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Timeline.png

How Fugio handles time

Fugio is always running in real-time, meaning that if you press a Button on an active patch, this will trigger off an event that will be processed immediately.

Additionally, Fugio also supports an independent timeline for each patch. This is stopped by default, and is started by clicking on the play button at the top of the patch window, at which point you will see the time counter counting up.

The timeline will play up to its duration (default is 30 seconds) and then stop. You can stop the timeline by clicking the stop button.

As a short-cut, you can start and stop the timeline by pressing the Space Bar.

When stopped, you can drag the time slider to any point in the timeline, or edit the time counter to set the time precisely.

Timeline Duration

A new patch will have a duration of 30 seconds. You can change this to be longer or shorter by going to the Edit Menu and choosing Set Duration...

Using Time

The position of the timeline can be directly accessed using the Playhead node.

There are also a powerful set of timeline nodes that control data over time.

Timeline Window

Next to the Node Editor button at the top of the patch window is a Timeline button that switches to show the current list of timeline nodes in a patch.

We call the nodes in this view a track so we don't get confused between the node editor and the timeline view.

Timeline Window.png

The list can be re-ordered by click-dragging the handle on the left hand side of the track.

Each track has several control buttons:

  • M - Mute - the node won't update its outputs
  • S - Solo - if any nodes have their solo buttons selected, only those that do will update their outputs
  • T - Trigger - trigger tracks won't start playing along with the patch timeline, they need to be started using an input trigger, or can be used for advanced data translation
  • R - Record - certain types of tracks have support for recording input data

Clicking on a timeline will bring up the editor for that node. If you want more than one editor open at a time, click on the LCK button to lock them in place.

Keyframes

Every timeline track uses keyframes to specify that at a point in time (on the timeline) the data will be set to the value of the keyframe. Between these keyframes, the timeline will interpolate the value.

Keyframes can be set on a timeline by:

  • Toggling the K button, which will insert a new key frame at the current time
  • Double-clicking on the timeline editor

Keyframes can be moved around using the mouse by clicking and dragging them.

You can jump to keyframes by clicking the two arrow buttons either side of the K button.

You can snap to keyframes when clicking or dragging with the mouse by toggling the Snap: KEY button

Markers

Markers have several purposes:

  • They provide a visual marker at a specific time
  • They can be jumped to
  • They can control playback of the patch timeline, or an individual timeline track when in Trigger mode

Markers can be set by toggling the 'M' button. The arrows either side move the timeline position to the previous or next marker.

You can snap to markers when clicking or dragging with the mouse by toggling the Snap: MRK button

Clicking on the 'Markers' tab brings up controls for renaming the current marker, and defining the marker actions.

Marker Actions

Marker actions control the position of the timeline playback. They can be used to create loops, jump to random positions, and all manner of other effects.

There are two categories: Enter actions and Leave actions

Enter actions are triggered when the position of the timeline passes over the marker.

Leave actions are triggered when the position of the timeline is just about to hit another marker, or the end of the track.

  • Stop - stops the timeline
  • Repeat - moves the playhead to the last marker, or the beginning of the track
  • Random Time - jumps to a random time within the timeline track
  • Random Marker - jumps to a random marker

If the track is in Trigger mode then these actions will only affect the playback position of this track, else it will affect the patch timeline.

Values

In a timeline editor, time is represented from left to right. Some types of data can have a value that can be represented vertically, such as Number Timeline

Fugio can add value guides for tracks that support them. Position the timeline position at the point where you want to add a value guide, and click the 'V' button, at which point you'll see a horizontal guide line drawn along the timeline.

You can snap to value guides when clicking or dragging with the mouse by toggling the Snap: VAL button

If your timeline position is on a keyframe, you can click the up and down arrows either side of the 'V' button to move the keyframe to the previous and next values.

Grid

Grid Timeline provides a repeating grid of points in time, which might represent the beats in a musical track. If you want to trigger events in other tracks to these grid points, select the grid track you want to use as a reference in the drop down menu to the right of the VAL button.

Timeline Guides.png

Vertical guide lines will be drawn that your mouse cursor will snap to when moving keyframes or markers.

Selecting 'None' will disable grid snapping.