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License: MIT License
Repo for the lidl soundboard
License: MIT License
ditto
make it so when u click on a song and then edit, that u can insta click special effects and/or volume instead of needing to drag mouse to the fucking top just to click on file again pajaCmon
directly connect a player to the SettingsController to hold the PTT, instead of doing so with proxies
An option to loop playsounds when they are over
After adding a sound using default settings, if you edit it and add another, it will give the "Singleton can only contain one file error"
When I add sound with for example 2% volume and and click done and open it again, the volume changed to 1%. If i save it again, the volume is 0%.
add button in the wrapper edition ui to be able to preview how a sound will "sound" based on the SFX selected
Overlay is kind of working, finish implementing what is described in main:
add event processing for maximizing (same as resizing/moving and foreground)
and also for minimizing (then we search for topmost window)
implement a map<string,string> that links, <userfriendly name, executable> somewhere. (probably in GameDetectionController or something)
implement something to be able to select which currently running executable should be detected
then a bunch of other stuff such as: being able to link a sound to default (when nothing is detected), link a wrapper to a specific game etc etc
being able to import config from another game or blank would be cool
If you set a couple of songs and their shortcuts, deleting the first song will shift the shortcut of the 2nd song to the shortcut of the deleted one.
i.e :
song 1 : shortcut 1
song 2 : shortcut 2
delete song 1 and it becomes :
song 2 : shortcut 1
DansW
try to swap the mainUI _sounds by an array of weak_ptr instead of shared
and call .lock() when necessary ?
The shortcuts shouldn't be able to be called (or at least play a sound) when editing a sound
simply add a boolean somewhere like isEditing or something, and check that before allowing the shortcut to be processed
Ditto
I know it seems like a bit of a non-issue, but it's fairly annoying when you have long file/title names.
Using stuff described in those two threads: 1 - Leddit and 2 - Leddit Again
One could write a small piece of code doing the following:
1 checking for the URL against youtube.whatever or youtu.be
2 performing the aforementionned transformation to get the audio only links
3 Swapping the URL the user added for the audio only one :)
It could be done right when the user adds the url, in wrapperproperties.cpp, in the AddSoundFromUrl() method
Sorting the list will make the play (and edit and delete) button(s) play (or edit or delete) the wrong sound.
Proposed fix
We however need to keep the sounds array to be able to register and unregister sounds
Finish writing doc with doxygen
SoundWrapper::getSoundAsItem() shortcut component should return Numpad+ if numpad, or just the number
Same can be done afterwards for numpad_inser etc
Basically, implement a getter on QKeySequence (inherit) to access scan code and virtual keys, to be able to perform the test from CustomShortcutEdit::getText()
Or, add a member variable shortcuttext or something in soundwrapper, and get it where it's relevant
Radial menu (ร la Dota 2) to send play command to a wrapper.
Try to implement this to have a working overlay
using the shortcut to play a sound thats autoplay should stop the sound if its already playing
Singleton mode is probably redundant with a sequential (or sequential auto) containing only one sound.
Probably should be removed
it shouldn't belong in mainUI
ditto
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