I have a step-sequencer-like patch that plays forwards and backwards. I am using [counter] as the part that controls what beat is currently being triggered. There are controls to set the first and last step, meaning if you want you can loop steps 3-6 or all 1-16, etc. by just adjusting the start and end beat. The problem is that so far it seems I can't send [counter] a min value without it also setting to that value immediately. The max command doesn't work the same way.
Fortunately, [counter] has some outputs that bang when the count gets to the max and so forth, so I have it set up so that the min value stores until it gets to the end of the count and then it fires off the min value again. This way, if I change the starting step, it doesn't affect it until it makes the next pass through the sequence, rather than jumping to the first step as you adjust it.
This is fine in forward play, although a little annoying to implement, however the problem comes in when I reverse the sequence (the steps play in reverse order). Because of the way [counter] bangs its outputs, there seems to be no way of accomplishing this. The closest I have come is setting up a comparator so that when the step it's currently on is the value set by the first beat control, it will restart the counter from the end beat. This doesn't really work that great though, because it only allows you to shorten your sequence, not lengthen it. Meaning, if you are looping steps 4-10 and it's playing in reverse, you can change the beginning step to step 6 and it will wait til it hits step 6 to change the range, but then obviously if you set the beginning step to step 3, it will never change because it never hits step 3!
Hope this makes sense somehow. Basically what I figure I need is a better [counter] element that allows you to set max and min values without it actually affecting where the count is in the sequence.