Well, one loop is just fine for linear music editing,
but what about
 interactive music? (The old, primitive approach, based on conditional
 jumps.)
 I was thinking one could generalize this by using N cue points
 (abstract objects) instead of hardcoded loop markers in the time
 info. Tell timeline aware plugins about them by sending events
 looking something like this:
        XAP_A_CUE_POINT
                int     id;
                double  position; 
When does the host send this event?
When the transport position is moved, but play has not started yet?
When a loop-point is set (and it just stays forever until unset?)
Shortly before hitting a repeat marker (loop point)?
Not a bad little frill, if the semantics are clear.  Totally optional for
the host and plugin, but if they both do it, then it could be a nice
optimization.