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Ability to set and activate a beatloop from the end marker #12737
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I can confirm that. Limiting the beat size in the beatloop box is anyway inconsistent, because you can put lets say 32 beats, and let the track play until no 32 beats are left. Loop out, has already tricked me, because it immediately jumps to Loop-In and that can be surprising, so I can imagine to use that somehow. Ideas? |
Related: #12610 |
Sure that is an interesting use case. FWIW in such situations I always jump back in the track (same that would happen with a loop), then set the loop at a point where it makes sense. I think the same is possible via the GUI, just with controller mappings that don't have beatjump control at the top level it's tricky.
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In many cases this will loop the garbage at the end of the track. We may cooperate with outro-end, but probably to much magic. The revers loop will also help to fix another issue, I have stumbled over. Sometimes tracks have a short intro that should need to be extended. Without being well prepared you may place a 16 beat loop that ends in the vocals or other unwanted sounds. With the back loop you have already listened to the loop portion and the result will be less surprising. |
What is the use case for loop out, when you not have placed a loop in just before? If there is no loop in before, nothing happens. If you have placed one, the desired thing happens. When you not placed one, the last loop-in probably form and old loop is used, which gives an undesired result. Is this single loop out, good for a revers beat loop? |
Uff, that might be the Loop In of a long-passed loop, potentially stretching over the entire track. |
Perhaps we could add a new CO similar to Let me know if you would like me to get started with a new CO implementation |
This would be a natural solution, go ahead. |
Feature Description
The usecase is the following: imagine you have a track about to finish and you don't have an extro in point set/hotcue. A great option would be to have a way to set a loop backward, by setting the end point rather than start point. This way, you can quickly set a 16 or 32 beats loop.
In order to be usable, this would also require to allow adjusting the beatloop length via
beatloop_size
even if the loop would go beyond the end of the track. The logic inLoopingControl::slotBeatLoop
could take into the account if a loop currently enable.(Please help me finding a better title, I couldn't put words on my thoughts...)
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