I’m trying to create a modular system whereby effects can be loaded dynamically into [bpatcher] objects. What I’m finding is that when loading some objects seem to be mixing up interface elements between patchers. In the example I’ve posted The band pass filter should have a ‘Q’ parameter on the second dial but the bpatcher loads it with the same "Resonance" title from the low-pass filter. Yet the patcher loads the proper filtergraph~ state?? Very odd.
Am I doing something wrong with the bpatcher or the [live.dial] objects to make this happen?
I think this may be a bug. When I tried it, it didn’t work. So I unlocked the patch and looked in the bpatcher just to check your scripting name. Everything looked fine so I exited and tried it again and it worked. I then closed Max and reopend the patch to try it again. I got the same results so I unlocked and then relocked the patch and it worked.