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Feature Description
Turns out that beatjump automatically doing loopmove when a loop is active causes some confusion, and also undesired side effects:
- beatjump in active loops is not possible / tedious / dangerous
-> you need to quickly disable the loop, beatjump, re-enable loop -> dangerous as we may cross the loop out marker and fall out of sync when re-enabling the loop - Beatjump moves cue loops #16149 beatjump moves saved loops
- usually I want to move the loop just a tiny bit, or by 1/2/4 beats, but my beatjump size is usually 8/16/32 beats
-> moving the loop requires to change the beat size spinbox
Controller mappings with Loop Move pads are not affected, they can use the existing loopmove_[beats]_foward controls
I propose to add
loopmove_sizeloopmove_forward-> usingloopmove_sizeloopmove_backward-> usingloopmove_size
I already opened #16099 which adds the Preferences option "Beatjump moves the active loop"
Regarding the skins:
- add optional Loopmove controls, but skins are already pretty crammed.
- keep the current spinbox / Fwd / Back button, but add 'Loop'|'Jump' radio buttons that would swap the sections, so either loopmove or beatjump controls are displayed
- keep as is and make Shift + Fwd/Back do Loopmove when the auto-loopmove option is disabled
= addShiftLeftButtonandShiftRightButtonconnections toWPushButton, requires to extend theButtonStateenum
For now I'd do 3. Though only for 1-state buttons like the loopmove/beatjump buttons, because I'm afraid that WPushButton::mousePressEvent/mouseReleaseEvent will become unmanagably complex if we do this for multi-state buttons.
TODO
- make auto-loopmove optional make beatjump moving active loop optional #16099
- add
loopmove_size+loopmove_forward+loopmove_backward - adjust skins
What do you think?
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