04-06-2021, 01:24 PM
[quote pid='6565' dateline='1617713774']
I moved the SPFX 011 in the pattern from 0E to 0B (while 02 is still active).
Now playing gives me the untransposed line twice before transposition starts.
I then changed the tables 01 and 02 as of my project such that line 00 (no transpose) was removed and played it.
It now plays the first transposition line twice and then moves on.
[/quote]
Trust me, this is allright. You are manually adding ticks, you activate tables already and the first step needs also a tick. The transposition is active, It doesn't execute the Hop or FX yet. It is important that the transposition is already active, else even regular clocked tables wouldn't work well.
Tables and real player run on it's own (it has to). If a table is started, it gets the tick after the player did it's job. But you want the note from this step to be transposed already, so it is active but executed after the regular player (if a tick was there).
If the last executed was for example Step 02 and on 03 is a HOP, then a new tick would execute the hop = set the pointer to like 00.
All set to random will execute the HOP after a tick at first and sets the pointer to a random position. The rest of the new step is being executed. No infinite loop here since the HOP command has already been executed in this run.
I moved the SPFX 011 in the pattern from 0E to 0B (while 02 is still active).
Now playing gives me the untransposed line twice before transposition starts.
I then changed the tables 01 and 02 as of my project such that line 00 (no transpose) was removed and played it.
It now plays the first transposition line twice and then moves on.
[/quote]
Trust me, this is allright. You are manually adding ticks, you activate tables already and the first step needs also a tick. The transposition is active, It doesn't execute the Hop or FX yet. It is important that the transposition is already active, else even regular clocked tables wouldn't work well.
Tables and real player run on it's own (it has to). If a table is started, it gets the tick after the player did it's job. But you want the note from this step to be transposed already, so it is active but executed after the regular player (if a tick was there).
If the last executed was for example Step 02 and on 03 is a HOP, then a new tick would execute the hop = set the pointer to like 00.
All set to random will execute the HOP after a tick at first and sets the pointer to a random position. The rest of the new step is being executed. No infinite loop here since the HOP command has already been executed in this run.
PLEASE use the search function if something have been asked or discussed before.
Every (unnessesary) forum support means less time to develop! But of course, i am here to help!
Every (unnessesary) forum support means less time to develop! But of course, i am here to help!

