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Fix for visual waveform position while scratching outside of an activated loop #12281
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… the visual playposition is only done, when the engine playposition is inside the loop.
Thanks for this quick fix, works as desired! |
the code LGTM locally, though I don't understand how it relates to drag'n'drop, I'd have to reverse-engineer too much, so someone else please take a look. Thanks. |
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Than you. The code looks good, but can make use of a comment.
if ((data.m_playRate < 0.0) && (interpolatedPlayPos < data.m_loopStartPos)) { | ||
if ((data.m_playRate < 0.0) && | ||
(interpolatedPlayPos < data.m_loopStartPos) && | ||
(data.m_playPos >= data.m_loopStartPos)) { |
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Please add a comment, when can this condition be false.
The same below.
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Done!
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LGTM, Thank you for the detailed comment.
Closes: #12274
Add additional conditions to ensure, that loop boundary adjustment of the visual playposition is only done, when the engine playposition is inside the loop.