We could replace the EngineMaster::buffer() setup that is currently used to
access each buffer and make each EngineChannel an actual AudioOutput that
SoundManager requests from directly. That way the EngineChannel gets a
callback when it is enabled/disabled as an actual output. This could also
pave the way to turning off internal mixing when external mixer mode is
active (which includes more work .. i.e. making sure the sidechain still
works, running the EngineWorker pool, etc.)

On Wed, Jul 18, 2012 at 2:26 PM, William Good <bkg...@gmail.com> wrote:

> Whoops...
>
> On Tue, Jul 17, 2012 at 12:58 PM, William Good <bkg...@gmail.com> wrote:
> > On Sun, Jul 15, 2012 at 8:07 PM, Matthew Mikolay <mikol...@yahoo.com>
> wrote:
> >> <long quote is long>
> >
> > Hi all,
> >
> > Ideally, I'd like to try to further encapsulate EngineMaster and
> > SoundManager, not tie them more together (that was part of why I added
> > AudioOutputs that tell soundmanager to get deck, pf and master outs
> > from m_pEngine to mixxx.cpp). Could we come up with a solution that
> > compresses outputs in EngineMaster? My first thought is to add some
> > COs like:
> >
> > [Master],isOutput
> > [Headphones],isOutput
> > [Deck(number)],isOutput (or [Channel%d],isOutput, whatever makes sense)
> >
> > The idea being that if isOutput (or is_output, please excuse my naming
> > conventions) is set to a true value, compression is applied (in
> > EngineMaster), and otherwise it's not (this is an alternative to
> > simply compressing all potentially output buffers). SoundManager could
> > set these COs (eg. in ::setupDevices), I have no objection to that.
> >
> > Thoughts? There may be a better way to do this, like a purpose-built
> > shared data structure of some sort. Sorry, I'm banging this out after
> > reading the email on my phone (ugh) and in 5 free minutes before
> > lunch.
> >
> > Best,
> > William
>
>
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