/// <summary> /// Select a pattern and shuffle it (if shuffle is enabled). /// </summary> /// <param name="position">The index of the pattern.</param> public void SelectShuffledPattern(int position) { Pattern pattern = _patterns[position]; pattern.SyncInputTo(_inputPattern, _config.Basic); if (_config.ShuffleEnable.Value) { for (int i = 0; i < _inputPattern.Length; i++) { _inputPattern[i] = _config.ShuffleInputNoiseSwap(_inputPattern[i]); } } pattern.SyncTrainingTo(_outputTraining, _config.Basic); if (!_config.Basic.QuietModeEnable.Value) { if (PatternSelectionChanged != null) { PatternSelectionChanged(this, new PatternPositionEventArgs(pattern, position)); } if (InputChanged != null) { InputChanged(this, EventArgs.Empty); } if (TrainingChanged != null) { TrainingChanged(this, EventArgs.Empty); } } }
/// <summary> /// Select a pattern. /// </summary> /// <param name="position">The index of the pattern.</param> public void SelectPattern(int position) { Pattern pattern = _patterns[position]; pattern.SyncInputTo(_inputPattern, _config.Basic); pattern.SyncTrainingTo(_outputTraining, _config.Basic); if (!_config.Basic.QuietModeEnable.Value) { if (PatternSelectionChanged != null) { PatternSelectionChanged(this, new PatternPositionEventArgs(pattern, position)); } if (InputChanged != null) { InputChanged(this, EventArgs.Empty); } if (TrainingChanged != null) { TrainingChanged(this, EventArgs.Empty); } } }