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Fix for visual waveform position while scratching outside of an activated loop #12281

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merged 2 commits into from
Nov 17, 2023

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JoergAtGithub
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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.

… the visual playposition is only done, when the engine playposition is inside the loop.
@JoergAtGithub JoergAtGithub changed the base branch from main to 2.4 November 9, 2023 20:34
@ronso0
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ronso0 commented Nov 9, 2023

Thanks for this quick fix, works as desired!

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ronso0 commented Nov 10, 2023

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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@daschuer daschuer left a comment

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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.

@daschuer daschuer merged commit c3a8fd8 into mixxxdj:2.4 Nov 17, 2023
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@daschuer daschuer added this to the 2.4.0 milestone Nov 17, 2023
@JoergAtGithub JoergAtGithub deleted the playposfix branch November 17, 2023 21:47
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scratching waveform backwards with a saved, active loop ahead temporarily jumps to that loop (visuals only)
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