• RetroMaximus

    Worked like a charm. :)

    Everytime I post a question you guys have the answer or a great direction to look. My only problem is when corrections are made other things break. lol But I feel like im getting close. :)

    Thanks you so much for your time and knowledge.

    I have been dealing with these kind of errors and for the most part if i was to hold cntrl and click the error pd will open the patch that contains the error.

    But I noticed sometimes things get overwritten and there is no way to know which inlet is throwing the error is there any way to modify pd to include a object number when a error is thrown in the console? That way I can open a txt file and track down the object by its number and get a better idea of what is wrong.

    I keep getting

    .. sorry, I couldn't find the source of that error.

    inlet: expected 'float' but got 'list'

    ^^^^^^ this dosent really help me

    But this might

    inlet: expected 'float' but got 'list' in Overblast-Alpha.pd - obj# 100

    Or maybe

    inlet: expected 'float' but got 'list' in Overblast-Alpha.pd - obj# 1 , connection# 1

    rederrrors2.png

    posted in technical issues read more
  • RetroMaximus

    Im having some trouble with this. So to get to it i have 16 "songitems" visible at once. In order to make sure the correct item is highlighted I have to do some math to find the index for said item. The highlighted portion is what is giving me problems. The patch currently only gets sent once so if [r nextpageitemtotal] is ever updated nothing happens or it only seams to finish once and that's it.

    I need this to be triggered any time [r nextpageitemtotal] changes to then update the prepend object and in turn highlight the correct index if it is ever > 16.

    I should mention if the banged index is less then 16 the new highligthed index should be 1-16

    So if the banged index ends up == 17 the highlight index should be 1. If the banged index == 25 the highlighted index should be 9. If the banged index ends up == 32 the highlighted index should be 16. If the banged index == 48 the highlighted index should be 16 ect.

    highlightindex.png

    Any ideas how to fix this?

    posted in technical issues read more
  • RetroMaximus

    Then what do I connect the bang to? the [state< $1 message? but wont that change the $1 to 0 and not the actual state value? or the bang will simply bang what is received from [t f b] to the final [s]. Im going to test it real quick

    Scratch that I Think know what you mean

    posted in technical issues read more
  • RetroMaximus

    OMG I cant believe I just fixed it...

    I had to take a few steps back and look at an example for using cloned objects.
    During the process of cleaning this portion up I managed to remove some key objects that are needed to get data from a cloned object. that was #1. And well for #2 it was just a mess I was doing way to much.

    Thank you for all the tips it made me want to go back and take a different look at the patch. While i thought i was making things easier to look at i mess it up big time. lol

    oh well you live and you learn.

    Now I'm stuck with a bit less annoying bug. the values don't seam to match up but the data is being written to the correct index now. Simply the values seam to be
    -1 or +1 depending on which direction the atom is scrolled. I found this weird.

    clonedcorrections.png

    clonedcorrections2.png

    posted in technical issues read more
  • RetroMaximus

    @whale-av Thx for the input I figured thats what is up I just cant seam to find where im going wrong. I tried this portion without using delays and I cant ever seam to get the proper output from a [pack f f] So if i was to [t f b] I would send the float then to actually send the package connect the bang to the 0 message but this never works correctly without using a delay. This is the reason for the few delays I used. Is there a different way to send a [pack] directly after a float value is received? The patch titled SendSelectedIndex is a perfect example of what I need to correct without using delays.

    posted in technical issues read more
  • RetroMaximus

    So I am working with [clone -s 1 OBSongPlaylistItemClone 128] displayed in the first screen shot. I have been tidying things up and ran into a somewhat annoying error and Ive been stuck on it for a solid week. :/

    The second screenshot shows how data is changed for the cloned objects. Which is almost working but the issue happens when which ever cloned object was changed last will end up overwriting to the newly changed object with a different index which should be [r selsongitem] i think i am missing a trigger somewhere to updated the new index for the cloned object before data is written. So the new item changes is receiving old data. :/

    I hope that makes sense.

    So to break it down if I was to change the value of the atom for Patts the new value will be written to file just fine. but then when I edit the Patts atom for lets say the 5th index the values that was set for the 1st index item will replace the newly changed 5th atmos its kind of hard to explain apologizes.

    I should mention i just noticed that the txt file shown in the second screenshot does not reflect its current state. as described above it would read like this which is incorrect.

    Lastly on a fresh boot [r persongbank] would read the value of 16. Sixteen cloned items are visible at one time. I quickly save the patch before taking the screenshot which reset this value to 0. this value is set correctly and issues still occur is my point.

    tmpProject 0 0 0 0 0 0 0 0 102.4;
    3 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    3 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    

    The end result should read like this

    tmpProject 0 0 0 0 0 0 0 0 102.4;
    3 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    14 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    1 1 0;
    

    previousOverwrite1.png

    previousOverwrite.png

    posted in technical issues read more
  • RetroMaximus

    @ingox Gosh you make it looks so easy. lol Thx once again

    posted in patch~ read more
  • RetroMaximus

    Not sure if I should even bother sharing this thread started to get over my head real quick when the rgb tcl talk started. This process does not use rgb messages.

    But originally thought i had some things to share so i spent a few minutes writing this so im going to share it anyways. LMAO

    This patch will update the canvas color when a index for the canvas is given.

    CanvasRealTimeColorChange.pd

    I should mention I have this setup to be used for multiple items. This is how i am using the patch. i have a [bng] underneath a canvas to keep it hidden we will call this my "songitem" This will make the canvas act as a [bng] just make sure the [bng] has the same dimensions as the canvas. So when a [bng] is pressed the canvas color will change to the active color. Then when any other button is pressed it will then become the "active" color and the previous canvas will return to the "default" color.

    So if you had a canvas with the send and recieve symbols set as $1-Canvas-send $1-Canvas-recv you can easily feed the index of the canvas by replacing {r selsongitem}
    with a inlet and feed whatever index you desired.

    Its usage is highlighted in the screenshot.

    Near the bottom of the patch you will find the object [symbol $1-songitem-recv]
    change $1-songitem-recv to the proper recv symbol for your canvas.

    colorchangeusage.png

    If anything I hope this patch sparks some ideas for new people to pd. I'm only a year in and I think I'm developing a bald spot. lol i kid. And for the vets please pick this apart i need to learn what to do and what not to Ive been focusing on the order of operations as of late.

    Enjoy

    posted in patch~ read more
  • RetroMaximus

    @dadasane I have made some improvements to OverBlast and opened a repository will the current version I am working on. I went with a whole new ui design cleaned a bunch of things up and its running way smoother then ever before. it should be at the top of the patch catagory in the forum check it out if you have some time. :)

    posted in patch~ read more
  • RetroMaximus

    Hello

    So I have been working on OverBlast for almost a year and it is finally to a point where I feel like it can be release to the public to at lease to have some fun with it.

    https://github.com/RetroMaximus/OverBlast-Alpha

    OverBalst is a 32 step sampler sequencer written in Vanilla 0.49.0 it features a sample editor to chop wave samples to then be used with the sequencer its pretty straight forward.

    There are many bugs that have to be ironed out which is why I wanted to get this out to the people I need all the help I can get.

    In this current build you can not export a song to wave but they can be played in full length. Again I should mention this is buggy.

    Side note* To fix most initial errors click the Create_New button wait for it to finish then restart OverBlast. This will generate new temp default files to load on startup.

    Enjoy the patch
    Im still hard at work on it. :)

    Here is a little loop that i made with OverBlast.
    OverBlastSampleLoop.mp4

    OBAlpha.png

    posted in patch~ read more

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