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fix effect chain initialization #1
fix effect chain initialization #1
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Initialization of the StandardEffectRack depends on PlayerManager creating the channels and registering them with EffectsManager, otherwise EngineEffectChain's m_chainStatusForChannelMatrix is not initialized properly. Previously this was hacked around by EffectChain not creating the EngineEffectChain until it was added to the engine, but we have removed the possibility of an EffectChainSlot existing without having an EngineEffectChain added to the engine.
@@ -210,6 +211,7 @@ void EffectChainSlot::setDescription(const QString& description) { | |||
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void EffectChainSlot::setMix(const double& dMix) { | |||
m_pControlChainMix->set(dMix); | |||
sendParameterUpdate(); |
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Haven't we already connected the sendParamterUpdate() function to the value change of m_pControlChainMix?
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I have tested it by changing the "mix" of some group in the developer tools, and the slot is being triggered on value change.
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Yes, but the valueChanged
signal is not emitted when setting the ControlObject from within the class it is a member of. I have stumbled over this a few times working on Mixxx and I am not sure why it works this way, but the workaround is pretty simple.
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When we get rid of the EffectRack layer, I think we should get rid of the mix
knob and all other unnecessary ControlObjects for the EQs and QuickEffects. We can just send the engine an update saying the mix parameter is 1 but never allow the user to change it.
solution win xp installation
This brings us back to a functional state where everything is working except for saving/loading XML.