Another idea: the status of the cue list edit mode could be a CO that is 
accessible by controller scripts. Although I think in most cases it 
would be easiest to do most editing of cue points with a mouse, some 
users may want to do that with a controller.

On 03/22/2016 06:19 AM, Ferran Pujol Camins wrote:
> Hello, I've reworked the specification to include some of your
> considerations. What's new:
>
> -I've written the cue point list section (including  mock-ups).
> -The editing of cue points is now integrated in the main window.
> -Extended explanation of why I exclude support for cue points not
> assigned to any hot cue.
> -Added explanation of why I leave a cue list filtering feature to a "2.0
> phase" of the project.
> -Minor improvements in the document.
>
> I appreciate your feedback.
>
> Best regards, Ferran.
>
> 2016-03-17 9:53 GMT+01:00 Ferran Pujol Camins
> <ferranpujolcam...@gmail.com <mailto:ferranpujolcam...@gmail.com>>:
>
>     You made some interesting observations, so long mail :)  :
>
>
>     2016-03-16 21:28 GMT+01:00 Daniel Schürmann <dasch...@mixxx.org
>     <mailto:dasch...@mixxx.org>>:
>
>         * Recall loop cues:
>         IMHO DJSally jump mode requires, that the jump happens on cue
>         button press and not after release.
>         If you distinguish, the activate mode by a long press, you can't
>         jump mediately, which is probably required to mix beat sync by
>         ear. Do you think we can introduce a new cue type to distinguish
>         these types of loops?
>
>
>     That's a good point I didn't think about. Let's see:
>     I just realize that the reloop button in Mixxx actually does the
>     "jump&reloop" mode rather than "only reloop" mode. So first of all
>     I'll need to add a new CO for it. Binding it to the right click is
>     the obvious approach, but we need this to be consistent with what we
>     do with loop hot cues (which won't be right click because it is
>     already used to clear the hot cue).
>
>     Similarly, for the hot cues we'll need two CO: "hotcue_X_activate"
>     and a new "hotcue_X_reloop" (for cue points that are a time point
>     rather than a time range both CO will do the same).
>
>     Solution 1 is to use a modifier key like control or shift to choose
>     which trigger mode to use. In fact this is the natural approach for
>     controllers. But currently we don't use keyboard modifiers to alter
>     mouse behaviour in Mixxx, don't we? How does this sounds to you?
>
>     Solution 2 is to have an additional button (that appears only when
>     the hot cue is assigned to a loop) that allows to activate the loop
>     without jumping to it. This is the approach Serato takes:
>
>     A similar cue list widget is in the proposal but I haven't got time
>     to write the corresponding section yet.
>
>     The problem with the second approach is that it doesn't fit with our
>     current cue point buttons. However, what I could do is: implement
>     only the jump&loop trigger mode first, and once the cue list is
>     done, implement the other mode. It seems reasonable to me.
>
>     I don't really like the idea of two distinct cue types for this. I
>     feel some users would end up with to identical loops just to be able
>     to choose how to trigger them.
>
>
>
>
>
>     2016-03-16 21:28 GMT+01:00 Daniel Schürmann <dasch...@mixxx.org
>     <mailto:dasch...@mixxx.org>>:
>
>         * Section cues: We have already "sections" defined by the
>         detected keys I wonder how these key sections compares to the
>         cue section. Maybe we can use the key infos to help the Dj
>         setting up the cue sections.
>
>
>     How are key sections going to be displayed? Maybe they could be
>     modelled with a new cue type called "key zone" (or whatever name we
>     find appropriate).
>
>     Key marks are similar to beatgrid: is information that can be
>     empirically determined. On the other hand, cue sections are more a
>     subjective thing: sure tracks somehow have a determined structure
>     (intro, break....outr), but different users might prefer to focus on
>     different track features. For example, a user might prefer to use
>     section cues to simply mark where the kick is on or off in the
>     track, while another one might prefer to use section cues to reflect
>     where the break, intro, outro, etc are.
>
>     For this reason, the way I understand it, this sections will be
>     edited in a different tab in track preferences (the same way
>     beatgrid is). We can visualize them in the cue points tab waveform
>     (in a similar way we do with beatgrid) to help user make educated
>     decisions about the section cues he/she wants to create.
>
>     So, the way I see it is: key sections would fit well with my
>     proposal, but since it is not yet a finished feature, I would prefer
>     to leave it out of my proposal.
>
>
>
>
>
>     2016-03-16 21:28 GMT+01:00 Daniel Schürmann <dasch...@mixxx.org
>     <mailto:dasch...@mixxx.org>>:
>
>         * 2.3.2 Bottom section
>         I am not sure if it is a good idea to display all cue types in a
>         common list. This surely works wit a hand full of cues but might
>         getting hard with a lot of them. Especially the section cues
>         should be in a separate list.
>         How about a simple type filter.
>
>
>     Totally agree. Maybe I'm going to schedule this as a 2.0 development
>     phase for the track preferences pane, but definitely going to
>     include this in my proposal.
>
>
>
>
>
>     2016-03-16 21:28 GMT+01:00 Daniel Schürmann <dasch...@mixxx.org
>     <mailto:dasch...@mixxx.org>>:
>
>         * Will it be possible to change a cue type live? For example a
>         break section can be used as a jump or as a loop. Is it a valid
>         use case or just a stupid idea?
>
>     Not stupid idea :). I think the general case of using a cue as a
>     different type from which it was originally created adds unnecessary
>     complexity. However, you can always trigger a loop cue and
>     immediately exit the loop. And conversely, you can always jump to a
>     simple cue and immediately set a loop. You could even set a loop cue
>     and a simple cue to the same place if you really feel it would be
>     better to you.
>
>
>
>
>
>
>
>     2016-03-16 22:24 GMT+01:00 Be <b...@gmx.com <mailto:b...@gmx.com>>:
>
>         My biggest concern is requiring another window to be opened for the
>         fully featured cue point editor. I forsee a few issues with
>         this. First,
>         it would require duplicating a lot of design and functionality
>         from the
>         main window/skins. It would also present an issue for controller
>         mappings as Daniel pointed out. Also, I think the workflow would be
>         awkward for editing cues while playing. I think it would be
>         better to
>         implement the GUI features as a section of skins that could be
>         toggled
>         between showing and hidden. If all features can be intuitively
>         controlled from the main window, I think the cue tab in the Track
>         Properties window would be redundant and could be removed.
>
>
>     I can see your point. My idea was to provide basic cue point editing
>     capabilities to the main window and delegate a complete editor to
>     the preferences window, because you are definitely not going to set
>     your section cues during a live set for example, it is something you
>     want to do will preparing your tracks.
>
>     However, I can see your point and I may like it. I'm going to
>     prepare a mock-up for how this could be fitted in Deere (Latenight
>     should be about the same). My biggest concern here is the little
>     sister: Shade. Can this all be fitted into Shade?
>
>
>
>     2016-03-16 22:24 GMT+01:00 Be <b...@gmx.com <mailto:b...@gmx.com>>:
>
>         Is there anything that should be done for "the" cue point? How
>         does it
>         fit into this expanded model of cue points?
>
>
>      From a quick analysis: not really. Am I missing something?
>
>
>
>
>     2016-03-16 22:24 GMT+01:00 Be <b...@gmx.com <mailto:b...@gmx.com>>:
>
>         A feature that would compliment what you've proposed and be
>         helpful for
>         using controllers would be to create control objects that
>         sequentially
>         represent a specific type of cue. For example, setting
>         loop_cue_1 to 1
>         would enable whatever the first loop cue is, regardless of what
>         number
>         hotcue it is assigned or what number cue it is in the database. This
>         would allow controller mappings to have different layers for their
>         pads/buttons for using different types of cues. All types of
>         cues should
>         be able to be mixed and matched in one big list as well. This would
>         allow users to arrange different types of cues however they want
>         in a
>         way that makes sense for their use and on their controller. For
>         example,
>         a user could set cue 1 to a simple hotcue for a point and cue 2 to a
>         loop cue starting at that same point, but the user might not
>         ever want a
>         loop at cue 3. The user could either press pad 1 or 2 depending on
>         whether they wanted to loop without having to switch to a different
>         layer of the mapping.
>
>
>     That's something interesting, but it needs think through. How are
>     you going to render a a loop cue in the waveform? It is going to be
>     cue point nº 3 but maybe loop nº 1. Let me add this to the list of
>     things to do next, it's a list of cool things to implement but that
>     are second priority (sort of  cue points revamp 2.0 material).
>
>
>
>     2016-03-16 22:24 GMT+01:00 Be <b...@gmx.com <mailto:b...@gmx.com>>:
>
>         Another use case I thought of for these automatically activating
>         type of
>         loops would be in sample decks. If the load cue is set at the
>         same point
>         as an automatically activating loop cue, the user would only have to
>         press play on the sampler to utilize a loop without having to
>         use one of
>         the main decks or cut that loop out into another file.
>
>
>     Maybe we could remove the cue type "Load", and rather add an
>     exclusive flag to the cue model that indicates that this is the cue
>     point to be used as Load cue. This way the load cue can be a simple
>     cue or a loop.
>
>
>

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