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bpm.tapButton in the common script file is not working correctly #8434

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mixxxbot opened this issue Aug 22, 2022 · 5 comments
Closed

bpm.tapButton in the common script file is not working correctly #8434

mixxxbot opened this issue Aug 22, 2022 · 5 comments

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@mixxxbot
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Reported by: Pegasus-RPG
Date: 2016-01-09T05:38:47Z
Status: Fix Released
Importance: Low
Launchpad Issue: lp1532383
Tags: bpm, controllers


bpm.tapButton() in the the common controller script file assumes the "bpm" ControlObject holds the track's native BPM value. Since it no longer does as of 2.0, the algorithm needs adjusting because it currently oscillates pretty badly.

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Commented by: rryan
Date: 2016-01-09T06:19:59Z


Hm, but "bpm" has always been the effective deck BPM (after rate adjustment) while file_bpm is the native / detected BPM.

Shouldn't scripts use the bpm_tap CO anyway?

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Commented by: Pegasus-RPG
Date: 2016-01-09T06:55:34Z


According to the wiki, bpm_tap just changes the BPM value on the track, such as when it's incorrectly detected. bpm.tapButton() is supposed to change the speed of the track (via the rate slider) to match the tapped BPM to synchronize with an external beat.

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Commented by: wihola
Date: 2017-04-19T15:03:28Z


Hi guys. I wanted to map my TAP button, than I saw JS wiki, than I saw examples, than I saw that this is not working as it supposed to work, than I searched in the Internet, and now I am here.

So what gonna happen with the `bpm.tapButton(deck);` in the common scripts? Cuz now it's working way too weird. It sets my BPM to a random value after second tap from 65 to 215.

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Commented by: Be-ing
Date: 2020-05-10T21:10:23Z


#2594

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Issue closed with status Fix Released.

@mixxxbot mixxxbot transferred this issue from another repository Aug 24, 2022
@mixxxbot mixxxbot added this to the 2.2.4 milestone Aug 24, 2022
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