Am Dienstag, 15. Januar 2008 15:57:25 schrieb Luis Garrido:
> Huh... That sounds more interesting. Can you please elaborate? How
> would that be significantly easier than reutilising the objects of the
> already existing LS codebase?

Of course we would reuse already existing components of LS for such modules as 
well.

> There is also the eternal issue of performance vs flexibility. Will
> the overload of communication between modules put a noticeable
> performance penalty compared to that of a monolithic system?

The idea is to really natively compile an engine after it has been created or 
edited within such a module editor. So the editor would act as a 
preprocessor, creating C++ code which then is compiled and optimized by GCC 
and the result would be a custom sampler engine DLL (/.so) which could be 
used in the existing LS sampler framework to make noise.

So it would NOT be interpreted crap, bringing the CPU down to its knees.

In the similar way we could add scripting, with the same benefits, that 
everything would be compiled natively instead of being interpreted, thus 
being faster at runtime. Plus everybody could conviniently toy around with 
compiler flags in the editor for getting the maximum of performance out of 
his box, just by adjusting the flags in the editor and pressing on 
the "build" button.

> My wish list? Not very important, this is FOSS, we code what we feel
> like, not what other people would like us to code. Anyway, I am more
> interested in realistic samplers, so I feel more the need for a
> powerful mature sampler editor and randomizing capabilities in a
> sampler engine. Hope I will have time and the drive to work on it at
> some time.

The randomizing capability already exists in the gig engine as a "Random 
Generator" dimension. You can do that by selecting a region in gigedit, then 
right click on it -> "Dimensions..." -> "Add" and select "Random Generator". 
There are other related things like "Round Robin" Dimension as well.

About a mature sampler editor, right, gigedit only offers very primitive GUI 
controls yet, that is combo boxes, line inputs, checkboxes, so convenient 
graphical widgets for parameters like EG settings, sample loops, filter etc. 
still have to be added, but I hope we can probably simply reuse graphical 
widgets of other projects for this. All the functions for the sampler format 
are there in the editor, we just have to add better graphical controls than 
those primitive ones.

CU
Christian

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