Exemple #1
0
// 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);
}
Exemple #2
0
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;
    }
}
Exemple #3
0
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;
    }
}
Exemple #4
0
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;
}