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Editor rewamp

  • example bullet.

Brainstorming

I can't remember if some of these are already implemented.

  • Enable moving hits left or right on the hit energy line to give more control if the algorithm doesn't detect a hit correctly.
  • Save all energy levels to the .xml file. If no energies are detected when loading a kit → autogenerate.
  • Play all hits rapidly one after the other (only the attack, like 200 ms [configurable]) to enable the user to listen for faulty placed hits.
  • Allow “simulating” a hit by clicking on the hit energy line at a random place. It could then play the hits it would be using in DrumGizmo, giving a good idea of whether the current layout of hits would actually work. Could have, not should have, convenience factor.
roadmap/editor_rewamp.1389868109.txt.gz · Last modified: 2014/01/16 11:28 by muldjord
Trace: editor_rewamp
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