• caska

    your plan should work with sfplay 2 if all instances get the same message at the same time, (such as 1 bang to 1 message to 10 sfplay2)
    its easy enough to try out, give it a whirl!

    I would put a delay between a loadbang that loads the files, and the one that plays them... to give some loading time beforehand.

    posted in technical issues read more
  • caska

    just found it...
    like i suspected, it was there...
    http://msp.ucsd.edu/Pd_documentation/x5.htm#s1

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  • caska

    so, i just upgraded to .54 from .52something on Linux and am looking for the release notes, or the docs otherwise describing the changes since the last version.

    I looked on github and puredata.info without finding what im looking for, and im pretty sure im just missing it...

    I had read that sigmund~ object and some "others" had changed, and im searching for details more concise than
    opening every helpfile individually.

    thanks~!

    posted in technical issues read more
  • caska

    If i understand this correctly, i had this problem and came up with the following solution...

    from my [read] object i connected to a [list] object...
    and connected that to a Ctrl-4 , "put-style" list display...
    the list display now shows " read resize- /entire/file/path/to/filename.wav array1 " after loading a new file.

    this is way too big to be shown in GOP for my purposes, so it is inside the patch and i just open it to see... i can later use the info to make loadbang messages to load my preferences.

    posted in technical issues read more
  • caska

    @Maks so, im thinking you could do send and receive objects for the seed values maybe...
    I have yet to fool around with seed much... or rather... yet to have any use of random that seems to be much affected by it.

    posted in technical issues read more
  • caska

    the helpfile for random shows how to send a seed message to the left input of [random}

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  • caska

    really liked this patch!
    was especially interested in the reverb... and wondering...

    is it common to have the input and output of reverb being this low-volume?

    I was looking to try out the reverb using different sounds, but it was WAY over the top and upon testing your original patch with a dac~ and a scope at the input and output signals, i can hear nothing... and the scope is just barely able to detect that something IS infact still happening... so im wondering if this is common for dealing with reverb effects??using them at tremendously low volumes?

    thanks!

    posted in patch~ read more
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