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    Engine.getPlayhead() functionality

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    playheadtransport
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    • NatanN
      Natan @lalalandsynth
      last edited by Natan

      @lalalandsynth +1 On Synced Lfo's
      Thanks, Lala For Mentioning This.

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      • lalalandsynthL
        lalalandsynth @amounra
        last edited by

        @amounra Did this work for you eventually ? And if so , does it also work for modulators and lfos?

        https://lalalandaudio.com/

        https://lalalandsynth.com/

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        • amounraA
          amounra
          last edited by

          It did work for me....after many tries to get the right combination of version + modifications to give me the features I needed.

          In what sense do you mean, "does it work for modulators and lfos"?

          All I'm using it for at the moment is to get the playing state of the host software, so that I can play/sync or stop MidiPlayer sequences based on what the host is doing.

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          • Y
            yall @amounra
            last edited by

            @amounra since the time that I was waiting for this .. it would finally allow us to make sidechains hoping to have the least possible latency. Let us know if you make your version of hise available. Thanks for that

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            • SimonS
              Simon @amounra
              last edited by Simon

              Since I don't think it's been posted explicitly anywhere, it should be clarified that you should uncomment both the const and the setProperty lines corresponding to the properties you want to enable, as well as the &newPosition argument and the ScopedLock.

              For example:

              0b58c138-2c63-4886-8e23-a2c23480d848-image.png

              The object is a native script object, so you can just go Console.print(trace(Engine.getPlayHead())); to test it.

              Also the TransportHandler exists now which you should probably use instead, but it lacks some options like differentiating between playing and recording.

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              • SimonS
                Simon @Simon
                last edited by

                PSA: Engine.getPlayHead().ppqPosition gets all jittery on JACK audio with a buffer size 1024 or greater.

                With playback stopped, the playhead at 0 and a buffer size of 1024, ppqPosition alternates between

                0.02133333333333333
                0.0
                

                very quickly. The values are different depending on the buffer size

                2048

                0.02133333333333333
                0.04266666666666667
                0.064
                0.0
                0.02133333333333333
                0.04266666666666667
                0.064
                0.0
                0.02133333333333333
                0.042666666666666
                

                At 512 and below everything is fine.

                d.healeyD 1 Reply Last reply Reply Quote 0
                • d.healeyD
                  d.healey @Simon
                  last edited by

                  @Simon said in Engine.getPlayhead() functionality:

                  JACK audio

                  Are you using Pipewire > JACK or just JACK?

                  Libre Wave - Freedom respecting instruments and effects
                  My Patreon - HISE tutorials
                  YouTube Channel - Public HISE tutorials

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                  • SimonS
                    Simon @d.healey
                    last edited by

                    @d-healey Hard to tell since pipewire pretends to be everything else, but given that I have it installed, I'm going to assume it's Pipewire > Jack.

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                    • d.healeyD
                      d.healey @Simon
                      last edited by

                      @Simon said in Engine.getPlayhead() functionality:

                      given that I have it installed, I'm going to assume it's Pipewire > Jack.

                      Yeah it will, just wanted to know because I'm using it so this probably affects me :)

                      Libre Wave - Freedom respecting instruments and effects
                      My Patreon - HISE tutorials
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                      • SimonS
                        Simon @d.healey
                        last edited by Simon

                        It looks like the variation is a multiple of a fraction of the buffer size in samples.

                        At 1024, timeInSamples() goes between 0 and 512.

                        At 2048, it goes 0, 512, 1024, 1536, back to 0

                        At 4096 it goes, predictably 0676532d-04f6-4896-a8a3-ccd83412b7af-image.png

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                        • SimonS
                          Simon @Simon
                          last edited by

                          I hoped this was Linux only but the behavior is identical on Windows ASIO!

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                          • SimonS
                            Simon @Simon
                            last edited by

                            Alright, I have no idea why that happens, can't find any mention of it in JUCE forums so I have to assume it's something HISE specific.

                            I am only using the position to check if the user jumps somewhere else in the timeline. This means I can just use timeInSamples to ignore any movements smaller than 4096 samples.

                            I would base it on the current buffer size, but unfortunately Engine.getBufferSize() doesn't get updated if you change the ASIO buffer size without a restart, so it can't be relied on.

                            If you're looking to use the current playback time for something more musical... godspeed, let us know how it goes.

                            d.healeyD 1 Reply Last reply Reply Quote 0
                            • d.healeyD
                              d.healey @Simon
                              last edited by

                              @Simon said in Engine.getPlayhead() functionality:

                              I am only using the position to check if the user jumps somewhere else in the timeline.

                              Can't you use the transport handler for this?

                              Libre Wave - Freedom respecting instruments and effects
                              My Patreon - HISE tutorials
                              YouTube Channel - Public HISE tutorials

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                              • SimonS
                                Simon @d.healey
                                last edited by

                                I don't think so? Maybe I misunderstood one of the methods, but there doesn't seem to be one that fires when the playhead is moved.

                                d.healeyD 1 Reply Last reply Reply Quote 0
                                • d.healeyD
                                  d.healey @Simon
                                  last edited by

                                  @Simon I think setOnGridChange but the docs are sparse so not sure.

                                  Libre Wave - Freedom respecting instruments and effects
                                  My Patreon - HISE tutorials
                                  YouTube Channel - Public HISE tutorials

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                                  • SimonS
                                    Simon @d.healey
                                    last edited by

                                    @d-healey I have that commented in my script as the first thing I tried, and I can't get it to fire atm, so I'm gonna assume it's something else.

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                                    • d.healeyD
                                      d.healey @Simon
                                      last edited by

                                      @Simon You might have to call this first setEnableGrid but I just looked at the example snippet from the docs and onBeatChanged might do the trick...

                                      Libre Wave - Freedom respecting instruments and effects
                                      My Patreon - HISE tutorials
                                      YouTube Channel - Public HISE tutorials

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

                                        Assuming the doc entry is accurate, onBeatChange won't work as I need the exact position.

                                        Christoph HartC 1 Reply Last reply Reply Quote 1
                                        • Christoph HartC
                                          Christoph Hart @Simon
                                          last edited by

                                          @Simon The reason is that HISE splits up buffers bigger than 512 into chunks of 512 samples - above 512 there's hardly any CPU benefits but the memory consumption gets annoying (plus there are a few ugly edge cases with the audio buffer size conflicting with the streaming buffers).

                                          Now the problem is that for every 2048 sample buffer that comes in, it calls the internal processing function 4 times and each time the ppq is bumped to stay consistent with the actual DAW position - that is if the playback is running. If not, then it jitters around like you analysed.

                                          You can temporarily deactivate this by setting HISE_MAX_PROCESSING_BLOCKSIZE to a bigger value, but the real fix shouldn't be too hard. Please open a github issue and refer to this topic so that it doesn't get lost.

                                          Christoph HartC 1 Reply Last reply Reply Quote 1
                                          • Christoph HartC
                                            Christoph Hart @Christoph Hart
                                            last edited by

                                            @Christoph-Hart found the culprit:

                                                    // if this is non-zero it means that the buffer coming
                                                    // from the DAW was split into chunks for processing
                                                    // so we need to update the playhead to reflect the
                                                    // "real" position for the given buffer
                                                    if(offsetWithinProcessBuffer != 0)
                                                    {
                                                        newTime.timeInSamples += offsetWithinProcessBuffer;
                                                        newTime.timeInSeconds += (double)offsetWithinProcessBuffer / processingSampleRate;
                                                        
                                                        const auto numSamplesPerQuarter = (double)TempoSyncer::getTempoInSamples(newTime.bpm, processingSampleRate, 1.0f);
                                                        
                                                        newTime.ppqPosition += (double)offsetWithinProcessBuffer / numSamplesPerQuarter;
                                                    }
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