patch fully loaded bang

    Nov 30 2013 | 9:44 pm
    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.

    • Nov 30 2013 | 10:34 pm
      loadbang / live.thisdevice ?
    • Dec 01 2013 | 4:21 am
      WOW. nice one Wetterberg, you rule : P
    • Dec 01 2013 | 4:34 am
      Yes, it worked!!!
      Thank you again.
      : )
    • Dec 01 2013 | 1:48 pm
      haha, does live.thisdevice work outside m4l world ??
    • Dec 01 2013 | 1:50 pm
      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 ?
    • Dec 02 2013 | 2:05 am
      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.