(BTW, only look at lines 1-17 of the table. The stuff beneath it I was
using to help me figure things out.)

On 01/08/2016 02:59 PM, Daniel Schürmann wrote:
> I think line 5 should not ignored
> opposite      close   far     later   TRUE ----p|--n--
> This is lets say a Crossfader. The controller moves the
> Crossfader to p, Auto DJ takes over control, after Auto DJ is disabled,
> the user wants to quickly enable Deck B. This should work, since
> The Crossfader control will do exactly what the user whants without
> random jump.

But AutoDJ moves the on-screen cross-fader itself, so what happened
before that doesn't matter. If the cross-fader's on-screen position is
no longer aligned with the physical control on the controller, the
control should be ignored (until it gets close to the on-screen one.) If
AutoDJ happens to leave the CF at the original position, that will work
as you specify because the previous HW position is compared to the
_current_ CO value (and the new value will come quickly if they whip the
CF to Deck B which is not ignored per table line 4.)

Users intuitively understand that they need to match the on-screen
position in order for the physical control to have an effect. So in your
example, the DJ would just move the cross-fader to wherever the
on-screen one is, then to Deck B.

> Line 10 and 11 can be split into two cases
> a) same    close   close   xxxx    FALSE ---pn|-----
> a) may not work, since the internal CO does a tiny (probably not notable
> jump) in a the opposite direction the user will likely move. This is
> part of the current implementation, maybe there is a reason for it.

You're right, it does indeed make a tiny jump, but it isn't noticeable
in the audio. This window is needed for controllers that send messages
slowly. Without it, controls lose sync easily (which is very frustrating!)


Sincerely,
Sean M. Pappalardo
"D.J. Pegasus"
Mixxx Developer - Controller Specialist

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