SequenceCell#
One cell of a sequence grid: empty (---), a note (C-4, F#2U0C), or note-off (OFF), optionally playing another instrument than its track's (C-4:01, a slot of the instrument table) and optionally starting late within its row (C-4>80: 0x80 of 256ths, half a row; Renoise's delay column), which is how swing and played timing survive the grid.
public readonly record struct SequenceCell(Note Note, bool IsEmpty, int Instrument = SequenceCell.TrackInstrument, int Delay = 0)Record properties#
| Property | Type | Access | Constructor default |
|---|---|---|---|
Note | Note | get; init; | required |
IsEmpty | bool | get; init; | required |
Instrument | int | get; init; | SequenceCell.TrackInstrument |
Delay | int | get; init; | 0 |
Members: DelaySteps · Empty · IsOff · Parse · ToString · TrackInstrument
DelaySteps#
public const int DelaySteps = 256;Delay steps in a row (a delay of 255 starts 255/256 of a row late).
Empty#
public static SequenceCell Empty { get; }IsOff#
public bool IsOff { get; }Parse#
public static SequenceCell Parse(string text);Parse a cell: ---, a note string or OFF, each optionally followed by :II (a hex instrument slot) and then >DD (a hex delay within the row).
ToString#
public override string ToString();TrackInstrument#
public const int TrackInstrument = -1;No instrument override: the track's instrument plays.
Related types#
Source#
- SoundSequence.cs