For example it can be executed in the kernel driver, in a DSP, or even on an external device (e.g. a wifi speaker).
The concept is hard to explain in a couple of sentences - the keynote is really the best place to go right now if you want to properly understand what we're trying to do - but essentially, it's about using less CPU than the way we currently run audio code (i.e. running on a CPU in a non-realtime OS, in user-space)
And no, GPUs were never part of the plan for this. I've never considered GPUs to be a remotely sensible place to run audio code. We're mainly talking about DSPs or CPUs with realtime OSes.
...however, surprisingly, after we announced it, we had several very serious companies ask us whether SOUL could run on a GPU because they do have use-cases where that kind of architecture fits quite nicely. Wouldn't have expected that, but it may be something we look into if people want it.
With that in mind, did you read my comment? I explicitly mentioned how GPU "acceleration" is going to increase latency, which contradicts one of the very few definite statements they make.
The end result of this would function like existing hardware modules and software plugins: it's assumed to be always running, and the host(sequencer, keyboard, etc.) sends it messages to trigger audio events. The latency you are discussing is messaging and control rate latency, a problem the audio world has considered mostly-solved and production grade(minus a few scaling and edge-case warts) since the invention of MIDI in the 1980's. This would not present more or less control latency than existing options. Audio output would otherwise be desynchronized from the CPU, making the low round-trip latencies described feasible.
Anyway, I can understand the supposition that GPUs are good for audio processing because they have oodles of processing power and memory bandwidth, however this will hurt latency because there's at least one extra bus hop (assuming the GPU can DMA to the sound card, which I doubt, and if not it's two extra hops!) and it's not like modern multicore CPUs lack throughput for audio purposes.
tl;dr They claim some latency advantage and then use GPU acceleration as an example; as someone doing lots of GPU coding I find that contradictory because of the extra bus transfers.
Also, if it's GPU based (shaders?), that's going to increase latency not decrease it, as anyone who understands bus transfers and that GPUs are optimised for throughput not latency will know.