Hi, here's a technote on timebases:

<http://developer.apple.com/qa/qa2005/qa1427.html>

Also, attached, a composition that systematically explores different timebases on patches and sub-patches.

With the main composition running, 'disable' and 'enable' the subpatches. Also 'stop' and 'run' the composition and see what happens to the time values.

There are some interesting behaviours - noted in the notes within the composition - particularly the persistence of the time base on non- rendering patches with particular settings [see the 'Patch Time - External - Driven with Interpolation' sub-patch]

One main conclusion: one can set up complex chains of patches and sub- patches that have their own independent (local) time-base or inherit timebases from their 'parent' patch or published ports. Setting the timebase menu combined with disabling/enabling sub-patches during the execution of a composition allows fine grained control over time based behaviours. This effects any time sensitive patch - like movies, patch time, LFO, interpolations, smooth, timelines.

I hope this helps. May not solve your immediate problem. But worth getting ones head around.

Regards, Ian

Attachment: Timebase Exploration.qtz
Description: application/quartzcomposer



On 4 Feb 2008, at 23:46, James Sheridan wrote:


Hi All,

Could someone please explain to me how I should be using the patch time element?

I have a patch that i'm building that uses a slider like control where i'm using a game pad to control the movement of the slider. This means the slider has a min and a max value as inputs as well as a rate of change which comes from the gamepad and is -0.5 to 0.5 The problem I have is that under certain conditions for all of these methods the output (slider) value doesn't continually change even though im no where near the min or max. It seems to be that certain elements only get executed when my input value changes - ie if i hold the game stick to max up (0.5) I'll have my slider move 0.5 but no more - to continue to get it to move i need to wiggle the game stick back and forth so the value continually changes.

I've gotten it working in numerous ways

1) using conditional, logic, math and sample and hold elements - but when i put all this in a macro patch or a clip it breaks....most annoying 2) using javascript - this only works if i include a dummy input variable and connect a local patch time element to it
3) using a combination of both - works until i put it into a macro

How does putting things in a macro or clip stuff up variable passing/ element triggering? anyone know how i could fix this?

What do the different timebases on the patch time element mean?

Thanks in advance - James
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