xtc/docs/ARCHITECTURE.md

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# Architecture
## Decision: modular engine first
The processing graph is the common model for audio sources, instruments,
effects, mixers, and outputs. The sequencer produces time-based content and
events consumed by graph nodes. The default workspace remains sequencer-first;
the graph editor is an advanced view of the same project.
## Layers
1. **FLTK/C++ GUI:** input, drawing, windows, view state.
2. **C core:** project model, commands, parameters, persistence, validation.
3. **C engine:** prepared processing graph, DSP, transport timing, event delivery.
4. **Backend:** hardware and system audio/MIDI integration.
The GUI must not directly modify engine internals. It calls a stable C API.
## Graph execution
The first implementation should reject cycles. Compile a graph off the audio
thread: validate, topologically sort, determine buffer requirements, allocate
resources, and publish a prepared immutable execution plan. The audio thread
must not traverse a graph being edited.
The offline engine now copies a validated graph into a prepared plan with
stable node IDs, topological order, precomputed input adjacency, per-node mono
buffers and oscillator/meter state. Each plan has one processing owner. Graph
edits and destruction cannot affect an existing plan. All nodes are scheduled,
including disconnected nodes; only explicit output nodes are rendered (or
terminal nodes when no output node exists). See AUDIO_ENGINE.md for contracts.
Plan publication across threads and retirement remain Phase 2 work.
## Ownership and threads
- GUI thread owns FLTK widgets and view state.
- Project/control thread owns mutable project data and graph compilation.
- Audio thread owns the active processing plan and DSP state.
- Backend callbacks follow the backend's documented threading contract.
Do not free an active plan until the audio thread has released it. Pick and
document a bounded handoff/reclamation strategy before real-time graph swaps.