Forums > MaxMSP

patch fully loaded bang

November 30, 2013 | 1:44 pm

hello

Is there a trick to know when a patch is fully loaded? So a bang is given
when all objects and cords are connected up. So data can be entered asap without fear of being lost/unproccessed.

I have been using (active)>(1)>(Change)>(bang) on the upper most patch, at top left of the window to try and have max tell me when my patch is fully loaded up. But it does not seem to work very well or consistantly.

thanks for help.


November 30, 2013 | 2:34 pm

loadbang / live.thisdevice ?


November 30, 2013 | 8:21 pm

WOW. nice one Wetterberg, you rule : P


November 30, 2013 | 8:34 pm

Yes, it worked!!!

Thank you again.

: )


December 1, 2013 | 5:48 am

haha, does live.thisdevice work outside m4l world ??


December 1, 2013 | 5:50 am

oh, yes it does seem to, only first inlet though, documentation says it is the same as a loadbang in a max-only world – is that really so though ?


December 1, 2013 | 6:05 pm

What I observed so far is the poly~ object loads all instances of itself after everthing else. So in Ula, when the last poly~ instance gets loaded, the last instance sends a ‘ready’ message to the ring controller, which then recalls presets in all the other patches. I don;’t have any Javascript creating objects, but if there were I guess that could take longer.


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