I don't think a degree is necissary, but a really good understanding of exactly how things function in Direct Music is. Sometimes simple things can trip you up; For instance, at one point in the project I had a segment with a band in it set to looping, and this segment was being called from another segment. This essentially made the looping segment get called every other bar, thus you'd have an increasing number of these segments playing the longer the music played. While everything sounded fine with short listenings, after 30 seconds or so Direct Music would start to hitch. I had no idea where this hitching was coming from, and luckely someone on this list looked at my project and figured out what was going on. That experience made me spend a lot more time understanding what was going on under the hood - because it's very easy for the composer to cause all kinds of problems if they're not careful with their data structures, and it might not always be obvious to the programer whats wrong. Both sides really need to work for a common understanding of what they are doing, and how the structure of the music is designed.=20 Also, make sure you have adiquate programing resources alocated, and that you're using people who aren't distracted by other tasks, or aren't clean coders. The first person assigned to my project was also assigned to localization, which is a big task into itself. That, combined with not really understanding a lot of what they were doing, caused months of re-work for myself and my sound designer, and made the code extremely unreliable, slow, and buggy. Eventually, we moved one of our graphics guys onto the system, who's quite versed in everything, and re-wrote the entire thing from the ground up in the last four weeks of the project. This was not optimal, and greatly reduced are time to polish the mix of the system (we actually got the last major bug squashed the day the client went gold, so we weren't allowed to finish the mix).=20 I really feel that if the management of my company was willing to allocate the proper resources to the project from the beginning, instead of trying to half ass it, the entire game would have benifited as we would have had a lot more time to work on other aspects. Make sure your company allocates the proper resources to the project up front. -----Original Message----- From: John Glynn [mailto:johnglynn@xxxxxxxxxxx]=20 Sent: Wednesday, October 23, 2002 8:50 AM To: directmusic@xxxxxxxxxxxxx Subject: [directmusic] Re: directmusic Digest V1 #47 Hey Devin, I appreciate you asking all of those questions. Even though I am already sold on DMP and am using it for a current project I would like to those answers as well. And thank you Jason for taking the time to answer a bunch of them. BTW Jason, you mentioned the roll of the composer. How much in your opinion should the composer be aware of technically? I realize this is a highly subjective question but I am working with one of our programmers and we are trying to solve a problem. As the composer I understand all of the musical aspects and he understands all of the techy aspects. But its like there is a ravine of ignorance between us preventing us from communicating succsessfully so the problem is not getting solved as quickly as if either of us understood both music and programming. This is a tough question to answer but how much crossover is reasonable and has anyone else encountered this problem? How much should the programmer be expected to know about music? Does it make more sense for the composer to just get a degree (or equivelant) in programming? John Glynn