281 lines
8.3 KiB
C++
281 lines
8.3 KiB
C++
/* Copyright 2016, Ableton AG, Berlin. All rights reserved.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* If you would like to incorporate Link into a proprietary software application,
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* please contact <link-devs@ableton.com>.
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*/
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#pragma once
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#include <ableton/link/Phase.hpp>
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namespace ableton
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{
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namespace detail
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{
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template <typename Clock>
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inline typename BasicLink<Clock>::SessionState toSessionState(
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const link::ClientState& state, const bool isConnected)
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{
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return {{state.timeline, {state.startStopState.isPlaying, state.startStopState.time}},
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isConnected};
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}
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inline link::IncomingClientState toIncomingClientState(const link::ApiState& state,
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const link::ApiState& originalState,
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const std::chrono::microseconds timestamp)
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{
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const auto timeline = originalState.timeline != state.timeline
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? link::OptionalTimeline{state.timeline}
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: link::OptionalTimeline{};
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const auto startStopState =
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originalState.startStopState != state.startStopState
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? link::OptionalClientStartStopState{{state.startStopState.isPlaying,
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state.startStopState.time, timestamp}}
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: link::OptionalClientStartStopState{};
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return {timeline, startStopState, timestamp};
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}
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} // namespace detail
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template <typename Clock>
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inline BasicLink<Clock>::BasicLink(const double bpm)
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: mController(link::Tempo(bpm),
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[this](const std::size_t peers) {
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std::lock_guard<std::mutex> lock(mCallbackMutex);
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mPeerCountCallback(peers);
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},
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[this](const link::Tempo tempo) {
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std::lock_guard<std::mutex> lock(mCallbackMutex);
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mTempoCallback(tempo);
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},
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[this](const bool isPlaying) {
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std::lock_guard<std::mutex> lock(mCallbackMutex);
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mStartStopCallback(isPlaying);
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},
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mClock)
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{
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}
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template <typename Clock>
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inline bool BasicLink<Clock>::isEnabled() const
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{
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return mController.isEnabled();
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}
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template <typename Clock>
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inline void BasicLink<Clock>::enable(const bool bEnable)
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{
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mController.enable(bEnable);
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}
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template <typename Clock>
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inline bool BasicLink<Clock>::isStartStopSyncEnabled() const
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{
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return mController.isStartStopSyncEnabled();
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}
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template <typename Clock>
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inline void BasicLink<Clock>::enableStartStopSync(bool bEnable)
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{
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mController.enableStartStopSync(bEnable);
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}
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template <typename Clock>
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inline std::size_t BasicLink<Clock>::numPeers() const
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{
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return mController.numPeers();
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}
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template <typename Clock>
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template <typename Callback>
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void BasicLink<Clock>::setNumPeersCallback(Callback callback)
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{
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std::lock_guard<std::mutex> lock(mCallbackMutex);
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mPeerCountCallback = [callback](const std::size_t numPeers) { callback(numPeers); };
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}
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template <typename Clock>
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template <typename Callback>
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void BasicLink<Clock>::setTempoCallback(Callback callback)
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{
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std::lock_guard<std::mutex> lock(mCallbackMutex);
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mTempoCallback = [callback](const link::Tempo tempo) { callback(tempo.bpm()); };
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}
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template <typename Clock>
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template <typename Callback>
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void BasicLink<Clock>::setStartStopCallback(Callback callback)
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{
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std::lock_guard<std::mutex> lock(mCallbackMutex);
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mStartStopCallback = callback;
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}
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template <typename Clock>
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inline Clock BasicLink<Clock>::clock() const
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{
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return mClock;
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}
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template <typename Clock>
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inline typename BasicLink<Clock>::SessionState BasicLink<
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Clock>::captureAudioSessionState() const
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{
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return detail::toSessionState<Clock>(mController.clientStateRtSafe(), numPeers() > 0);
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}
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template <typename Clock>
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inline void BasicLink<Clock>::commitAudioSessionState(
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const typename BasicLink<Clock>::SessionState state)
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{
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mController.setClientStateRtSafe(
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detail::toIncomingClientState(state.mState, state.mOriginalState, mClock.micros()));
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}
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template <typename Clock>
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inline typename BasicLink<Clock>::SessionState BasicLink<Clock>::captureAppSessionState()
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const
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{
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return detail::toSessionState<Clock>(mController.clientState(), numPeers() > 0);
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}
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template <typename Clock>
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inline void BasicLink<Clock>::commitAppSessionState(
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const typename BasicLink<Clock>::SessionState state)
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{
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mController.setClientState(
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detail::toIncomingClientState(state.mState, state.mOriginalState, mClock.micros()));
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}
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// Link::SessionState
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template <typename Clock>
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inline BasicLink<Clock>::SessionState::SessionState(
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const link::ApiState state, const bool bRespectQuantum)
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: mOriginalState(state)
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, mState(state)
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, mbRespectQuantum(bRespectQuantum)
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{
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}
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template <typename Clock>
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inline double BasicLink<Clock>::SessionState::tempo() const
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{
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return mState.timeline.tempo.bpm();
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}
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template <typename Clock>
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inline void BasicLink<Clock>::SessionState::setTempo(
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const double bpm, const std::chrono::microseconds atTime)
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{
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const auto desiredTl = link::clampTempo(
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link::Timeline{link::Tempo(bpm), mState.timeline.toBeats(atTime), atTime});
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mState.timeline.tempo = desiredTl.tempo;
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mState.timeline.timeOrigin = desiredTl.fromBeats(mState.timeline.beatOrigin);
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}
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template <typename Clock>
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inline double BasicLink<Clock>::SessionState::beatAtTime(
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const std::chrono::microseconds time, const double quantum) const
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{
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return link::toPhaseEncodedBeats(mState.timeline, time, link::Beats{quantum})
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.floating();
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}
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template <typename Clock>
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inline double BasicLink<Clock>::SessionState::phaseAtTime(
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const std::chrono::microseconds time, const double quantum) const
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{
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return link::phase(link::Beats{beatAtTime(time, quantum)}, link::Beats{quantum})
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.floating();
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}
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template <typename Clock>
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inline std::chrono::microseconds BasicLink<Clock>::SessionState::timeAtBeat(
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const double beat, const double quantum) const
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{
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return link::fromPhaseEncodedBeats(
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mState.timeline, link::Beats{beat}, link::Beats{quantum});
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}
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template <typename Clock>
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inline void BasicLink<Clock>::SessionState::requestBeatAtTime(
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const double beat, std::chrono::microseconds time, const double quantum)
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{
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if (mbRespectQuantum)
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{
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time = timeAtBeat(link::nextPhaseMatch(link::Beats{beatAtTime(time, quantum)},
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link::Beats{beat}, link::Beats{quantum})
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.floating(),
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quantum);
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}
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forceBeatAtTime(beat, time, quantum);
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}
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template <typename Clock>
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inline void BasicLink<Clock>::SessionState::forceBeatAtTime(
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const double beat, const std::chrono::microseconds time, const double quantum)
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{
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// There are two components to the beat adjustment: a phase shift
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// and a beat magnitude adjustment.
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const auto curBeatAtTime = link::Beats{beatAtTime(time, quantum)};
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const auto closestInPhase =
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link::closestPhaseMatch(curBeatAtTime, link::Beats{beat}, link::Beats{quantum});
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mState.timeline = shiftClientTimeline(mState.timeline, closestInPhase - curBeatAtTime);
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// Now adjust the magnitude
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mState.timeline.beatOrigin =
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mState.timeline.beatOrigin + (link::Beats{beat} - closestInPhase);
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}
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template <typename Clock>
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inline void BasicLink<Clock>::SessionState::setIsPlaying(
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const bool isPlaying, const std::chrono::microseconds time)
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{
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mState.startStopState = {isPlaying, time};
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}
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template <typename Clock>
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inline bool BasicLink<Clock>::SessionState::isPlaying() const
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{
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return mState.startStopState.isPlaying;
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}
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template <typename Clock>
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inline std::chrono::microseconds BasicLink<Clock>::SessionState::timeForIsPlaying() const
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{
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return mState.startStopState.time;
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}
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template <typename Clock>
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inline void BasicLink<Clock>::SessionState::requestBeatAtStartPlayingTime(
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const double beat, const double quantum)
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{
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if (isPlaying())
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{
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requestBeatAtTime(beat, mState.startStopState.time, quantum);
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}
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}
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template <typename Clock>
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inline void BasicLink<Clock>::SessionState::setIsPlayingAndRequestBeatAtTime(
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bool isPlaying, std::chrono::microseconds time, double beat, double quantum)
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{
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mState.startStopState = {isPlaying, time};
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requestBeatAtStartPlayingTime(beat, quantum);
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}
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} // namespace ableton
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