SequenceTrack#
A track: a group of note columns that play one instrument (a slot of the sequence's instrument table). More columns give the instrument polyphony; a new note in a column releases that column's previous note. Tracks run through every pattern; their cells live in the patterns. The indexer and Set address the first pattern, which is all a single-pattern sequence has.
public sealed class SequenceTrackMembers: Cells · Columns · Effects · Indexer · Instrument · Muted · Name · Pan · Set · VolumeDb
Cells#
public IEnumerable<(int Row, int Column, SequenceCell Cell)> Cells { get; }The first pattern's cells that hold something on this track.
Columns#
public int Columns { get; }Effects#
public EffectChain? Effects { get; set; }An effect chain the track's summed sound runs through (null: none), before the sequence's own.
Indexer#
public SequenceCell this[int row, int column = 0] { get; set; }A cell of the first pattern; unset cells are empty.
Instrument#
public int Instrument { get; set; }The instrument table slot this track plays.
Muted#
public bool Muted { get; set; }Name#
public string Name { get; set; }Pan#
public float Pan { get; set; }The track's pan, -1 (left) to 1 (right).
Set#
public void Set(int row, string cell, int column = 0);Set a cell of the first pattern from its text ("C-4", "OFF", "---", "C-4:01").
VolumeDb#
public float VolumeDb { get; set; }The track's level in dB (-60 to +12) on top of its notes' own: a mixer fader.
Related types#
Source#
- SoundSequence.cs