The audition tool allows to listen to regions individually.
Most common implementation of a track tool, based on region selection and mouse dragging.
Most common implementation of a track tool, based on region selection and
mouse dragging. It implements handleSelect
by instantiating a Drag
object. Double-clicks result in the abstract method dialog
being called.
Sub-classes may choose to provide a custom dialog for double clicks by
and thus may return Some
data if the dialog is positively confirmed.
A mixin trait for region-like track tools that enables updates during mouse dragging.
A mixin trait for region-like track tools that enables updates during mouse dragging.
It adds an internal class Drag
that embodies that dragging state (initial
and current positions). Dragging is useful for all parameters that can
be continuously changed such as region position but also region gain. It does
not necessarily mean that regions are moved. In other words, whenever the
mouseDragged
event causes a meaningful change in the editing state.
Custom data can be added by the sub-class by specifying the type member Initial
.
All the sub-class must do is call new Drag
and provide the body of method dragToParam
.
A more complete implementation for track tools that process selected regions.
A more complete implementation for track tools that process selected regions.
It implements handlePress
to update the region selection and then
for the currently hit region invoke the handleSelect
method.
It also implements commit
by aggregating individual region based
commits performed in the abstract method commitObj
.
A basic implementation block for track tools that process selected regions.
The audition tool allows to listen to regions individually. Unfortunately, this is currently quite a hackish solution:
- We cannot determine the procs to which selected procs are linked in terms of scans - We cannot issue correct transport offset play positions, this implies that the time-reference is undefined and fades won't work... - We simply add all global procs to make sure that regions linked up with them play properly.
A perhaps better solution would be to have a
AuralTimeline
somehow that smartly filters the objects.TODO: update -- this is partly fixed now.