diff options
Diffstat (limited to 'muse2/doc/developer_docs.tex')
-rw-r--r-- | muse2/doc/developer_docs.tex | 702 |
1 files changed, 702 insertions, 0 deletions
diff --git a/muse2/doc/developer_docs.tex b/muse2/doc/developer_docs.tex new file mode 100644 index 00000000..bc3cdc86 --- /dev/null +++ b/muse2/doc/developer_docs.tex @@ -0,0 +1,702 @@ +%% (c) 2012 florian jung +%% (c) 2012 Robert Jonsson +%% we should consider putting this under a proper license. GPL, or +%% some GPL-like documentation license?? + +%% rules for editing documentation: (READ THIS FIRST) +%% ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +%% +%% please try to let newly written lines be shorter than 72 characters. +%% minor exceptions are okay, but please not more than 80 chars. +%% comments shall start after character #80 of the line (that is, +%% they shall be "on the right margin") +%% +%% DON'T MIX up changes and reformatting in one commit. when changing +%% stuff, please don't touch the lines before and after your change +%% (that is, do not re-wrap them), even if it will look a bit patchy. +%% this is for being able to easily use diff. +%% when you want to reformat this file, then do it. but don't change +%% anything, as this would be hard to find in a diff. and clearly +%% state in the commit log that you "only" rearranged things. +%% +%% please adhere to the "User's manual" / "Internals" / "Design" +%% partitioning (genereally, don't change the chapters until there +%% is a really good reason for doing so (adding a chapter like +%% "feature requests" as flo did in r1497 IS one). +%% Below that, feel free to change the logical arrangement +%% (making paragraphs to subsections and similar) if you deem it +%% neccessary. +%% +%% Whenever referring to code symbols, constants or source/header +%% files, please use \sym{someClass::someSymbol}, \usym{UPPERCASE_THING} +%% or \f{file.cpp}. +%% Only specify file paths or namespaces where it would be ambiguous +%% otherwise. Specify 'someClass::' until it would disturb the reader +%% and it is obvious. you have to replace '_' by {\_} (with the {}!). +%% These macros do automatic hyphenation on Camel-Case, under_-score +%% and scope::-operator boundaries. If you need to insert additional +%% hyphenation points, use {\-}. +%% Example: \sym{someClass::someAb{\-}nor{\-}mal{\-}lyLongName} will +%% hyphenate: some-Class::-some-Ab-nor-mal-ly-Long-Name +%% +%% Whenever referring to URLs, please wrap them in \url{blah}. Key +%% combinations shall look like \key{CTRL+C}. Menu items shall look +%% like \menu{Menu > Submenu > Menu Item}. +%% +%% Where possible, reference other parts of this documents with +%% \label and \ref. Avoid duplicate information under "Internals" by +%% referring to the appropriate section in "User's manual". +%% +%% Please do no time-stamping of sections. if you need time-stamps, +%% use "svn blame documentation.tex" +%% +%% If you contribute something, feel free to add yourself to \author. +%% +%% If you don't speak LaTeX fluently, a few tips: +%% * \section, \subsection, \subsubsection, \paragraph, \subparagraph +%% let you create sections etc. just copy-and-paste if unsure. +%% * you must prefix special characters like the underscore with \ +%% (backslash) +%% * \emph{some text} emphasizes the text, printing it italic. +%% * \texttt{some text} displays the text in a typewriter font +%% * \label{someName} creates a label at this position. this doesn't +%% show up in the pdf. with \ref{someName}, you can reference to this +%% label. (LaTeX will insert the section number instead of \ref) +%% For this to work, you might need to recompile the .tex twice. +%% +%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% +%% Dependencies: +%% To produce pdf output from this document the following packages are +%% needed (atleast under Ubuntu derivatives) +%% latex???-base +%% texlive-latex-recommended +%% texlive-latex-extra +%% +%% To produce a pdf version of this manual type: +%% pdflatex documentation.tex <enter> +%% A file documentation.pdf should be generated. +%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + + + +\documentclass[a4paper]{report} +\usepackage[a4paper, left=2.5cm, right=2.5cm, top=2.5cm, bottom=2.5cm]{geometry} +\usepackage[T1]{fontenc} +\usepackage[utf8]{inputenc} +\usepackage{lmodern} +\usepackage[english]{babel} +\usepackage{graphicx} +\usepackage{hyphenat} +\usepackage{wrapfig} +\usepackage{fancyhdr} +\usepackage{hyperref} +\usepackage{xcolor} +\hypersetup{ + linkcolor=blue, + urlcolor=blue, + colorlinks=true, % hyperlinks will be blue + linkbordercolor=blue, % hyperlink borders will be blue + %pdfborderstyle={/S/U/W 1} % border style will be underline of width 1pt +} +\pagestyle{fancy} + \lhead{\scriptsize{\slshape\leftmark}} + \chead{} + \rhead{\thepage} + \lfoot{} + \cfoot{} + \rfoot{} + \renewcommand{\headrulewidth}{0.4pt} +\usepackage{ifthen} + +%% Borrowed from Lyx output. "Because html converters don't know +%% tabularnewline". Is required? Maybe replace with \\ ? +\providecommand{\tabularnewline}{\\} + +% Hyphenate symbols before each uppercase letter, after each underscore +% (without a "-") and after each ':' (without a "-") +% TODO for any latex crack: also do automatic hyphenation, that is, +% instead of some-Automation-Expression, do some-Au-to-ma-tion-Ex-press-ion +\makeatletter +\newcommand{\camelhyph}[1]{\@fterfirst\c@amelhyph#1\relax } +\newcommand{\underscorehyph}[1]{\@fterfirst\u@nderscorehyph#1\relax } +\def\@fterfirst #1#2{#2#1} +\def\c@amelhyph #1{% +\ifthenelse{\equal{#1}\relax}{}{% Do nothing if the end has been reached + \ifnum`#1=95 \_\hspace{0pt}\else % Check whether #1 is "_", then print _[thin space] + \ifnum`#1=58 :\hspace{0pt}\else + \ifnum`#1>64 + \ifnum`#1<91 \-#1\else#1\fi% Check whether #1 is an uppercase letter, + \else#1\fi + \fi + \fi + % if so, print \-#1, otherwise #1 + \expandafter\c@amelhyph% % insert \c@amelhyph again. +}} +\def\u@nderscorehyph #1{% +\ifthenelse{\equal{#1}\relax}{}{% Do nothing if the end has been reached + \ifnum`#1=95 \_\hspace{0pt}\else % Check whether #1 is "_", then print _\- + \ifnum`#1=58 :\hspace{0pt}\else#1\fi\fi + \expandafter\u@nderscorehyph% % insert \u@nderscorehyph again. +}} +\makeatother + + + +\author{Florian Jung, Robert Jonsson, Tim Donnelly} +\title{MusE Documentation} + +% Orcan: not needed since the hyperref package takes care of all +%\newcommand{\url}[1]{\texttt{#1}} +\newcommand{\key}[1]{\textbf{#1}} +\newcommand{\shell}[1]{\texttt{\textbf{#1}}} +\newcommand{\menu}[1]{\textbf{#1}} +\newcommand{\sym}[1]{\texttt{\camelhyph{#1}}} +\newcommand{\listing}[1]{\texttt{\camelhyph{#1}}} +\newcommand{\usym}[1]{\texttt{\underscorehyph{#1}}} +\newcommand{\file}[1]{\texttt{\camelhyph{#1}}} +\newcommand{\screenshotwidth}[0]{0.8\textwidth} + +\begin{document} +\tableofcontents +\chapter{Internals -- how it works} +This chapter explains how MusE is built internally, and is meant +to be an aid for developers wanting to quickly start up with MusE. +For details on \emph{why} stuff is done please refer to the following +chapter. + +\section{User interface programming} +We use the QT Toolkit for GUI- and other programming. The \emph{QT-Assistant} +is an important tool for getting help. Almost everything can be looked +up there. + +GUIs can be either be hardcoded (see \file{arranger.cpp} for an example) +or can be created using \emph{QT-Designer} (see the dialogs under +\file{widgets/function_dialogs/} for mostly cleanly-written examples). +Don't forget to add your \file{cpp}, \file{h} and \file{ui} files to the +corresponding sections in the \file{CMakeLists.txt}! + +Additionally, MusE offers some custom widgets, like menu title items etc. +Following, there will be a small, unordered list about custom widgets: +\begin{itemize} +\item \sym{MusEGui::MenuTitleItem}: Provides a title-bar in a \sym{QMenu}. \\ + Usage: \listing{someMenu->addAction(new\ MusEGui::MenuTitleItem(tr("fnord"),\ someMenu));} \\ + Defined in \file{widgets/menutitleitem.h}. +\item \sym{MusEGui::PopupMenu}: Provides a \sym{QMenu}-like menu which + can stay open after the user checks a checkable action.\\ + Usage: just create a \listing{new\ PopupMenu(\ true|false\ )} instead of + a \listing{new\ QMenu()}. (\listing{true} means 'stay open')\\ + Defined in \file{widgets/popupmenu.h}. +\end{itemize} + + +\section{Configuration} \label{portconfig_sucks} +Configuration is a bit pesky in MusE in its current state. If you get +confused by reading this chapter, that's a sign of a sane mind. + +There are three kinds of configuration items: +\begin{itemize} +\item (1) Global configuration, like coloring schemes, plugin categories, MDI-ness settings +\item (2) Per-Song configuration, like whether to show or hide certain track types in the arranger +\item (3) Something in between, like MIDI port settings etc. They obviously actually are + global configuration issues (or ought to be), but also obviously must be stored + in the song file for portability. (This problem could possibly be solved by + the feature proposal in \ref{symbolic_ports}. +\end{itemize} + +\paragraph{Reading configuration} +\sym{void\ MusECore::readConfiguration(Xml\&,\ bool,\ bool)} in +\file{conf.cpp} is the central point +of reading configuration. It is called when MusE is started first +(by \sym{bool\ MusECore::readConfiguration()}), and also when a +song is loaded. \\ %TODO: call paths! +It can be instructed whether to read MIDI ports (3), global configuration +and MIDI ports (1+3). Per-Song configuration is always read (2). + +When adding new configuration items and thus altering \sym{readConfiguration()}, +you must take care to place your item into the correct section. The code is +divided into the following sections: +\begin{itemize} +\item Global and/or per-song configuration (3) +\item Global configuration (1) +\item Code for skipping obsolete entries +\end{itemize} + +The sections are divided by comments (they contain \texttt{----}, so just +search for them). Please do not just remove code for reading obsolete entries, +but always add an appropriate entry to the 'skipping' section in order to +prevent error messages when reading old configs. + +\paragraph{Writing configuration} +Global configuration is written using the +\sym{MusEGui::MusE::writeGlobalConfiguration()} functions, while +per-song-config is written by \sym{MusEGui::MusE::writeConfiguration()} +(notice the missing \sym{Global}; both implemented in \file{conf.cpp}). + +\sym{writeConfiguration} is actually just a subset of the code in +\sym{writeGlobalConfiguration}. \textbf{Duplicate code!} % TODO fix that in the sourcecode. + +\paragraph{Song state} +Additionally to per-song configuration, there is the song's state. +This contains "the song", that is all tracks, parts and note events, +together with information about the currently opened windows, their +position, size, settings and so on. Adding new items here is actually +pretty painless: Configuration is read and written using +\sym{MusECore::Song::read} and \sym{::write}, both implemented in +\file{songfile.cpp}. There are no caveats. + +\paragraph{How to add new items} +When adding global configuration items, then add them into the second +block ("global configuration") in \sym{readConfiguration} and into +\sym{writeGlobalConfiguration}. + +When adding just-per-song items, better don't bother to touch the +"configuration" code and just add it to the song's state (there might +be rare exceptions). + +When adding global configuration items, make sure you add them into the +correct section of \sym{readConfiguration}, and into \sym{writeGlobalConfiguration}. + + +%TODO: how to write config, +%TODO: song/global stuff +%TODO: config lesen und schreiben fuer plugingroups + + +\section{User controls and automation} +\subsection{Handling user input} +\subsubsection{Plugins and synthesizers} +\paragraph{Overview} +When the user launches a plugin's GUI, either a MusE-window with +the relevant controls is shown, or the native GUI is launched. MusE +will communicate with this native GUI through OSC (Open Sound Control). +The relevant classes are \sym{PluginGui}, \sym{PluginIBase} +(in \file{plugin.h}) and \sym{OscIF} (in \sym{osc.h}). + +If the user changes a GUI element, first the corresponding control is +disabled, making MusE not steadily update it through automation +while the user operates it. Then MusE will update the plugin's parameter +value, and also record the new value. When appropriate, the controller +is enabled again. + +\paragraph{Processing the input, recording} +Upon operating a slider, \sym{PluginIBase::setParam} is called, +which usually writes the control change into the ringbuffer +\sym{PluginI::{\_}controlFifo}. (\sym{PluginI::apply()}, +\sym{DssiSynthIF::getData()} will read this ringbuffer and +do the processing accordingly). Furthermore, \sym{AudioTrack::recordAutomation} +is called, which either directly modifies the controller lists or writes +the change into a "to be recorded"-list (\sym{AudioTrack::{\_}recEvents}) +(depending on whether the song is stopped or played). + +The \sym{AudioTrack::{\_}recEvents} list consists of \sym{CtrlRecVal} +items (see \file{ctrl.h}), which hold the following data: +\begin{itemize} +\item the frame where the change occurred +\item the value +\item the type, which can be \usym{ARVT{\_}START}, \usym{ARVT{\_}VAL} or \usym{ARVT{\_}STOP}. + \usym{ARVT{\_}VAL} are written by every \usym{AudioTrack::recordAutomation} + call, \usym{ARVT{\_}START} and \usym{ARVT{\_}STOP} are generated by + \sym{AudioTrack::startAutoRecord} and \sym{stopAutoRecord}, respectively. +\item and the id of the controller which is affected +\end{itemize} +It is processed when the song is stopped. The call path for this is: +\sym{Song::stopRolling} calls \sym{Song::processAutomationEvents} +calls \sym{AudioTrack::processAutomationEvents}. +This function removes the old events from the track's controller list +and replaces them with the new events from \sym{{\_}recEvents}. In +\usym{AUTO{\_}WRITE} mode, just all controller events within the recorded +range are erased; in \usym{AUTO{\_}TOUCH} mode, the \usym{ARVT{\_}START} +and \usym{ARVT{\_}STOP} types of the \sym{CtrlRecVal} events are used +to determine the range(s) which should be wiped. + +\paragraph{How it's stored} +Automation data is kept % this is copied from +in \sym{AudioTrack::{\_}controller}, which is a \sym{CtrlListList}, % "design decisions" -> "automation" +that is, a list of \sym{CtrlList}s, that is, a list of lists of +controller-objects which hold the control points of the automation graph. +The \sym{CtrlList} also stores whether the list is meant discrete +(a new control point results in a value-jump) or continuous (a new control +point results in the value slowly sloping to the new value). +Furthermore, it stores a \sym{{\_}curVal} (accessed by \sym{curVal()}), +which holds the currently active value, which can be different from the +actually stored value because of user interaction. This value is also +used when there is no stored automation data. + +\sym{AudioTrack::addController} and \sym{removeController} are used % TODO: swapControllerIDX?? +to add/remove whole controller types; the most important functions which +access \sym{{\_}controller} are: +\begin{itemize} +\item \sym{processAutomationEvents}, \sym{recordAutomation}, + \sym{startAutoRecord}, \sym{stopAutoRecord}: see above. +\item \sym{seekPrevACEvent}, \sym{seekNextACEvent}, \sym{eraseACEvent}, + \sym{eraseRangeACEvents}, \sym{addACEvent}, \sym{changeACEvent}, + which do the obvious +\item \sym{pluginCtrlVal}, \sym{setPluginCtrlVal}: the first + returns the current value according to the \sym{{\_}controller} + list, the second only sets the \sym{curVal}, but does not + insert any events. +\end{itemize} + +Whenever a \sym{CtrlList} has been manipulated, +\sym{MusEGlobal::song->controllerChange(Track{*})} shall be called, +which emits the \sym{MusEGlobal::song->controllerChanged(Track{*})} +signal in order to inform any parts of MusE about the change (currently, +only the arranger's part canvas utilizes this). + +\paragraph{Enabling and disabling controllers} +Disabling the controller is both dependent from the current automation +mode and from whether the GUI is native or not. +In \usym{AUTO{\_}WRITE} mode, once a slider is touched (for MusE-GUIs) or +once a OSC control change is received (for native GUIs), the control +is disabled until the song is stopped or seeked. + +In \usym{AUTO{\_}TOUCH} (and currently (r1492) \usym{AUTO{\_}READ}, but +that's to be fixed) mode, once a MusE-GUI's slider is pressed down, the +corresponding control is disabled. Once the slider is released, the +control is re-enabled again. Checkboxes remain in "disabled" mode, +however they only affect the recorded automation until the last toggle +of the checkbox. (Example: start the song, toggle the checkbox, toggle +it again, wait 10 seconds, stop the song. This will NOT overwrite the +last 10 seconds of automation data, but everything between the first +and the last toggle.). For native GUIs, this is a bit tricky, because +we don't have direct access to the GUI widgets. That is, we have no +way to find out whether the user doesn't touch a control at all, or +whether he has it held down, but just doesn't operate it. The current +behaviour for native GUIs is to behave like in \usym{AUTO{\_}WRITE} mode. + +The responsible functions are: \sym{PluginI::oscControl} and +\sym{DssiSynthIF::oscControl} for handling native GUIs, +\sym{PluginI::ctrlPressed} and \sym{ctrlReleased} for MusE +default GUIs and \sym{PluginI::guiParamPressed}, +\sym{guiParamReleased}, \sym{guiSliderPressed} and +\sym{guiSliderReleased} for MusE GUIs read from a UI file; +\sym{guiSlider{*}} obviously handle sliders, while \sym{guiParam{*}} +handle everything else which is not a slider. They call +\sym{PluginI::enableController} to enable/disable it. + +Furthermore, on every song stop or seek, \sym{PluginI::enableAllControllers} +is called, which re-enables all controllers again. The call paths for +this are: +\begin{itemize} +\item For stop: \sym{Song::stopRolling} calls + \sym{Song::processAutomationEvents} calls + \sym{Song::clearRecAu{\-}to{\-}ma{\-}tion} calls + \sym{Track::clearRecAutomation} calls + \sym{PluginI::enableAllControllers} +\item For seek: \sym{Audio::seek} sends a message ("\sym{G}") to + \sym{Song::seqSignal} which calls + \sym{Song::clearRecAutomation} which calls + \sym{PluginI::enableAllControllers} +\end{itemize} + + + + +\chapter{Design decisions} +\section{Automation} +As of revision 1490, automation is handled in two ways: User-generated +(live) automation data (generated by the user moving sliders while playing) +is fed into \sym{PluginI::{\_}controlFifo}. Automation data is kept +in \sym{AudioTrack::{\_}controller}, which is a \sym{CtrlListList}, +that is, a list of \sym{CtrlList}s, that is, a list of lists of +controller-objects which hold the control points of the automation graph. +The \sym{CtrlList} also stores whether the list is meant discrete +(a new control point results in a value-jump) or continous (a new control +point results in the value slowly sloping to the new value). + +While \sym{PluginI::{\_}controlFifo} can be queried very quickly and +thus is processed with a very high resolution (only limited by the +minimum control period setting), the automation value are expensive to +query, and are only processed once in an audio \emph{driver} period. +This might lead to noticeable jumps in value. + +This could possibly be solved in two ways: +\paragraph{Maintaining a slave control list} +This approach would maintain a fully redundant slave control list, +similar to \sym{PluginI::{\_}controlFifo}. This list must be updated +every time any automation-related thing is changed, and shall contain +every controller change as a tuple of controller number and value. +This could be processed in the same loop as \sym{PluginI::{\_}controlFifo}, +making it comfortable to implement; furthermore, it allows to cleanly +offer automation-settings at other places in future (such as storing +automation data in parts or similar). + +\paragraph{Holding iterators} +We also could hold a list of iterators of the single \sym{CtrlList}s. +This would also cause low CPU usage, because usually, the iterators only +need to be incremented once. However, it is pretty complex to implement, +because the iterators may become totally wrong (because of a seek in the +song), and we must iterate through a whole list of iterators. + +\paragraph{Just use the current data access functions} +By just using the current functions for accessing automation data, +we might get a quick-and-dirty solution, which however wastes way too +much CPU ressources. This is because on \emph{every single frame}, we +need to do a binary search on multiple controller lists. + + +\chapter{Feature requests} +\section{Per-Part automation and more on automation} % by flo +Automation shall be undo-able. Automation shall reside in parts which +are exchangeable, clonable etc (like the MIDI- and Wave-Parts). +Global per-synth/per-audiotrack automation shall also be available, but +this can also be implemented as special case of part automation (one +long part). + +\section{Pre-Rendering tracks} +\subsection{The feature} +All tracks shall be able to be "pre-renderable". Pre-rendering shall +be "layered". Pre-rendering shall act like a transparent audio cache: +Audio data is (redundantly) stored, wasting memory in order to save CPU. + +That is: Each track owns one or more wave-recordings of the length of +the song. If the user calls "pre-render" on a track, then this track +is played quasi-solo (see below), and the raw audio data is recorded +and stored in the "layer 0" wave recording. If the user has any effects +set up to be applied, then each effect is applied on a different layer +(creating layer 1, layer 2 etc). + +This means, that also MIDI and drum tracks can have effects (which +usually only operate on audio, but we HAVE audio data because of this +prerendering). + +Furthermore, MusE by default does not send MIDI events to the synthesizers +but instead just plays back the last layer of the prerecording (for +MIDI tracks), or does not pipe the audio data through the whole plugin +chain (causing cpu usage), but instead just plays back the last layer. +The hearable result shall be the same. + +Once the user changes any parameter (automation data or plugins for +wave tracks, MIDI events or effect plugin stuff for MIDI tracks), +then MusE shall generate the sound for this particular track in the +"old" way (send MIDI data to synthes, or pipe audio data through plugins). +(So that the user will not even notice that MusE actually pre-renderered +stuff.) Either MusE automatically records this while playback (if possible) +or prompts the user to accordingly set up his cabling and then record +it. Or (temporarily) disables prerecording for this track, falling back +to the plain old way of generating sound. + +\emph{Quasi-solo} means: For wave tracks, just solo the track. For MIDI +tracks, mute all tracks which are not on the same synth (channel?), +and mute all \emph{note} events which are not on the quasi-soloed track. +This causes MusE to still play any controller events from different +tracks, because they might have effects on the quasi-soloed track. (You +can have notes on channel 1 on one track and controller stuff on channel +1 on another track; then you would need quasi-solo to get proper results.) + +\subsection{Use cases} +\paragraph{Saving CPU} +On slow systems, this is neccessary for songs with lots of, or demanding +(or both) soft synthes / plugins. Even if the synth or plugin is so +demanding that your system is not able to produce sound in real-time, +then with this feature you'll be able to use the synth (this will make +editing pretty laggish, because for a change you need to re-render at +least a part before you can listen to it, but better than being unable +to use the synth at all!) + +\paragraph{Exporting as audio project} +Using pre-rendering on all tracks, you easily can export your project +as multi-track audio file (for use with Ardour or similar DAWs). +Just take the last layer of each track, and write the raw audio data +into the file, and you're done. (Maybe we are even able to write down +the raw-raw layer0 audio data plus information about used plugins and +settings etc..?) + +\paragraph{Mobile audio workstations} +You might want to work a bit on your audio projects on your notebook +while you're not at home, not having access to your hardware synthesizers. +Using this feature, you could have pre-recorded the stuff in your studio +before, and now can at least fiddle around with the non-hw-synth-dependent +parts of your song, while still having your \emph{full} song with you. + +\paragraph{Applying effects on MIDI tracks} +If you have many physical audio inputs, you might already be able to +apply effect chains on MIDI tracks, by wiring the synthes' audio +outputs to your soundcard's inputs, and applying the effects on +dedicated input tracks you have to create. This requires you to have +expensive hardware, and is pretty complicated, because you need one +additional track per MIDI synth. + +This feature allows you to apply effects on single MIDI tracks, and not +only on full MIDI synthes, and doesn't require you to be have that +many physical audio inputs (you need to manually replug your synthes, +however). + +\subsection{Possible scenarios} +\paragraph{Setting it up} +Create a wave track, MusE will allow you to set or unset prerendering +for every plugin in the plugin rack (recording the actual track is +useless because it would be a plain copy). +Create a MIDI track, MusE will ask you on which physical audio input +your synth is connected. Setting up multiple synthes on one physical +audio in is allowed, see below. + +\paragraph{Pre-rendering stuff} +When the user presses the "pre-render" button, all tracks which have +been changed since their last pre-rendering will be re-rendered. +If you have multiple hardware synthes set up as they were connected +to one physical audio input port, MusE will prompt you to first plug +the proper cable in. + +\paragraph{Making changes} +Change a note in a MIDI part, move or delete a part or change automation +parameters. MusE will temporarily disable the pre-rendered information +and instead generate the sound via sending out MIDI events, piping stuff +through effect chains or similar. If you play back the whole song, or +if you manually trigger a re-rendering of a track via the context menu, +MusE will play back the stuff, record it again and re-enable the +pre-rendered information. + + +\subsection{Extensions} +\paragraph{Automatic discovery of physical audio connections} +The user plugs all (or only some) synthes' audio outs into the available +audio inputs, then runs automatic discovery. This will send MIDI events +to each synthesizer, and look on which audio in there's activity. Then +it will assume that the synthesizer is connected to that particular +audio in. Audio ins which show activity before any MIDI events were +sent are not considered, as they're probably connected to microphones +or other noise-generating non-synthes. + +\paragraph{Audio export} +As described in the Use cases, MusE can allow you to export your song +in some multitrack audio format. + +\paragraph{Cheap/Faked changes} +For expensive or unavailable synthes, changing the Volume midi controller, +the Pan controller or similar "easy" controllers will not trigger a +complete re-rendering, but instead "fake" the change, by changing +the volume data directly on the recorded wave. This might require some +learning and might even get pretty complicated. + +\paragraph{Intelligent re-recording} +For tiny changes, MusE shall only re-render the relevant part. If you +change some MIDI notes, then begin re-recording shortly before the +changes, and end re-recording as soon as the recorded stuff doesn't +differ to much from the stuff coming from the synth. Then properly +blend the old recording with the updated part. + + + +\section{Slotted editors} +Currently, MusE has the pianoroll editor, drum editor, score editor, +then the controller editor which is inside the pianoroll/drum editor. +All these editors have a very similar concept: the "time axis" is +vertical and (almost) linear, they handle parts, and events are +manipulated similarly. + +A unified editor shall be created which allows you to combine different +kinds of editors in one window, properly aligned against each other. +These "different kinds of editors" shall be handled as "slots"; one +unified editor window consists of: +\begin{itemize} +\item A menu bar, containing stuff suitable for the complete window, + which might include window name, MDI-ness etc. +\item A toolbar which contains controls suitable for every single slot. +\item A container with one or more slots; the slots can be scrolled in + y-direction if there are multipe slots. +\item A time-scrollbar with zoom +\end{itemize} + +Each slot contains the following: +\begin{itemize} +\item A menu button, button box or control panel for setting up this + particular slot. This could contain "note head colors", "show + a transposing instrument" etc for score edit slots, "event + rectangle color", "grid size" and "snap to grid" for pianoroll/ + drum editors. +\item The actual canvas +\item A y-direction scroll bar, possibly with zoom control (for + pianoroll editor) +\end{itemize} + +The main window does not show its scroll bar if there is only one slot, +because the slot's scrollbar is sufficient then. + +Slots can be added, destroyed, moved around, maybe even merged (if the +slot types allow it); basically, you can compare them with the staves +in the score editor. + +The slots shall align against each other, that is, if a score editor +slot displays a key change with lots of accidentials, then all other +slots shall either also display the key change (if they're score slots) +or display a gap. Events which happen at the same time shall be at the +same x-coordinate, regardless which slot they are. + +\section{Controller master values} +All controllers (MIDI-controllers and also automation controllers) +shall have one set of "master values" which allow you to set a gain and +a bias. Instead of the actual set value, $\textrm{value} * \textrm{bias} ++ textrm{bias}$ shall be sent to the MIDI device / the plugin. For +controllers like "pan", the unbiased values shall be transformed, that +is, a pan of 64, with $\textrm{bias}=2$ and $\textrm{gain}=0.5$, shall +be transformed to 66 (because 64 is actually 0, while 0 is actually -64). +These values shall be set in the arranger and whereever the actual +controller/automation values can be edited. + +\section{Enabled-indicator while recording} +The MusE-plugin-GUIs shall display a small LED displaying whether a +controller is currently enabled or disabled. By clicking this LED, the +enabled state shall be switched. + +Furthermore, there shall be a dedicated window which only lets you switch +enabled/disabled states. This will be useful when using external GUIs +or the MIDI-controller-to-automation feature, to re-enable a controller +when in \usym{AUTO{\_}TOUCH} mode. + + + +\section{Linear automation editing} +While holding some modifier key (like shift), operating the MusE-native- +GUI sliders shall only generate control points when clicking and when +releasing the slider. This will result in linear graphs for continous +controllers, and in large steps for discrete controllers (which is in +particular useful for stuff like "which low/high-pass filter type to use"). + +Maybe make this behaviour default for discrete controllers? + +\section{Symbolic names for MIDI ports} \label{symbolic_ports} +MIDI ports shall have a user-defined symbolic name (like "Korg" or "Yamaha DX 7"). +The mapping between these symbolic names and the hardware port (like +"ALSA midi out port") is stored in the global configuration. + +Song files only specify the symbolic names as the ports associated with +their tracks. No information about physical devices/port names, but only +symbolic names are stored in the song file. + +This resolves the issues mentioned in \ref{portconfig_sucks}, and also +allows the user to share his pieces with other people: They would only +have to set up that symbolic-to-hardware mapping once (collisions are +unlikely, because an equal symbolic name should usually mean the same +device) and are happy, instead of having to re-map \emph{every} port +for \emph{every} song. + +\end{document} + +% TODO: song type etc? kill it! +% song len box: same + +% TODO: unified automation and midi ctrls: +% both shall be editable through the same editors +% four modes: 1. discrete +% 2. continous (plus a global and per-port setting for the max rate) +% 3. switch (not necessarily ON/OFF; signals with color plus text annotation) +% 4. raw (no graph, instead a box with the value sent out (for "all voices off") +% they shall be copy-and-pastable, at least between compatible modes +% they shall be slotted, like pianoroll +% maybe also "overlapping", like arranger (?) +% midi recording tries to make out straight lines (like non-ended automation streams) +% + + +% new song (in general: load as template) plus "overwrite port config" +% should re-create the default jack devices and autoconnect them. + +% what's audio aux for? + +% bug in arranger/pcanvas/automation: if a controlpoint is directly on +% a line of another ctrl graph, you can't click it + |