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feat(sointu): update synth instead of recompiling if no commands (units) change
this avoids the nasty clicking resulting from complete reset / recompilation of the synth, which was the previous case
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@ -88,11 +88,12 @@ func (s *Sequencer) ReadAudio(buffer []float32) (int, error) {
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return totalRendered * 2, fmt.Errorf("despite %v attempts, Sequencer.ReadAudio could not fill the buffer (rowLength was %v, should be >> 0)", SEQUENCER_MAX_READ_TRIES, s.rowLength)
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}
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// Sets the synth used by the sequencer. This takes ownership of the synth: the
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// synth should not be called by anyone else than the sequencer afterwards
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func (s *Sequencer) SetSynth(synth sointu.Synth) {
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// Updates the patch of the synth
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func (s *Sequencer) SetPatch(patch sointu.Patch) {
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s.mutex.Lock()
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s.synth = synth
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if s.synth != nil {
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s.synth.Update(patch)
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} // TODO: what is s.synth is nil?
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s.mutex.Unlock()
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}
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@ -69,17 +69,11 @@ func (t *Tracker) LoadSong(song sointu.Song) error {
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t.songPlayMutex.Lock()
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defer t.songPlayMutex.Unlock()
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t.song = song
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if synth, err := bridge.Synth(song.Patch); err != nil {
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fmt.Printf("error loading synth: %v\n", err)
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t.synth = nil
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} else {
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t.synth = synth
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}
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t.PlayPosition.Clamp(song)
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t.Cursor.Clamp(song)
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t.SelectionCorner.Clamp(song)
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if t.sequencer != nil {
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t.sequencer.SetSynth(t.synth)
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t.sequencer.SetPatch(song.Patch)
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}
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return nil
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}
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@ -213,12 +207,7 @@ func (t *Tracker) AddInstrument() {
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Units: units,
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})
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}
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synth, err := bridge.Synth(t.song.Patch)
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if err == nil {
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t.sequencer.SetSynth(synth)
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} else {
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fmt.Printf("%v", err)
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}
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t.sequencer.SetPatch(t.song.Patch)
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}
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// SetCurrentNote sets the (note) value in current pattern under cursor to iv
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