Enrique, I've been checking your abstractions and they seem to be very
good. I've one question though, how can you control the abstractions you
add to nodes, say with a slider? Or do you have to create your nodes with
abstractions with arguments (like the proposed method in the readme file)
and that should be it?

Cheers


On Wed, Nov 14, 2012 at 5:14 PM, Enrique Erne <[email protected]> wrote:

> You could try https://github.com/thisconnect/pddom
> It should take care about:
> - updating DSP tree after adding removing an abstraction
> - firing loadbang
> - sets senders and receivers so you can send a signal from one
> abstraction directly to the next one
>
>
> On Wed, Nov 14, 2012 at 12:41 PM, Ángel Faraldo <[email protected]>
> wrote:
> > Thanks for your replies,
> >
> > indeed I was reading on the list and there are various threads on this
> > topic. Apologies for re-asking old threads.
> >
> > In my current project, I wasn't planning to create the objects with
> messages
> > (obj ... ... ..., i.e. dynamic patching) but manually adding objects
> which
> > produce sound on the fly.
> >
> > Therefore, [initbang] doesn't make a difference here, because loadbangs
> are
> > actually initialized when loading an abstraction manually, and turning
> dsp
> > audio off and on produces a longer-than-desirable silence gap when I
> create
> > a new abstraction, so although advisable on regular situations, it
> doesn't
> > seem to be the solution here.
> >
> > So, although maybe not the most elegant, I've managed to solve it by
> sending
> > the abstraction's [loadbang] to the main patch to dynamically save the
> > latter. This way I get the sound of the abstraction immediately.
> >
> > Cheers and thanks again.
> >
> > ángel
> >
> >
> >
> >
> >
> > On 14/11/2012, at 12:03, Alexandros Drymonitis wrote:
> >
> > Or use [initbang]...after i go banana's reply I searched a bit and found
> out
> > that my question has also been answered. It won't be vanilla though, but
> > anyway I'm using extended..
> >
> > Cheers
> >
> >
> > On Wed, Nov 14, 2012 at 12:54 PM, Cyrille Henry <[email protected]> wrote:
> >>
> >>
> >>
> >> Le 14/11/2012 11:30, Alexandros Drymonitis a écrit :
> >>
> >>> I tried your patch and the problem you mention does occur. I've no idea
> >>> why and how to solve this, but I'm also getting some strange behavior
> with
> >>> live patching. In my case [loadbang] won't work...
> >>>
> >> when sending message to pd to create objects, one also have to manually
> >> send the loadbang messages.
> >> reasons are details in the archive.
> >> [loadbang bang<
> >> |
> >> [s pd-foo]
> >>
> >> cheers
> >> c
> >>
> >>>
> >>> On Mon, Nov 12, 2012 at 5:29 PM, Ángel Faraldo <[email protected]
> >>> <mailto:[email protected]>> wrote:
> >>>
> >>>     Hi List,
> >>>
> >>>     I've been increasingly working with dynamic patching and there is
> an
> >>> issue that don't understand in relation with creating multiple audio
> >>> abstractions...
> >>>
> >>>     Imagine I put an oscillator inside an abstraction and I recall one
> >>> instance of it from the main patch (already computing audio). This is
> what
> >>> happens:
> >>>
> >>>     The abstraction will not produce sound until I:
> >>>
> >>>     a) save the patch
> >>>     b) create another abstraction with the same name (another audio
> >>> object will not work)
> >>>     c) I click on a already existing object in the main patch (clicking
> >>> on the canvas will not work either)
> >>>     d) I un-compute and re-compute audio (which is not desirable)
> >>>
> >>>     I attach an example:
> >>>
> >>>
> >>>
> >>>
> >>>     Any insights or ideas about how to solve this?
> >>>
> >>>     with kind regards,
> >>>
> >>>     Angel Faraldo
> >>>     _________________
> >>>     www.angelfaraldo.info <http://www.angelfaraldo.info>
> >>>
> >>>
> >>>     _______________________________________________
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> >>>
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> >>>
> >>>
> >>>
> >>>
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> >>
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> >
> >
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