static inline void handle_drum(MIDIDRUM* MIDI_DRUM, unsigned char drum) { if (MIDI_DRUM->drum_state[drum] && !MIDI_DRUM->prev_state[drum]) { calc_velocity(MIDI_DRUM,MIDI_DRUM->drum_state[drum]); MIDI_DRUM->noteup(MIDI_DRUM->sequencer, MIDI_DRUM->channel, MIDI_DRUM->midi_note[drum], 0); MIDI_DRUM->notedown( MIDI_DRUM->sequencer, MIDI_DRUM->channel, MIDI_DRUM->midi_note[drum], MIDI_DRUM->velocity); } }
void camera_t::apply(float dt) { // pivot around a particular position i.e. "target" if (showreel) { static float radius = 16.72f, height = 5.0f, t = 0; t += dt / 2; this->pos = glm::vec3(radius * cos(float(M_PI * 2.0f) + t), height, radius * sin(float(M_PI * 2.0f) + t)); this->matrix = glm::lookAt(pos, target, glm::vec3(0.0f, 1.0f, 0.0f)); } else // move around freely and unrestricted ... { calc_velocity(dt); if (!gui_enabled) orient(dt); } }
static inline void handle_bass(MIDIDRUM* MIDI_DRUM, unsigned char drum) { if (MIDI_DRUM->drum_state[drum] && !MIDI_DRUM->prev_state[drum]) { if(MIDI_DRUM->drum_state[drum]){ calc_velocity(MIDI_DRUM,MIDI_DRUM->drum_state[drum]); MIDI_DRUM->notedown( MIDI_DRUM->sequencer, MIDI_DRUM->channel, MIDI_DRUM->midi_note[drum], MIDI_DRUM->velocity); if(MIDI_DRUM->hat_mode == drum) { MIDI_DRUM->midi_note[MIDI_DRUM->hat] = MIDI_DRUM->midi_note[CLOSED_HAT]; } }else{ MIDI_DRUM->noteup(MIDI_DRUM->sequencer, MIDI_DRUM->channel, MIDI_DRUM->midi_note[drum], 0); if(MIDI_DRUM->hat_mode == drum) { MIDI_DRUM->midi_note[MIDI_DRUM->hat] = MIDI_DRUM->midi_note[OPEN_HAT]; } } } }