// static bool BpmControl::getBeatContext(const BeatsPointer& pBeats, const double dPosition, double* dpPrevBeat, double* dpNextBeat, double* dpBeatLength, double* dpBeatPercentage) { if (!pBeats) { return false; } double dPrevBeat; double dNextBeat; if (!pBeats->findPrevNextBeats(dPosition, &dPrevBeat, &dNextBeat)) { return false; } if (dpPrevBeat != NULL) { *dpPrevBeat = dPrevBeat; } if (dpNextBeat != NULL) { *dpNextBeat = dNextBeat; } return getBeatContextNoLookup(dPosition, dPrevBeat, dNextBeat, dpBeatLength, dpBeatPercentage); }
void BpmControl::collectFeatures(GroupFeatureState* pGroupFeatures) const { // Without a beatgrid we don't know any beat details. SampleOfTrack sot = getSampleOfTrack(); if (!sot.rate || !m_pBeats) { return; } // Get the current position of this deck. double dThisPrevBeat = m_pPrevBeat->get(); double dThisNextBeat = m_pNextBeat->get(); double dThisBeatLength; double dThisBeatFraction; if (getBeatContextNoLookup(sot.current, dThisPrevBeat, dThisNextBeat, &dThisBeatLength, &dThisBeatFraction)) { pGroupFeatures->has_beat_length_sec = true; // Note: dThisBeatLength is fractional frames count * 2 (stereo samples) pGroupFeatures->beat_length_sec = dThisBeatLength / kSamplesPerFrame / sot.rate / calcRateRatio(); pGroupFeatures->has_beat_fraction = true; pGroupFeatures->beat_fraction = dThisBeatFraction; } }
void BpmControl::collectFeatures(GroupFeatureState* pGroupFeatures) const { double fileBpm = m_pFileBpm->get(); if (fileBpm > 0) { pGroupFeatures->has_file_bpm = true; pGroupFeatures->file_bpm = fileBpm; } double bpm = m_pEngineBpm->get(); if (bpm > 0) { pGroupFeatures->has_bpm = true; pGroupFeatures->bpm = bpm; } // Without a beatgrid we don't know any beat details. if (!m_pBeats) { return; } // Get the current position of this deck. double dThisPosition = getCurrentSample(); double dThisPrevBeat = m_pPrevBeat->get(); double dThisNextBeat = m_pNextBeat->get(); double dThisBeatLength; double dThisBeatFraction; if (getBeatContextNoLookup(dThisPosition, dThisPrevBeat, dThisNextBeat, &dThisBeatLength, &dThisBeatFraction)) { pGroupFeatures->has_prev_beat = true; pGroupFeatures->prev_beat = dThisPrevBeat; pGroupFeatures->has_next_beat = true; pGroupFeatures->next_beat = dThisNextBeat; pGroupFeatures->has_beat_length = true; pGroupFeatures->beat_length = dThisBeatLength; pGroupFeatures->has_beat_fraction = true; pGroupFeatures->beat_fraction = dThisBeatFraction; } }
double BpmControl::getNearestPositionInPhase(double dThisPosition, bool respectLoops, bool playing) { // Without a beatgrid, we don't know the phase offset. if (!m_pBeats) { return dThisPosition; } // Master buffer is always in sync! if (getSyncMode() == SYNC_MASTER) { return dThisPosition; } // Get the current position of this deck. double dThisPrevBeat = m_pPrevBeat->get(); double dThisNextBeat = m_pNextBeat->get(); double dThisBeatLength; if (dThisPosition > dThisNextBeat || dThisPosition < dThisPrevBeat) { // There's a chance the COs might be out of date, so do a lookup. // TODO: figure out a way so that quantized control can take care of // this so this call isn't necessary. if (!getBeatContext(m_pBeats, dThisPosition, &dThisPrevBeat, &dThisNextBeat, &dThisBeatLength, NULL)) { return dThisPosition; } } else { if (!getBeatContextNoLookup(dThisPosition, dThisPrevBeat, dThisNextBeat, &dThisBeatLength, NULL)) { return dThisPosition; } } double dOtherBeatFraction; if (getSyncMode() == SYNC_FOLLOWER) { // If we're a follower, it's easy to get the other beat fraction dOtherBeatFraction = m_dSyncTargetBeatDistance; } else { // If not, we have to figure it out EngineBuffer* pOtherEngineBuffer = pickSyncTarget(); if (pOtherEngineBuffer == NULL) { return dThisPosition; } if (playing) { // "this" track is playing, or just starting // only match phase if the sync target is playing as well if (pOtherEngineBuffer->getSpeed() == 0.0) { return dThisPosition; } } TrackPointer otherTrack = pOtherEngineBuffer->getLoadedTrack(); BeatsPointer otherBeats = otherTrack ? otherTrack->getBeats() : BeatsPointer(); // If either track does not have beats, then we can't adjust the phase. if (!otherBeats) { return dThisPosition; } double dOtherLength = ControlObject::getControl( ConfigKey(pOtherEngineBuffer->getGroup(), "track_samples"))->get(); double dOtherEnginePlayPos = pOtherEngineBuffer->getVisualPlayPos(); double dOtherPosition = dOtherLength * dOtherEnginePlayPos; if (!BpmControl::getBeatContext(otherBeats, dOtherPosition, NULL, NULL, NULL, &dOtherBeatFraction)) { return dThisPosition; } } bool this_near_next = dThisNextBeat - dThisPosition <= dThisPosition - dThisPrevBeat; bool other_near_next = dOtherBeatFraction >= 0.5; // We want our beat fraction to be identical to theirs. // If the two tracks have similar alignment, adjust phase is straight- // forward. Use the same fraction for both beats, starting from the previous // beat. But if This track is nearer to the next beat and the Other track // is nearer to the previous beat, use This Next beat as the starting point // for the phase. (ie, we pushed the sync button late). If This track // is nearer to the previous beat, but the Other track is nearer to the // next beat, we pushed the sync button early so use the double-previous // beat as the basis for the adjustment. // // This makes way more sense when you're actually mixing. // // TODO(XXX) Revisit this logic once we move away from tempo-locked, // infinite beatgrids because the assumption that findNthBeat(-2) always // works will be wrong then. double dNewPlaypos = (dOtherBeatFraction + m_dUserOffset) * dThisBeatLength; if (this_near_next == other_near_next) { dNewPlaypos += dThisPrevBeat; } else if (this_near_next && !other_near_next) { dNewPlaypos += dThisNextBeat; } else { //!this_near_next && other_near_next dThisPrevBeat = m_pBeats->findNthBeat(dThisPosition, -2); dNewPlaypos += dThisPrevBeat; } if (respectLoops) { // We might be seeking outside the loop. const bool loop_enabled = m_pLoopEnabled->toBool(); const double loop_start_position = m_pLoopStartPosition->get(); const double loop_end_position = m_pLoopEndPosition->get(); // Cases for sanity: // // CASE 1 // Two identical 1-beat loops, out of phase by X samples. // Other deck is at its loop start. // This deck is half way through. We want to jump forward X samples to the loop end point. // // Two identical 1-beat loop, out of phase by X samples. // Other deck is // If sync target is 50% through the beat, // If we are at the loop end point and hit sync, jump forward X samples. // TODO(rryan): Revise this with something that keeps a broader number of // cases in sync. This at least prevents breaking out of the loop. if (loop_enabled && dThisPosition <= loop_end_position) { const double loop_length = loop_end_position - loop_start_position; const double end_delta = dNewPlaypos - loop_end_position; // Syncing to after the loop end. if (end_delta > 0 && loop_length > 0.0) { int i = end_delta / loop_length; dNewPlaypos = loop_start_position + end_delta - i * loop_length; // Move new position after loop jump into phase as well. // This is a recursive call, called only twice because of // respectLoops = false dNewPlaypos = getNearestPositionInPhase(dNewPlaypos, false, playing); } // Note: Syncing to before the loop beginning is allowed, because // loops are catching } } return dNewPlaypos; }