Re-organize all projects (#4166)
This commit is contained in:
483
Content.Client/Instruments/InstrumentComponent.cs
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483
Content.Client/Instruments/InstrumentComponent.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Instruments;
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using Content.Shared.Physics;
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using Robust.Client.Audio.Midi;
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using Robust.Shared.Audio.Midi;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.Instruments
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{
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[RegisterComponent]
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public class InstrumentComponent : SharedInstrumentComponent
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{
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/// <summary>
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/// Called when a midi song stops playing.
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/// </summary>
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public event Action? OnMidiPlaybackEnded;
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[Dependency] private readonly IMidiManager _midiManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IClientNetManager _netManager = default!;
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private IMidiRenderer? _renderer;
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private InstrumentSystem _instrumentSystem = default!;
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[DataField("program")]
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private byte _instrumentProgram = 1;
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[DataField("bank")]
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private byte _instrumentBank;
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private uint _sequenceDelay;
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private uint _sequenceStartTick;
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[DataField("allowPercussion")]
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private bool _allowPercussion;
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[DataField("allowProgramChange")]
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private bool _allowProgramChange;
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[DataField("respectMidiLimits")]
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private bool _respectMidiLimits = true;
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/// <summary>
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/// A queue of MidiEvents to be sent to the server.
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/// </summary>
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[ViewVariables]
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private readonly List<MidiEvent> _midiEventBuffer = new();
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/// <summary>
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/// Whether a midi song will loop or not.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool LoopMidi
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{
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get => _renderer?.LoopMidi ?? false;
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set
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{
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if (_renderer != null)
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{
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_renderer.LoopMidi = value;
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}
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}
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}
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/// <summary>
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/// Changes the instrument the midi renderer will play.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public override byte InstrumentProgram
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{
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get => _instrumentProgram;
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set
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{
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_instrumentProgram = value;
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if (_renderer != null)
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{
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_renderer.MidiProgram = _instrumentProgram;
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}
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}
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}
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/// <summary>
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/// Changes the instrument bank the midi renderer will use.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public override byte InstrumentBank
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{
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get => _instrumentBank;
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set
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{
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_instrumentBank = value;
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if (_renderer != null)
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{
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_renderer.MidiBank = _instrumentBank;
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}
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public override bool AllowPercussion
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{
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get => _allowPercussion;
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set
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{
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_allowPercussion = value;
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if (_renderer != null)
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{
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_renderer.DisablePercussionChannel = !_allowPercussion;
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}
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public override bool AllowProgramChange
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{
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get => _allowProgramChange;
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set
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{
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_allowProgramChange = value;
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if (_renderer != null)
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{
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_renderer.DisableProgramChangeEvent = !_allowProgramChange;
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}
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}
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}
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/// <summary>
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/// Whether this instrument is handheld or not.
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/// </summary>
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[ViewVariables]
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[DataField("handheld")]
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public bool Handheld { get; set; } // TODO: Replace this by simply checking if the entity has an ItemComponent.
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/// <summary>
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/// Whether there's a midi song being played or not.
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/// </summary>
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[ViewVariables]
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public bool IsMidiOpen => _renderer?.Status == MidiRendererStatus.File;
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/// <summary>
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/// Whether the midi renderer is listening for midi input or not.
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/// </summary>
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[ViewVariables]
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public bool IsInputOpen => _renderer?.Status == MidiRendererStatus.Input;
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/// <summary>
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/// Whether the midi renderer is alive or not.
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/// </summary>
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[ViewVariables]
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public bool IsRendererAlive => _renderer != null;
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[ViewVariables]
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public int PlayerTotalTick => _renderer?.PlayerTotalTick ?? 0;
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[ViewVariables]
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public int PlayerTick
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{
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get => _renderer?.PlayerTick ?? 0;
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set
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{
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if (!IsRendererAlive || _renderer!.Status != MidiRendererStatus.File) return;
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_midiEventBuffer.Clear();
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_renderer.PlayerTick = value;
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var tick = _renderer.SequencerTick;
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// We add a "all notes off" message.
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for (byte i = 0; i < 16; i++)
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{
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_midiEventBuffer.Add(new MidiEvent()
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{
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Tick = tick, Type = 176,
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Control = 123, Velocity = 0, Channel = i,
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});
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}
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// Now we add a Reset All Controllers message.
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_midiEventBuffer.Add(new MidiEvent()
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{
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Tick = tick, Type = 176,
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Control = 121, Value = 0,
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});
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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IoCManager.InjectDependencies(this);
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_instrumentSystem = EntitySystem.Get<InstrumentSystem>();
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}
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protected virtual void SetupRenderer(bool fromStateChange = false)
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{
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if (IsRendererAlive) return;
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_sequenceDelay = 0;
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_sequenceStartTick = 0;
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_midiManager.OcclusionCollisionMask = (int) CollisionGroup.Impassable;
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_renderer = _midiManager.GetNewRenderer();
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if (_renderer != null)
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{
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_renderer.MidiBank = _instrumentBank;
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_renderer.MidiProgram = _instrumentProgram;
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_renderer.TrackingEntity = Owner;
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_renderer.DisablePercussionChannel = !_allowPercussion;
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_renderer.DisableProgramChangeEvent = !_allowProgramChange;
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_renderer.OnMidiPlayerFinished += () =>
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{
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OnMidiPlaybackEnded?.Invoke();
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EndRenderer(fromStateChange);
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};
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}
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if (!fromStateChange)
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{
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SendNetworkMessage(new InstrumentStartMidiMessage());
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}
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}
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protected void EndRenderer(bool fromStateChange = false)
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{
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if (IsInputOpen)
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{
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CloseInput(fromStateChange);
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return;
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}
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if (IsMidiOpen)
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{
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CloseMidi(fromStateChange);
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return;
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}
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_renderer?.StopAllNotes();
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var renderer = _renderer;
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// We dispose of the synth two seconds from now to allow the last notes to stop from playing.
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Owner.SpawnTimer(2000, () => { renderer?.Dispose(); });
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_renderer = null;
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_midiEventBuffer.Clear();
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if (!fromStateChange)
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{
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SendNetworkMessage(new InstrumentStopMidiMessage());
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}
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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EndRenderer();
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null)
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{
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base.HandleNetworkMessage(message, channel, session);
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switch (message)
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{
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case InstrumentMidiEventMessage midiEventMessage:
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if (IsRendererAlive)
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{
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// If we're the ones sending the MidiEvents, we ignore this message.
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if (IsInputOpen || IsMidiOpen) break;
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}
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else
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{
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// if we haven't started or finished some sequence
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if (_sequenceStartTick == 0)
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{
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// we may have arrived late
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SetupRenderer(true);
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}
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// might be our own notes after we already finished playing
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return;
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}
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if (_sequenceStartTick <= 0)
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{
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_sequenceStartTick = midiEventMessage.MidiEvent
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.Min(x => x.Tick) - 1;
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}
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var sqrtLag = MathF.Sqrt(_netManager.ServerChannel!.Ping / 1000f);
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var delay = (uint) (_renderer!.SequencerTimeScale * (.2 + sqrtLag));
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var delta = delay - _sequenceStartTick;
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_sequenceDelay = Math.Max(_sequenceDelay, delta);
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var currentTick = _renderer.SequencerTick;
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// ReSharper disable once ForCanBeConvertedToForeach
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for (var i = 0; i < midiEventMessage.MidiEvent.Length; i++)
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{
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var ev = midiEventMessage.MidiEvent[i];
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var scheduled = ev.Tick + _sequenceDelay;
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if (scheduled <= currentTick)
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{
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_sequenceDelay += currentTick - ev.Tick;
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scheduled = ev.Tick + _sequenceDelay;
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}
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_renderer?.ScheduleMidiEvent(ev, scheduled, true);
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}
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break;
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case InstrumentStartMidiMessage _:
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{
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SetupRenderer(true);
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break;
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}
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case InstrumentStopMidiMessage _:
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{
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EndRenderer(true);
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break;
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}
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}
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not InstrumentState state) return;
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if (state.Playing)
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{
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SetupRenderer(true);
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}
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else
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{
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EndRenderer(true);
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}
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AllowPercussion = state.AllowPercussion;
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AllowProgramChange = state.AllowProgramChange;
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InstrumentBank = state.InstrumentBank;
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InstrumentProgram = state.InstrumentProgram;
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}
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/// <inheritdoc cref="MidiRenderer.OpenInput"/>
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public bool OpenInput()
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{
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SetupRenderer();
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if (_renderer != null && _renderer.OpenInput())
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{
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_renderer.OnMidiEvent += RendererOnMidiEvent;
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return true;
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}
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return false;
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}
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/// <inheritdoc cref="MidiRenderer.CloseInput"/>
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public bool CloseInput(bool fromStateChange = false)
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{
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if (_renderer == null || !_renderer.CloseInput())
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{
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return false;
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}
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EndRenderer(fromStateChange);
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return true;
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}
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public bool OpenMidi(ReadOnlySpan<byte> data)
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{
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SetupRenderer();
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if (_renderer == null || !_renderer.OpenMidi(data))
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{
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return false;
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}
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_renderer.OnMidiEvent += RendererOnMidiEvent;
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return true;
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}
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/// <inheritdoc cref="MidiRenderer.CloseMidi"/>
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public bool CloseMidi(bool fromStateChange = false)
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{
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if (_renderer == null || !_renderer.CloseMidi())
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{
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return false;
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}
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EndRenderer(fromStateChange);
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return true;
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}
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/// <summary>
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/// Called whenever the renderer receives a midi event.
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/// </summary>
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/// <param name="midiEvent">The received midi event</param>
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private void RendererOnMidiEvent(MidiEvent midiEvent)
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{
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_midiEventBuffer.Add(midiEvent);
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}
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private TimeSpan _lastMeasured = TimeSpan.MinValue;
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private int _sentWithinASec;
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private static readonly TimeSpan OneSecAgo = TimeSpan.FromSeconds(-1);
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private static readonly Comparer<MidiEvent> SortMidiEventTick
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= Comparer<MidiEvent>.Create((x, y)
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=> x.Tick.CompareTo(y.Tick));
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public override void Update(float delta)
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{
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if (!IsMidiOpen && !IsInputOpen) return;
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var now = _gameTiming.RealTime;
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var oneSecAGo = now.Add(OneSecAgo);
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if (_lastMeasured <= oneSecAGo)
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{
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_lastMeasured = now;
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_sentWithinASec = 0;
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}
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if (_midiEventBuffer.Count == 0) return;
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var max = _respectMidiLimits ?
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Math.Min(_instrumentSystem.MaxMidiEventsPerBatch, _instrumentSystem.MaxMidiEventsPerSecond - _sentWithinASec)
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: _midiEventBuffer.Count;
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if (max <= 0)
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{
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// hit event/sec limit, have to lag the batch or drop events
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return;
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}
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// fix cross-fade events generating retroactive events
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// also handle any significant backlog of events after midi finished
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_midiEventBuffer.Sort(SortMidiEventTick);
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var bufferTicks = IsRendererAlive && _renderer!.Status != MidiRendererStatus.None
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? _renderer.SequencerTimeScale * .2f
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: 0;
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var bufferedTick = IsRendererAlive
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? _renderer!.SequencerTick - bufferTicks
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: int.MaxValue;
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var events = _midiEventBuffer
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.TakeWhile(x => x.Tick < bufferedTick)
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.Take(max)
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.ToArray();
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var eventCount = events.Length;
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if (eventCount == 0) return;
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SendNetworkMessage(new InstrumentMidiEventMessage(events));
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_sentWithinASec += eventCount;
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_midiEventBuffer.RemoveRange(0, eventCount);
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}
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}
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}
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Reference in New Issue
Block a user