TrackPointer BaseTrackPlayerImpl::unloadTrack() { if (!m_pLoadedTrack) { // nothing to do return TrackPointer(); } // Save the loops that are currently set in a loop cue. If no loop cue is // currently on the track, then create a new one. double loopStart = m_pLoopInPoint->get(); double loopEnd = m_pLoopOutPoint->get(); if (loopStart != kNoTrigger && loopEnd != kNoTrigger && loopStart <= loopEnd) { CuePointer pLoopCue; QList<CuePointer> cuePoints(m_pLoadedTrack->getCuePoints()); QListIterator<CuePointer> it(cuePoints); while (it.hasNext()) { CuePointer pCue(it.next()); if (pCue->getType() == Cue::LOOP) { pLoopCue = pCue; } } if (!pLoopCue) { pLoopCue = m_pLoadedTrack->createAndAddCue(); pLoopCue->setType(Cue::LOOP); } pLoopCue->setPosition(loopStart); pLoopCue->setLength(loopEnd - loopStart); } disconnectLoadedTrack(); // Do not reset m_pReplayGain here, because the track might be still // playing and the last buffer will be processed. m_pPlay->set(0.0); TrackPointer pUnloadedTrack(std::move(m_pLoadedTrack)); DEBUG_ASSERT(!m_pLoadedTrack); return pUnloadedTrack; }
void CueControl::trackLoaded(TrackPointer pNewTrack, TrackPointer pOldTrack) { Q_UNUSED(pOldTrack); QMutexLocker lock(&m_mutex); if (m_pLoadedTrack) { disconnect(m_pLoadedTrack.data(), 0, this, 0); for (int i = 0; i < m_iNumHotCues; ++i) { detachCue(i); } // Store the cue point in a load cue. double cuePoint = m_pCuePoint->get(); if (cuePoint != -1 && cuePoint != 0.0) { CuePointer loadCue; const QList<CuePointer> cuePoints(m_pLoadedTrack->getCuePoints()); QListIterator<CuePointer> it(cuePoints); while (it.hasNext()) { CuePointer pCue(it.next()); if (pCue->getType() == Cue::LOAD) { loadCue = pCue; break; } } if (!loadCue) { loadCue = m_pLoadedTrack->addCue(); loadCue->setType(Cue::LOAD); loadCue->setLength(0); } loadCue->setPosition(cuePoint); } m_pCueIndicator->setBlinkValue(ControlIndicator::OFF); m_pCuePoint->set(-1.0); m_pLoadedTrack.clear(); } if (pNewTrack.isNull()) { return; } m_pLoadedTrack = pNewTrack; connect(pNewTrack.data(), SIGNAL(cuesUpdated()), this, SLOT(trackCuesUpdated()), Qt::DirectConnection); CuePointer loadCue; const QList<CuePointer> cuePoints(pNewTrack->getCuePoints()); QListIterator<CuePointer> it(cuePoints); while (it.hasNext()) { CuePointer pCue(it.next()); if (pCue->getType() == Cue::LOAD) { loadCue = pCue; } else if (pCue->getType() != Cue::CUE) { continue; } int hotcue = pCue->getHotCue(); if (hotcue != -1) attachCue(pCue, hotcue); } double loadCuePoint = 0.0; // If cue recall is ON in the prefs, then we're supposed to seek to the cue // point on song load. Note that [Controls],cueRecall == 0 corresponds to "ON", not OFF. bool cueRecall = (getConfig()->getValueString( ConfigKey("[Controls]","CueRecall"), "0").toInt() == 0); if (loadCue != NULL) { m_pCuePoint->set(loadCue->getPosition()); if (cueRecall) { loadCuePoint = loadCue->getPosition(); } } else { // If no cue point is stored, set one at track start m_pCuePoint->set(0.0); } // Need to unlock before emitting any signals to prevent deadlock. lock.unlock(); // If cueRecall is on, seek to it even if we didn't find a cue value (we'll // seek to 0. if (cueRecall) { seekExact(loadCuePoint); } else if (!(m_pVinylControlEnabled->get() && m_pVinylControlMode->get() == MIXXX_VCMODE_ABSOLUTE)) { // If cuerecall is off, seek to zero unless // vinylcontrol is on and set to absolute. This allows users to // load tracks and have the needle-drop be maintained. seekExact(0.0); } }