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VoicerProcess.sc
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VoicerProcess.sc
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// DEPRECATED. Chucklib is more powerful.
VoicerProcess {
// a gui-able process that will be played by a voicer
// the func should reference the voicer (or other object) by variable defined outside
// unfortunately, there is no way to pass the voicer in as an argument
// while it plays in real time
// on creation, "task" may be an already-existing task or a function
// if a func, it will be wrapped in a Task
classvar <>defaultAction;
var <voicer, // the voicer that will play this process
<>action, // this func gets executed on doAction
<>tag,
<>midiNote, // midi note assigned by VPTrigSocket--already converted to string
<foreground,
<background,
<parent,
<>task; // may be shared with other VoicerProcesses
// (so that one can start and the other can pause, for instance)
*initClass {
// typically this is what you want, but you can override at creation
// you shouldn't use this for "stop" processes
defaultAction = { arg p, g; g.stopOthers(p); p.play(doReset:true) };
}
*new { arg voicer, tag, action, task, foreground, background, parent;
^super.new.init(voicer, tag, action, task, foreground, background, parent)
}
init { arg v, t, a, tk, fg, bg, p;
var tk2;
voicer = v ? NullVoicer.new;
action = a ? defaultAction;
tag = t;
parent = p;
foreground = fg ? Color.black;
background = bg ? Color.grey;
tk2 = tk.isFunction.if({ tk.value(voicer) }, { tk });
tk2.isFunction.if({
task = QuantTask.new(tk2, voicer.clock);
}, {
task = tk2;
});
}
free {
this.stop;
voicer = action = tag = parent = foreground = background = task = midiNote
= nil;
}
doAction { arg group;
action.value(this, group)
}
play { arg quant, clock, doReset = false; // if nil, task fills in the voicer's clock
var q, result;
//("VoicerProcess-play : " ++ tag).postln;
clock = clock ?? { task.clock };
q = this.getQuant(quant, voicer.latency);
//(["VoicerProcess-play", clock.elapsedBeats, q.nextTimeOnGrid(clock)]).postln;
// QuantTasks have a different argument order than PauseStreams,
// so use keyword addressing
result = task.play(quant: q, argClock: clock, doReset: doReset ? false); // nil if play failed
this.playUpdateGui(result);
}
playUpdateGui { arg playResult;
parent.view.notClosed.if({
{ parent.view.background_( // yellow if no play, green if it went ok
playResult.isNil.if({ Color.new255(255, 248, 60) }, { Color.green })
); }.defer;
});
}
stop { arg quant;
//("VoicerProcess-stop : " ++ tag).postln;
task.notNil.if({
task.clock.schedAbs(this.getQuant(quant, 0.2+(voicer.latency ? 0))
.asTimeSpec.nextTimeOnGrid(task.clock), { task.stop; nil });
});
this.stopUpdateGui;
}
stopUpdateGui {
parent.view.notClosed.if({
{ parent.view.background_(Color.clear); }.defer;
});
}
pause { arg q; this.stop(q) }
resume { arg quant;
task.notNil.if({
task.clock.schedAbs(this.getQuant(quant, 0.2+(voicer.latency ? 0))
.asTimeSpec.nextTimeOnGrid(task.clock), { task.resume; nil });
});
parent.view.notClosed.if({
{ parent.view.background_(Color.green); }.defer;
});
}
reset { arg quant;
task.notNil.if({
task.clock.schedAbs(this.getQuant(quant, 0.2+(voicer.latency ? 0))
.asTimeSpec.nextTimeOnGrid(task.clock), { task.reset; nil });
});
}
isPlaying {
task.notNil.if({
parent.view.notClosed.if({
{ parent.view.background_(task.isPlaying.if
({ Color.red }, { Color.clear })); }.defer;
});
^task.isPlaying
}, {
^false
});
}
clock {
task.notNil.if({ ^task.clock }, { ^nil });
}
state { // returns an array that can be used in an SCButton states array
^[this.displayTag, foreground, background]
}
displayTag {
^midiNote.notNil.if({ midiNote ++ ": " }) ++ tag
}
getQuant { arg quant, adjustment;
voicer.editor.notNil.if({ // if a gui, schedule according to quantize setting
quant = (quant ?? { voicer.editor.quant.string.interpret })
.asTimeSpec.applyLatency(adjustment)
}, {
quant = quant ? QuantOffsetLatencyTimeSpec(1, 0, adjustment)
});
//["getQuant", tag, quant.asTimeSpec.nextTimeOnGrid(this.clock)].postln;
//quant.asTimeSpec.dump;
^quant
}
}
////////////////////////////////////////////////////
VoicerProcessGroup {
// a group of voicer processes
// states is not exactly like SCButton.states
// here you give
// [["tag", { action }, { task } or nil, fgcolor, bgcolor] ... ]
// the action func gets passed this VoicerProcess and VoicerProcessGroup as an arg
// the task func gets passed the voicer as an arg and it should return a function:
// { arg v; { loop({ play stuff on v }) } }
// if task is nil, it uses the same task as the previous VoicerProcess
// to start a process on one item and stop it on the next, use:
// [["Stopped", { arg proc, group; proc.play }, { arg v; { /* the player routine */ } }],
// ["Playing", { arg proc, group; proc.stop }, nil]]
var <voicer,
<processes, // array of VoicerProcess
<view,
<value = 0; // current process to hit on .doAction
*new { arg voicer, states;
^super.new.init(voicer, states)
}
init { arg v, states;
voicer = v;
processes = Array.new;
states.do({ arg st, i; this.add(st, i == 0) });
value = processes.size * 10; // allow room to go backward and forward w/midi control
voicer.editor.notNil.if({
this.makeGUI;
voicer.editor.sizeWindow(0, 1);
});
}
states { // returns states as applicable to SCButton
^processes.collect({ arg p; p.state });
}
items {
^processes.collect({ arg p; p.displayTag })
}
value_ { arg v, updateGUI = true;
value = v;
(updateGUI && { view.notClosed }).if({
{ view.value_(v) }.defer;
});
}
stopAll {
processes.do({ arg p; p.stop });
}
stopOthers { arg p;
// only do this if the clock is before the time for scheduling of current task
// if you trigger a change too late, the previously running thing shouldn't die
var quant;
quant = p.getQuant;
(voicer.clock.elapsedBeats < quant.nextTimeOnGrid(p.task.clock ? TempoClock.default)).if({
processes.do({ arg pp;
(pp.task != p.task).if({
pp.stop
}, {
});
});
});
}
doAction { arg p;
//["VoicerProcessGroup-doAction", p, value].postln;
processes.wrapAt(p ? value).doAction(this);
}
makeGUI {
(view.isNil and: { voicer.editor.notNil and: { voicer.editor.processView.notNil } }).if({
view = GUI.popUpMenu.new(voicer.editor.processView, Rect(0, 0, 120, 20))
.items_(this.items)
.action_({ arg v;
this.value_(v.value, false); // set value but don't update gui
processes.at(v.value).doAction(this)
});
});
}
removeGUI {
(view.notNil && voicer.editor.notNil).if({
view.remove;
view = nil;
voicer.editor.refresh;
});
}
updateView {
view.notNil.if({
{ view.items_(this.items);
view.refresh; }.defer;
});
}
add { arg st, first = false;
{ st.size < 5 }.while({
st = st.add(nil);
});
(st.at(2).isNil && first.not).if({
st.put(2, processes.last.task);
});
processes = processes.add(VoicerProcess.performList(\new, [voicer] ++ st ++ [this]
// st.at(0), // tag
// st.at(1), // action
// st.at(2), // task
// st.at(3), // fg
// st.at(4), // bg
// processes.size // index
));
this.updateView;
}
removeAt { arg i;
var p;
p = processes.removeAt(i);
p.isPlaying.if({ p.stop });
(value >= processes.size).if({ this.value_((processes.size - 1).max(0)) });
this.updateView;
// view.doAction;
^p
}
free {
processes.do({ arg p; p.stop }); // stop all processes
processes = Array.new;
(view.notNil && voicer.editor.notNil).if({
view.remove;
voicer.editor.refresh;
});
view = nil;
}
at { |i| ^processes[i] } // for easier syntax to get to VoicerProcesses
active { ^voicer.active }
clearMIDINotes { // upon clearing VPTrigSocket pointing to me, I have to drop midi assg's
processes.do({ arg p; p.midiNote = nil });
this.updateView;
}
}
ProcessToggleGroup : VoicerProcessGroup {
// a simpler version: takes only one task IN VoicerProcessGroup SYNTAX
// and cycles thru button states
// states here is [["tag", { arg p; p.play or other }, task, foreground, background] ... ]
// tasks after the first array will be ignored
init { arg v, states;
voicer = v;
processes = Array.new;
states.do({ arg st, i;
this.add(st, i == 0)
});
voicer.editor.notNil.if({
this.makeGUI;
voicer.editor.sizeWindow(0, 1);
});
}
makeGUI {
(view.isNil and: { voicer.editor.notNil and: { voicer.editor.processView.notNil } }).if({
view = GUI.button.new(voicer.editor.processView, Rect(0, 0, 120, 20))
.states_(this.states)
.action_({ arg v;
processes.at(v.value).doAction
});
});
}
add { arg st, first;
{ st.size < 3 }.while({
st = st.add(nil);
});
// all processes in a toggle group must share the same task
first.not.if({ st.put(2, nil); });
super.add(st, first);
}
updateView {
view.notNil.if({
view.states_(this.states);
view.refresh;
});
}
}