Expand description
Music Timer is a crate with music time and counting utilities featuring a callback performance engine to help with triggering events in music time. Written in Rust.
§Example
use music_timer::{
music_time::MusicTime,
music_timer_engine::MusicTimerState,
};
struct PerformanceState {
is_playing: bool,
performance_end: MusicTime,
events: Vec<MusicTime>,
event_head: usize,
}
impl MusicTimerState for PerformanceState {
fn on_beat_interval(&mut self, current_time: &MusicTime) {
let event_triggered =
self.event_head < self.events.len() && *current_time == self.events[self.event_head];
// Advance the event head
if event_triggered {
self.event_head += 1;
}
// Print out esoteric data
println!(
"{:02}.{}.{} = {}",
current_time.get_bar(),
current_time.get_beat(),
current_time.get_beat_interval(),
event_triggered
);
// Check to end the performance
self.is_playing = *current_time < self.performance_end;
}
fn on_beat(&mut self, _current_time: &MusicTime) {
// Do something on the beat
}
fn on_bar(&mut self, _current_time: &MusicTime) {
// Do something on the bar
}
}
fn main() {
use std::thread;
// Create the performer_state with bunch of events
let mut performer_state = PerformanceState {
is_playing: true,
performance_end: MusicTime::new(4, 3, 8),
events: vec![
MusicTime::new(1, 1, 1),
MusicTime::new(2, 2, 5),
MusicTime::new(4, 3, 8),
],
event_head: 0,
};
// Run our main loop
let mut performer = music_timer::create_performance_engine(3, 4, 155.0);
// We can set the delay to be half the trigger target. This will give
// us a reasonable cycle speed with enough buffer to keep an accurate time.
// This of course is not needed if the application is managing thread sleeping.
// The shorter the sleep duration of the thread, the more accurate the
// time triggering will be. In most cases setting the sleep to 60fps is recommended for
// < 180bpm @ 4/4.
let sleep_duration = performer.get_beat_interval_duration() / 2;
println!("SLEEP_DURATION: {:?}", sleep_duration);
while performer_state.is_playing {
// Pass in our performance state to trigger our on event callback functions
performer.pulse(&mut performer_state);
thread::sleep(sleep_duration);
}
}
Modules§
- music_
time - Data structure that holds music time and logic when advancing beats and beat intervals.
- music_
time_ counter - Data structures that handles advancing music time within a time signature.
- music_
timer_ engine - Easy interface for changes in music time.
- time_
signature - Data structure of numerator(upper) and denominator(lower) values of music time signature
Functions§
- create_
performance_ engine - Creates a new music timer performance engine.