Thanks for the input. I am trying to update some of the modules, but it is going to take some time, since I am working on projects as well as developing.

Ricardo del Pozo
Phone: +47 41471425
Twitter: rdpozo_



On Sep 9, 2012, at 12:01 PM, Trond Lossius <trond.lossius@bek.no> wrote:

Hi Ricardo,

Just in order to provide you with some background on the idea of module aliases:

This was a feature that I developed for the Urmakarens Hjarte production. For that production we used a total of 16 sound file players. Eight of them would be passed to ViMiC for spatialisation and the remaing eight to a 3rd order ambisonics encoder.

The 16 player modules would be used and reused throughout the play for various ambiances, music, sound effects, folly sound, etc. Whyen working on the cue script, it became a major challenge and obstacle to keep track of what each of the players was used for at any one time. Also we had to make sure that we did not accidentally use a player that was already busy playing back some other sound element. And finally, when dynamically changing gain levels and spatialisation for the duration of a sound (file) event, it was difficult to keep track of what parameters to control when the players were all named /player.1, /player.2, etc.

For this reason it seemed productive to introduce the alias feature. The alias feature enables you to provide a temporary name to a module, and we used this to provide the modules with names that reflected the content they were currently being used for. Once layback of one layer of sound was completed, the alias could be removed again, "freeing" the player to be used for another sound element further down the road. This also had the advantage that if it turned out that we had to move a sound layer from one player to another, this could be done at one and one only location in the cue script: At the point that the alias was assigned.

Aliases can be considered somewhat related to the use of pointers in C and C++ programming, the alias is pointing to a module, and you no longer need to know exactly which module it is pointing to. It can also be considered as a means for shifting or abstracting cue scripting from a technical implementation layer (what player am I using?) to become content-oriented (what content am I dealing with?).

The module highlight feature is a means for visually provide similar feedback when interacting with the patch, I'm not sure if this helps clarify how to design your modules or path of modules, but at least this was the idea that informed the implementation, and I have found it to be tremendously useful, not only for Urmakerens Hjarte, but also for projects that I have been working on more recently.

Cheers,
Trond


On Sep 9, 2012, at 8:48 AM, Ricardo del Pozo <delpozo@me.com> wrote:

Hello all.
I am currently re-writing all of my modules in the new 0.6 format, model and view.
I am trying to figure out what would be the best solution regarding this new way of using Jamoma.

I have a videobank module in my library. This module reads a folder of sound files into memory and uses a poly object inside its algorithm.
I basically copies one qt.movie patch n number of times according to the number of videos in the folder.

My question is:

Since Jamoma 0.6 has the possibility to use aliases, would I be better off dropping the whole poly patch, and instead just make one generic model for one jit.qt.movie?
I am thinking that this would solve a lot of issues regarding RAM being occupied by files not being active, and I can instead use aliases to switch between files that are being played?

If one file is played on one model, the next model could then load a new videofile. When that is loaded I switch aliases?

Appreciate any input.

Ricardo



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Live Security Virtual Conference
Exclusive live event will cover all the ways today's security and
threat landscape has changed and how IT managers can respond. Discussions
will include endpoint security, mobile security and the latest in malware
threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
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