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HEELP

HEELP stands for: Hub for Expressive Electronic Live Performance

GOALS

It has two main goals:

  • Provide a streamlined environment for live performance of computerized music
  • Provide a hub for model electronic instruments that need a translation layer

PLANS

  • Support for Eigenharp, Soundplane, LinnStrument, Leap Motion, MPE, standard MIDI and standard audio input
  • Full 64-bit support
  • Runs with a GUI as well as headless
  • Scalable UI with sleak and bare-bones vector-graphics
  • Small enough to run on restricted devices like the BeagleBone Black
  • Channel-based mixer with fixed number of sends and busses for clarity
  • Channels can host any number of instrument and effect plugins in series
  • Busses can host any number of effect plugins in series
  • Per-channel input selection with multiple possible sources (ie. each channel has its set of MIDI, controller and audio ports)
  • Plugins and channels can't be changed in real-time, you set up your environment and parametrize it
  • Channels and busses can have custom colors for the background and foreground for easy identification
  • Each channel runs as separate process and has the possibility to run on a different CPU core
  • Centralized clock and tempo handling
  • State capturing of the entire mixer as scenes
  • Program change support for scene and tempo switching
  • Automatic capturing of all plugin parameter and environment changes in a history with rollback support
  • Multi-track recording of all input and output data of all channels and busses (no individual record enable)
  • Detection of audio activity for automatic splitting of recordings, files can use the name of active scene for easy identification

TECHNICAL NOTES

Having a rigid structure of a list of channels and busses with sends has a series of advantages:

  • It's very easy to understand what is going on during a performance or rehearsal
  • The graph is stable, allowing for completely predictible application behavior
  • Channels can input and output both MIDI and audio
  • There's no master bus in the main process, only aux busses, each channel outputs to the audio interface directly
  • Busses can only receive and output audio
  • Each channel runs as a seperate process:
    • Any channel process (and its plugins) can run on another CPU core, leveraging the parallel nature of modern computers
    • Unstable plugins crash the channel they're part of and don't impact anything else
    • This process uses same audio device callback as the main process
    • All channels and the main process inherently run on the same clock with a 100% predictible relationship
    • The channel audio callback writes the audio buffer to shared memory
    • The channel audio can optionally also directly be output through the audio callback buffer, sending it straight to hardware
    • The channel processes can directly use the system audio and MIDI input ports without having to exchange data with the main process
    • The channel processes can directly use the system audio and MIDI output ports
    • The main process audio callback monitors the finished state of the channel processes
    • The main process collectes the channel audio buffers from shared memory and processes them for the busses
  • The busses are all handled by the main process
  • Non-MIDI controllers are handled by the main process and convert their performance data into MIDI
  • Channels can have non-MIDI controllers as input, receiving appropriate MIDI data from the main process
  • The main process and the channel processes have a private communication channel, this is used for:
    • Propagating application events
    • Sending MIDI data of non-MIDI controllers
    • Sending and receiving channel and plugin state