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adjustable_beatmarks

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Table of Contents

This page shall document how implementation of adjustable beatmarks works.

Signal flow

To adjust beatmarks send “beatmark_set” e. g. via Standard.kbd.cfg

Adjust beatmark

  • signal “beatmark_set” is send by ControlPushButton
  • slot BeatmarkSet is raised an signal “beatmark_point” is trigger with current sample position
  • waveformrendererbeat.cpp receives signal “beatmark_point” and adjusts beatmarks to current sample position

Track loaded

  • slot loadTrack is raised and cues are loaded from TrackInfoObject
  • beat type cue is sorted out and beatmark position is read and send to waveformrendererbeat.cpp

Track unloaded

  • slot unloadTrack is raised and cues are loaded from TrackInfoObject
  • beat type cue is sorted out and set to current beatmark position
  • cue dao should automatically save these changes in database

Changes

Touched files

  • player.h
  • player.cpp
  • dlgmidilearning.cpp
  • waveform/waveformrendererbeat.h
  • waveform/waveformrendererbeat.cpp

Added files

  • engine/beatmarkcontrol.h
  • engine/beatmarkcontrol.cpp

TODO

  • cues aren't saved after leaving MIXXX (general problem)
  • drawing button for skin
  • document about database issue beat type cue
  • mention files touched
  • describe what it's good for and how to use it
  • what about multiple beat type cues
  • managable cues? → change type
Translations of this page:
adjustable_beatmarks.1273160842.txt.gz · Last modified: 2010/05/06 11:47 by mik