In the patch I’m working on, pattrstorage recalls (among many other
things) the setting of a top level ubumenu, which loads in a specific
bank of samples. (Ie the slots in the ubumenu recall different banks
of samples from hard drive).
Once loaded, the names of the samples are distributed to other
ubumenus contained in sample players (in subpatchers). When this
happens, the subpatcher ubumenus default to slot 0.
So the particular sample I want to play in each player is set by its
ubumenu, and that setting is also stored in pattrstorage.
Here’s the problem:
When I recall a master setting, the sample bank menu is selected and
the samples start to load. As that’s happening, all the other settings
are recalled, so sampler menus 1-3 are set to the appropriate slots,
but the names haven’t loaded yet…
Then the samples finish loading, and the sample names are sent to the
sampler menus, which are set to slot 0.
So it’s a timing problem. What I _want to have happen is that first
the required sample bank is selected; it loads and the sample names
are sent to the players, and only then do all the other settings load.
Is there an obvious way to do this? Or would I need to ditch autopattr
and set up something with lots of pattrs and pattrhubs connected to
the various objects via delays?
Ah. My thought error was in thinking that pattrstorage has to sit at
the top of everything, whereas it’s the loading of the sample banks
that is at the top. So if I drive the recalling of pattrstorage slots
from the _sample bank ubumenu, rather than the pattrstorage’s ubumenu,
with an appropriate delay after the sample bank menu, then all should