Metro not working in M4l?

opacties's icon

Hello all.. I'm having a really strange problem with the metro object in max for live... simply put, it has stopped working. I've made numerous patches before that utilize the metro object in m4l, but ever since working on a new patch, it all of the sudden decided to stop working. Oddly enough, previous patches that have the metro object seem to still work.... For this latest patch, I initially developed it in MAX/MSP, and everything works just fine...
Has anyone else experienced this problem?!? It is beyond frustrating... I would be greatly appreciative if someone could help..

Here is the patch I've made for m4l if anyone is interested in taking a look

4585.Pitchrandom.maxpat
Max Patch
kleine's icon

Hi - Try substituting loadbang with live.thisdevice.

opacties's icon

Hey thanks for responding... I'll give it a shot!!

Javi Pe's icon

hi, I'm having exactly the same problem.. any answer?

tyler mazaika's icon

Hi, a few times I've had devices appear "dead" in Live is if I've caused a stack overflow within the device accidentally during initialization.

I would always be worried about any point you could set a [metro] with a duration == 0, so I'd recommend defending against that and seeing if that helps.

-Tyler

Menno Buggenhout's icon

This helped me! All msp object stopped working all of a sudden, because a metro object had received a 0 as an argument.
Hard to notice, no error message appeared or anything.
Restarting Live+Max fixed it.

Rivanni's icon

In my situation, I hadn't noticed the audio engine shutting down after my computer woke up from sleep mode. So starting the audio engine made the metro work again.

If you also have a non-working metro, turning the audio engine off and on again may also help. Worth a try before restarting Live and Max.

Iain Duncan's icon

This bit me before too - it's not super obvious. If the audio engine is off in Live, the high priority thread in Max does not run at all. So that includes any metro, delay, or pipe objects. This can be confusing, because the low priority (gui thread) does run, so it's not clear that you've just disable a huge swath of Max and it seems like parts of your patch just died.