How to guarantee a bang makes it through

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.

cheers guys

use a counter to have the sending bang increase the value. And then on the receiving end use change to make the value change into a bang again

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!

@gaz:
with that framedelay you repatched a TogEdge (Animation).

@mrboni:
i assume you are doing something within a network like e.g. boygrouping.
SEND using a Monoflop (Animation) and convert the RECEIVED “1” to a bang using TogEdge (Animation)

Some interesting suggestions.

Thanks muchly :)

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.