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    Expanded AudioPlayHead functionality

    Scheduled Pinned Locked Moved Feature Requests
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    • ulrikU
      ulrik @Dan Korneff
      last edited by

      @dustbro ok, I understand. 👍

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      • d.healeyD
        d.healey
        last edited by

        @dustbro

        Engine.getPlayHead() returns an object, any idea what properties the object has?

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        Dan KorneffD 2 Replies Last reply Reply Quote 0
        • Dan KorneffD
          Dan Korneff @d.healey
          last edited by

          @d-healey the scripting API says:

          Allows access to the data of the host (playing status, timeline, etc...). */
          

          The JUCE Audio Processor says:

              /** Returns the current AudioPlayHead object that should be used to find
                  out the state and position of the playhead.
          
                  You can ONLY call this from your processBlock() method! Calling it at other
                  times will produce undefined behaviour, as the host may not have any context
                  in which a time would make sense, and some hosts will almost certainly have
                  multithreading issues if it's not called on the audio thread.
          
                  The AudioPlayHead object that is returned can be used to get the details about
                  the time of the start of the block currently being processed. But do not
                  store this pointer or use it outside of the current audio callback, because
                  the host may delete or re-use it.
          
                  If the host can't or won't provide any time info, this will return nullptr.
              */
              AudioPlayHead* getPlayHead() const noexcept                 { return playHead; }
          

          I think it's currently being used to get the sample position for processing audio. There's a whole subclass to the Audio Play Head that we don't have access to yet. It would allow us to:

          //==============================================================================
          /**
              A subclass of AudioPlayHead can supply information about the position and
              status of a moving play head during audio playback.
          
              One of these can be supplied to an AudioProcessor object so that it can find
              out about the position of the audio that it is rendering.
          
              @see AudioProcessor::setPlayHead, AudioProcessor::getPlayHead
          
              @tags{Audio}
          */
          class JUCE_API  AudioPlayHead
          {
          protected:
              //==============================================================================
              AudioPlayHead() = default;
          
          public:
              virtual ~AudioPlayHead() = default;
          
              //==============================================================================
              /** Frame rate types. */
              enum FrameRateType
              {
                  fps23976        = 0,
                  fps24           = 1,
                  fps25           = 2,
                  fps2997         = 3,
                  fps30           = 4,
                  fps2997drop     = 5,
                  fps30drop       = 6,
                  fps60           = 7,
                  fps60drop       = 8,
                  fpsUnknown      = 99
              };
          
              //==============================================================================
              /** This structure is filled-in by the AudioPlayHead::getCurrentPosition() method.
              */
              struct JUCE_API  CurrentPositionInfo
              {
                  /** The tempo in BPM */
                  double bpm;
          
                  /** Time signature numerator, e.g. the 3 of a 3/4 time sig */
                  int timeSigNumerator;
                  /** Time signature denominator, e.g. the 4 of a 3/4 time sig */
                  int timeSigDenominator;
          
                  /** The current play position, in samples from the start of the timeline. */
                  int64 timeInSamples;
                  /** The current play position, in seconds from the start of the timeline. */
                  double timeInSeconds;
          
                  /** For timecode, the position of the start of the timeline, in seconds from 00:00:00:00. */
                  double editOriginTime;
          
                  /** The current play position, in units of quarter-notes. */
                  double ppqPosition;
          
                  /** The position of the start of the last bar, in units of quarter-notes.
          
                      This is the time from the start of the timeline to the start of the current
                      bar, in ppq units.
          
                      Note - this value may be unavailable on some hosts, e.g. Pro-Tools. If
                      it's not available, the value will be 0.
                  */
                  double ppqPositionOfLastBarStart;
          
                  /** The video frame rate, if applicable. */
                  FrameRateType frameRate;
          
                  /** True if the transport is currently playing. */
                  bool isPlaying;
          
                  /** True if the transport is currently recording.
          
                      (When isRecording is true, then isPlaying will also be true).
                  */
                  bool isRecording;
          
                  /** The current cycle start position in units of quarter-notes.
                      Note that not all hosts or plugin formats may provide this value.
                      @see isLooping
                  */
                  double ppqLoopStart;
          
                  /** The current cycle end position in units of quarter-notes.
                      Note that not all hosts or plugin formats may provide this value.
                      @see isLooping
                  */
                  double ppqLoopEnd;
          
                  /** True if the transport is currently looping. */
                  bool isLooping;
          

          Dan Korneff - Producer / Mixer / Audio Nerd

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          • Dan KorneffD
            Dan Korneff @d.healey
            last edited by

            @d-healey The subclass is currently commented out in HISE source code, and when i remove the comment, it doesn't compile 🤷

            Dan Korneff - Producer / Mixer / Audio Nerd

            lalalandsynthL 1 Reply Last reply Reply Quote 0
            • lalalandsynthL
              lalalandsynth @Dan Korneff
              last edited by

              @dustbro Has this been implemented , kind of essential.

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              Christoph HartC Dan KorneffD 2 Replies Last reply Reply Quote 1
              • Christoph HartC
                Christoph Hart @lalalandsynth
                last edited by

                @lalalandsynth

                Link Preview Image
                HISE | Scripting | TransportHandler

                A class that manages callbacks for host playback events

                favicon

                (docs.hise.audio)

                lalalandsynthL d.healeyD 2 Replies Last reply Reply Quote 2
                • lalalandsynthL
                  lalalandsynth @Christoph Hart
                  last edited by lalalandsynth

                  @christoph-hart great !
                  Maybe I am overlooking something but what I am looking for is timeline sync as in :

                  (Slow lfo starts playing at the correct phase position according to where you are in a "measure /beat" )

                  OR
                  (Drummachine w/sequencer would start at the right place in the sequence according to timeline position)

                  Would "setOnBeatChange" do that ?

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                  • Dan KorneffD
                    Dan Korneff @lalalandsynth
                    last edited by

                    @lalalandsynth I haven't played with it since my last post on this thread. Let me know what you find.

                    Dan Korneff - Producer / Mixer / Audio Nerd

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                    • d.healeyD
                      d.healey @Christoph Hart
                      last edited by d.healey

                      @Christoph-Hart Is it possible to find out exactly where the playhead is on the DAW timeline at a given moment? Regardless of the transport is started/stopped?

                      Edit: onBeatChanged seems to be the one

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                      SimonS 1 Reply Last reply Reply Quote 2
                      • SimonS
                        Simon @d.healey
                        last edited by Simon

                        @d-healey OnBeatChanged gives you the position in beats, Engine.getPlayHead().ppqPosition I think is the most accurate and probably the one you want (and works regardless of transport state)

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