hello list,
hello miller,
is there any known way to dynamically change the number of instances associated
with a clone object, e.g. via message?
i know, the dsp graph would need to be rebulit, but for a project i am
contemplating that would be less of a concern.
if not, can i suggest this for
Hi, I'm looking for a way to avoid "properties" from popping up as an
option when right clicking in an abstraction.
This is not really "important", basically only merely aesthetical, as I
want to make abstractions look more closely as compiled objects... but
anyway, please don't judge :)
So, is t
Le 04/03/2018 à 19:47, oliver a écrit :
> Jack wrote:
>> Hello Oliver,
>>
>> I reduce the patch to expose the problem.
>> The different solutions are inside.
>> Hope it helps...
>
> it does !
>
> thanks a lot for your explanation,
> your method also works with the chained shaders !
>
> even thou
2018-03-05 16:53 GMT-03:00 hans w. koch :
>
> i´d be interested in a way of dynamically changing number of voices
> assigned to a “clone” object. I am aware that this will rebuild the dsp
> graph
>
I'd be really interested in that too, but I just don't think it makes sense
that we should find a w
ok, i see, thanks ayway.
hans
> Am 05.03.2018 um 21:32 schrieb Alexandre Torres Porres :
>
>
>
> 2018-03-05 16:53 GMT-03:00 hans w. koch :
> care to elaborate how?
>
> not really, this was a stupid problem I was having with a patch, but changed
> the approach entirely and avoided the whole p
2018-03-05 16:53 GMT-03:00 hans w. koch :
> care to elaborate how?
>
not really, this was a stupid problem I was having with a patch, but
changed the approach entirely and avoided the whole problem on its own, so
I guess it doesn't matter as it basically just made the whole issue I was
having poi
care to elaborate how?
i´d beinterested in a way of dynamically changing number of voices assigned to
a “clone” object.
i am aware, that this will rebuild the dsp graph
vanilla preferable.
thanks
hans
> Am 05.03.2018 um 17:36 schrieb Alexandre Torres Porres :
>
> yeah, this would be quite diff
yeah, this would be quite different, though I can see how using it could do
the trick... but not to worry, as I have found a solution to those
technical issues that didn't need any of this ;) so I guess this is not
important anymore.
thanks
2018-03-05 8:14 GMT-03:00 Liam Goodacre :
> Not dynamic
Hi JP
This has been happening to others lately as well. I've just sent a message to
the admin of the board with your details. He usually responds quickly, so check
back tomorrow to see if the confirmation email has come through.
Liam
From: Pd-list on behalf o
On 2018-03-05 12:01, Marco Matteo Markidis wrote:
> In my head the point is: is it usefull to use a [readsf~] in a up-sampled
> subpatch to avoid audio dropout? My idea was to up-sampling and re-blocking
> a subpatch with [readsf~] and pass signal using [outlet~] to the main
> canvas. In this way [
Not dynamic patching, but you can use [canvasargs] from iemguts. Updating the
arguments doesn't happen immediately, but takes effect if the patch is saved
and reloaded.
Barring this, I can't think of anything other than the dreaded option of
sending individual mouse and keyboard messages to the
In my head the point is: is it usefull to use a [readsf~] in a up-sampled
subpatch to avoid audio dropout? My idea was to up-sampling and re-blocking
a subpatch with [readsf~] and pass signal using [outlet~] to the main
canvas. In this way [readsf~] has a larger blocksize read and it is called
more
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