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๐Ÿ“ฆ Resource Management - Gestiรณn de Assets Externos

๐Ÿ“‹ Descripciรณn

El Resource Management System gestiona todos los assets externos referenciados por presets (samples, wavetables, impulse responses, lookup tables, etc.). Proporciona resoluciรณn inteligente con fallbacks, caching eficiente, y preloading estratรฉgico.

Criticidad: โญโญโญโญโญ (Crรญtico - presets sin recursos no funcionan)


๐ŸŽฏ Objetivos

  1. Resource Resolution: Resolver referencias a recursos con mรบltiples estrategias
  2. Intelligent Caching: Cache LRU con lรญmites de memoria configurables
  3. Fallback System: Buscar recursos alternativos cuando faltan originales
  4. Preloading: Cargar recursos crรญticos anticipadamente
  5. Similarity Matching: Encontrar recursos similares automรกticamente
  6. Cloud Integration: Descargar recursos desde CDN cuando sea necesario

๐Ÿ—๏ธ Arquitectura

Componentes Principales

Resource Management System
โ”‚
โ”œโ”€โ”€ ResourceRef (from PresetSchema)
โ”‚   โ”œโ”€โ”€ LocationType (Embedded, Relative, Absolute, Cloud)
โ”‚   โ”œโ”€โ”€ Path (filesystem or URL)
โ”‚   โ”œโ”€โ”€ Checksum (SHA256 for verification)
โ”‚   โ””โ”€โ”€ Metadata (size, type, fallback)
โ”‚
โ”œโ”€โ”€ ResourceResolver
โ”‚   โ”œโ”€โ”€ resolve() - Main resolution entry point
โ”‚   โ”œโ”€โ”€ resolveEmbedded()
โ”‚   โ”œโ”€โ”€ resolveRelative()
โ”‚   โ”œโ”€โ”€ resolveAbsolute()
โ”‚   โ”œโ”€โ”€ resolveCloud()
โ”‚   โ””โ”€โ”€ findSimilar() - Similarity matching
โ”‚
โ”œโ”€โ”€ ResourceCache
โ”‚   โ”œโ”€โ”€ LRU eviction policy
โ”‚   โ”œโ”€โ”€ Memory limit (default 2GB)
โ”‚   โ”œโ”€โ”€ get() / put()
โ”‚   โ”œโ”€โ”€ preload()
โ”‚   โ””โ”€โ”€ Statistics tracking
โ”‚
โ”œโ”€โ”€ ResourceScanner
โ”‚   โ”œโ”€โ”€ scanDirectory() - Index resources
โ”‚   โ”œโ”€โ”€ buildDatabase() - Create search index
โ”‚   โ””โ”€โ”€ findByChecksum() - Fast lookup
โ”‚
โ””โ”€โ”€ ResourceManager (orchestrator)
    โ”œโ”€โ”€ loadResource()
    โ”œโ”€โ”€ cacheResource()
    โ”œโ”€โ”€ preloadResources()
    โ””โ”€โ”€ findSimilarResource()

Resource Location Types

1. Embedded

{
  "type": "sample",
  "location_type": "embedded",
  "path": "data:audio/wav;base64,UklGRi4AAABXQVZFZm10...",
  "size_bytes": 44100
}
- Data embedded directly in preset - No external file needed - Larger preset file size

2. Relative

{
  "type": "wavetable",
  "location_type": "relative",
  "path": "./wavetables/saw_rich.wav",
  "checksum": "sha256:abc123...",
  "fallback_path": "./wavetables/saw_basic.wav"
}
- Path relative to preset file - Portable preset bundles - Fallback if not found

3. Absolute

{
  "type": "impulse_response",
  "location_type": "absolute",
  "path": "C:/AudioLab/Resources/IR/plate_reverb.wav",
  "checksum": "sha256:def456..."
}
- Absolute filesystem path - System-specific - Fast access

4. Cloud

{
  "type": "sample",
  "location_type": "cloud",
  "path": "https://cdn.audiolab.com/samples/kick_808.wav",
  "checksum": "sha256:ghi789...",
  "size_bytes": 22050
}
- Download from CDN - Cached locally after download - Requires internet


๐Ÿ”„ Resolution Pipeline

Resolution Flow

1. Check Cache
   โ”œโ”€ Hit  โ†’ Return cached resource
   โ””โ”€ Miss โ†’ Continue to resolution

2. Determine Location Type
   โ”œโ”€ Embedded  โ†’ Extract from preset
   โ”œโ”€ Relative  โ†’ Search relative to preset
   โ”œโ”€ Absolute  โ†’ Load from absolute path
   โ””โ”€ Cloud     โ†’ Download from URL

3. Verify Checksum
   โ”œโ”€ Match    โ†’ Success
   โ””โ”€ Mismatch โ†’ Try fallback

4. Fallback Strategy (if resource not found)
   โ”œโ”€ Try fallback_path (if specified)
   โ”œโ”€ Search by checksum in database
   โ”œโ”€ Find similar resource (by name/type)
   โ””โ”€ Use default placeholder

5. Cache Result
   โ””โ”€ Store in cache for future use

Code Example

// Load resource
auto resource_ref = preset.getResourceRef("sample_kick");
auto resource = resource_manager.loadResource(resource_ref);

// Resolution happens automatically
if (resource.isValid()) {
    // Use resource
    audio_engine.loadSample(resource.getData());
} else {
    // Resource not found, fallback applied
    std::cerr << "Resource not found, using fallback\n";
}

๐Ÿ’พ Cache System

LRU Cache

Features: - Least Recently Used (LRU) eviction policy - Configurable memory limit (default: 2GB) - Per-resource type limits - Preload hints for frequently used resources

API:

ResourceCache cache(2_GB);  // 2GB limit

// Get resource (may load if not cached)
auto resource = cache.get(resource_ref);

// Preload resources
cache.preload({
    "factory_presets/*",
    "user_favorites/*"
});

// Statistics
auto stats = cache.getStatistics();
std::cout << "Hit rate: " << stats.hit_rate << "%\n";
std::cout << "Memory used: " << stats.memory_used / 1_MB << " MB\n";

Preloading Strategy

Factory Presets: - Load all factory preset resources on startup - Typically <500MB total - Ensures instant preset loading

User Favorites: - Track most-used presets - Preload their resources - Adaptive based on usage patterns

Recent History: - Keep last 10 presets' resources cached - Quick switching between recent presets


๐Ÿ” Similarity Matching

Finding Similar Resources

When a resource is missing, find similar alternatives:

Matching Criteria: 1. Checksum Match: Exact same file (renamed/moved) 2. Filename Match: Similar name (edit distance) 3. Type Match: Same resource type (sample, wavetable, IR) 4. Size Match: Similar file size (ยฑ10%) 5. Acoustic Similarity: Audio feature matching (advanced)

Example:

// Original resource not found: "kick_808_punchy.wav"
auto similar = resource_manager.findSimilarResource(
    resource_ref,
    SimilarityOptions{
        .type_match = true,
        .name_match = true,
        .max_results = 5
    }
);

// Results:
// 1. kick_808.wav (90% match)
// 2. kick_909_punchy.wav (75% match)
// 3. kick_acoustic.wav (60% match)


๐Ÿ“Š Resource Database

Indexing System

Build searchable index of all resources:

ResourceScanner scanner;

// Scan directories
scanner.scanDirectory("C:/AudioLab/Resources");
scanner.scanDirectory("C:/Users/Me/Samples");

// Build database
auto database = scanner.buildDatabase();

// Query
auto results = database.findByType("sample");
auto kick_samples = database.findByName("*kick*");
auto by_checksum = database.findByChecksum("sha256:abc123...");

Database Fields: - Path (absolute) - Checksum (SHA256) - Type (sample, wavetable, IR, LUT) - Size (bytes) - Sample rate (for audio) - Duration (for audio) - Metadata (tags, description)


โšก Performance Targets

Operation Target Typical
Cache lookup <1 ฮผs 0.5 ฮผs
Resource load (cached) <10 ฮผs 5 ฮผs
Resource load (disk) <10 ms 5 ms
Resource load (cloud) <500 ms 200 ms
Checksum verification <5 ms 2 ms
Similarity search <50 ms 20 ms
Cache eviction <1 ms 0.5 ms

๐Ÿงช Usage Examples

Example 1: Load Resource

#include "resource_manager.hpp"

// Get resource ref from preset
auto ref = preset.getResourceRef("kick_sample");

// Load resource
ResourceManager manager;
auto resource = manager.loadResource(ref);

if (resource.isValid()) {
    auto data = resource.getData();
    auto size = resource.getSize();

    // Use resource
    processAudio(data, size);
}

Example 2: Preload Resources

ResourceManager manager;

// Preload factory presets
manager.preloadPattern("factory/*");

// Preload user favorites
std::vector<std::string> favorites = getUserFavorites();
manager.preloadResources(favorites);

Example 3: Handle Missing Resource

auto resource = manager.loadResource(ref);

if (!resource.isValid()) {
    // Try fallback
    if (ref.has_fallback()) {
        resource = manager.loadResource(ref.getFallback());
    }

    // Still not found? Find similar
    if (!resource.isValid()) {
        auto similar = manager.findSimilarResource(ref);
        if (!similar.empty()) {
            resource = manager.loadResource(similar[0]);
        }
    }

    // Last resort: use default
    if (!resource.isValid()) {
        resource = manager.getDefaultResource(ref.getType());
    }
}

Example 4: Cache Statistics

auto& cache = manager.getCache();

// Get statistics
auto stats = cache.getStatistics();

std::cout << "Cache Statistics:\n";
std::cout << "  Entries: " << stats.entry_count << "\n";
std::cout << "  Memory: " << stats.memory_used / 1_MB << " MB\n";
std::cout << "  Hit rate: " << stats.hit_rate << "%\n";
std::cout << "  Evictions: " << stats.eviction_count << "\n";

๐Ÿ”ง Configuration

Cache Configuration

ResourceCache::Config config;
config.max_memory_bytes = 2_GB;
config.max_entries = 10000;
config.eviction_policy = EvictionPolicy::LRU;
config.preload_factory = true;
config.preload_favorites = true;

ResourceCache cache(config);

Resolver Configuration

ResourceResolver::Config config;
config.search_paths = {
    "C:/AudioLab/Resources",
    "C:/Users/Me/Samples",
    "%APPDATA%/AudioLab/Resources"
};
config.enable_cloud = true;
config.cloud_timeout_ms = 5000;
config.verify_checksums = true;
config.enable_similarity = true;

ResourceResolver resolver(config);

๐Ÿ“ Resource Types

Supported Types

  1. Sample (.wav, .aiff, .flac)
  2. Audio samples
  3. One-shot sounds
  4. Loops

  5. Wavetable (.wav, .wt)

  6. Single-cycle waveforms
  7. Wavetable banks
  8. Typically 2048 samples

  9. Impulse Response (.wav, .ir)

  10. Reverb IRs
  11. Cabinet IRs
  12. Effect IRs

  13. Lookup Table (.lut, .csv)

  14. Waveshaping curves
  15. Transfer functions
  16. Coefficient tables

  17. MIDI File (.mid)

  18. Sequences
  19. Patterns
  20. Arpeggios

  21. Image (.png, .jpg)

  22. Custom UI backgrounds
  23. Visualizations
  24. Logos

๐Ÿ” Security

Checksum Verification

All resources verified with SHA256:

bool ResourceManager::verifyChecksum(
    const std::vector<uint8_t>& data,
    const std::string& expected_checksum) {

    auto calculated = calculateSHA256(data);
    return calculated == expected_checksum;
}

Safe Cloud Downloads

// Only download from trusted domains
const std::vector<std::string> TRUSTED_DOMAINS = {
    "cdn.audiolab.com",
    "resources.audiolab.com"
};

bool isTrustedUrl(const std::string& url) {
    for (const auto& domain : TRUSTED_DOMAINS) {
        if (url.find(domain) != std::string::npos) {
            return true;
        }
    }
    return false;
}

  • Preset Schemas (TAREA 1): ResourceRef definition
  • Serialization Engine (TAREA 2): Embed resources in presets
  • Version Management (TAREA 3): Migrate resource references
  • Cloud Integration (TAREA 10): Download resources from CDN

๐Ÿ“Š Metrics & Monitoring

Key Metrics

  • Cache hit rate: >90% (factory presets), >70% (user presets)
  • Average load time: <10ms (cached), <50ms (disk)
  • Memory usage: <2GB under normal use
  • Resource availability: >95% (with fallbacks)

Monitoring

// Log cache statistics
manager.setStatisticsCallback([](const auto& stats) {
    if (stats.hit_rate < 0.7) {
        LOG_WARNING("Low cache hit rate: " << stats.hit_rate);
    }

    if (stats.memory_used > 1.8_GB) {
        LOG_WARNING("Cache memory usage high: "
                   << stats.memory_used / 1_GB << " GB");
    }
});

Status: ๐Ÿ”„ In Development Last Updated: 2025-01-15 Version: 1.0.0