crossbeam zero-contention design
- 120-frame rollback buffer with 18-byte packed diffs and Blake3 checksums
- Double-buffer VRAM staging for CPU→GPU audio visualization
- Integer-deterministic audio for networked game engines
- Phase-aligned beat sync for tempo-locked mixing
- ~269KB stack-allocated footprint — no GC, no heap on the hot path
§License
This crate is dual-licensed:
- AGPLv3 for open-source and non-commercial use
- Commercial B2B License for proprietary/SaaS/cloud integration
Contact: dev@deveraux.dev
Modules§
- diff_
pool - WavDiff + DiffPool + RollbackBuffer — 18-byte diff protocol with pre-allocated ring buffers for deterministic rollback.
- dsp
- DSP primitives: load, effects, write.
- engine
- Audio engine — RCU-based real-time audio processor.
- graph
- Audio processing DAG — directed acyclic graph with topological sort.
- limiter
- Brickwall look-ahead limiter for speaker protection.
- metering
- Production-grade audio metering: true peak, RMS, phase correlation.
- realtime
- Real-time audio output via cpal. Lock-free SPSC ring buffer path only.
- rt_
safety - Real-time safety enforcement.
- stubs
- Stub types for modules not included in the public release.
- viz_
buffer - AudioVizBuffer — lock-free shared memory between audio and render threads.