Bug? Loadbang twice when creating poly~ via scripting
I noticed today that when I make a poly~ using [script newobject ...] or [script newdefault ...] to thispatcher, loadbang bangs again for no reason. If [script newobject ...] message box is directly connect to loadbang, it’s fine, but If I create poly~ later, I get another bang from loadbang.
I attached a simple patch demonstrating this bug. There’s a counter connected to loadbang, and you’ll notice that when the patch open you get "loadbang 0" in the Max window. When you click on the message box to create poly~, you will get "loadbang 1" in the Max window. The second time you create a poly~, loadbang doesn’t bang again. Close and reopen the patch and same thing happens.
I can work around by using [onebang 1] after loadbang, but that seems more of a hack… If anyone can comment on this, I’d appreciated.
I’m using Max 5.1.4 on OS X 10.6.3.
This is a 5.1.4-specific issue and is currently being looked into. Thanks for the clear example. -Dave
even if you send a voices message to a poly, you get an other loadbang.
ther is also a bug with patcherargs.
if you set the voices of a poly~, you get an additional loadbang and a patcherarg message in any subpatcher.
with this version of max i feel a bit like a beta tester :-)
Thanks for the reports. All of the aforementioned poly~/loadbang issues will be fixed in the next release. If you find any other related misbehaviors, you can post them here.
+10 for fixing this. While, I kind of understand that max is kind of unscoped, this caused my about a week of pain.
To be clear I’m taking about dynamically loading a patch in poly~ with a [loadmess] inside setting off loadmess objects outside.