On Wednesday 13 February 2002 17.26, Joachim Backhaus wrote:
[...]
> I see no reason that Windows and DOS exist!

Well, you know, some people just *got* to make money by charging for 
taking people's right away... ;-)


> > >Wouldn't it be much more efficient to bundle
> > >the power to one superb API?
> > >
> > >E.g. I have found LADSPA, MAIA and OX_API.
> >
> > MAIA does not exist.
>
> What is this: http://www.linuxdj.com/mucos/ ?

It's what ended up on-line when I was trying design a plugin API. In 
it's current form, tt's useless for any practical purposes, and I 
haven't touched it for several months.

I decided I don't have the time and motivation required to get an API 
that complex right, without actually *using* it in a real project of 
my own - so I put MAIA on hold, and started thinking about something 
sensible to do, where it could fit in.


Meanwhile, I happened to browse the KDE menues of a Mandrake system, 
and found the old X game XKobo by Akira Higuchi - and was instantly 
hooked! It's a 2D shooter that's every bit as playable, addictive and 
durable as the best of the classics - and this one's GPLed. :-)

In a few days, I had it using SDL (http://libsdl.org) for graphics 
(primarily to get fullscreen modes and remove the X dependency), and 
a few days later, the game + Masanao Izumo's sound engine was running 
on Linux and Win32. (That's the only platforms I test on myself.) The 
port was initially called "SKobo", but eventually, the name was 
changed to "Kobo Deluxe".

Since then, I've added loads of features and tweaks, such as OpenGL 
rendering and radar "follow mode" scrolling. I've received hints and 
patches to make the game build and run on Mac OS X, FreeBSD and 
various Solaris variants (x86 and SPARC). The latest versions can be 
found at:

        http://olofson.net/skobo

Latest snapshots at:

        http://olofson.net/download


"So what!?!"

Well, hacking away on the audio engine of that game, the circle was 
inevitably beginning to close - and Masanao Izumo's original 8 kHz 
sound effect player was turning into something more like a full-blown 
software synthesizer.

Although it's primarily designed to scale from very low end machines 
and up, running in parallel with a game, the latest versions do 
include a channel/bus mixing architecture, insert effect plugins, a 
scriptable "waveform construction API", a rudimentary MIDI 
implementation and some other fun stuff.

(Sorry, no interesting stuff done with the Kobo Deluxe audio engine 
as of the current versions - although you could activate the MIDI 
input code at configure time if you want to play around with it. The 
MIDI file reader/player is "in place" and will be used in a version 
released Real Soon Now. :-)


The plan is that I'll eventually return to MAIA - or rather, keep the 
useful parts and start over. Some design ideas from the "Kobo Deluxe 
Audio Engine" (like the state machine interface for plugin 
open/init/prepare/start etc) will most probably be dragged in. 

The focus will *probably* shift from MAIA as a stand-alone plugin API 
towards MAIA as an "event toolkit" that could be used in conjunction 
with other APIs or frameworks, such as JACK. Remains to see if that 
still makes sense when I get there.


//David

.- M A I A -------------------------------------------------.
|      Multimedia Application Integration Architecture      |
| A Free/Open Source Plugin API for Professional Multimedia |
`----------------------> http://www.linuxaudiodev.com/maia -'
.- David Olofson -------------------------------------------.
| Audio Hacker - Open Source Advocate - Singer - Songwriter |
`-------------------------------------> http://olofson.net -'

Reply via email to