Am 09.01.2016 um 00:33 schrieb Sean M. Pappalardo - D.J. Pegasus:
> (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.)

The current algorithm snaps in whenever we cross the current value.
That is why the value before does matter. p is the slider position when
the starts sliding it does not matter when it was moved there.
Line 4 is not reached in my scenario since the user moved the slider
very quickly. We most likely have line 16 after that which is ignored as
well.
Following this model will work also for controllers with a slow update
rate and it works very reliable in Mixxx 2.0.

> 
> 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.

I usually just move all slider back and forth to the end position and
back to the desired position, to snap them in after power up, without
trying to match the screen values.
Later during the gig, the controller should do what I want without
caring to much about a tiny snap in region.
This is fulfilled with the current implementation.

> 
>> 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!)

I cannot see this need anymore. Can you describe a step by step scenario
how a slow controller looses sync without the jump.

In case of EQ and filter it may make a difference in rare conditions. If
we think of a scenario where EQs are reset on track load, they will get
always out of sync if you have tweaked them in the previous track.
If you now just want to move the Controller EQ knob as well back to
center, the EQs are enabled and due to the opposite direction jump and
disabled again. Since enabling and disabling EQs requires come CPU, we
should avoid this, if possible.

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