I've made it where you can enable and disable via experimentals:
EXPERIMENTAL_REALTIME_EFFECTS
EXPERIMENTAL_EFFECTS_RACK
You will notice that, as of now, the only effects currently set up for
realtime are VSTs. Now that this is in, I will start converting the
rest.
As I start to convert the effects, the astute of you may notice that
they no longer directly access tracks or any "internal" Audacity
objects. This isolates the effects from changes in Audacity and makes
it much easier to add new ones.
Anyway, all 3 platforms can now display VST effects in graphical mode.
Yes, that means Linux too. There are quite a few VSTs for Linux if
you search for them.
The so-called "rack" definitely needs some discussion, work, and attention
from someone much better at graphics than me. I'm not really sure it should
stay in as-is. I'd originally planned for it to be simply a utility window
where you can store your (preconfigured) favorite effects. It should probably
revert back to that idea.
You may notice that this DOES include the API work I did. The realtime effects
were too tied to it and I didn't want to redo the whole thing. As I mentioned
elsewhere, the API stuff may or may not be very future proof.
So, let the critter complaints commence. I absolute KNOW there will be some.
(I know I'll be hearing from the Linux peeps pretty darn quickly. ;-))
We have separate record and play meters. The original kind of meter is now called a combined meter. I've kept it because it can be useful when undocked if you do want both meters. I've also fixed it so that if made very narrow the meters stack vertically just as they already did horizontally.
This change is believed to be a direct refactoring that does not change functionality. It paves the way for more complex kinds of selection, such as selections involving frequency as well as time. It also reduces risk of left and right edges being swapped in future code using SelectedRegion, as the default is to swap on assignment if needed.
This is part 1...
Provides some relief to the selection "hang"
This patch adds the ability for the keyboard based commands (like cursor left,
extend selection right, etc.) to know when the key has been released.
When the patch is applied the current state is saved only when the key is
released and not every time it repeats.
Here's an example of the difference it makes.
This video show the selection "hang", but also watch the CPU usage. All I'm
doing is pressing SHIFT+RIGHT ARROW.
http://youtu.be/tdMntDwGSkM
This one is the same thing bug with the patch applied. Notice that the
selection "hang" no longer occurs and look at the CPU usage!
http://youtu.be/EpXNsQ4Cky0
This is a workaround for the portaudio issue where changing the default device in xp will corrupt the portaudio device indecies.
This combined with the portmixer fix (earlier today) should address bug 29.
Reviewed Al's patch for OnPaste (bug 177) and made these changes.
OnPaste method has grown too long and complicated:
Broke out independent sections to new HandleTextPaste and HandlePasteNothingSelected methods.
Made pastedSomething bool (now "bPastedSomething") cumulative, per Al's correction. Previously, if the last clip paste failed, it showed the whole paste failed. Clearly, the philosophy for paste has been that we take what we can get. There were numerous places (and still some) where the paste results were not even checked.
Added a couple of missing checks for bPastedSomething on paste results.
Declarations:
Made declarations clearer about public vs private methods.
Removed declarations of unused/undefined CommandManagerCallback and CommandManagerListCallback methods.
Moved mSel0save and mSel1save member vars closer to the methods that use them.
Comments about what's wrong with the DirManager::ProjectFSCK "Missing Aliased Files" dialog actions and what to do about it. (More to follow!)
Changed PushState for project repair from "Repair" to "Project Repair" to distinguish from Repair effect.
renames for clarity
2. Save user's preference for enabling linking
3. fix a bug by which changes to global prefs like SWPlaythrough were not
visually reflected in other open projects.