You could try
https://github.com/thisconnect/pddomIt should take care about:
- updating DSP tree after adding removing an abstraction
- firing loadbang
- sets senders and receivers so you can send a signal from one
abstraction directly to the next one
On Wed, Nov 14, 2012 at 12:41 PM, Ángel Faraldo <
angelfaraldo@gmail.com> wrote:
Thanks for your replies,
indeed I was reading on the list and there are various threads on this
topic. Apologies for re-asking old threads.
In my current project, I wasn't planning to create the objects with messages
(obj ... ... ..., i.e. dynamic patching) but manually adding objects which
produce sound on the fly.
Therefore, [initbang] doesn't make a difference here, because loadbangs are
actually initialized when loading an abstraction manually, and turning dsp
audio off and on produces a longer-than-desirable silence gap when I create
a new abstraction, so although advisable on regular situations, it doesn't
seem to be the solution here.
So, although maybe not the most elegant, I've managed to solve it by sending
the abstraction's [loadbang] to the main patch to dynamically save the
latter. This way I get the sound of the abstraction immediately.
Cheers and thanks again.
ángel
On 14/11/2012, at 12:03, Alexandros Drymonitis wrote:
Or use [initbang]...after i go banana's reply I searched a bit and found out
that my question has also been answered. It won't be vanilla though, but
anyway I'm using extended..
Cheers
On Wed, Nov 14, 2012 at 12:54 PM, Cyrille Henry <ch@chnry.net> wrote:
Le 14/11/2012 11:30, Alexandros Drymonitis a écrit :
I tried your patch and the problem you mention does occur. I've no idea
why and how to solve this, but I'm also getting some strange behavior with
live patching. In my case [loadbang] won't work...
when sending message to pd to create objects, one also have to manually
send the loadbang messages.
reasons are details in the archive.
[loadbang bang<
|
[s pd-foo]
cheers
c
On Mon, Nov 12, 2012 at 5:29 PM, Ángel Faraldo <angelfaraldo@gmail.com
<mailto:angelfaraldo@gmail.com>> wrote:
Hi List,
I've been increasingly working with dynamic patching and there is an
issue that don't understand in relation with creating multiple audio
abstractions...
Imagine I put an oscillator inside an abstraction and I recall one
instance of it from the main patch (already computing audio). This is what
happens:
The abstraction will not produce sound until I:
a) save the patch
b) create another abstraction with the same name (another audio
object will not work)
c) I click on a already existing object in the main patch (clicking
on the canvas will not work either)
d) I un-compute and re-compute audio (which is not desirable)
I attach an example:
Any insights or ideas about how to solve this?
with kind regards,
Angel Faraldo
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