Basic step sequencer delay half the time

ZeroValue's icon

Hi,
I'm studying with basic step sequencing. Using phasor~ and counter.
The accuracy is perfect in live, but :
Half the time the sequencer is delayed by one step.
Every tutorial video are skipping this problem.

Is it a transport problem ? or ... any suggestions will be appreciated as I'm struggling on this one for hours.

Best

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double_UG's icon

I run into the same problem. Now I use subdiv~.

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ZeroValue's icon

So it's more like a bug / optimisation ?!

yes is saw this solution. (Just missing the direction selection then (easy to invert, but for palindrome I don't know how to do it ??))

Problem when setting a loop the first beat is also skipped.

skipped

Source Audio's icon

that is due to phasor to counter conversion, also subdiv wil fail to bang on first beat after

you rewind and start it.

ZeroValue's icon

so there's no solution at this problem ?

Source Audio's icon

I am sure there could be, but I am not interested in Live and anyway to run sequencer

using phasor~

for you it depends what you want to have .... in general the problem is when you use signal

to either divide it's ramp into slices ( seq steps) or to bang using it's phase that you need a change inserted , otherwise it will bang all the time.

maybe phasor locked and quantised to a beat ???

do you want your steps to be in sync with live transport ? then use maybe plugsync and grab raw ticks ?

ZeroValue's icon

What do you use to create sequencer ?

Yes the live transport should drive the sequencer. I'll check what is possible with raw ticks, but it seems to be a bit heavy solution for a problem that should be solved at another level.
The cohabitation between live and max is sometimes a bit frustrating ahah.

Source Audio's icon

heavy solution ?

using synced phasor, metro or whatever has nothing to do with timeline, so in case you need something like beat clock sync with song position pointer, that follows transport

you must use plugsync,

ZeroValue's icon

on I say heavy, I mean that this synchronisation should have be simpler and already documented.
ok I'm already using plugsync, now I have to found how to connect it to manage different time division etc ...
Hope to find a stable solution ...

Source Audio's icon

plugsync gives you float 0. ~ 1. for one quarter note.

so you need beat selector that counts passed beats as ints.

for quarter notes just use int, for 8th note 0.5 fraction, for 16th 0.25 etc.

you could as well multiply raw ticks by 1. 2. 3. 4. 6. 8. etc.

then convert to int , so if you multiply * 3. , you get quarter note triplet

pong gives you wrap and fold modes if you need palindrome

ZeroValue's icon

Thx SourceAudio
This is the the best and only reliable solution.

Also, the loop problem was caused by the fact that until you save, freeze, and close the device (if you're still in edit mode in Max), the first beat is skipped.


Here is my current version using plugsync~

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Source Audio's icon

glad you solved your problem.

I would add a gate to prevent triggering when you rewind live transport.

you can use plugsync~ play status for that

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ZeroValue's icon

I identified a problem with pong in fold mode and setting a loop in ableton.

So here is a new version with a v8 object that handles the problem.

I've added the play statut you suggested!

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Source Audio's icon

there is one more thing one should take care of - when live stops and continues playback,

and one resets change object using set -1 message , beat triggers even if it was in the past.

I don't use live but remember that it is a bit stupid with pause and resume: if one scrolls transport counter manually, on resume it jumps to that last set value...