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Rockbox mail archiveSubject: Re: Replaygain without a setting, and other menu cleaning.Re: Replaygain without a setting, and other menu cleaning.
From: Paul Louden <paulthenerd_at_gmail.com>
Date: Fri, 19 Jun 2009 09:48:57 -0500 pondlife wrote: >> I'm not entirely sure what you mean by this. Could you explain a little >> more? >> > > Sure - the only reason that Timestretch can be enabled/disabled is to save > on RAM. This is basically the same reason we allow configurable limits for > "Max entries in file browser", "Max playlist size", plus give options for > "Directory cache" and "Database - Load to RAM". In an ideal world with lots > of RAM you'd happily set the maximum limits and enable all these features. > However we allow users to disable functionality they don't particularly want > and so gain some battery life. > Ah yes. I see what you mean. I'd consider "timestretch" a bit different simply because not only do you enable timestretch, but once it's enabled it adds another option in a place you may not expect an option, having already explored it before (which is the main part of the behaviour I don't like. If I could get it reduced to menus, the on/off might not be such an issue for me). These other options, I understand. It might make sense to group them all somewhere. > > >> To be honest, I may have a poor understanding of "nudge" in the first >> place. Could you explain exactly what nudge is for? >> > > OK, say you are monitoring (through headphones) a proposed "new" track which > you want to beatmatch with some other music (i.e. played on another DAP, or > even a CD) which is currently playing to all and sundry. You can use the > pitch shift to get the basic BPM right, or close enough, but you then need > to get the start of a bar lined up so you can mix the new track in smoothly. > By holding the left/right buttons, a temporary +/- 2% pitch shift is > applied, allowing you to "slide" the new track relative to the current one. > > I hope that makes some sense, I'm not great at explanations without arm > waving. > Okay, that's more or less what I thought. Couldn't this be accomplished with either pause/unpause, or my previously described method using the menu? Though, as well, a "nudge" UI (possibly even a plugin) could be made for this specific thing to allow the simplification of the pitch and speed settings without losing this specific way to accomplish this task. > >> Calculate the corresponding percentage for what, exactly? And why wouldn't >> you need to calculate a percentage with the old system? I can't understand >> what you're trying to do, here, that requires calculations but didn't >> previously. >> > > Say you want to change the pitch of a track to match your piano tuning, but > you want to maintain the exact same BPM. By increasing the pitch by 25% > (i.e. increasing to 125%), you'll also increase the BPM by 25%. To get back > to the original BPM, you'd need to reduce the speed to 80% (100/125 = 0.8). > You missed something: In my description, I said the pitch would change the pitch without affecting playback BPM. That means if you increase the pitch 25%, the song that was previously 1:30 long still takes 1:30 to play. No calculation necessary. > If you go into the Timestretch mode in the current pitch screen, as you > change the pitch, the speed is automatically recalculated tro maintain the > original BPM - you'll see it displaying Pitch: 125% Speed: 80%. > Yes. That speed value is meaningless to a user since the song is actually still playing at 100% speed, with the user hearing notes that are at 125% pitch, but at the same timing and duration (which is "speed" to the casual user). > >> I assure you, it's basically the least intuitive screen on the iPod at the >> moment, and it's not something easy to resolve by keymap alone. The screen >> layout just doesn't work for it. But I think if you could explain, >> exactly, what uses you have a menu layout may not be as bad as you think. >> > > I guess the basic problem here is that the pitch screen is fundamentally > based on 2 dimensional input (UP/DOWN/LEFT/RIGHT) but a scrollwheel offers 1 > dimensional input (CLOCKWISE/ANTICLOCKWISE). > > Perhaps the two axes are the opposite of what you'd expect - i.e. we should > have pitch on the wheel and speed/nudge on buttons? > > It's less that, and more the fact that it displays things like the quickscreen, but works completely differently, and the up/down/left/right arrows don't really correspond at all. There's not really a way to match it without reorganizing the screen for wheel targets, and I just still am not convinced that screen is at all necessary. Received on 2009-06-19 Page template was last modified "Tue Sep 7 00:00:02 2021" The Rockbox Crew -- Privacy Policy |