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WIP: try basic bang~ implementation #120

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Nov 10, 2023
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1 change: 1 addition & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,7 @@ CHANGELOG
Next Release
-----

* Objects: `[bang~]`
* Documentation fixes/additions
* DPF: enum for UI parameter IDs
* DPF bugfixes: correct input PortGroup names
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1 change: 1 addition & 0 deletions docs/09.supported_vanilla_objects.md
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Expand Up @@ -124,6 +124,7 @@ wrap
/~
abs~
adc~
bang~
biquad~
bp~
catch~
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1 change: 0 additions & 1 deletion docs/10.unsupported_vanilla_objects.md
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Expand Up @@ -67,7 +67,6 @@ value
## Signal Objects

```list
bang~
block~
bob~
bonk~
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2 changes: 2 additions & 0 deletions hvcc/generators/ir2c/templates/Heavy_NAME.cpp
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Expand Up @@ -246,6 +246,8 @@ int Heavy_{{name}}::process(float **inputBuffers, float **outputBuffers, int n)
blockStartTimestamp = nextBlock;
return n;
{%- endif %}

sendBangToReceiver(0xDD21C0EB); // send to __hv_bang~
}

int Heavy_{{name}}::processInline(float *inputBuffers, float *outputBuffers, int n4) {
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9 changes: 9 additions & 0 deletions hvcc/interpreters/pd2hv/libs/pd/bang~.pd
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@@ -0,0 +1,9 @@
#N canvas 320 37 549 254 12;
#X obj 99 102 r __hv_bang~;
#X obj 99 173 outlet;
#X obj 99 71 inlet;
#X text 151 69 inlet is inactive;
#X text 255 111 because we only receive the first bang at the end of the first process() loop we first send a loadbang;
#X obj 128 132 loadbang;
#X connect 0 0 1 0;
#X connect 5 0 1 0;
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