On Monday 16 December 2002 01.43, Tim Goetze wrote:
[...]
to allow for everything you mention here, you need to
start counting a different time -- you've stopped the
transport, so transport time isn't flowing any more.
at least that's what i do, calling it 'virtual time'.
Well, I'm well aware of that solution, but I can't say I like it...
the thing is that you need to keep time well-defined
and controllable at one point, for the whole network.
if you don't, things like synchronization and transport
control are tough to get right.
Yes indeed!
So, what's wrong with something very closely related to the blocks
and process() calls; sample frames?
Standing
proposal:
Host processes blocks of 'n' samples. Events are delivered with
a timestamp that says 'actuate this event at this time within
this buffer'. This is exactly what user-supplied automation is,
totally randomly timed events. Some plugins need to sync to
tempo or music-milestones. They indicate this need and receive
tempo, meter, ticks events. It is responsible for tracking
changes.
drop the tick events and it starts to sound reasonable.
This I agree with.
buffer-relative timestamps are a definite no.
This too, actually - but for different reasons.
reason: you need to be able to schedule events far
ahead (streaming, prequeueing).
I still think this should be an optional service; not something built
into the API. To me, event prequeueing is no different from audio
prequeueing - and I don't think either belongs in the low levels of a
callback based, RT oriented API.
calculating a buffer-
relative time in this case requires either knowing
all future buffer sizes or updating these events at
every cycle. the latter is too awkward, and the former
enforces a guarantee that severely limits the system's
synchronization capabilities.
I agree that the first approach is simply incorrect. As I've said
before, you don't know anything about the future, especially not
about the relation between the timeline and audio time.
In what way do timestamps related to the musical timeline help here?
It seems to me that it's only a matter of moving the problem
somewhere else - and I'm still very far from convinced that that
makes anything easier, or that it's at all doable without causing
trouble.
//David Olofson - Programmer, Composer, Open Source Advocate
.- The Return of Audiality! --------------------------------.
| Free/Open Source Audio Engine for use in Games or Studio. |
| RT and off-line synth. Scripting. Sample accurate timing. |
`--------------------------->
http://olofson.net/audiality -'
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