Soundpipe is more low level than SuperCollider/Overtone than Csound since it's just a C library and not a music language. You could certainly build parser on top of Soundpipe that can look like SuperCollider or Csound (I'm planning on doing just that in the future.)
SoundPipe borrows a lot of code from Csound opcodes, so one could arguably say that it "sounds" like Csound.
Aesthetics, mostly. But it also is a visual reminder not to over-complicate things unless I really need to. I got the idea from reading some source code from the suckless.org guys.
I meant to document the directory structure here:
(h)eaders, (m)odules, (e)xamples, (t)ests.
Arguably obfuscated, but I think with only 4 directories, it's still manageable.
Yup. Documentation is in the works, I promise! For Soundpipe AND each individual module. I'm planning on HTML documentation as well as man page documentation.
In the meantime, I think most of Soundpipe can be grasped by looking at a few examples as well as m/base.c and m/base.h.
At one letter per folder, it's not like there's much to remember :)
(I don't think it's much worse than calling your header file .h rather than .header, and it saves a bit of typing/tabbing. But I'm only one person too.)
It looks like they took the CSound code and started porting it to "pure" C. (as opposed to definitions that are in the CSound language directly). I think this sort of stuff might be useful in a video game (maybe???) or someone who wants to make a sound-synthesizer GUI type application.
Looks like it actually implements quite a few opcodes from Csound. A quick glance makes it seem well suited toward quick integration in existing projects, with a very small footprint and codebase. Could be good for experimentation or learning low level DSP programming.
For realtime multi-voice synthesis, I keep using a not very well advertised side-project that performs reasonably well and also doesn't have a huge codebase: http://pippin.gimp.org/lyd/