key-repeat | lightweight beat repeat sampler | Audio Utils library

 by   michael-jan C++ Version: v1.0.0 License: No License

kandi X-RAY | key-repeat Summary

kandi X-RAY | key-repeat Summary

key-repeat is a C++ library typically used in Audio, Audio Utils applications. key-repeat has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Key Repeat is an open source beat repeat sampler.
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            kandi-support Support

              key-repeat has a low active ecosystem.
              It has 26 star(s) with 2 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              key-repeat has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of key-repeat is v1.0.0

            kandi-Quality Quality

              key-repeat has no bugs reported.

            kandi-Security Security

              key-repeat has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              key-repeat does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              key-repeat releases are available to install and integrate.
              Installation instructions are available. Examples and code snippets are not available.

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            key-repeat Key Features

            No Key Features are available at this moment for key-repeat.

            key-repeat Examples and Code Snippets

            No Code Snippets are available at this moment for key-repeat.

            Community Discussions

            QUESTION

            How do I prevent ANSI escape key sequences from spamming display during read in bash/ash script?
            Asked 2019-Feb-23 at 18:02

            I'm attempting to make a script that handles arrow keys on a very limited system with busybox ash and very little else. No stty for example. I have something that mostly works but occasionally some ANSI escape sequences show up on the screen. This seems to happen most often when auto-key-repeat kicks in but also when more complex processing must be done before reading the next key. This is mostly good on on my laptop which is faster than my target system, but if I hold down the arrow keys occasionally one like ^[[B shows up on screen. How does it get past the silent reads?

            I didn't explicitly handle HOME and END so ^[OH and ^[OF get through more often. This makes me think maybe they're leaking out during the timeout period, but I really don't know.

            Anyhow, is there some trick with a pipe or subshell that might contain the escapees?

            ...

            ANSWER

            Answered 2019-Feb-23 at 18:02

            The question is

            How does it get past the silent reads?

            That's because the script is switching the terminal in/out of the modes used for the silent (no-echo) reads, and your keys are echoed by the shell when it is not expecting input. You can improve this by using stty to disable echo while the script is running (and restore echoing on exit).

            Source https://stackoverflow.com/questions/54844342

            QUESTION

            Discern between physical key stroke and repeated key
            Asked 2019-Jan-09 at 21:05

            In Autohotkey: is there a way to discern between a physical key stroke and a repeated key?

            I am looking for the equililant to KeyEventArgs.IsRepeat in dot net.

            I hope to find something better like this:

            ...

            ANSWER

            Answered 2019-Jan-09 at 08:11

            AFAIK there is no built-in syntax for keydown check. But you can check the state with getkeystate in a loop:

            Source https://stackoverflow.com/questions/54098233

            QUESTION

            win32 raw keyboard input remove autorepeat
            Asked 2017-Sep-13 at 11:20

            So the problem at hand is pretty much the following: Windows key repeat settings affecting Raw Input messages

            Although this might be a duplicate then, there is no answer provided, so here it goes:

            1. I am under the impression that e.g. for FPS game development, one should use raw input. The problem then however, is that the input is not so raw after all and includes a delay (for a continuous keydown) and only after that initial delay a continuous key press, that is continuous flow of WM_INPUT messages. When using DirectInput (which is deprecated), I do not have those problems. Is there a way to achieve the same thing using only raw input? To be clear, what I want is that, if I press a key continuously, I continuously get WM_INPUT messages without the initial delay caused by autorepeat. I am using the raw input standard read, not the buffered one (https://msdn.microsoft.com/en-us/library/windows/desktop/ms645546(v=vs.85).aspx)

            2. Where is the difference between the aforementioned standard raw input reading and the buffered one?

            ...

            ANSWER

            Answered 2017-Sep-13 at 11:20

            DirectInput is an outdated, async abstraction layer, that does exactly the same thing: processes raw input. It is not recommended to use it unless you need to support joystick or anything legacy, for gamepads XInput is being recommended.

            Windows is not a real time OS, the best option is to stick to WM_INPUT messages. This requires maintaining an array of key states (bool keyState[256]) and basing your logic as if(keyState[VK_BACKSPACE] == true){}. If you want to also catch the press start and release events, you will have to maintain an array of last key state, and analyzing WM_INPUT check for the change, and produce the press start event only if last state of key was false and WM_INPUT message says key is pressed now.

            The other option is to use GetAsyncKeyState to manually check all the input regularly. But that will leave you without the ability to catch key press if it happened between your two calls for GetAsyncKeyState. The documentation of the function says that the lower bit tells exactly that, but that bit is shared among all applications and can be reset by other app, which is sad.

            If I understand you correctly, what you want is just the momentary key state, which can be easily obtained through helper classes like Keyboard, it does not use WM_INPUT though, so a minor latency may occur due to window check layer.

            Source https://stackoverflow.com/questions/46189352

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install key-repeat

            Key Repeat was developed in C++ using the JUCE audio framework. Here's how to build the project yourself:. Note that with Visual Studio on Windows, you can only build the Windows-compatible VST3. With XCode on Mac, you can build the Mac-compatible VST3 and AU.
            Download JUCE.
            Open key-repeat.jucer in the Projucer.
            Use the Projucer to generate a Visual Studio project on Windows or XCode project on Mac.
            Use your IDE's build tool to build the project.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            CLONE
          • HTTPS

            https://github.com/michael-jan/key-repeat.git

          • CLI

            gh repo clone michael-jan/key-repeat

          • sshUrl

            git@github.com:michael-jan/key-repeat.git

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