[openbeosmediakit] Re: Common Plugin API for BeOS Audio

  • From: "Frans van Nispen" <frans@xxxxxxxxxxxxx>
  • To: <openbeosmediakit@xxxxxxxxxxxxx>
  • Date: Fri, 30 Aug 2002 10:34:58 +0200

Using the media nodes or not, we still have to come to a standard
that everyone creating audio apps for BeOS agrees on.

This will also need to be guided by a library of easy to access
skinnable widgets to create real-looking interfaces easilly.

You are free to discuss this with us to come to a common standard
that will be accepted by all currently active audio apps.

Just drop me a note with the email you wish to subscribe with,
and I'll add you to the list.

Our goal is to have the first version defined within a month.

Frans van Nispen,
Xentronix.


-----Oorspronkelijk bericht-----
Van: openbeosmediakit-bounce@xxxxxxxxxxxxx
[mailto:openbeosmediakit-bounce@xxxxxxxxxxxxx]Namens shatty
Verzonden: vrijdag 30 augustus 2002 10:23
Aan: openbeosmediakit@xxxxxxxxxxxxx
Onderwerp: [openbeosmediakit] Re: Common Plugin API for BeOS Audio



Hmm..

I don't see any reason why you couldn't have one MediaNode manage =
several V=3D
ST if you would like to manage them all in a single thread.  Also, it's =
p=3D
ossible to have multiple MediaNodes all serviced by the same thread. =
(not=3D
 too normal I don't think)

Andrew

------------------------------------------------

Hi,
I don't think the MediaNode system in BeOS is good for this purpose.
The MediaNodes are good for inter-program works; I think Frans is =
looking
for an intra-program system to process sound busses.
We have a VST wrapper, but try to load and link ten addons out of a
MediaPlayer, and then try to load these VSTs out from SoundPlay.
With MediaNodes you have >10 threads with SoundPlay only one.

RealtimeFX is a good idea, but i think that beos should also support
the universal standards of the computer music world.

Andrea.





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