General comment: this is one area where I think we can be pretty simple. In
my experience, the complexity of say, DirectX buffer objects has caused
only headaches without any advantage over say, VST's simplicity, except for
the ability to support both F32 and I16 formats (but nobody uses I16 anymore).
1. How should multichannel audio streams be represented, interleaved or not?
6. Should data be packaged as objects a la DirectX, or as raw buffers a la VST?
(8: Are data blocks passed along down the stream and reused where possible, or effectively owned by a single i/o connection pair? Is it legal to expect a plug to use the same buffer for input and output and pass it on?)
1. How should multichannel audio streams be represented, interleaved or not?
2. What audio sample data types should be supported?
3. How are audio data buffers allocated?
4. Are audio data buffers timestamped?
5. Are compressed formats like MP3 permitted?
6. Should data be packaged as objects a la DirectX, or as raw buffers a la VST?
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---------------------- Bill Gardner Wave Arts, Inc. 99 Mass. Ave., Arlington, MA 02474 Tel: 781-646-3794 Fax: 781-646-7190 billg@xxxxxxxxxxxx
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