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My personal repository of the MusE sequencer (http://www.muse-sequencer.org)
After loading a file, parts are not cloned any more.
A file saved by audiomsg_overhaul is correctly loaded by current master.
A file saved by current master (or audiomsg_overhaul) is NOT loaded correctly by audiomsg_overhaul.
Also check for copy'n'paste
Add to the file format:
allow the user to input the wavefile's tempo. e.g. by tapping.
Does MusE misbehave when moving a WaveEvent/Part that is currently played back? (It shouldn't)
Tested on my slow Thinkpad. MusE seems to hang a bity then continues working.
Popup menu for WaveEvents or for WaveParts which only contain a single Event to select the stretching mode and quality.
Rubberband and Samplerate support quality/speed tradeoffs. Support them, maybe in a generic way.
Event, especially WaveEvent needs to create an AudioStream before inserting into a part. However, when altering the Event (e.g. moving it), it is duplicated, then changed.
And with it, the AudioStream and all resources tied to it are duplicated! (Plus, that happens in various contexts, which is bad to maintain)
Instead, Events (and possibly more items in MusE) need an "arm()" and a "defuse()" function, which is called from and ONLY from the execute/revertOperationGroup1/3() functions (i.e. those which are not executed in realtime context).
Currently, they're hacked to fit into the rest. MusE needs some rework to support them "natively".
In the audiomsg_overhaul branch, selecting a part does not enable Edit->Copy nor Ctrl+C.
Also: in audiostreams (Todo: test whether in master) creating a part (which is then selected automatically) does not enable the action. Selecting it by hand, however, does.
CItems have a nonconst Event smart pointer, that can be (and IS) used for using ->setSelected on the CItem, and thus on the Event.
This bypasses the Select{Event,Part} mechanism, leading to confusion and hard-to-find bugs!
I guess that the stretcher still has old data in the buffer. This needs to be emptied first, and there might be a need for lag compensation.
(this might be already implemented, check!)
this can be done independently from audiostreams.
MusE seems to freeze/cause 100% cpu usage then.
Testing is needed whether the audio stream lags, or is time-accurate
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