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lidl-soundboard's Issues

improve Q OMEGALUL L

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

Remove the hold ptt proxy

directly connect a player to the SettingsController to hold the PTT, instead of doing so with proxies

Bug when editing sound

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"

Volume levels change after saving

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 Profiles / Game Detection

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

Deleting song shifts shortcuts to the left

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

FIX MEMORY LEAKS

try to swap the mainUI _sounds by an array of weak_ptr instead of shared
and call .lock() when necessary ?

Don't listen to shortcuts while edition mode

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

Make youtube video links work

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

  • will be "easily" doable for not-licenced content
  • for licence content, one must write a piece of code that's able to decypher youtube stuff (see 3 - pastebin)

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

Explicitely write "Numpad" in shorcut when number is from numpad

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

autoplay enhancement

using the shortcut to play a sound thats autoplay should stop the sound if its already playing

Remove singleton mode?

Singleton mode is probably redundant with a sequential (or sequential auto) containing only one sound.
Probably should be removed

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