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https://github.com/vale981/openAV-Luppp
synced 2025-03-05 09:01:39 -05:00
-Added #define DEBUG options for Clip testing
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commit
1c4142c9bf
6 changed files with 34 additions and 11 deletions
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@ -40,7 +40,9 @@ class AudioBuffer
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void setBeats(int b)
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{
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#ifdef DEBUG_BUFFER
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printf("AudioBuffer now has %i beats\n", b );
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#endif
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numBeats = b;
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}
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@ -116,15 +116,15 @@ class ClipSelector : public Fl_Button
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**/
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void setState( int clipNum, GridLogic::State s )
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{
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#ifdef DEBUG_CLIP
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cout << "setState clipNum = " << clipNum << " state = " << s << endl;
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#endif
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switch(s)
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{
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case GridLogic::STATE_RECORDING:
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clips[clipNum].setName();
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break;
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case GridLogic::STATE_STOPPED:
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//clips[clipNum].setName();
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break;
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case GridLogic::STATE_EMPTY:
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case GridLogic::STATE_PLAYING:
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case GridLogic::STATE_PLAY_QUEUED:
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@ -2,6 +2,19 @@
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#ifndef LUPPP_CONFIG_H
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#define LUPPP_CONFIG_H
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/// Build options
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//#define DEBUG_ALL 1
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#ifdef DEBUG_ALL
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#define DEBUG_CLIP 1
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#define DEBUG_BUFFER 1
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#endif
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/// General Options
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#define NTRACKS 8
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#define NSCENES 10
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#define MAX_BUFFER_SIZE 1024
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@ -10,7 +10,7 @@
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class Controller
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{
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public:
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/// registers subclass instance with ControllerUpdater.
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/// registers subclass instance with ControllerUpdater
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Controller();
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virtual ~Controller(){};
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@ -158,7 +158,9 @@ void handleGuiEvents()
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AudioBuffer* ab = new AudioBuffer(ev.numElements);
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EventLooperClipRequestBuffer returnEvent(ev.track, ev.scene, ab);
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writeToDspRingbuffer( &returnEvent );
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#ifdef DEBUG_BUFFER
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printf("new buffer going to track %i, scene %i\n",ev.track, ev.scene);
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#endif
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} break; }
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case Event::DEALLOCATE_BUFFER: {
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if ( availableRead >= sizeof(EventDeallocateBuffer) ) {
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@ -54,9 +54,10 @@ void GridLogic::pressed( int track, int scene )
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{
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LooperClip* lc = jack->getLooper( track )->getClip( scene );
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GridLogic::State s = lc->getState();
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printf("before press state = %s\n", StateString[ int(s) ] );
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#ifdef DEBUG_CLIP
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printf("GridLogic::pressed() before press state = %s\n", StateString[ int(s) ] );
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#endif
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if ( s == STATE_EMPTY )
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lc->queueRecord();
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@ -71,9 +72,11 @@ void GridLogic::pressed( int track, int scene )
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s = lc->getState();
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printf("after press state = %s\n", StateString[ int(s) ] );
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#ifdef DEBUG_CLIP
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printf("GridLogic::pressed() after press state = %s\n", StateString[ int(s) ] );
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#endif
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jack->getControllerUpdater()->setSceneState(track, scene, s );
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}
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@ -98,8 +101,10 @@ void GridLogic::updateState()
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void GridLogic::bar()
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{
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#ifdef DEBUG_CLIP
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EventGuiPrint e( "GridLogic::bar()\n" );
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writeToGuiRingbuffer( &e );
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#endif
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/// iterate over all clips, if they're set to QUEUED, set to the next state
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for( int i = 0; i < NTRACKS*NSCENES; i++ )
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@ -107,13 +112,14 @@ void GridLogic::bar()
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int track = i / NSCENES;
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int scene = i - track * NSCENES;
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jack->getLooper( track )->getClip( scene )->bar();
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#ifdef DEBUG_CLIP
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GridLogic::State s = jack->getLooper( track )->getClip( scene )->getState();
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if ( s != STATE_EMPTY )
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{
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printf("%i, %i:after bar() state = %s\n", track, scene, StateString[ int(s) ] );
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}
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#endif
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}
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}
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