/**<summary>Reset this sound so that it will play from the start.</summary>*/ public void Reset() { BeatCollection.Enumerator = BeatCollection.GetEnumerator(); ByteInterval = 0; if (Metronome.GetInstance().IsSilentInterval) { SetSilentInterval(Metronome.GetInstance().AudibleInterval, Metronome.GetInstance().SilentInterval); } if (Metronome.GetInstance().IsRandomMute) { randomMuteCountdown = null; currentlyMuted = false; } if (Layer.Offset > 0) { SetOffset( BeatCell.ConvertFromBpm(Layer.Offset, this) ); } // TODO: hihat open settings HiHatOpenIsMuted = false; //HiHatMuteInitiated = false; HiHatCycleToMute = 0; cycle = 0; // will first muting occur for first sound? SetInitialMuting(); // set stream back to start. Position = 0; }
public SourceBeatCollection(Layer layer, double[] beats, IStreamProvider src) { Layer = layer; Beats = beats.Select((x) => BeatCell.ConvertFromBpm(x, src)).ToArray(); Enumerator = GetEnumerator(); isWav = src.WaveFormat.AverageBytesPerSecond == 64000; }
protected double SilentIntervalRemainder; // fractional portion /**<summary>Sets the silent interval.</summary> * <param name="audible">Number of quarter notes audible.</param> * <param name="silent">Number of quarter notes silent.</param> */ public void SetSilentInterval(double audible, double silent) { AudibleInterval = BeatCell.ConvertFromBpm(audible, this); SilentInterval = BeatCell.ConvertFromBpm(silent, this); currentSlntIntvl = (int)AudibleInterval - InitialOffset; SilentIntervalRemainder = audible - currentSlntIntvl + OffsetRemainder; }
protected bool HiHatOpenIsMuted = false; // an open hihat sound was muted so currenthihatduration should not be increased by closed sounds being muted. public void SetSilentInterval(double audible, double silent) { AudibleInterval = BeatCell.ConvertFromBpm(audible, this) * 4; SilentInterval = BeatCell.ConvertFromBpm(silent, this) * 4; currentSlntIntvl = (int)AudibleInterval - initialOffset - 4; SilentIntervalRemainder = audible - currentSlntIntvl + offsetRemainder; SetInitialMuting(); }
/** <summary>Set the offset for this layer.</summary> * <param name="offset">Quarter notes to offset by.</param> */ public void SetOffset(double offset) { Offset = offset; foreach (IStreamProvider src in AudioSources.Values) { double current = src.GetOffset(); double add = BeatCell.ConvertFromBpm(offset, src); src.SetOffset(current + add); } //// set for pitch / base source if (BasePitchSource != default(PitchStream)) { double current3 = BasePitchSource.GetOffset(); double add3 = BeatCell.ConvertFromBpm(offset, BasePitchSource); BasePitchSource.SetOffset(current3 + add3); } }
/**<summary>Reset state to default values.</summary>*/ public void Reset() { freqEnum.Reset(); //= Frequencies.Values.GetEnumerator(); BeatCollection.Enumerator = BeatCollection.GetEnumerator(); ByteInterval = 0; previousSample = 0; Gain = Volume; if (Metronome.GetInstance().IsSilentInterval) { SetSilentInterval(Metronome.GetInstance().AudibleInterval, Metronome.GetInstance().SilentInterval); } if (Metronome.GetInstance().IsRandomMute) { randomMuteCountdown = null; currentlyMuted = false; } if (Layer.Offset > 0) { SetOffset( BeatCell.ConvertFromBpm(Layer.Offset, this) ); } }
/** <summary>Set the beat collections for each sound source.</summary> * <param name="Beat">The cells to process</param> */ public void SetBeatCollectionOnSources(List <BeatCell> Beat) { List <IStreamProvider> completed = new List <IStreamProvider>(); // for each beat, iterate over all beats and build a beat list of values from beats of same source. for (int i = 0; i < Beat.Count; i++) { List <double> cells = new List <double>(); double accumulator = 0; // Once per audio source if (completed.Contains(Beat[i].AudioSource)) { continue; } // if selected beat is not first in cycle, set it's offset if (i != 0) { double offsetAccumulate = Offset; for (int p = 0; p < i; p++) { offsetAccumulate += Beat[p].Bpm; } Beat[i].AudioSource.SetOffset(BeatCell.ConvertFromBpm(offsetAccumulate, Beat[i].AudioSource)); } // iterate over beats starting with current one. Aggregate with cells that have the same audio source. for (int p = i; ; p++) { if (p == Beat.Count) { p = 0; } if (Beat[p].AudioSource == Beat[i].AudioSource) { // add accumulator to previous element in list if (cells.Count != 0) { cells[cells.Count - 1] += accumulator; accumulator = 0f; } cells.Add(Beat[p].Bpm); } else { accumulator += Beat[p].Bpm; } // job done if current beat is one before the outer beat. if (p == i - 1 || (i == 0 && p == Beat.Count - 1)) { cells[cells.Count - 1] += accumulator; break; } } completed.Add(Beat[i].AudioSource); Beat[i].AudioSource.BeatCollection = new SourceBeatCollection(this, cells.ToArray(), Beat[i].AudioSource); } // do any initial muting, includes hihat timings AudioSources.Values.ToList().ForEach(x => x.SetInitialMuting()); }