S4 Tier 0: the bank plays — VST3 marshals MIDI to the S3 core, reads the live bank + resolves WAV the M4 way, mono downmix, lock-free load handoff, LICE sample-pick
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@@ -289,18 +289,29 @@ void VoiceEngine::noteOff(int note) {
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if (target != kNoVoice) voices_[target].release();
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}
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void VoiceEngine::render(std::vector<AudioSample>& out, std::size_t frameCount) {
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const std::size_t base = out.size();
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out.resize(base + frameCount, 0.0f); // S4: caller must pre-reserve — no allocation allowed under the VST3 process callback.
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void VoiceEngine::render(AudioSample* out, std::size_t frameCount) {
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// Real-time safe: no allocation, no resize — mix straight into the caller's buffer.
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// The VST3 process callback hands us the host's output channel buffer here, so the
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// audio thread never touches the heap (S4 real-time discipline).
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if (out == nullptr || frameCount == 0) return;
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for (Voice& voice : voices_) {
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if (!voice.active()) continue;
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for (std::size_t f = 0; f < frameCount; ++f) {
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if (!voice.active()) break;
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out[base + f] += voice.renderFrame();
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out[f] += voice.renderFrame();
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}
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}
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}
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void VoiceEngine::render(std::vector<AudioSample>& out, std::size_t frameCount) {
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// Off-thread / test path: grow the buffer (this allocates — never call under
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// process), zero-fill the appended span, then delegate to the RT mix loop so both
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// overloads share exactly one summation path.
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const std::size_t base = out.size();
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out.resize(base + frameCount, 0.0f);
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render(out.data() + base, frameCount);
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}
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std::size_t VoiceEngine::activeVoiceCount() const {
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std::size_t n = 0;
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for (const Voice& v : voices_) {
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