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effects_customization [2018/06/14 10:40]
be.ing
effects_customization [2018/08/12 20:59]
kshitij98
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 __Email:__ <​k[email protected]>​ __Email:__ <​[email protected]>​
 +
 +//mentor: Be//
 +
 +=====GSoC 2018 recap=====
 +
 +It has been a great experience to work with Mixxx for this summer. I learned a lot through the summer. I focused mostly on the maintainability of code during the entire summer, from a clean git history to a better architecture. It helped me sharpen my programming skills and also made me more confident to work with C++ and the Qt framework.
 +
 +I give a special thanks to my mentor //Be// for all the code reviews, discussions and all the help during the summer.
 +
 +==== Work done ====
 +
 +The work done during the summer can be found in the following pull requests:
 +
 +  * [[https://​github.com/​mixxxdj/​mixxx/​pull/​1674|Effect Blacklisting PR]]
 +
 +  * [[https://​github.com/​mixxxdj/​mixxx/​pull/​1705|Effects Refactoring PR]]
 +
 +==== Future work ====
 +
 +The GUI for effect parameters and importing/​exporting effect chains is yet to be implemented. The new naming of classes is also not finalized, and requires more discussions with the community. I aim to complete them before release 2.2.0 so that it is thoroughly tested before release 2.3.0
 +
 +===== Original proposal =====
  
 ==== Abstract ==== ==== Abstract ====
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   * **EffectProcessorImpl<​EffectProcessorState>​**:​ a template abstract base class which contains the logic for managing the EngineEffectStates so the implementation of specific effects like Echo and Flanger do not need to be concerned with memory management. Each effect implements a subclass of this declaring its parameters with an EffectManifest and containing a processChannel function with its DSP logic. No change from the present implementation.   * **EffectProcessorImpl<​EffectProcessorState>​**:​ a template abstract base class which contains the logic for managing the EngineEffectStates so the implementation of specific effects like Echo and Flanger do not need to be concerned with memory management. Each effect implements a subclass of this declaring its parameters with an EffectManifest and containing a processChannel function with its DSP logic. No change from the present implementation.
  
-  * **EngineEffectSlot**: A place where an effect may be loaded that lives in the audio engine thread. It may contain an EffectProcessor ​or be empty. This class contains logic for smoothly toggling effects on and off without audible pops. This class will be made by //renaming EngineEffect//​.+  * **EngineEffect**: A wrapper around ​EffectProcessor ​with some common ​contains logic for smoothly toggling effects on and off without audible pops. No change from current implementation.
   * **EffectSlot**:​ holds the ControlObjects for interacting with skins and controllers in the GUI thread. Communicates state changes from the ControlObjects to EngineEffectSlot via the effect MessagePipe FIFO. Passes EffectProcessor instances to the EngineEffectSlot also via the MessagePipe FIFO. Decouples the set of potential effect parameters from the parameters exposed to skins and controllers so that users can hide and rearrange parameters as they prefer. This will be made by //combining the present Effect & EffectSlot classes//.   * **EffectSlot**:​ holds the ControlObjects for interacting with skins and controllers in the GUI thread. Communicates state changes from the ControlObjects to EngineEffectSlot via the effect MessagePipe FIFO. Passes EffectProcessor instances to the EngineEffectSlot also via the MessagePipe FIFO. Decouples the set of potential effect parameters from the parameters exposed to skins and controllers so that users can hide and rearrange parameters as they prefer. This will be made by //combining the present Effect & EffectSlot classes//.
   * **EffectPreset**:​ contains a snapshot of the state of an EffectSlot and serializes/​deserializes this to XML. This will be used both to create EffectRackPresets and implement [[https://​bugs.launchpad.net/​mixxx/​+bug/​1740504|custom per-effect defaults]]. This will be a //new class//.   * **EffectPreset**:​ contains a snapshot of the state of an EffectSlot and serializes/​deserializes this to XML. This will be used both to create EffectRackPresets and implement [[https://​bugs.launchpad.net/​mixxx/​+bug/​1740504|custom per-effect defaults]]. This will be a //new class//.
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 </​code>​ </​code>​
  
-==== Proposed Timeline ==== 
  
-== Week 1 (May 14 - May 20) ==+===== Proposed Timeline =====
  
-<​del>​During this week, I'll be working on effect blacklisting for LV2 effects. I will also start working on connecting EngineEffect* and the Effect* classes if I have enough time at the end of the week.+Some changes were made to the proposed timeline:
  
-I will be able to work during nights or early mornings during this week because ​I have a workshop scheduled from May 15th to May 30th during the days.</​del>​+  * Effect Parameter Hiding and Rearrangement was implemented before working on importing/​exporting effect chains ​because ​the order also needs to be stored.
  
-I was able to add the blacklisting feature by the end of the week. A little work was required to be done on top of it.+== Week 1 (May 14 - May 20) ==
  
-== Week 2 (May 21 - May 27) ==+During this week, I'll be working on effect blacklisting for LV2 effects. I will also start working on connecting EngineEffect* and the Effect* classes if I have enough time at the end of the week.
  
-<del>aim to finish connecting EngineEffect* classes to their corresponding Effect* classes ​during this week.</​del>​+will be able to work during nights or early mornings ​during this week because I have a workshop scheduled from May 15th to May 30th during the days.
  
-I spent time working on the blacklisting feature only. Due to a workshop scheduled in college, I couldn'​t find much time during the weekdays. A few segmentation faults took a lot of time during development.+== Week 2 (May 21 - May 27) ==
  
-Got the Effect ​Blacklisting branch [[https://​github.com/​mixxxdj/​mixxx/​pull/​1674|merged]]!+I aim to finish connecting EngineEffect* classes to their corresponding ​Effect* classes during this week.
  
 == Week 3-6 (May 28 - June 24) == == Week 3-6 (May 28 - June 24) ==
  
-I will focus on refactoring the effects engine architecture during this period. The currently implemented architecture is overcomplicated and is the reason behind many bugs and less extensibility. ​+I will focus on refactoring the effects engine architecture during this period. The currently implemented architecture is overcomplicated and is the reason behind many bugs and less extensibility.
  
 I will start by discussing the architecture thoroughly. Mostly, I will start by consolidating the EffectChain/​EffectChainSlot classes and other Effect*/​Effect*Slot classes. Then I will proceed on to refactor how the effects are connected to their corresponding Engine classes. I will start by discussing the architecture thoroughly. Mostly, I will start by consolidating the EffectChain/​EffectChainSlot classes and other Effect*/​Effect*Slot classes. Then I will proceed on to refactor how the effects are connected to their corresponding Engine classes.
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 I will implement any missed out functionality in these weeks and write the final documentation in this period. I will implement any missed out functionality in these weeks and write the final documentation in this period.
  
-=== Proposed Deadlines === 
  
-== May 21 == 
  
-Finish ​working on LV2 effects branch with effect ​blacklisting. ​([[https://​github.com/​mixxxdj/​mixxx/​pull/​1674|Merged]])+===== Weekly Blog ===== 
 + 
 +== Week 1 == 
 +I was able to add the blacklisting feature by the end of the week. A little work was required to be done on top of it. 
 + 
 +== Week 2 == 
 +I spent time working on the blacklisting ​feature onlyDue to a workshop scheduled in college, I couldn'​t find much time during the weekdays. A few segmentation faults took a lot of time during development. The plan for effect refactoring was also discussed thoroughly towards the end of the week. 
 + 
 +Got the Effect Blacklisting branch ​[[https://​github.com/​mixxxdj/​mixxx/​pull/​1674|merged]]
 + 
 +== Week 3 == 
 +During this week, We came up with the plan to keep //Preset// classes. I worked on consolidating the highly convoluted EffectChain and EffectChainSlot classes. After going through numerous segfaults, I was able to push changes. 
 + 
 +== Week 4 == 
 +The Effect was not being added to the engine properly and hence I fixed those issues during the week and made changes in accordance with the code reviews. We also came up with the new naming of classes, and had discussions regarding the same with the community. 
 + 
 +== Week 5 == 
 +I successfully removed the EffectChainManager and the EngineEffectRack layer in the engine in this week and had discussions on removing the EffectRack layer. 
 + 
 +== Week 6 == 
 +I worked on removing the superfluous EffectRack layer. I faced many cyclic dependency issues and learned to deal with them after the removal of EffectChainManager layer which acted as an interface over EffectChainSlot class. 
 + 
 +== Week 7 == 
 +I was a little busy in presentations at my college and hence could take out less time to work on my project. I successfully managed to remove the EffectRack layer and get the software working without any errors. I parallelly started working on importing/​exporting chains, which I pushed on a different branch which can be merged onto the effects_refactoring branch once everything else is done. 
 + 
 +== Week 8 == 
 +We discussed on refactoring EffectInstantiator which was tightly coupled with the loading of effects. I worked on consolidating Effect and EffectSlot classes and implemented a new flow for loading effects into slots. 
 + 
 +== Week 9 == 
 +I successfully consolidated Effect and EffectSlot classes during this week in accordance with the code reviews. I also faced numerous issues with upgrading Qt. 
 + 
 +== Week 10 == 
 +I removed the EffectParameter class abstraction over EffectManifestParameter. I also changed the way assertions were implemented for EffectParameters to ensure valid ranges. I also worked on renaming various classes in the entire codebase. 
 + 
 +== Week 11 == 
 +After long discussions,​ We decided to reimplement the EffectParameter class. I worked reimplementing the EffectParameter class to be compatible with effect parameter hiding and rearrangement. Also, I worked on renaming the classes(EffectKnobParameter classesagain. 
 + 
 +== Week 12 == 
 +I implemented effect parameter hiding and re-arrangement without reloading the effects to the default state during this week.
  
-== June 25 ==+== Week 13 == 
 +//​(Ongoing...) I am working on custom ranges, defaults in EffectParameters and importing/​exporting of effect chains.//
  
-Finish working on the new effects architecture. 
effects_customization.txt · Last modified: 2018/08/12 20:59 by kshitij98