patch fully loaded bang

Nov 30, 2013 at 1:44pm

patch fully loaded bang

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.

#274224
Nov 30, 2013 at 2:34pm

loadbang / live.thisdevice ?

#274227
Nov 30, 2013 at 8:21pm

WOW. nice one Wetterberg, you rule : P

#274265
Nov 30, 2013 at 8:34pm

Yes, it worked!!!

Thank you again.

: )

#274266
Dec 1, 2013 at 5:48am

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

#274290
Dec 1, 2013 at 5:50am

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 ?

#274291
Dec 1, 2013 at 6:05pm

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.

#274335

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