Are you sending a lot of messages into Pd?
> YOu can use netreceive and then make a patch to distribute the messages.It took my a while to figure this out but now it works.
>
> Easiest way, although inefficient, is each time a mesage arrives, empty
> out a message box, put in a semicolon ("addsemi" message) and then add
> the incoming message (using [list prepend add] adn [list trim].
Thanks for the hint.
Now I use a netreceive with an empty message box.
To send a bang to "test123" I transmit the following via tcp from the game.
set; // clears the box
addsemi; // just adds a ;
add test123 bang; // adds my message: test123 bang;
bang; // trigger rerouting and transmits bang to test123
Just in case somebody encounters the same problem.
Currently the above solution works good enough for us. So I did not try
> More sporting way is to use a [send] with no arguments, and then with
> list and trigger magic get the first symbol to the right inlet and the
> rest to
> the left.
this one.
>> we try to integrate pd into a mobile game and plan to send data via
>>
>> int libpd_bang(const char *destination)
>> int libpd_float(const char *destination, float value)
>> int libpd_symbol(const char *destination, const char *symbol)
>>
>> For debugging purpose we want to be able to run a debug version of the
>> game and a pd instance on a pc to see whats going on inside pd.
>>
>> Is it possible to trigger these methods using pd-vanilla via network?
>> Like a "more global" netreceive.
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