add ping-pong loop mode and crossfade length rotary

This commit is contained in:
Armin 2026-07-24 13:09:52 +02:00
commit e9dc3a4d66
10 changed files with 67 additions and 17 deletions

View file

@ -91,11 +91,17 @@ void CustomSamplerVoice::startNote(int midiNoteNumber, float velocity, juce::Syn
playUntilEnd = sampleSound.playUntilEnd->get();
isLooping = sampleSound.isLooping->get() || wavetableMode;
loopingHasStart = isLooping && sampleSound.loopingHasStart->get() && sampleSound.loopStart < sampleSound.sampleStart && !wavetableMode;
isPingPong = isLooping && sampleSound.isPingPong->get() && !wavetableMode;
loopingHasStart = isLooping && sampleSound.loopingHasStart->get() && sampleSound.loopStart < sampleSound.sampleStart && !wavetableMode && !isPingPong;
loopStart = sampleSound.loopStart;
loopingHasEnd = isLooping && sampleSound.loopingHasEnd->get() && sampleSound.loopEnd > sampleSound.sampleEnd && !wavetableMode;
loopingHasEnd = isLooping && sampleSound.loopingHasEnd->get() && sampleSound.loopEnd > sampleSound.sampleEnd && !wavetableMode && !isPingPong;
loopEnd = sampleSound.loopEnd;
if (isPingPong)
playbackMode = PluginParameters::BASIC; // BungeeStretcher is forward-only
pingPongDirection = 1.0f;
effectiveStart = loopingHasStart ? loopStart : sampleStart;
effectiveEnd = loopingHasEnd ? loopEnd : sampleEnd;
@ -264,6 +270,9 @@ void CustomSamplerVoice::renderNextBlock(juce::AudioBuffer<float>& outputBuffer,
updateSpeedAndPitch(getCurrentlyPlayingNote(), pitchWheel);
if (isPingPong && isLooping)
speed *= pingPongDirection;
bool someFXEnabled{ false };
for (const auto& effect : effects)
{
@ -350,7 +359,17 @@ void CustomSamplerVoice::renderNextBlock(juce::AudioBuffer<float>& outputBuffer,
con.speedMovedSinceRelease += 1;
// Handle transitions
if (con.state == PLAYING && isLooping && con.currentPosition >= sampleEnd - crossfade) // Loop crossfade
if (con.state == PLAYING && isLooping && isPingPong && pingPongDirection > 0 && con.currentPosition >= sampleEnd) // Ping-pong: reverse at end
{
pingPongDirection = -1.0f;
speed = std::abs(speed) * -1.0f;
}
else if (con.state == PLAYING && isLooping && isPingPong && pingPongDirection < 0 && con.currentPosition <= sampleStart) // Ping-pong: reverse at start
{
pingPongDirection = 1.0f;
speed = std::abs(speed);
}
else if (con.state == PLAYING && isLooping && !isPingPong && con.currentPosition >= sampleEnd - crossfade) // Loop crossfade
{
con.currentPosition -= (sampleEnd - sampleStart + 1) - crossfade;
con.isCrossfadingLoop = true;