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Feature/note glide #87
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Not much to look at in terms of cycles, I guess it is fine that we now allow for malformed numbers like I can look at the rest in more detail tomorrow if needed. |
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Had to rebase on dev again to fix some conflicts with recent playground & player changes.
Only if you think that's necessary. It's a lot of changes, unfortunately, but I've done my best to cover all the corner cases in tests. |
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Merged in the changes from #90 now. Glide works with the new note stopping behavior too, but unfortunately may cause some glides to be dropped while editing. This sounds broken. Right now the glide property is ignored and a regular note is played instead, when nothing plays on that voice. Could instead also not play anything at all, which would make the live editing sound better. Otherwise, we need to do something different for glided notes while live editing them. I need to think about this and do some testing, so I'll keep this PR open until then. |
optionally glides an existing note to the specified target pitch instead of starting a new note
- run previous sequences for an entire pattern length or up to 4 steps to look past possible glided notes - memorize time where a note *will* stop so note glides can check if a note is playing or will be stopped
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As discussed in #74
Should be fully functional except the
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shortcuts, which we can later as soon as we agree on what exactly they should do.@unlessgames could you have a quick look at the changes, especially the ones in cycle?
This will be merged into dev. We should now use this for everything that hasn't been released (in Renoise). This way the official documentation/book will also show the documentation for the latest stable release from master and not the ones from dev.