increase number of steps in xfade curves (where applicable) from about 9 to 32
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@ -987,6 +987,8 @@ AudioRegion::set_fade_in (FadeShape shape, framecnt_t len)
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boost::shared_ptr<Evoral::ControlList> c2 (new Evoral::ControlList (FadeInAutomation));
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boost::shared_ptr<Evoral::ControlList> c3 (new Evoral::ControlList (FadeInAutomation));
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const int num_steps = min ((framecnt_t) 64, len);
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_fade_in->freeze ();
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_fade_in->clear ();
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_inverse_fade_in->clear ();
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@ -999,15 +1001,15 @@ AudioRegion::set_fade_in (FadeShape shape, framecnt_t len)
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break;
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case FadeFast:
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generate_db_fade (_fade_in.val(), len, 10, -60);
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generate_db_fade (_fade_in.val(), len, num_steps, -60);
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reverse_curve (c1, _fade_in.val());
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_fade_in->copy_events (*c1);
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generate_inverse_power_curve (_inverse_fade_in.val(), _fade_in.val());
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break;
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case FadeSlow:
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generate_db_fade (c1, len, 10, -1); // start off with a slow fade
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generate_db_fade (c2, len, 10, -80); // end with a fast fade
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generate_db_fade (c1, len, num_steps/2, -1); // start off with a slow fade
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generate_db_fade (c2, len, num_steps/2, -80); // end with a fast fade
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merge_curves (_fade_in.val(), c1, c2);
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reverse_curve (c3, _fade_in.val());
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_fade_in->copy_events (*c3);
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@ -1015,8 +1017,8 @@ AudioRegion::set_fade_in (FadeShape shape, framecnt_t len)
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break;
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case FadeConstantPower:
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for (int i = 0; i < 9; ++i) {
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float dist = (float) i / 10.0f;
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for (int i = 0; i < num_steps; ++i) {
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float dist = (float) i / (num_steps+1.0);
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_fade_in->fast_simple_add (len*dist, sin (dist*M_PI/2));
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}
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_fade_in->fast_simple_add (len, 1.0);
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@ -1029,7 +1031,6 @@ AudioRegion::set_fade_in (FadeShape shape, framecnt_t len)
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_fade_in->fast_simple_add (0.5*len, 0.6);
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//now generate a fade-out curve by successively applying a gain drop
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const float breakpoint = 0.7; //linear for first 70%
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const int num_steps = 9;
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for (int i = 2; i < num_steps; i++) {
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float coeff = (1.0-breakpoint);
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for (int j = 0; j < i; j++) {
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