As the number of inputs and outputs increases, and as we re-add effects
to the pipeline, is our audio backend going to be flexible enough?  How
many individual use cases do we need to support before we decide we have
to write some sort of generic JACK-style audio pipeline with sinks,
sources, and a cool graphical node-based patch bay?

It does sound like this way of solving the problem is more nicely
generic than the member boolean or CO methods.

Owen


On Thu, 2012-07-19 at 13:34 -0400, RJ Ryan wrote:
> Ooops -- I meant AudioSource. See EngineMicrophone for an example,
> though it's an AudioDestination, not an AudioSource. It multiply
> inherits in addition to EngineChannel.
> 
> On Thu, Jul 19, 2012 at 1:18 PM, Matthew Mikolay <mikol...@yahoo.com>
> wrote:
>         >We could replace the EngineMaster::buffer() setup that is
>         >currently used to access each buffer and make each
>         EngineChannel
>         >an actual AudioOutput that SoundManager requests from
>         directly.
>         >That way the EngineChannel gets a callback when it is
>         enabled/disabled
>         >as an actual output.
>         
>         
>         Sounds like it should work. Correct me if I'm wrong in my
>         understanding of this scheme...
>         You're suggesting that we make EngineChannel a subclass of
>         AudioOutput, correct?
>         
>         mattmik
> 
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