Interesting. I actually thought this was the case, but when I made a similar argument in a chatroom I got pretty severely roasted by people who were sure real audio engines never used locks in the audio thread. It seems like whichever way I go I’m wrong with audio :P but that’s OK, because I really am not pretending to be knowledgable here, for me it was only ever for fun.
The main reason I felt Rust was nice was simply the re-assurance that I could not, even if I wanted to, accidentally cause a data race within the confines of safe Rust. It’s not that the actual code was hard, but it did force me to ensure that what I was doing with the data model was actually safe. It wound up guiding how data flow worked in the playback engine.
Anyway, thanks for the pointer to the interview. I don’t expect myself to be writing the next Reaper or Ardour so it is probably OK if I don’t quite grok what you’re getting at. But, I do find this stuff rather interesting, so I would love to have a listen when I get a chance.