You're assuming the plug-in interface (it's not an API) makes up any significant portion of a plug-in.ghettosynth wrote: Wed Oct 31, 2018 2:36 am You describe a, potentially unnecessary, mechanism that isn't really a solution so much as it's just defining a new API, of which there are several already defined.
That is true in a plug-in that allows you to scale the volume of the input and copies it to the output.
For anything more complicated it starts to make up tiny fractions like 1% or 0.01% to the point that it becomes totally irrelevant in testing all the core functionality.
That is why most software of any significant scale is not based either wholly or even in part on something like a VST interface. It uses a wrapper to implement that specific interface but also at the same time implements a number of other completely independent and core interfaces.
It's like you're arguing "writing a game API/engine (like Unreal Engine) using its own proprietary interface isn't really a solution and is unnecessary since Microsoft DirectX exists."
Uh no... DirectX is a set of some of many interfaces to the system. It doesn't define the API or any of a number of interfaces a game might use to access functionality of the engine itself. The engine would then use a DirectX wrapper to access system functions via the wrapper interface. This same wrapper could wrap up other interfaces like OpenGL and work on multiple platforms like MacOS, Linux and various game systems.
It's also similar to arguing "there is no reason to have a postal system because we can send a telegraph instead." It's pure nonsense to anyone with a clue.
Your arguments and thinking seem based upon a total lack of any experience in programming. Have you ever written any code?
