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(); } }
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); } }
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(); } }
void BpmControl::slotControlBeatSyncTempo(double v) { if (!v) return; syncTempo(); }
void BpmControl::slotControlBeatSyncTempo(double v) { if (!v) return; EngineBuffer* pOtherEngineBuffer = pickSyncTarget(); syncTempo(pOtherEngineBuffer); }