Why won't sfplay~ stop?

    Aug 31 2011 | 1:25 pm
    I'm sorry if it's an obvious problem - I am new to wonder that is Max.
    Basically, I have set up a sampler which counts through the samples. It is made very slightly more complicated by the fact I am using 10 channels and different samples go to different outputs, but never more than one at a time.
    I have set up the patch to count on to the next sample once the last has finished. However, I can't get it to stop!
    I am sending a [0] to all the sfplay~ objects, and the counter at the same time but it doesn't stop playing - it just loops to the next sample.
    Any help would be very much appreciated! Thanks

    • Aug 31 2011 | 4:15 pm
      It would certainly help to see your patch, or even the relevant section of it. From your description, it may be a [counter] issue, not being reset correctly or at the correct time perhaps; are you familiar with the [trigger] object?
    • Aug 31 2011 | 6:07 pm
      Hopefully this will mean you can see my patch. This is actually a sub patch and I am sending a bang to [r stopmsg] from the main patch if that's important.
      Thank you! Hannah
    • Aug 31 2011 | 8:39 pm
      You can see the problem if you connect a [print] object to the number box just below the counter. The counter is sending an integer > 0.
    • Aug 31 2011 | 8:48 pm
      To be a bit clearer here, your 0 is never getting to the sfplay~ objects.
    • Aug 31 2011 | 9:34 pm
      Thanks newdendrite. I see what you mean. Do you happen to know how I can get a 0 into the counter and stop in continuing to count round in the loop?
      Sending 0 to the fourth input on the counter seems to send a 0, but that just sets off the loop and the counter starts counting again.
      I just seem to be stuck in a perpetual loop and would really appreciate any pointers.
      I haven't used the [trigger] object that Brendan suggests so I'm afraid I don't quite know how best to try and use it.
      Many thanks Hannah
    • Aug 31 2011 | 9:51 pm
      I think you should remove the [r stopmsg] stuff at the top of the patch that is connected to the counter. The counter is not what's driving the patch, absent a user clicking on the big button at the top, and as it is now, the stopmsg stuff just starts again from the beginning.