Merge branch 'Add-Calculated-Transition-Speed-to-TimelineController' into First-Project
This commit is contained in:
commit
af72fdc566
5 changed files with 202 additions and 79 deletions
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@ -8,16 +8,24 @@ namespace cylvester
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public class TimelineController : MonoBehaviour
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{
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[SerializeField] private PlayableDirector playableDirector;
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[SerializeField] private StateManager stateManager;
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//[SerializeField] private StateManager stateManager;
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[SerializeField] private float initTransitionFactor = 1f;
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private IList<QlistMarker> qlistMarkers_;
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private Boundary boundary_;
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private float speed_;
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private float transitionTargetRealtime_;
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private float previousMarkerTime_; //marker at which transition ends (if reversed)
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private float nextMarkerTime_; //marker at which transition ends (if forward)
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private bool transitionDirectionReverse_;
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private bool instantTriggerMode;
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private string lastStateName = "";
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public void Start()
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{
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{
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var timeline = (TimelineAsset)playableDirector.playableAsset;
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var markers = timeline.markerTrack.GetMarkers();
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qlistMarkers_ = new List<QlistMarker>();
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@ -26,51 +34,147 @@ namespace cylvester
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playableDirector.time = 0;
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boundary_ = new Boundary(null, null);
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UpdateSpeed();
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ResetSpeed();
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}
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public void OnStateChanged(IStateReader stateManager)
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{
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var stateName = stateManager.CurrentState.Title;
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lastStateName = stateName;
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var numMarkers = qlistMarkers_.Count;
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for (var i = 0; i < numMarkers; ++i)
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{
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if (qlistMarkers_[i].id != stateName)
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if (qlistMarkers_[i].id != stateName)
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continue;
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playableDirector.time = qlistMarkers_[i].time;
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var previousMarkerTime = i > 0 ? (double?) qlistMarkers_[i - 1].time : null;
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var nextMarkerTime = i < numMarkers - 1 ? (double?) qlistMarkers_[i + 1].time : null;
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var previousMarkerTime = i > 0 ? (double?)qlistMarkers_[i - 1].time : 0;
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var nextMarkerTime = i < numMarkers - 1 ? (double?)qlistMarkers_[i + 1].time : qlistMarkers_[numMarkers - 1].time;
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previousMarkerTime_ = (float)previousMarkerTime;
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nextMarkerTime_ = (float)nextMarkerTime;
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boundary_ = new Boundary(previousMarkerTime, nextMarkerTime);
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playableDirector.Play();
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Debug.Log("prev=" + (i - 1) + " next=" + (i + 1));
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break;
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}
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}
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public double getStartMarkerTime() //Return time of marker where the current running animation started
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{
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var numMarkers = qlistMarkers_.Count;
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for (var i = 0; i < numMarkers; ++i)
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{
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if (qlistMarkers_[i].id != lastStateName)
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continue;
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return qlistMarkers_[i].time;
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}
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return 0;
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}
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private void Update()
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{
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if (playableDirector.state == PlayState.Paused)
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return;
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if (!(Time.fixedUnscaledTime >= transitionTargetRealtime_)) // check if Transition has not finished yet
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{
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if (!transitionDirectionReverse_) // if transition direction forward, speed becomes positive
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{
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if (!instantTriggerMode)
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{
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speed_ = CalculateTransitionSpeed(nextMarkerTime_);
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}
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}
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else // if transition direction backward, speed becomes negative
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{
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if (!instantTriggerMode)
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{
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speed_ = CalculateTransitionSpeed(previousMarkerTime_);
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}
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}
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}
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var deltaTime = Time.deltaTime;
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var expectedTimeIncrement = speed_ * deltaTime;
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var expectedTimeInTimeline = playableDirector.time + expectedTimeIncrement;
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if (boundary_.IsInside(expectedTimeInTimeline))
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if (boundary_.IsInside(expectedTimeInTimeline)) // check if we are in between next and previous marker
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{
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playableDirector.time = expectedTimeInTimeline;
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playableDirector.Evaluate();
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}
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else
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{
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//sets playhead precisly to marker position at the end of transition.
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if (!transitionDirectionReverse_) //forward
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{
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playableDirector.time = nextMarkerTime_;
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}
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else //backward
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{
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playableDirector.time = previousMarkerTime_;
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}
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playableDirector.Pause();
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UpdateSpeed();
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ResetSpeed();
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}
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}
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private void UpdateSpeed()
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private void ResetSpeed()
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{
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speed_ = initTransitionFactor;
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}
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public void UpdateTransitionTargetRealTime(float restTime, bool reverse)
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{
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instantTriggerMode = false; //update speed continuous
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transitionDirectionReverse_ = reverse;
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transitionTargetRealtime_ = Time.fixedUnscaledTime + restTime;
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}
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private float CalculateTransitionSpeed(float targetMarkerTime)
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{
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var transitionSpeed = (targetMarkerTime - playableDirector.time) / (transitionTargetRealtime_ - Time.fixedUnscaledTime);
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return (float)transitionSpeed;
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}
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public bool animationPaused()
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{
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return playableDirector.state == PlayState.Paused;
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}
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public void abortAnimation()
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{
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if (animationPaused()) //safe check
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{
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return;
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}
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if (!transitionDirectionReverse_) //forward
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{
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transitionDirectionReverse_ = !transitionDirectionReverse_; //invert direction
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previousMarkerTime_ = (float)getStartMarkerTime();
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}
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else //backward
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{
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transitionDirectionReverse_ = !transitionDirectionReverse_; //invert direction
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nextMarkerTime_ = (float)getStartMarkerTime();
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}
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boundary_ = new Boundary(previousMarkerTime_, nextMarkerTime_); //Update Boundary to stop animation when target reached
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}
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public void instantTrigger(float speed)
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{
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speed_ = speed;
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instantTriggerMode = true; //keep speed_ constant
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transitionDirectionReverse_ = speed < 0;
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playableDirector.Play();
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}
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}
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}
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@ -38,7 +38,7 @@ RenderSettings:
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m_ReflectionIntensity: 1
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m_CustomReflection: {fileID: 0}
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m_Sun: {fileID: 0}
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m_IndirectSpecularColor: {r: 0.0013490503, g: 0.0011814049, b: 0.0008122615, a: 1}
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m_IndirectSpecularColor: {r: 0.0013421604, g: 0.0011744275, b: 0.0008066663, a: 1}
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m_UseRadianceAmbientProbe: 0
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--- !u!157 &3
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LightmapSettings:
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@ -193,6 +193,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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playableDirector: {fileID: 65620552}
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timelineController: {fileID: 65620555}
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channel: 3
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stateManager: {fileID: 850208555}
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instaTransitionSpeed: 10
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@ -209,7 +210,6 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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playableDirector: {fileID: 65620552}
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stateManager: {fileID: 850208555}
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initTransitionFactor: 8
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--- !u!1 &155821760
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GameObject:
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@ -7,37 +7,42 @@ namespace cylvester
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public class CylMidiTransitionController : MonoBehaviour
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{
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private enum CylCommand
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{
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{
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OneBarLoopButton = 94,
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FourBarLoopButton = 86,
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NextSelectedScene = 18,
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CurrentSelectedScene = 17,
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NextSelectedTransition = 18,
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CurrentSelectedAnimation = 17,
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InstantTrigger = 2,
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}
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[SerializeField] private PlayableDirector playableDirector;
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[SerializeField] private TimelineController timelineController;
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[SerializeField, Range(1, 16)] private int channel = 1;
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[SerializeField] private StateManager stateManager;
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[SerializeField] private float instaTransitionSpeed = 10;
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private const int OneBarTrigger = 96;
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private const int FourBarTrigger = OneBarTrigger * 4;
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private const float TransitionLength = 16;
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private const float TransitionLength = 16;
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private ScheduledAction scheduledAction_;
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private int currentTick_;
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private int currentSelectedScene_ ;
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private int nextSelectedScene_;
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private int currentSelectedAnimation_;
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private int nextSelectedMarker_;
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private void Start()
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{
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scheduledAction_ = new ScheduledAction(() =>
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{
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stateManager.SelectedState = currentSelectedScene_;
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playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(instaTransitionSpeed);
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stateManager.SelectedState = currentSelectedAnimation_;
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//playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(instaTransitionSpeed);
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timelineController.instantTrigger(instaTransitionSpeed);
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});
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currentSelectedAnimation_ = 0;
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nextSelectedMarker_ = 1;
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}
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public void OnSyncReceived(MidiSync midiSync, int counter)
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{
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currentTick_ = counter;
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@ -50,60 +55,63 @@ namespace cylvester
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var command = (CylCommand)mes.Data1;
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switch (command)
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{
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case CylCommand.NextSelectedScene:
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{
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nextSelectedScene_ = mes.Data2;
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case CylCommand.NextSelectedTransition:
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nextSelectedMarker_ = mes.Data2; //next marker only used for direction
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Debug.Log("command nextSelectedMarker_=" + nextSelectedMarker_);
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break;
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}
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case CylCommand.InstantTrigger:
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{
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scheduledAction_.Ready();
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break;
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}
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case CylCommand.CurrentSelectedScene:
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{
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currentSelectedScene_ = mes.Data2;
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case CylCommand.CurrentSelectedAnimation:
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currentSelectedAnimation_ = mes.Data2;
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Debug.Log("command currentSelectedAnimation_=" + currentSelectedAnimation_);
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scheduledAction_.Go();
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break;
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}
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case CylCommand.FourBarLoopButton:
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{
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var restTime = UpdateRestTime(FourBarTrigger - currentTick_ % FourBarTrigger);
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if (nextSelectedScene_ > currentSelectedScene_)
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{
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UpdateTimelinePlaybackSpeed(1f, restTime);
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stateManager.SelectedState = nextSelectedScene_;
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}
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else
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{
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UpdateTimelinePlaybackSpeed(-1f, restTime);
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stateManager.SelectedState = nextSelectedScene_ + 2;
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}
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break;
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}
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case CylCommand.FourBarLoopButton:
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case CylCommand.OneBarLoopButton:
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{
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var restTime = UpdateRestTime(OneBarTrigger - currentTick_ % OneBarTrigger);
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UpdateTimelinePlaybackSpeed(1f, restTime);
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stateManager.SelectedState = nextSelectedScene_;
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float restTime=0;
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switch(command)
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{
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case CylCommand.FourBarLoopButton:
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restTime = CalculateRestTime(FourBarTrigger - currentTick_ % FourBarTrigger);
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break;
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case CylCommand.OneBarLoopButton:
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restTime = CalculateRestTime(OneBarTrigger - currentTick_ % OneBarTrigger);
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break;
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}
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Debug.Log("currentSelectedAnimation_=" + currentSelectedAnimation_);
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Debug.Log("nextSelectedScene_=" + nextSelectedMarker_);
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bool _reverse = nextSelectedMarker_ <= currentSelectedAnimation_; //nextSelectedMarker_ used to calculate direction
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if (timelineController.animationPaused())
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{
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timelineController.UpdateTransitionTargetRealTime(restTime, _reverse);
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stateManager.SelectedState = currentSelectedAnimation_ + 1; //marker at which transition starts
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}
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else //trigger pressed while animation running
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{
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timelineController.abortAnimation();
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}
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break;
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}
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default:
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Debug.Log("Unexpected Command: " + mes.Data1);
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throw new Exception("Unexpected CYL command");
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}
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}
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private float UpdateRestTime(int restTicks)
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private float CalculateRestTime(int restTicks)
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{
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return restTicks / 24f / stateManager.CurrentState.Bpm * 60f;
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}
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private void UpdateTimelinePlaybackSpeed(float speed, float restTime)
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{
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var timelinePlaybackSpeed = TransitionLength / Mathf.Clamp(restTime, 0.001f, TransitionLength);
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playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(timelinePlaybackSpeed * speed);
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}
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}
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}
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@ -85,6 +85,14 @@ namespace cylvester
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set
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{
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sceneSelection = value;
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if (value > States.Length - 1)
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{ //if index out of bounds
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sceneSelection = States.Length - 1; //set to last index
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}
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else if (value < 0)
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{
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sceneSelection = 0;
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}
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onStateChanged.Invoke(this);
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}
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get
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@ -103,11 +111,13 @@ namespace cylvester
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break;
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case Operation.Previous:
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if (sceneSelection == 0) return;
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sceneSelection--;
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sceneSelection--;
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sceneSelection = Math.Max(sceneSelection, 0); //constrain minimum
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break;
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case Operation.Next:
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if (sceneSelection >= States.Length - 1) return;
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sceneSelection++;
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sceneSelection = Math.Min(sceneSelection, States.Length - 1); //constrain maximum
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break;
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default:
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return;
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@ -127,10 +137,12 @@ namespace cylvester
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case Operation.Previous:
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if (sceneSelection == 0) return;
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sceneSelection--;
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sceneSelection = Math.Max(sceneSelection, 0); //constrain minimum
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break;
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case Operation.Next:
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if (sceneSelection >= States.Length - 1) return;
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sceneSelection++;
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sceneSelection = Math.Min(sceneSelection, States.Length - 1); //constrain maximum
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break;
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default:
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return;
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@ -1,4 +1,4 @@
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#N canvas 179 93 1690 536 10;
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#N canvas -3090 415 1690 536 10;
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#X declare -lib timbreID/timbreIDLib;
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#X obj 484 442 adc~ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16;
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#X obj 414 483 dac~, f 6;
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@ -290,8 +290,8 @@ Roses_Front.wav \; TimbreID_Test.wav \;;
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#X text 416 223 176... control channel 1;
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#X obj 6 194 midirealtimein;
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#X obj 242 41 netreceive -u 54345;
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#X obj 598 90 cnv 15 500 60 empty current Forces 20 12 0 45 -204786
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-66577 0;
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#X obj 598 90 cnv 15 500 60 empty current PositionCloud 20 12 0 45
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-204786 -66577 0;
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#X obj 786 234 bng 50 250 50 0 empty empty next 15 25 0 10 -204786
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-1 -1;
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#X obj 596 227 bng 50 250 50 0 empty empty rewind 7 25 0 10 -261234
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@ -302,10 +302,10 @@ Roses_Front.wav \; TimbreID_Test.wav \;;
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-1 -1;
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#X msg 692 303 send 176 127 1;
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#X msg 791 304 send 176 127 2;
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#X obj 594 46 cnv 12 500 30 empty previous PositionCloud 20 12 0 25
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-262130 -66577 0;
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#X obj 596 152 cnv 12 500 30 empty next ShowAll 20 12 0 25 -262130
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#X obj 594 46 cnv 12 500 30 empty previous PontCloud 20 12 0 25 -262130
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-66577 0;
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#X obj 596 152 cnv 12 500 30 empty next Forces 20 12 0 25 -262130 -66577
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0;
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#X obj 879 467 declare -lib timbreID/timbreIDLib;
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#N canvas 28 541 1273 735 timbreID_example 0;
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#X obj 77 657 nbx 3 28 -1e+037 1e+037 0 0 empty empty empty 0 -8 0
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@ -420,7 +420,6 @@ samples/kick.wav kick \, read -resize samples/closed.wav closed;
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#X connect 5 0 4 0;
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#X connect 6 0 7 0;
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#X restore 405 71 pd shmem;
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#X text 701 378 <--- this is only for reference;
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#X obj 1167 19 cnv 15 400 500 empty empty CYL_Transition_Sim 20 12
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0 14 -204800 -66577 0;
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#X obj 1383 196 bng 15 250 50 0 4bar_trig_sim empty 4_Bar_trigger_Sim
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@ -594,13 +593,13 @@ samples/kick.wav kick \, read -resize samples/closed.wav closed;
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#X floatatom 1472 98 5 0 0 1 BPM - midi_sim_tempo;
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#X text 1374 100 Clock Sim.:;
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#X obj 1451 98 tgl 15 0 clock_sim_start_stop empty empty 17 7 0 10
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-204786 -1 -1 0 1;
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-204786 -1 -1 1 1;
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#X text 1198 40 Simulate the Press of a 1_Bar or 4_Bar Transition trigger.
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;
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#N canvas 0 50 1167 867 Midi_Clock_Sim 0;
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#X obj 21 155 outlet;
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#X obj 155 14 tgl 15 0 empty clock_sim_start_stop mock 17 7 0 10 -262144
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-1 -1 0 1;
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-1 -1 1 1;
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#X msg 110 128 248, f 4;
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#X text 29 -56 MIDI Clock Simulator;
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#X text 8 10 start;
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@ -885,10 +884,10 @@ samples/kick.wav kick \, read -resize samples/closed.wav closed;
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#X connect 30 0 11 0;
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#X connect 31 0 11 0;
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#X connect 36 0 11 0;
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#X connect 42 0 43 0;
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#X connect 43 0 54 0;
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#X connect 44 0 74 0;
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#X connect 58 0 44 0;
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#X connect 58 0 63 0;
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#X connect 64 0 11 0;
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#X connect 41 0 42 0;
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#X connect 42 0 53 0;
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#X connect 43 0 73 0;
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#X connect 57 0 43 0;
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#X connect 57 0 62 0;
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#X connect 63 0 11 0;
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#X coords 0 0 2 2 0 0 0;
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