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fix effect chain initialization #1

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merged 2 commits into from
Jun 13, 2018

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Be-ing
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@Be-ing Be-ing commented Jun 12, 2018

This brings us back to a functional state where everything is working except for saving/loading XML.

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.
@Be-ing Be-ing mentioned this pull request Jun 12, 2018
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@@ -210,6 +211,7 @@ void EffectChainSlot::setDescription(const QString& description) {

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.

@kshitij98 kshitij98 merged commit fc0679c into kshitij98:effects_refactoring Jun 13, 2018
kshitij98 pushed a commit that referenced this pull request Dec 29, 2018
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2 participants