I’m having trouble with a patch where it is crucial that a bang arrives at it’s destination, even if it’s late.
The bang may not arrive if the frame rate fluctuates at the time
Is there a way to do this that keeps it as a single bang, so not using the monoflop technique or anything that relies on time?
I tried to restructure the patch to not need these bangs and instead use things like < and > but still always come down to the fact that a tog edge is needed.
One workaround might be if anyone knows of a plugin that is the equivalent of a flipflop with a togedge (up) on each input, so that a constant 1 in one input can be ‘overruled’ by a more recent 1 in the other input.
I’ve had to do something similar to this in the past too. I used a flipflop that when flipped has a framedelay that resets the flipflop for use again. This worked for me!
I’ve had to do something similar to this in the past too. I used a flipflop that when flipped has a framedelay that resets the flipflop for use again. This worked for me!
Kalle you are correct… I actually had to do something a bit more complicated. As I recall I had a flipflop at the end of a patch in which the bang was getting lost. The bang would go in at the start of the patch and would also hit a flipflop at the end of the patch setting it to one. When the “missing” bang finally made it through the patch it would reset the flipflop and create a new bang on the TogEdge down.