it’s me again. Currently facing my last logical problem.
I’m using elektromeiers beautiful BuildSpread nodes in order to handle dynamic data, coming from an HTTP Post.
Everything works like charme. I have a certain amount of items floating around
my renderer.
Now i wanted to give them some kind of timeout. After 15 seconds for example i want to remove the slice from the spread.
So I evaluate the output of an LFO, mapped to 20 sec and when the output reaches a threshold of 15, i kill the desired slice inside the spread.
No problem so far.
One slices reaches 15 and gets kicked out. But afterwards i run into trouble when the next slice is instantly updated to to a value of 15 and runs from there…
any chances, how I can change my logic to maintain the values of the running LFOs ?
I attached a small patch, which contains all elements that are causing me pain and trouble. already tried a several workarounds for nearly 3 hours…
hello, here i would add the birth time value if the new slice into the spread and check that against the real time, if it exceeds a certain amount, you delete it:
hello, here i would add the birth time value if the new slice into the spread and check that against the real time, if it exceeds a certain amount, you delete it:
now i got stuck, when i try to pause the generated timeout or want to increment the value…
i’m taking a snapshot from the “Timing” node after creation and subtract the number from the running time… so my value runs till it reaches my desired timeout.
but after playing with Switch, FrameDelay and S+H for a while now i was not able to achieve my desired effect…
with your construction i am able to pause a all of my timers… no problem so far.
but if i delete a certain slice, the trouble continues if one of the LFOs was at pause. the next slice in the spread will switch to the old value of the deleted one and runs upwards from there without.
yeah, that’s the idea. sorry if i didn’t make this point clear enough in the beginning.
imagine it like dynamic gui elements, that appear on a certain signal (i.e. the bang) are added to the spread and have a timeout. while the user
interacts, the timeout should be paused… or even worse… it should be increased…