11namespace tracktion {
inline namespace engine
32 void setReadingAutomation (
bool);
38 void setWritingAutomation (
bool);
45 void playStartedOrStopped();
48 bool isRecordingAutomation()
const;
54 void punchOut (
bool toEnd);
69 struct AutomationParamData
72 : parameter (p), originalValue (value)
79 : time (t), value (v) {}
93 bool writingAutomation =
false;
95 bool wasPlaying =
false;
102 void applyChangesToParameter (AutomationParamData*,
TimePosition endTime,
bool toEnd);
Stores automation data as it's being read in, and writes it back to the edit when recording finishes.
bool isWritingAutomation() const noexcept
Toggles automation recording Matches the auto rec button on the transport controls.
static TimeDuration getGlideSeconds(Engine &)
Set the 'glide' or crossfade length it'll use to patch the data back into the edit.
void toggleWriteAutomationMode()
flips the write mode, first punching out if it needs to.
bool isReadingAutomation() const noexcept
Toggles automation playback Matches the auto play button on the transport controls.
The Tracktion Edit class!
The Engine is the central class for all tracktion sessions.
void toEnd(TransportControl &tc, const SelectableList &items)
Moves the transport to the end of the selected objects.
Represents a duration in real-life time.
Represents a position in real-life time.