You still can't render an orchestral-size collection of physically modelled instruments on the CPU. A processor that could would be some of analogy for the modern GPU, but for various reasons, there has been little investment in chip design that would move further in this direction.
Games in particular created a large push for specialized GPU architectures, and there's really no equivalent motivation to do the same for audio, in part because there's no standard synthesis approach that things would converge on (the way they have in GPUs).
So, "perfectly well computed in software for audio" is more of a statement about the world as-it-is rather than one about any fundamental difference between the two media.
I don't have enough working knowledge or mathematics to fully comprehend the 3d pipeline but as I understand, it is a huge linear algebra/matrix manipulator and audio processing would fall into this. My reason for asking is that at least in the guitar world I've seen issues related to CPU processing and multiple VST plugins all wired together. Some guitarists use fairly complicated rigs to get their tone and when you have multiple amps, speaker cabinet simulation, and effects running you need a pretty powerful machine to do everything real-time without under-running buffers.
There are specific hardware solutions for this but I've always wondered if you could just create shaders or something and dump the audio stream to the GPU and get back the transformed audio stream with minimal CPU burden. Any insight here would be very helpful to me.
Put differently, the GPU is plenty powerful to do the processing you're thinking of, but it can't get the results back to the CPU in the required time.
For video, there is no roundtrip: we send a "program" (and maybe some data) from the CPU to the GPU; the GPU delivers it into the video framebuffer.
For audio, the GPU has no access to the audio buffer used by the audio interface, so the data has to come back from the GPU before it can be delivered to the audio interface.
I would be happy to hear that this has changed.
None of this prevents incredibly powerful offline processing of audio on a GPU, or using the GPU in scenarios where low latency doesn't matter. Your friends with guitars and pedal boards are not one of those scenarios, however.
https://www.nvidia.com/en-us/geforce/guides/nvidia-rtx-voice...
That's how gamers do it when they want the lowest latency possible, anyway. Something like "find the lowest frame rate your game runs on, and cap it to 80% of that".
This thread fascinates me. A sibling comment addresses why it can't be done in realtime (barring some pedestrian-sounding hardware improvements), but the question of "how" fascinates me. I know a little bit about audio, I'm a classical musician with some experience with big halls, I know some physics, and I wrote a raytracer in JS back in the early aughts. Can we raytrace sound? It's a wave, it's got a spectrum, different materials reflect, refract, and absorb various parts of the spectrum differently... sounds pretty similar! The main differences I see is that we usually only have a handful of "single pixel cameras" (I expect to lose a bit of parallelism to that) and more problematic, we can't treat the speed of sound as infinite. I can imagine a cool hack to preprocess rays for a static scene, but my imagined approach breaks down entirely if the mic moves erratically.
In addition, you may also consider physical modelling synthesis to be an example of this. Look up Pianoteq. It is a physical modelled piano that literally does all the math for the sound from a hammer of particular hardness striking a string of given size and tension at a particular speed, and then that sound generating resonances within the body of the piano and other strings, and then out into the room and interacting with microphone placement, lid opening etc. etc.
Most (not all) people agree that Pianoteq is the best available synthetic piano. It's all math, no samples.
There are similar physical modelling synth engines for many other kinds of sounds, notably drums. They are not particular popular because they use more CPU than samples and can be complicated to tweak. They also really benefit from a more sophisticated control surface/instrument than most people have access to (i.e. playing a physically modelled drum from a MIDI keyboard doesn't really allow you to get into the nuances of the drum).
The Oculus Audio SDK contains an acoustic ray tracer for that. See https://www.oculus.com/blog/simulating-dynamic-soundscapes-a... for a short writeup on what is acutually in there under the hood.
Disclaimer: I've worked on that ray tracing engine at FRL for a while.