> Le 11 sept. 2019 à 17:32, Lukas Degener <lukas.dege...@posteo.de> a écrit :
> 
> 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 this is always a possibility.


> 
>> 
>> 
>> 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.

OK, and if you develop something that could beneficiate the developer 
community, feel free to do a PR… ((-;

> 
>> 
>> 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?
> 

Yes GUI subclasses can use this GUI::updateAllGuis() states synchronization 
model. And yes one only has to do that. In practice GTKUI to QTUI call 
GUI::updateAllGuis() in their event loop or using timers.

Stéphane 






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