interesting discussion. To answer your question, Roos:
Ardour: It is nice but comparing it to the tools, I am using now (Protools and Samplitude), it is not as feature complete, well put together and stable as them. It needs more time in development.
LinuxSampler: I didn't test it, didn't even know about it oO Looks good - the java version provides a good UI (although that sounds like eating a lot of resources) - Soundfont playback and editing would be a very nice features and I will monitor the project for more.
But it does not look like something I would use now.
OpenOctave: Looks interesting as well. To me it looks like a project for bringing together applications and connecting them for the best work flow.
Does it only care for projects on Linux?
Linux: I used Linux before but not for professional audio work and I wont use it in future. Working on Linux means too much time is needed for administration then for creating content. I read a lot about people saying that it is not true but I don't know any colleague who uses Linux nor heard of professional audio projects being produced on Linux. I am talking about audio post production and audio design as well as audio fx design. You just cannot get away from integrating your own workflow into the one of your clients or associates
I got windows and OSX running here with Protools, Samplitude and audio editors like Soundforge or Acoustica.
It is simple as this: I cannot afford time to integrate Linux based tools and current open source audio tools into my toolchain and workflow as they are not as feature complete, integrated, well put together as the commercial software I am using.
Even on the audio fx design side I mostly use commercial stuff: audio plugins of my DAW's (here as well Logics synths like Sculpture) or Plogue Bidules.
So, why do I talk about my own opinion here? Well, I think that open movie projects are just like every other film making project. They are heavily time constrained and need integrated workflows. There is no space for evaluation during the content production and all tools I know, including Ardour, are at a point where one (a composer who is capable of creating great audio for movies like Jan for instance) could not afford to use extra time for making them better. And an important fact is that the composers and sound designer first need to learn the new tools but most of them are working as professional engineers in the industry which is a hard business where you need to concentrate on producing content and learn production techniques instead of twiddling around with new tools which are not ready yet.
Don't get me wrong but we are not at the point in the open source audio world where Blender is already. Just look at the long way Ton and his team had to go to be able to start the first open movie project.
I would even like to see good audio post production features in Blender which will take some time
But I offer my help wherever I can.