Cuesheet v0.15.12
No burst of cues at the start of a song after a transition.
New & improved
- No burst of cues at the start of a song after a transition. When a 20-30 s transition ended, the app could mistake the transition's own playhead for the next song's, jump 20-30 s into it, fire every cue up to that point at once and then snap back — so a song like Shut Down, which opens with nine RPM cues in its first four seconds, handed you the whole run in one burst at the boundary. The run loop now refuses a first sample that the new song could not possibly have reached yet.
- One RPM change at a moment shows as one pill. Cues authored as a run of quick taps at a single offset — JUMP's 88 / 93 / 98 / 103 / 108 at 0:04, Shut Down's opening, I Love It at 0:22 — drew a row of pills in the timeline strip's RPM lane while the big readout already showed the single value you are meant to hit. The strip now collapses them the same way: one pill, the final value.
- Fast-forwarding a class still reaches the end. The guard added above to stop a transition's playhead being mistaken for the next song's judged a reading by how long the boundary was ago in real time — fair for a real player, wrong for the simulator's clock, which run mode can fast-forward to 100×. Every legitimate reading then looked stale and the class stopped at the first transition. The guard now asks whether the clock reset rather than how long ago the boundary was, and gives up after a few readings either way.
- A cue pill sits on its own moment. Where two changes in a lane fell close together, the later pill used to be pushed to the right to clear the earlier one, so its value flipped on the stat card while the pill was still seconds short of the NOW line (Uptown Funk's RPM ramp at 2:15-2:22 drew the last pill about nine seconds late). Every pill's left edge now marks exactly when its change lands; a crowded pill gives up its own tail instead.