• lo94

    Thanks for the replies. I will have to spend some time staring at this as I am relatively new to the world of sysex. I've sent sysex messages for simple cases like program changes, but with this one I have a rather large file as I realized a workaround to a potential limitation with my MIDI Controller (Novation SL25 MK1) with templates (limited number) and PureData is that PureData could basically just send the giant template sysex file to the controller based on MIDI messages. These templates are stored in temp memory, so basically all my custom PureData patches don't need to actually be saved within the synth, and I can save the template storage for my hardware synths. Essentially just pass the template file to the synth as needed from PureData, which automatically loads it up in temp memory when it receives it

    I think I understand what you're saying but because of the formatting of the template file I'm having a hard time applying it to this use case (as I'm used to relatively short sysex messages like the one shown in the forum thread, where this one is massive). I attached the file in case it would be useful/relevant to see

    FirstButtonCC.syx

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  • lo94

    @ddw_music I'll give this a shot. Thanks, didn't even know about that object

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  • lo94

    Hey all,
    Sorry for overflowing these threads with questions haha. Been posting a lot lol

    Was curious if there's an easy way to send an entire .syx file via midi. When looking through the forums for answers I mostly found questions pertaining to sending individual sysex messages, but I'm looking to simply route a .syx file like MIDIOX or similar software would. Would I have to parse the message somehow or is there a ready made abstraction for this sort of thing?

    As always, thanks in advance :D

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  • lo94

    @Balwyn .... thank... you... so... much lol
    I had no idea this was a thing
    :+1: :100: :pray:

    Doesn't help so much with [select] but definitely does with patching many controls into a float's cold inlet and such

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  • lo94

    @ddw_music Funny thing is, I did this for every other use case but broke it just for this. The issue is more that it's part of a larger system. I didn't want radio buttons, went with toggles instead, but only one within that row of toggles can be on at a time. I have a fairly good idea of how I'll rework it. It's mostly that in this case, a change in value should always trigger an update to the other toggles within the change. Likely I'll just add a second receive channel within my control abstraction for handling cases like this. Then I can keep it compartmentalized where the primary receive channel simply updates the values and the secondary receive channel will both send an update to the values and then output a bang if there's extra logic needed.

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  • lo94

    @ddw_music I'm sure there is haha. I just started PD about a week ago and am definitely more of a traditional programmer. I'm much less adept when it comes to visual programming. Even when I do use visual programming in something like Unity/Unreal it winds up being more of a triggering state machine than anything else.

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  • lo94

    @whale-av Ahh okay, this is a clever solution. I hadn't thought of using spigot in regards to a global receiver like that. Definitely need to implement this in some of my abstractions.

    Although this seems to limit you to custom abstractions. I was wondering if PD actually keeps track of the currently selected objects when in edit mode, that somehow we might be able to peek behind the curtain at. I'm assuming that PD must have this information stored somewhere/somehow, it's more a matter of if it's made accessible somehow.

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  • lo94

    @whale-av Ah okay. This seems useful. I will likely try to see if I can rig something up to make dynamic patching easier in the coming weeks. Do you happen to know if PD has any sort of event handling capabilities that allow you to send messages to currently selected objects? If so, I can't imagine rigging something up would be tremendously complicated

    EDIT: Ah yeah I'm aware of the $0 adding the parent patch. That was my intention, so it can communicate with the parent patches $0 send/receive events

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  • lo94

    @whale-av I'll take a look into clone. That might help me out. I basically have a bunch of control objects that all use the same abstraction for sending/receiving to a central patch storage DB. I create these instances through dynamic patching as well as the slider objects themselves. Basically just did this so I didn't need to individually create each slider for say, a 64 step sequencer. Obviously the downside to this is you wind up with lots of objects very quickly and a need to connect them in a variety of ways.

    I'm reading about clone but does this sound like something that clone could potentially simplify?

    Thank you for the reference, I'll have to experiment with that a bit tomorrow so see what its capabilities/limitations are. Much appreciated as always! :D

    EDIT: I included an image of what I've been doing so far. The [control-guts] abstraction is created in an editor I threw together, along with its associated GUI object which is initialized according to the values passed in from my editor. Obviously, all use cases don't match (for instance, on this drum machine the trigger/probability sliders for each step will be used differently than the toggles which set the last step). Between this and manually editing the textfiles with VIM, I've been able to get pretty decent efficiency, but being I'm new to PureData I wonder if there is a way to handle such things more efficiently.

    PatchSample.PNG

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  • lo94

    Hey all

    Was curious if anybody had come up with a solution for quickly attaching many nodes of the same abstraction type to a single inlet on another node. I've been trying to find out if PD has any way to read information on the currently selected nodes but it doesn't seem there is a way.

    Usually it isn't too big of a deal but I'm not running into instances where I have 50+ nodes that I need to connect to the same cold inlet for storing values in a sequencer. Doing these by hand for the smaller portions was tedious but not really a major issue. Now though it is becoming both time consuming as well as the high quantity of connections creating more room for manual error (and with the giant wire nest it becomes next to impossible to actually see what's going on).

    I was looking at the format of the connections in a text editor and

    Any suggestions or existing solutions I am unaware of would be greatly appreciated. Cheers

    EDIT: So I see how things are created, essentially just order of creation. With VIM was easy to connect these objects but still somewhat tedious. Is there any way to query objects as to what that ID is? If not, and it's essentially just line count within the canvas it exists within, maybe I'll rig up a simple PD object that will fetch and output this ID. I feel like if you were able to readily fetch this ID, then something like dynamically connecting objects would be exponentially easier. I have a severe disdain for tedious repetitive tasks and will follow up if I can come up with a decent tool for doing this. It's too bad there isn't at least a basic unique ID per object as that would make this monumentally more simple.

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