public void ApplyToTrack(Track track) { this.track = track; FinalRate.TriggerChange(); AdjustPitch.TriggerChange(); }
public void ApplyToTrack(IAdjustableAudioComponent track) { this.track = track; FinalRate.TriggerChange(); AdjustPitch.TriggerChange(); }
public void ApplyToTrack(Track track) { this.track = track; track.AddAdjustment(AdjustableProperty.Frequency, SpeedChange); FinalRate.TriggerChange(); }
public ModWindUp() { InitialRate.BindValueChanged(val => { if (val.NewValue >= FinalRate.Value) FinalRate.Value = val.NewValue + FinalRate.Precision; }); FinalRate.BindValueChanged(val => { if (val.NewValue <= InitialRate.Value) InitialRate.Value = val.NewValue - InitialRate.Precision; }); }
public ModWindDown() { InitialRate.BindValueChanged(val => { if (val.NewValue <= FinalRate.Value) { FinalRate.Value = val.NewValue - FinalRate.Precision; } }); FinalRate.BindValueChanged(val => { if (val.NewValue >= InitialRate.Value) { InitialRate.Value = val.NewValue + InitialRate.Precision; } }); }
protected ModTimeRamp() { // for preview purpose at song select. eventually we'll want to be able to update every frame. FinalRate.BindValueChanged(val => applyRateAdjustment(1), true); AdjustPitch.BindValueChanged(applyPitchAdjustment); }