On 07/29/2014 02:45 PM, oeai wrote:
> Well it is all about it, i thought
>
> To get into a kickstarter campaign you need to propose something for 
> end-users - the device is that thing.

No, we don't need to. What would be promised to users would be the
improvement of the LMMS software itself.

The idea of a device is not really realistic in itself: firstly, do we
have anyone here with any experience in designing hardware, marketing,
manufacturing, etc. all that that entails? If not, it would be doomed to
failure. Secondly, even if we started a campaign to create a device,
then the money raised in the campaign would go towards designing and
making that device, and it still wouldn't solve the problems of LMMS,
the software.

> to get more developers you can propose lmms-engine or codec for other 
> markets not only for musicians, these markets i've described.
> For example Firefox has integrated Unreal Engine API into their 
> platform, this means that there is more interest for games
> and game-dev probably needs also soft-synth for music backgrounds and 
> just sounds, they all got a lot of developers who probably can help to 
> integrate sound engine and sharpen it, just to get rid of flash (in case 
> of codec) or to create more complex themes and lower disk capacity (as a 
> game sound engine).

Ok, this is again all very interesting but I'm sorry to say none of this
is even remotely realistic. Codecs don't work that way... Do you know
what it takes to design a codec and get it into such a state that it's
in common use? That involves a lot of work, lots of developers and
manhours, sponsorship from corporations/organizations who make the
decisions about which codecs get supported (who also have their own
interests in mind), then standardization through some large standards
body, dealing with swpats, getting browsers/operating systems to support
it, and all this requires that the codec offers something new that
people (and businesses) will want to use it...

Also, a pro-audio engine is not something you can just create as a
generic project that can be reused as a game engine or some such. Games
don't need pro-quality sound engines, they have their own toolkits (SDL
et al.) that provide entirely sufficient facilities for sound and DSP
for their needs.

In this context when we say "engine" we're not talking about something
comparable to flash or SDL. We're not talking about an external library
here - we're talking about the core part of the LMMS software itself. It
needs to be designed for LMMS, it needs to be a tight part of the LMMS
codebase, it can't work as a glue-on attachment, it can't be something
that is designed to be ported from application to application (like SDL
or some game engines).

In short, we need to be able to rewrite the central part of the LMMS
software itself. It's great that you're thinking creatively, but
unfortunately your ideas aren't very realistic.

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