AudioClock

Struct AudioClock 

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pub struct AudioClock {
    pub samples: InstantSamples,
    pub seconds: InstantSeconds,
    pub musical: Option<InstantMusical>,
    pub transport_is_playing: bool,
    pub update_instant: Option<Instant>,
}
Expand description

The time of the internal audio clock.

Note, due to the nature of audio processing, this clock is is NOT synced with the system’s time (Instant::now). (Instead it is based on the amount of data that has been processed.) For applications where the timing of audio events is critical (i.e. a rythm game), sync the game to this audio clock instead of the OS’s clock (Instant::now()).

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§samples: InstantSamples

The timestamp from the audio stream, equal to the number of frames (samples in a single channel of audio) of data that have been processed since the Firewheel context was first started.

Note, generally this value will always count up, but there may be a few edge cases that cause this value to be less than the previous call, such as when the sample rate of the stream has been changed.

Note, this value is NOT synced to the system’s time (Instant::now), and does NOT account for any output underflows (underruns) that may have occured. For applications where the timing of audio events is critical (i.e. a rythm game), sync the game to this audio clock.

§seconds: InstantSeconds

The timestamp from the audio stream, equal to the number of seconds of data that have been processed since the Firewheel context was first started.

Note, this value is NOT synced to the system’s time (Instant::now), and does NOT account for any output underflows (underruns) that may have occured. For applications where the timing of audio events is critical (i.e. a rythm game), sync the game to this audio clock.

§musical: Option<InstantMusical>

The current time of the playhead of the musical transport.

If no musical transport is present, then this will be None.

Note, this value is NOT synced to the system’s time (Instant::now), and does NOT account for any output underflows (underruns) that may have occured. For applications where the timing of audio events is critical (i.e. a rythm game), sync the game to this audio clock.

§transport_is_playing: bool

This is true if a musical transport is present and it is not paused, false otherwise.

§update_instant: Option<Instant>

The instant the audio clock was last updated.

If the audio thread is not currently running, then this will be None.

Note, if this was returned via FirewheelCtx::audio_clock_corrected(), then samples, seconds, and musical have already taken this delay into account.

Trait Implementations§

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impl Clone for AudioClock

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fn clone(&self) -> AudioClock

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for AudioClock

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for AudioClock

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fn eq(&self, other: &AudioClock) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for AudioClock

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impl StructuralPartialEq for AudioClock

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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Converts this type into the system output type.
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impl<F, T> IntoSample<T> for F
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fn into_sample(self) -> T

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