Completed basic LooperView. Thinking about what happens when a loop is changed. Logic’s cycle works like this:

  • Start playhead has no effect on anything: it just serves as a the in point for the loop, and isn’t bothered again until it’s time to loop
  • End playhead similarly doesn’t do anything until the playhead reaches it.
    • I don’t think I can do that with timers, as there’s no way to know precisely where the current playhead is. The current solution is to restart the looper when the loop is adjusted. Leave this until 1.1

Tomorrow: I started adding drag and drop support, the next step is adding an onDrop() view modifier to the LooperView and building a drop delegate to handle when the drop region is active (when the finger is within the bounds of LooperView).

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