Module Musician.Constants

Global constants

Tables

Musician.Events Events

Fields

Musician.Events.BandPlay Fired when a player of the party or raid starts playing a song as a band
Musician.Events.BandPlayReady Fired when a player of the party or raid is ready (or no longer ready) for band play
Musician.Events.BandReadyPlayersUpdated Fired every time the list of players ready for band play should be updated
Musician.Events.BandStop Fired when a player of the party or raid stops playing a song as a band
Musician.Events.Bandwidth Fired when bandwidth limit indicator has changed while streaming a song
Musician.Events.CommChannelUpdate Fired when the status of the communication channel has changed
Musician.Events.CommSendAction Fired when a communication action has been initiated
Musician.Events.CommSendActionComplete Fired when a communication action has been completed
Musician.Events.Frame Fired at every screen refresh.
Musician.Events.LiveBandSync Fired when a player of the party or raid is synchronized (or no longer synchronized) for band play in live mode
Musician.Events.LiveModeChange Fired when the live mode state is changed, by user's action or any other event that affects the live mode.
Musician.Events.LiveNoteOff Fired when a note off event is being sent in live mode
Musician.Events.LiveNoteOn Fired when a note on event is being sent in live mode
Musician.Events.NoteDropped Fired when one or more note have been dropped due to a lack of polyphony during one frame while playing
Musician.Events.NoteOff Fired when a song note stops playing
Musician.Events.NoteOn Fired when a song note starts playing and is audible
Musician.Events.PreloadingComplete Fired when the preloading process is complete and all samples are now in disk cache
Musician.Events.PreloadingProgress Fired when the preloading process is making progress
Musician.Events.PromoEmote Fired when a "promo" emote has been received and filtered in the chat
Musician.Events.RegistryReady Fired when the player registry is ready to use.
Musician.Events.SongChunk Fired when a song chunk has been received
Musician.Events.SongCursor Fired when the song cursor position has changed
Musician.Events.SongImportComplete Fired when the song importing process is complete, regardless if it failed or not
Musician.Events.SongImportFailed Fired when the song importing process failed
Musician.Events.SongImportProgress Fired when the song importing process is making progress
Musician.Events.SongImportStart Fired when the song importing process is starting
Musician.Events.SongImportSucessful Fired when the song importing process is complete successfully
Musician.Events.SongInstrumentChange Fired when the instrument of a song track has changed in the song editor
Musician.Events.SongPlay Fired when a song starts playing
Musician.Events.SongStop Fired when a song stops playing
Musician.Events.SourceSongLoaded Fired when the source song Musician.sourceSong has been successfully loaded
Musician.Events.StreamStart Fired when a song starts streaming
Musician.Events.StreamStop Fired when a song stops streaming
Musician.Events.VisualNoteOff Fired when a song note stops playing, even when it was not audible (track muted, note dropped due to low polyphony etc.) Used for visual feedback
Musician.Events.VisualNoteOn Fired when a song note starts playing, even when it's not audible (track muted, note dropped due to low polyphony etc.) Used for visual feedback


Tables

Musician.Events
Events

Fields

Musician.Events.BandPlay
Fired when a player of the party or raid starts playing a song as a band
  • sender (string) Player name
  • songCrc32 (number) The song CRC32 that will play
Musician.Events.BandPlayReady
Fired when a player of the party or raid is ready (or no longer ready) for band play
  • player (string) Player name
  • songCrc32 (number) The song CRC32 the player has loaded
  • isReady (boolean) Player is ready when true
  • eventPrefix (string) Message prefix from Musician.Comm.event
Musician.Events.BandReadyPlayersUpdated
Fired every time the list of players ready for band play should be updated
Musician.Events.BandStop
Fired when a player of the party or raid stops playing a song as a band
  • sender (string) Player name
  • songCrc32 (number) The song CRC32 that will be stopped
Musician.Events.Bandwidth
Fired when bandwidth limit indicator has changed while streaming a song
  • bandwidth (number) Equals to 0 when < Musician.BANDWIDTH_LIMIT_MIN and > 1 when exceeding Musician.BANDWIDTH_LIMIT_MAX
Musician.Events.CommChannelUpdate
Fired when the status of the communication channel has changed
  • isConnected (boolean) True when connected to the channel
Musician.Events.CommSendAction
Fired when a communication action has been initiated
  • action (string) Action name, from Musician.Comm.action
Musician.Events.CommSendActionComplete
Fired when a communication action has been completed
  • action (string) Action name, from Musician.Comm.action
Musician.Events.Frame
Fired at every screen refresh. OnUpdate functions can be attached to this event without needing to create a new frame.
  • elapsed (number) Time in seconds since last frame
Musician.Events.LiveBandSync
Fired when a player of the party or raid is synchronized (or no longer synchronized) for band play in live mode
  • player (string) Player name
  • isSynced (boolean)
Musician.Events.LiveModeChange
Fired when the live mode state is changed, by user's action or any other event that affects the live mode.
Musician.Events.LiveNoteOff
Fired when a note off event is being sent in live mode
  • key (number) MIDI key of the note
  • layer (number) Keyboard layer from Musician.KEYBOARD_LAYER
  • isChordNote (boolean) true when note is a power chord
  • source (table) UI component triggering the note
Musician.Events.LiveNoteOn
Fired when a note on event is being sent in live mode
  • key (number) MIDI key of the note
  • layer (number) Keyboard layer from Musician.KEYBOARD_LAYER
  • instrumentData (table) Instrument data from Musician.INSTRUMENTS
  • isChordNote (boolean) true when note is a power chord
  • source (table) UI component triggering the note
Musician.Events.NoteDropped
Fired when one or more note have been dropped due to a lack of polyphony during one frame while playing
  • song (Musician.Song)
  • totalDrops (number) Total dropped notes since the song has been created
  • drops (number) Number of notes dropped during the same frame
Musician.Events.NoteOff
Fired when a song note stops playing
  • song (Musician.Song)
  • track (table) Track object of the song
  • key (number) MIDI key of the note
Musician.Events.NoteOn
Fired when a song note starts playing and is audible
  • song (Musician.Song)
  • track (table) Track object of the song
  • key (number) MIDI key of the note
Musician.Events.PreloadingComplete
Fired when the preloading process is complete and all samples are now in disk cache
Musician.Events.PreloadingProgress
Fired when the preloading process is making progress
  • progress (number) Progression between 0 and 1
Musician.Events.PromoEmote
Fired when a "promo" emote has been received and filtered in the chat
  • isPromoEmoteSuccessful (boolean) true if the music can be heard
  • msg (string)
  • fullPlayerName (string)
  • ... (string) Other arguments provided by ChatFrame_AddMessageEventFilter() (languageName, channelName...)
Musician.Events.RegistryReady
Fired when the player registry is ready to use.
Musician.Events.SongChunk
Fired when a song chunk has been received
  • sender (string) Player name
  • mode (number) Song mode (Musician.Song.MODE_DURATION or Musician.Song.MODE_LIVE)
  • songId (number)
  • chunkDuration (number) in seconds
  • playtimeLeft (number) in seconds
  • posY (number) Player world position Y
  • posX (number) Player world position X
  • posZ (number) Player world position Z
  • instanceID (number) Player instance ID
  • guid (string) Player GUID
Musician.Events.SongCursor
Fired when the song cursor position has changed
  • song (Musician.Song)
Musician.Events.SongImportComplete
Fired when the song importing process is complete, regardless if it failed or not
  • song (Musician.Song)
Musician.Events.SongImportFailed
Fired when the song importing process failed
  • song (Musician.Song)
Musician.Events.SongImportProgress
Fired when the song importing process is making progress
  • song (Musician.Song)
  • progress (number) Progression between 0 and 1
Musician.Events.SongImportStart
Fired when the song importing process is starting
  • song (Musician.Song)
Musician.Events.SongImportSucessful
Fired when the song importing process is complete successfully
  • song (Musician.Song)
  • data (string) Raw binary song data
Musician.Events.SongInstrumentChange
Fired when the instrument of a song track has changed in the song editor
  • song (Musician.Song)
  • track (table) Track object of the song
  • midiId (number) MIDI id of the instrument
Musician.Events.SongPlay
Fired when a song starts playing
  • song (Musician.Song)
Musician.Events.SongStop
Fired when a song stops playing
  • song (Musician.Song)
Musician.Events.SourceSongLoaded
Fired when the source song Musician.sourceSong has been successfully loaded
  • song (Musician.Song)
  • data (string) Raw binary song data
Musician.Events.StreamStart
Fired when a song starts streaming
  • song (Musician.Song)
Musician.Events.StreamStop
Fired when a song stops streaming
  • song (Musician.Song)
Musician.Events.VisualNoteOff
Fired when a song note stops playing, even when it was not audible (track muted, note dropped due to low polyphony etc.) Used for visual feedback
  • song (Musician.Song)
  • track (table) Track object of the song
  • key (number) MIDI key of the note
Musician.Events.VisualNoteOn
Fired when a song note starts playing, even when it's not audible (track muted, note dropped due to low polyphony etc.) Used for visual feedback
  • song (Musician.Song)
  • track (table) Track object of the song
  • key (number) MIDI key of the note
  • play (boolean) true when the note is audible
generated by LDoc 1.4.6 Last updated 2020-08-09 19:40:05