looking for some help brainstorming…
i’m using TT as a sort of earthsea translator - taking cv & gate from ES and re-routing it to various outputs. all is working well enough, but i’d like to retain the playable gate-length of ES. i tried rapidly polling STATE with M, and that’s giving me a responsive return of 0 or 1, but i can’t find a good way to map that variable to TR.TIME. i thought TR.POL would be the ticket, but i guess that actually just inverts the trigger’s response to pulses - not it’s resting state. perhaps i need to be using TR.TOG and a bit of logic?
all that said, i’m open to other ideas for varying TR.TIME. i tried mapping it to a scaled PARAM variable, and while that worked for the most part - I’d sometimes encounter lock-ups with long TR.TIME values and overlapping TR.PULSE commands… which i guess is a bug i should report? perhaps we need a new OP akin to KILL that only effects the triggers (i’d like my delays to remain intact)? then i could place that at the beginning of a script to clear out existing trigs before sending new ones.
any insights are appreciated!
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edit / follow-up:
wow the answer was ridiculously simple…
M (running at 10ms)
TR 1 STATE 1
somehow i missed the bit about sending a 1 or 0 to a TR to set it’s gate high or low. i’ve been living in a TR.PULSE world all this time!