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Johannes Findeisen 2026-10-26 22:51:25 +01:00
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# Decision 0001: Modular engine first
**Status:** Accepted
## Context
The project aims to preserve energyXT's combination of a simple workflow and a
flexible modular routing model.
## Decision
Use one unified processing graph for sources, instruments, effects, mixers,
and outputs. The sequencer is a timeline/event source integrated with that
graph. The default GUI is simple and sequencer-oriented, while a graph editor
exposes routing when needed.
## Consequences
- Graph validation, scheduling, buffer allocation, and safe graph replacement
are foundational requirements.
- Initial audio graph rejects cycles.
- Graph execution plans are prepared off the audio thread.
- The UI must not create a separate routing model disconnected from the engine.

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# Decision 0002: C core with FLTK/C++ GUI
**Status:** Accepted
## Context
The project prioritizes a readable, small C implementation while using FLTK
for a lightweight desktop GUI.
## Decision
Keep the engine, DSP, project model, graph, and public core API in C (C99
baseline). Use C++ only for FLTK windows and widgets. Communicate through
documented C headers with `extern "C"` guards.
## Consequences
- No C++ classes, STL containers, exceptions, or FLTK types cross the C API.
- GUI code cannot mutate engine internals directly.
- Keep C++ simple and limited to the presentation layer.

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# Decision 0003: Real-time thread rules
**Status:** Accepted
## Context
Audio glitches and unsafe graph changes can undermine the whole application.
## Decision
The audio callback performs bounded processing using preallocated resources.
It performs no allocation/free, blocking locks, file I/O, logging, GUI calls,
plugin loading, or waits. Graphs are prepared outside the callback and active
graph resources are retired only after safe reclamation.
## Consequences
Thread ownership and publication mechanisms must be documented and tested.
Any exception to these rules requires explicit evidence and review.