engine.spinback & engine.brake fix / ideas

Bug #1090780 reported by x
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Mixxx
Confirmed
Wishlist
Unassigned

Bug Description

When invoked, each of these effects cause the track to stop, but remain "playing". The track will then not play until I touch the jog wheel.

I have mapped these effects such that when the button linked to it is pressed, the track either spins back and stops or brakes and stops (they are not press and hold).

Having the track NOT pause (so staying like it is) is desirable when using slip mode and looprolls, but is undesirable when using the effects to stop the track.

I propose this:

Would it be possible to split each function into two separate functions, one that executes the effect and then continues playing (this is more for the brake effect) and another that can be used to stop the track?

RJ Skerry-Ryan (rryan)
tags: added: script
Revision history for this message
Sean M. Pappalardo (pegasus-renegadetech) wrote :

This shouldn't be too hard to add. I'll take a look at this.

Changed in mixxx:
assignee: nobody → Sean M. Pappalardo (pegasus-renegadetech)
importance: Undecided → Wishlist
status: New → Confirmed
Revision history for this message
RJ Skerry-Ryan (rryan) wrote :

Sean, did you find anything here? I'm freeing this up for someone else to take a look. Feel free to re-assign.

Changed in mixxx:
assignee: Sean M. Pappalardo (pegasus-renegadetech) → nobody
tags: added: controllers
Revision history for this message
Chloé AVRILLON (chloe-avrillon) wrote (last edit ):

In fact the deck continue to play when you stop the effect before it stops the track.
In my mapping for the reloop beatpad it does the brake while the button is hold down. As soon as you release the button it stops the brake effect. If the effect did not stop the track completely the playback continues.
It could be handy to have a callback to know if the effect stopped completely or not. May be the getValue(group,"play ) is enough to do it, I don't know.

Revision history for this message
ronso0 (ronso0) wrote :

I agree with Chloé: I used brake() in my controller script to slowly stop the deck when respective button is pressed & released. Touching & releasing jogwheel before stopped (deactiving scratch mode) causes the track to continue to play at normal speed. Code is there:
https://bugs.launchpad.net/mixxx/+bug/1571442/comments/1
This also considers actual rate, just in case track is pitched).

I also agree to splitting brake/spinback into two functions.

Funny effect is when track is not playing and you trigger brake/spinback: it plays at 100% then slows down/spins back. Which brings me to the idea to incorporate another function which I'd call softStart. Already tried to modify brake to do this in /src/controllers/controllerengine.cpp, but half-assed. Is Daniel referring to this here https://bugs.launchpad.net/mixxx/+bug/692928 ?

softStart:
* Track is not playing
* trigger softStart
* track speeds up from zero to normal speed (considering pitch slider, of course)

I filed a bug here:

I can imagine to take over those bugs somewhere around Christmas

Revision history for this message
ronso0 (ronso0) wrote :
Revision history for this message
ronso0 (ronso0) wrote :

@Chloe @x
There are some fixes in https://github.com/mixxxdj/mixxx/pull/1226, could you test it please?

tags: removed: script
tags: added: effects transport
Revision history for this message
Swiftb0y (swiftb0y) wrote :

Mixxx now uses GitHub for bug tracking. This bug has been migrated to:
https://github.com/mixxxdj/mixxx/issues/6779

lock status: Metadata changes locked and limited to project staff
To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Remote bug watches

Bug watches keep track of this bug in other bug trackers.