Excerpts from Stéphane Letz's message of September 10, 2019 10:11 a. m.: > > > But you could perfectly allocate a mydsp_poly object with control = > false, so that to be able to control each voice individually with OSC > messages. >
Yes, I think you mentioned this in some older post to this list. If I understood this correctly all the voices would be always active, which seems a bit wasteful, though that would probably not be a real issue in my case. What bothers me more is that I would have to do the voice selection in my game code. While this could work, I don't like it very much. Also, should I ever decide to do some more sophisticated voice allocation/stealing like mydsp_poly does, this would probably be easier to do "closer" to the actual dsp code. Nah, the more I look at it, the more I think I need something similar to mydsp_poly, but not exactly the same. I *want* it to control the voices. Just... differently. :) Maybe I can get away with subclassing it. > > > Yes, PresetUI was a first try for that, this is the reason it is only > used in ca-qt.cpp for now. But It should be usable in other contexts. It does in fact work out of the box. Though with my current code, I cannot switch presets via OSC. I think the main issue here is that PresetUI is a UI decorator. It is supposed to decorate *one* UI, not two of them. I probably could write something like a composite ui (as in the composite pattern). That would allow me to do something like DSP->buildUserInterface(PresetUI(CompsiteUI(&qtInterface, &oscInteface), rcFilename)); I will play around with this idea a bit. > > Is the video game running as a standalone application? > > it case it helps we have an architecture for Unity, see faust2unity I am not using any game engine atm. Maybe I will at some point, but for now, doing it "from scratch" is just more fun. > > Feel free to ask more help ! > Will do. For instance: how do separate (G)UIs keep their respective state synchronized? From tracing through the code, it seems to me that some GUIs (e.g. QTUI) simply call GUI::updateAllGuis() in regular intervals, but then again others (like the OSC stuff) do not. So I was wondering... if I have two (or more) separate UIs which each having "observable" state, than at least one of them has to do something like calling updateAllGuis(), or else it wouldn't work. Correct? Best regards, --lu
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