GlobalState class

A singleton that manages the global state of the sequencer engine. It is responsible for setting up, starting, and stopping the engine. It also maintains the timer for "topping off" the buffers.

Constructors

GlobalState()
factory

Properties

hashCode int
The hash code for this object.
no setterinherited
isEngineReady bool
getter/setter pair
keepEngineRunning bool
getter/setter pair
lastTickInBuffer int
getter/setter pair
onEngineReadyCallbacks List<dynamic Function()>
final
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
sampleRate int?
getter/setter pair
sequenceIdMap Map<int, Sequence>
final

Methods

framesToUs(int frames) int
For internal use only.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
onEngineReady(dynamic callback()) → void
Calls a function when the sequencer engine is ready. Trying to play the sequence won't do anything until the engine is ready.
pauseSequence(int? id) → void
For internal use only.
playSequence(int? id) → void
For internal use only.
registerSequence(Sequence sequence) int
For internal use only. Registers the sequence with the underlying engine.
setKeepEngineRunning(bool nextValue) → void
Set this to true in your app's initState to leave the audio engine running even when there is no sequence playing. This may consume more energy. With this setting enabled, you can use Track.startNoteNow etc to play an instrument in real time.
toString() String
A string representation of this object.
inherited
unregisterSequence(Sequence sequence) → void
For internal use only. Unregisters the sequence with the underlying engine.
usToFrames(int us) int
For internal use only.

Operators

operator ==(Object other) bool
The equality operator.
inherited