Hey Keith,
There's a "rate" control object for each deck, similar to the "play" ones
we were looking at in dlgautodj.cpp. I think that's what you're looking
for. IIRC the value contained in it is a float representing the pitch/speed
adjustment (what the sliders are hooked up to in the UI), with 1.0 being
normal speed, 1.05 being +5% and so on...
Hope this helps and keep up the fantastic work!
Albert
On Mar 24, 2012 6:26 AM, "keithsalisb...@gmail.com" <
keithsalisb...@gmail.com> wrote:
> OK, so the Active Filter now has "harmonic keys" filter - just need
> help with the stuff below (getRate) and I can add the "active" part of
> the filter for bpm and keys and I'd be happy to mark that down as
> iteration one complete. Give it a try if you have a moment, love to
> know thoughts about how it works for you...
>
> Very excited to add the active part...
>
> On 22 March 2012 19:20, keithsalisb...@gmail.com
> <keithsalisb...@gmail.com> wrote:
> > I think I need to get EngineBuffer->getRate()
> >
> > void SelectorLibraryTableModel::slotPlayingDeckChanged(int deck) {
> > TrackPointer loaded_track = PlayerInfo::Instance(
> > ).getTrackInfo(QString("[Channel%1]").arg(deck));
> > }
> >
> > I'm using this to get the current track info - so can I get to the
> > EngineBuffer for the correct deck using this? I'm assuming each deck
> > has its own buffer?
> >
> >
> >
> > On 22 March 2012 18:53, keithsalisb...@gmail.com
> > <keithsalisb...@gmail.com> wrote:
> >> Currently the BPM filter simply looks at the track info to determine
> the BPM.
> >>
> >> I would like the filter to be a little smarter and use the actual bpm
> >> of the track - and so include the track pitch into the calculation.
> >>
> >> Does anyone have this calculation already, or is there code I can call
> >> to get this already?
> >>
> >> thanks
> >> keith
> >
> >
> >
> > --
> > keithsalisb...@gmail.com
>
>
>
> --
> keithsalisb...@gmail.com
>
>
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