bind(&ControllerReceiver::queue, receiver));
match_button(note, MIDIMappingProto::kPlayFieldNumber, MIDIMappingProto::kPlayBankFieldNumber,
bind(&ControllerReceiver::play, receiver));
+ match_button(note, MIDIMappingProto::kNextFieldNumber, MIDIMappingProto::kNextButtonBankFieldNumber,
+ bind(&ControllerReceiver::next, receiver));
match_button(note, MIDIMappingProto::kToggleLockFieldNumber, MIDIMappingProto::kToggleLockBankFieldNumber,
bind(&ControllerReceiver::toggle_lock, receiver));
} else if (play_enabled_light == Blinking) { // Play ready.
activate_mapped_light(*mapping_proto, MIDIMappingProto::kPlayReadyFieldNumber, &active_lights);
}
+ if (next_ready_light == On) {
+ activate_mapped_light(*mapping_proto, MIDIMappingProto::kNextReadyFieldNumber, &active_lights);
+ }
if (locked_light == On) {
activate_mapped_light(*mapping_proto, MIDIMappingProto::kLockedFieldNumber, &active_lights);
} else if (locked_light == Blinking) {