Hi [USER=“70000”]Abbie Doobie[/USER] , at the moment it is not possible to change time signature and/or pulse override after they’ve been set.
A Clock’s Settings input is only available on the Create New Clock node, and that’s what you’d need to do :-/
From what I understand though, the devoted Epic audio team plans on putting some improvements in with 4.27, which will make it possible.
You can however change Beats Per Minute or Ticks Per Second etc, on an existing Clock Handle. I believe it would jump to the new speed on the next bar (or is it next beat?).
In my use case I wanted to keep the BPM, with a click playing 1/4 notes, but change time settings to allow other sources play different accents and patterns.
So what worked for me was : OnBarEvent > PauseClock > UnsubscribeFromAll > CreateNewClock with new Settings > cache it > SetBPM to the same float > Subscribe to those 1/4 notes > from that Delegate Create the same Event already in use for the click > Resume the new Clock.
This way it stayed on the beat, with time count and subdivisions changing in the background.
Surely it’s far from ideal, so when you find a better way please let me know… best of luck!
I ran into the same problem. If ebarkani is correct that Quartz can’t change the time signature once running, then one way to work around this limitation, is by pretty much ignoring Quartz’ concept of ‘bars’ altogether.
My implementation is that I’ve simply set Quartz to have a time signature of 10/16, regardless of the real time signature of the music. From there I’ve translated the real timings of the notes to that count in my own code. It’s a slight hassle, but it works just fine.
You still need to change the BPM if you do this. SetBeatsPerMinute exists and you can set a QuartzQuantizationBoundary for the exact moment when the switch to a new BPM should happen.
Won’t this have a small timing error every time you do this?