Пример #1
0
void BpmControl::slotControlBeatSync(double v) {
    if (!v) return;

    // If the player is playing, and adjusting its tempo succeeded, adjust its
    // phase so that it plays in sync.
    if (syncTempo() && m_pPlayButton->get() > 0) {
        getEngineBuffer()->requestSyncPhase();
    }
}
Пример #2
0
void BpmControl::slotControlBeatSync(double v) {
    if (!v)
        return;

    // If the player is playing, and adjusting its tempo succeeded, adjust its
    // phase so that it plays in sync.
    EngineBuffer* pOtherEngineBuffer = pickSyncTarget();
    if (syncTempo(pOtherEngineBuffer) && m_pPlayButton->get() > 0) {
        syncPhase(pOtherEngineBuffer);
    }
}
Пример #3
0
void BpmControl::slotControlBeatSync(double v) {
    if (!v) return;
    if (!syncTempo()) {
        // syncTempo failed, nothing else to do
        return;
    }

    // Also sync phase if quantize is enabled.
    // this is used from controller scripts, where the latching behaviour of
    // the sync_enable CO cannot be used
    if (m_pPlayButton->toBool() && m_pQuantize->toBool()) {
        getEngineBuffer()->requestSyncPhase();
    }
}
Пример #4
0
void BpmControl::slotControlBeatSyncTempo(double v) {
    if (!v) return;
    syncTempo();
}
Пример #5
0
void BpmControl::slotControlBeatSyncTempo(double v) {
    if (!v)
        return;
    EngineBuffer* pOtherEngineBuffer = pickSyncTarget();
    syncTempo(pOtherEngineBuffer);
}