Easy: because the "best" plugins are VST and not LV2mr.ardour wrote: Seriously folks - you don't expect to run AudioUnits on Windows - why are you expecting to run Windows VSTs on Linux?
But i think things are changing a little bit.
Easy: because the "best" plugins are VST and not LV2mr.ardour wrote: Seriously folks - you don't expect to run AudioUnits on Windows - why are you expecting to run Windows VSTs on Linux?
It's not so much 'expect' as 'want' for most folks.mr.ardour wrote: Seriously folks - you don't expect to run AudioUnits on Windows - why are you expecting to run Windows VSTs on Linux?
I totally agree with you, I'm just explaining that the general sentiment is 'want', not really 'expect'. That's all.mr.ardour wrote:They don't have to switch. Nobody is advocating that you move to Linux "just because". If you're committed to a set of Windows VST plugins, continue to use them on Windows. The only difference is that now you can easily get Ardour for that paltform and use it as a host
I quickly contrasted the scripting with Reaper (and Falcon) - have you done that? It seems so much easier than hooking Lua into Reaper, but maybe I am missing somethingLawrenceF wrote:The scripting interface is nice. It still continues to puzzle me why so few workstations do that given the really obvious advantages.
Not sure tbh. The object model or API, the way the things I've played with so far are defined or setup there, seemed a little easier to initially grasp to me, yes. I doubt if it's as extensive as Reaper's API though so "easier" (or that initial perception) is maybe kinda relative to that. Reaper's API is pretty deep.woggle wrote:I quickly contrasted the scripting with Reaper (and Falcon) - have you done that? It seems so much easier than hooking Lua into Reaper, but maybe I am missing something
thanks for that explanation - yeah that is pretty much how it looked to me, way easier to hook inLawrenceF wrote:Not sure tbh. The object model or API, the way the things I've played with so far are defined or setup there, seemed a little easier to initially grasp to me, yes. I doubt if it's as extensive as Reaper's API though so "easier" (or that initial perception) is maybe kinda relative to that. Reaper's API is pretty deep.woggle wrote:I quickly contrasted the scripting with Reaper (and Falcon) - have you done that? It seems so much easier than hooking Lua into Reaper, but maybe I am missing something
I mean... Lua is Lua ... but yes, things can be more or less subjectively complex depending on how the API and all that is setup, how easy or not it is to control or address objects and properties, and what I see in Ardour looks pretty logical and easy enough to grasp.
The problem with Reaper's scripting is that it pretty much directly just maps Reaper's low level C-language based API into the scripting languages. C of course doesn't do things like automatic memory management, easy-to-use objects and so on, so using the API doesn't feel so "natural" with the scripting languages. Those things could however be added for example for the Lua scripting. (I did some proof-of-concept work on that but it would be a LOT of work to convert everything in the Reaper API to work like that.)woggle wrote: It seems so much easier than hooking Lua into Reaper, but maybe I am missing something
We'll politely disagree here. The value of scripting is accessibility, or greater accessibility for the larger user base. C++, or learning C++ well enough to modify an open source daw is no small task and by nature will be far beyond the skill set of 99.9% of your user base. A more accurate way to express what you said above is...Actually, in Ardour's case the argument for scripting is significantly diminished by the fact that you can change ANYTHING you want to because of its open source nature.
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