Well, I haven't done audio programming for quite a while. I did get audio hardware behave pretty nicely in 1998, though. I believe low latency audio was much harder back then.
I'm pretty surprised if your deadline is really that 23 microseconds (60 fps / 7000). You can't even reliably dispatch an IRQ request in that time!
> I wouldn't call that similar
If you have a long audio filter chain it's not all that different from a long fragment shader. You can think of a fragment shader as a filter chain.
> Since you can't provide any advise for an alternative to function pointers
Uh. That's pretty hard without seeing the source code and full problem description. Especially because you seem to be expecting some magical solution. Well, those don't exist, it's just hard work.
Besides, like I said earlier, sometimes function pointers are appropriate for the task. Just understand the cost. Do keep in mind audio filter chains can be pretty complicated. If your filter chain has many concurrent channels with hundreds of dynamic filter steps for each sample to pass through, yeah, you might have some performance problems.
> i must challenge your expertise in audio programming since you seem to project your view from a graphics programming point.
Be my guest. Just wanted to share something I know about and give new ideas. Btw, I'm not doing graphics, but mostly I/O with micro/millisecond level deadlines.