You can use TOPS to edit audio on the GPU. This greatly expands your ability to manipulate Audio, and there are endless options! I suggest tinkering with all of the tops and make some awesome hybrid audio systems. Custom Audio GLSL would be really nice to see too. Remember:
1.Route each channel of audio into its own R G B or A pixel channels.
2.Pixel format (common page of all TOPs) should be 32-floats.
3.Avoid TOPS and parameters that clamp values.
SOPS are also really interesting audio operators, You can get some fat techno tones as effects on your tracks with the rich 3d environment of the SOP.
(video 3:40ish youtube degrades the fat sound a bit)
WARNING: SOPS are processed on the CPU and these activities can be VERY strenuous at some threshold in almost every parameter of every operator. It is advised that you tread carefully:
1.Keep all viewers off by default and never view an Audio SOP’s viewer.
Save before every new SOP is added, and before every parameter tweak
When recording or jamming, Try not to animate parameters of SOPS, except to toggle on and off ,bypass, switch between etc. there are few parameters that have a little more leeway, but be very careful in your setup and execution.
To use TOPs for Audio : AudioCHOP-ChoptoTop-(YourCustomTOPAUDIOCHAIN)-ToptoChop-LimitSop-ScanChop-Audiochops
Audio with SOPs: AudioChops-LimitSop-(YourCustomSOPAUDIOCHAIN)-ScanChop-Audiochops
-Sounds best in perform mode.
-Keep the final scanCHOP in unison with your initial audio sample rate