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AutoDJProcessor: Calculate and expose the number of tracks and accurate total duration in the Auto DJ queue #13183
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The time_remaining and tracks_remaining controls in the [AutoDJ] can be used to display the information about the Auto DJ queue in custom skins. The current calculation method for the time_remaining control only considers the total duration of the tracks by themselves, and does not take the transition times between tracks into account.
This is a first step in generalizing the transition logic in AutoDJProcessor to enable it to also be applied to tracks in the queue instead of just the current decks.
This is another step in generalizing the transition logic in AutoDJProcessor to enable calculating transition times for the whole queue.
This is the final step in generalizing the core transition timing logic in AutoDJProcessor, so that it can be applied to a whole playlist instead of just the current decks.
…n relevant The following data points are used as inputs for the "remaining time" calculation, and should therefore trigger a recalculation: * The list of tracks in the Auto DJ playlist (both the set of tracks and their order are important). We subscribe to PlaylistTableModel::tracksChanged to receive the relevant notifications. * The AutoDJ transition mode and transition time settings. We will be notified via ::setTransitionMode and ::setTransitionTime, respectively. * The Intro, Outro & N60dBSound cues of all tracks that are contained in the Auto DJ queue. We subscribe to TrackCollection::tracksChanged and TrackCollection::multipleTracksChanged to receive notifications about possible changes. As of now, we do not filter the notifications, and simply trigger a recalculation when ANY track has changed.
…for the remaining time & tracks
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…accounting for transition times)
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The calculated total duration take into account the transition modes, transition time etc. (in fact, it reuses the code that performs the actual transition during queue playing).
The
time_remaining
andtracks_remaining
are exposed asControlObject
s so they can be consumed by skins.