Sprites.Media.Sequencer.Transport
The Transport window: play and stop the tune, and the preview driver behind them. Actually playing the tune through each platform's sound is a later phase; these are the entry points. This page is a skeleton ahead of the build; each example's live preview is wired once the editor lands.
Sprites.Media.Sequencer.Transport.Window Void
Sprites.Media.Sequencer.Transport.Window(visible, data, model, playing)
The transport controls, play and stop, showing whether the tune is playing.
| Input | Type | Description |
|---|---|---|
visible | Sprites.Reactive.Value | Shows the window while true. |
data | Sprites.Reactive.Value | The tune. |
model | Object | The platform descriptor. |
playing | Sprites.Reactive.Value | True while playing. |
Returns nothing.
const model = Sprites.Platform.NES.Sequencer;
const data = Sprites.Media.Sequencer.NewDocument(model);
const playing = Sprites.Reactive.Value(false);
const open = Sprites.Reactive.Value(false);
Sprites.Ui.Button.SetValue(open, true, 'Show transport');
Sprites.Media.Sequencer.Transport.Window(open, data, model, playing);
Sprites.Media.Sequencer.Transport.Play Sprites.Reactive.Value
Sprites.Media.Sequencer.Transport.Play(data, model)
A driver that previews the tune, emitting note events over time; a later phase, a stub for now.
| Input | Type | Description |
|---|---|---|
data | Sprites.Reactive.Value | The tune. |
model | Object | The platform descriptor. |
Returns a Sprites.Reactive.Value driver.
const model = Sprites.Platform.NES.Sequencer;
const data = Sprites.Media.Sequencer.NewDocument(model);
const driver = Sprites.Media.Sequencer.Transport.Play(data, model);
const label = Sprites.Logic.Select(Sprites.Logic.Equals(driver, undefined), 'no event yet', driver);
Sprites.Ui.Dom.Text('event = ', label);