public void AddBeat(BeatTickLookup beat) { var track = beat.Beat.Voice.Bar.Staff.Track.Index; if (!BeatsPerTrack.ContainsKey(track)) { BeatsPerTrack[track] = new FastList<BeatTickLookup>(); } BeatsPerTrack[track].Add(beat); }
public void AddBeat(BeatTickLookup beat) { _currentMasterBar.AddBeat(beat); }
public MidiTickLookupFindBeatResult FindBeat(Track[] tracks, int tick) { // get all beats within the masterbar var masterBar = FindMasterBar(tick); if (masterBar == null) { return(null); } var trackLookup = new FastDictionary <int, bool>(); foreach (var track in tracks) { trackLookup[track.Index] = true; } BeatTickLookup beat = null; int index = 0; var beats = masterBar.Beats; for (int b = 0; b < beats.Count; b++) { // is the current beat played on the given tick? var currentBeat = beats[b]; // skip non relevant beats if (!trackLookup.ContainsKey(currentBeat.Beat.Voice.Bar.Staff.Track.Index)) { continue; } if (currentBeat.Start <= tick && tick < currentBeat.End) { // take the latest played beat we can find. (most right) if (beat == null || (beat.Start < currentBeat.Start)) { beat = beats[b]; index = b; } } // if we are already past the tick, we can stop searching else if (currentBeat.End > tick) { break; } } if (beat == null) { return(null); } // search for next relevant beat in masterbar BeatTickLookup nextBeat = null; for (int b = index + 1; b < beats.Count; b++) { var currentBeat = beats[b]; if (trackLookup.ContainsKey(currentBeat.Beat.Voice.Bar.Staff.Track.Index)) { nextBeat = currentBeat; break; } } // first relevant beat in next bar if (nextBeat == null && masterBar.MasterBar.NextMasterBar != null) { var nextBar = GetMasterBar(masterBar.MasterBar.NextMasterBar); beats = nextBar.Beats; for (int b = 0; b < beats.Count; b++) { var currentBeat = beats[b]; if (trackLookup.ContainsKey(currentBeat.Beat.Voice.Bar.Staff.Track.Index)) { nextBeat = currentBeat; break; } } } var result = new MidiTickLookupFindBeatResult(); result.CurrentBeat = beat.Beat; result.NextBeat = nextBeat == null ? null : nextBeat.Beat; result.Duration = MidiUtils.TicksToMillis(beat.End - beat.Start, masterBar.Tempo); return(result); }
private void GenerateBeat(Beat beat, int barStartTick) { // TODO: take care of tripletfeel var beatStart = beat.Start; var duration = beat.CalculateDuration(); var beatLookup = new BeatTickLookup(); beatLookup.Start = barStartTick + beatStart; beatLookup.End = barStartTick + beatStart + duration; beatLookup.Beat = beat; TickLookup.AddBeat(beatLookup); var track = beat.Voice.Bar.Staff.Track; for (int i = 0, j = beat.Automations.Count; i < j; i++) { GenerateAutomation(beat, beat.Automations[i], barStartTick); } if (beat.IsRest) { _handler.AddRest(track.Index, barStartTick + beatStart, track.PlaybackInfo.PrimaryChannel); } else { var brushInfo = GetBrushInfo(beat); for (int i = 0, j = beat.Notes.Count; i < j; i++) { var n = beat.Notes[i]; GenerateNote(n, barStartTick + beatStart, duration, brushInfo); } } if (beat.Vibrato != VibratoType.None) { const int phaseLength = 240; // ticks const int bendAmplitude = 3; GenerateVibratorWithParams(beat.Voice.Bar.Staff.Track, barStartTick + beatStart, beat.CalculateDuration(), phaseLength, bendAmplitude); } }