示例#1
0
void LoopingControl::slotLoopMove(double beats) {
    if (!m_pTrack || !m_pBeats) {
        return;
    }

    double dPosition = getCurrentSample();
    double dBeatLength;
    if (BpmControl::getBeatContext(m_pBeats, dPosition,
                                   NULL, NULL, &dBeatLength, NULL)) {
        int old_loop_in = m_iLoopStartSample;
        int old_loop_out = m_iLoopEndSample;
        int new_loop_in = m_iLoopStartSample + (beats * dBeatLength);
        int new_loop_out = m_iLoopEndSample + (beats * dBeatLength);
        // Should we reject any shift that goes out of bounds?

        m_iLoopStartSample = new_loop_in;
        if (m_pActiveBeatLoop) {
            // Ugly hack -- slotBeatLoop takes "true" to mean "keep starting
            // point".  It gets that in-point from m_iLoopStartSample,
            // which we just changed so that the loop actually shifts.
            slotBeatLoop(m_pActiveBeatLoop->getSize(), true);
        } else {
            m_pCOLoopStartPosition->set(new_loop_in);
            m_iLoopEndSample = new_loop_out;
            m_pCOLoopEndPosition->set(new_loop_out);
        }
        seekInsideAdjustedLoop(old_loop_in, old_loop_out,
                               new_loop_in, new_loop_out);
    }
}
示例#2
0
void LoopingControl::slotLoopHalve(double v) {
    if (v > 0.0) {
        // If a beatloop is active then halve should deactive the current
        // beatloop and activate the previous one.
        if (m_pActiveBeatLoop != NULL) {
            int active_index = m_beatLoops.indexOf(m_pActiveBeatLoop);
            if (active_index - 1 >= 0) {
                if (m_bLoopingEnabled) {
                    // If the current position is outside the range of the new loop,
                    // take the current position and subtract the length of the new loop until
                    // it fits.
                    int old_loop_in = m_iLoopStartSample;
                    int old_loop_out = m_iLoopEndSample;
                    slotBeatLoopActivate(m_beatLoops[active_index - 1]);
                    seekInsideAdjustedLoop(
                            old_loop_in, old_loop_out,
                            m_iLoopStartSample, m_iLoopEndSample);
                } else {
                    // Calling scale clears the active beatloop.
                    slotLoopScale(0.5);
                    m_pActiveBeatLoop = m_beatLoops[active_index - 1];
                }
            }
        } else {
            slotLoopScale(0.5);
        }
    }
}
示例#3
0
void LoopingControl::slotLoopScale(double scale) {
    if (m_iLoopStartSample == kNoTrigger || m_iLoopEndSample == kNoTrigger) {
        return;
    }
    int loop_length = m_iLoopEndSample - m_iLoopStartSample;
    int old_loop_end = m_iLoopEndSample;
    int samples = m_pTrackSamples->get();
    loop_length *= scale;

    // Abandon loops that are too short of extend beyond the end of the file.
    if (loop_length < MINIMUM_AUDIBLE_LOOP_SIZE ||
        m_iLoopStartSample + loop_length > samples) {
        return;
    }

    m_iLoopEndSample = m_iLoopStartSample + loop_length;

    if (!even(m_iLoopEndSample)) {
        m_iLoopEndSample--;
    }

    // TODO(XXX) we could be smarter about taking the active beatloop, scaling
    // it by the desired amount and trying to find another beatloop that matches
    // it, but for now we just clear the active beat loop if somebody scales.
    clearActiveBeatLoop();

    // Don't allow 0 samples loop, so one can still manipulate it
    if (m_iLoopEndSample == m_iLoopStartSample) {
        if ((m_iLoopEndSample+2) >= samples)
            m_iLoopStartSample -= 2;
        else
            m_iLoopEndSample += 2;
    }
    // Do not allow loops to go past the end of the song
    else if (m_iLoopEndSample > samples) {
        m_iLoopEndSample = samples;
    }

    // Update CO for loop end marker
    m_pCOLoopEndPosition->set(m_iLoopEndSample);

    // Reseek if the loop shrank out from under the playposition.
    if (m_bLoopingEnabled && scale < 1.0) {
        seekInsideAdjustedLoop(
                m_iLoopStartSample, old_loop_end,
                m_iLoopStartSample, m_iLoopEndSample);
    }
}
示例#4
0
void LoopingControl::slotLoopMove(double beats) {
    if (!m_pTrack || !m_pBeats) {
        return;
    }
    if (m_iLoopStartSample == kNoTrigger || m_iLoopEndSample == kNoTrigger) {
        return;
    }

    double dPosition = getCurrentSample();
    double dBeatLength;
    if (BpmControl::getBeatContext(m_pBeats, dPosition,
                                   NULL, NULL, &dBeatLength, NULL)) {
        int old_loop_in = m_iLoopStartSample;
        int old_loop_out = m_iLoopEndSample;
        int new_loop_in = old_loop_in + (beats * dBeatLength);
        int new_loop_out = old_loop_out + (beats * dBeatLength);
        if (!even(new_loop_in)) {
            --new_loop_in;
        }
        if (!even(new_loop_out)) {
            --new_loop_out;
        }

        m_iLoopStartSample = new_loop_in;
        m_pCOLoopStartPosition->set(new_loop_in);
        m_iLoopEndSample = new_loop_out;
        m_pCOLoopEndPosition->set(new_loop_out);

        // If we are looping make sure that the play head does not leave the
        // loop as a result of our adjustment.
        if (m_bLoopingEnabled) {
            seekInsideAdjustedLoop(old_loop_in, old_loop_out,
                                   new_loop_in, new_loop_out);
        }
    }
}
示例#5
0
void LoopingControl::slotBeatLoop(double beats, bool keepStartPoint) {
    int samples = m_pTrackSamples->get();
    if (!m_pTrack || samples == 0) {
        clearActiveBeatLoop();
        return;
    }

    if (!m_pBeats) {
        clearActiveBeatLoop();
        return;
    }

    // For now we do not handle negative beatloops.
    if (beats < 0) {
        clearActiveBeatLoop();
        return;
    }

    // O(n) search, but there are only ~10-ish beatloop controls so this is
    // fine.
    foreach (BeatLoopingControl* pBeatLoopControl, m_beatLoops) {
        if (pBeatLoopControl->getSize() == beats) {
            if (m_pActiveBeatLoop != pBeatLoopControl) {
                if (m_pActiveBeatLoop) {
                    m_pActiveBeatLoop->deactivate();
                }
                m_pActiveBeatLoop = pBeatLoopControl;
            }
            pBeatLoopControl->activate();
            break;
        }
    }

    // give loop_in and loop_out defaults so we can detect problems
    int loop_in = -1;
    int loop_out = -1;

    // For positive numbers we start from the current position/closest beat and
    // create the loop around X beats from there.
    if (beats > 0) {
        if (keepStartPoint) {
            loop_in = m_iLoopStartSample;
        } else {
            // loop_in is set to the previous beat if quantize is on.  The
            // closest beat might be ahead of play position which would cause a seek.
            // TODO: If in reverse, should probably choose nextBeat.
            double cur_pos = getCurrentSample();
            double prevBeat;
            double nextBeat;
            m_pBeats->findPrevNextBeats(cur_pos, &prevBeat, &nextBeat);

            if (m_pQuantizeEnabled->get() > 0.0 && prevBeat != -1) {
                if (beats >= 1.0) {
                    loop_in = prevBeat;
                } else {
                    // In case of beat length less then 1 beat:
                    // (| - beats, ^ - current track's position):
                    //
                    // ...|...................^........|...
                    //
                    // If we press 1/2 beatloop we want loop from 50% to 100%,
                    // If I press 1/4 beatloop, we want loop from 50% to 75% etc
                    double beat_len = nextBeat - prevBeat;
                    double loops_per_beat = 1.0 / beats;
                    double beat_pos = cur_pos - prevBeat;
                    int beat_frac =
                            static_cast<int>(floor((beat_pos / beat_len) *
                                                   loops_per_beat));
                    loop_in = prevBeat + beat_len / loops_per_beat * beat_frac;
                }

            } else {
                loop_in = floor(cur_pos);
            }


            if (!even(loop_in)) {
                loop_in--;
            }
        }

        int fullbeats = static_cast<int>(beats);
        double fracbeats = beats - static_cast<double>(fullbeats);

        // Now we need to calculate the length of the beatloop. We do this by
        // taking the current beat and the fullbeats'th beat and measuring the
        // distance between them.
        loop_out = loop_in;

        if (fullbeats > 0) {
            // Add the length between this beat and the fullbeats'th beat to the
            // loop_out position;
            // TODO: figure out how to convert this to a findPrevNext call.
            double this_beat = m_pBeats->findNthBeat(loop_in, 1);
            double nth_beat = m_pBeats->findNthBeat(loop_in, 1 + fullbeats);
            loop_out += (nth_beat - this_beat);
        }

        if (fracbeats > 0) {
            // Add the fraction of the beat following the current loop_out
            // position to loop out.
            // TODO: figure out how to convert this to a findPrevNext call.
            double loop_out_beat = m_pBeats->findNthBeat(loop_out, 1);
            double loop_out_next_beat = m_pBeats->findNthBeat(loop_out, 2);
            loop_out += (loop_out_next_beat - loop_out_beat) * fracbeats;
        }
    }

    if ((loop_in == -1) || (loop_out == -1))
        return;

    if (!even(loop_in))
        loop_in--;
    if (!even(loop_out))
        loop_out--;

    if (loop_in == loop_out) {
        if ((loop_out+2) > samples) {
            loop_in -= 2;
        } else {
            loop_out += 2;
        }
    } else if (loop_out > samples) {
        // Do not allow beat loops to go beyond the end of the track
        loop_out = samples;
    }

    if (keepStartPoint) {
        seekInsideAdjustedLoop(m_iLoopStartSample, m_iLoopEndSample,
                               loop_in, loop_out);
    }

    m_iLoopStartSample = loop_in;
    m_pCOLoopStartPosition->set(loop_in);
    m_iLoopEndSample = loop_out;
    m_pCOLoopEndPosition->set(loop_out);
    setLoopingEnabled(true);
}