On Wednesday 11 December 2002 15.25, Tim Goetze wrote: > David Olofson wrote: > >So, sort them and keep track of where you are. You'll have to sort > >the events anyway, or the event system will break down when you > > send events out-of-order. The latter is what the event processing > > loop of every plugin will do, BTW - pretty trivial stuff. > > what you describe here has a name: it's called queuing.
Of course. But it doesn't belong in the event system, except possibly as a host or SDK service that some plugins *may* use if they like. Most plugins will never need this, so I think it's a bad idea to force that overhead into the basic event system. It's sort of like saying that every audio stream should have built-in EQ, delay and phase inversion, just because mixer plugins will need to implement that. > >Do event processors posses time travelling capabilites? > > delays based on musical time do, whatever you like to call > it. Then they cannot work within the real time net. They have to be an integral part of the sequencer, or act as special plugins for the sequencer and/or the editor. > >It sounds like you're talking about "music edit operation plugins" > >rather than real time plugins. > > you want to support 'instruments', don't you? 'instruments' > are used to produce 'music' (usually), and 'music' has a > well-defined concept of 'time'. Yes - and if we want to deal with *real* time, we have to accept that we cannot know about the future. One may argue that you *do* know about the future when playing something from a sequencer, but I strongly believe that is way beyond the scope of an instrument API primarilly meant for real time work. > >If you just *use* a system, you won't have a clue what kind of > >timestamps it uses. > > yeah, like for driving a car you don't need to know how > gas and brakes work. Well, you don't need to know how they *work* - only what they *do*. > >Do you know how VST timestamps events? > > nope, i don't touch proprietary music software. I see. Either way, it's using sample frame counts. //David Olofson - Programmer, Composer, Open Source Advocate .- The Return of Audiality! --------------------------------. | Free/Open Source Audio Engine for use in Games or Studio. | | RT and off-line synth. Scripting. Sample accurate timing. | `---------------------------> http://olofson.net/audiality -' .- M A I A -------------------------------------------------. | The Multimedia Application Integration Architecture | `----------------------------> http://www.linuxdj.com/maia -' --- http://olofson.net --- http://www.reologica.se ---