On Thu, Feb 06, 2003 at 08:38:10 +0100, David Olofson wrote:
It sounds like
the wrong thing, the general case is that the host
generates values its knows to be in range, then the plugin checks
it again to check its in range...
Not the host; the *sender*. That is the sequencer (which can be part
of the host), or more interestingly, any plugin that has control
outputs.
OK, but it seems like a bad requirement to place on the plugin. If we
allow it, it really should be to be the host that enforces it.
If we allow
hard ranges (not really neccesary, as LADSPA shows)
then the host should enforce them.
Which would mean the host has to break in whenever you connect two
controls, *only* to do this.
Yes, thats (one of the reasons) why its bad.
On Thursday 06 February 2003 11.38, Steve Harris
wrote:
[...audio data...]
"Normalised floating point" is a well
know term, but normalised
between -1.0 and 1.0 is wrong.
Why? Is +/- 42.0 P-P or something a better 0 dB reference? :-)
Ah, I meant "not the right phrase", not "not the right thing".
[...points about silence in RT systems...]
You cant use the "free" cycles, because
youre never sure when the
plugin is going to wake up and start chewing CPU again, and in any
case you dont know how much it was really using.
It's useful in Audiality, but only really when you're dealing with
multiple songs, "rooms" or whatever in the same application. Might be
that it's not a feature that should be in XAP.
I would say so.
"Silence" is relative. A reverb will onyl decay to mathematic
silence after a really long time, but that isnt the intention of
this hint IMNSHO.
Good point, though it doesn't make silence useless in Audiality, at
least. If the reverb *does* go "silent" within any reasonably amount
of time, the information is useful. Synths generally go silent as
soon as the release phase of the last note is done (which is
generally well defined), so it's *definitely* useful there.
Useful for post-roll yes, but not really useful saving a few cycles.
The reason I have it is that games and other
multimedia stuff should
be able to just set up all FX processing needed for the whole thing
and then not worry about it. You can have the full FX net for every
song in the game "running" at all times virtually without cost. The
plugins won't start burning CPU until you actually send some sound
their way, and they'll stop burning CPU as soon as their tails are
out.
Whether or not this is useful in your average studio is another
matter, but it does *work*.
Right, I suspect it isn;t the reuirements and aims are different.
- Steve