#N canvas 0 0 684 555 10;
#X obj 146 112 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 1
1;
#X obj 146 135 metro 1000;
#X obj 142 362 pipe 1000;
#X msg 191 321 flush;
#X obj 19 46 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 -1
-1;
#X obj 63 327 cyclone/gate 2;
#X msg 23 264 1;
#X msg 102 298 2;
#X obj 106 251 del 100;
#X obj 64 429 bang;
#X obj 62 470 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 -1
-1;
#X text 14 31 this is where the live bangs happen;
#X text 214 130 in a real patch \, get rid of metro & receive timekeeping
bangs here;
#X text 153 242 del value can be varied depending on how strict you
want the quantization to be;
#X text 60 -50 basically \, within a 100-ms window after the beat (or
subdivision) live bangs are passed through \, but after 100 ms they
are stored until the next the next tick of the metro;
#X connect 0 0 1 0;
#X connect 1 0 6 0;
#X connect 1 0 8 0;
#X connect 1 0 3 0;
#X connect 2 0 9 0;
#X connect 3 0 2 0;
#X connect 4 0 5 1;
#X connect 5 0 9 0;
#X connect 5 1 2 0;
#X connect 6 0 5 0;
#X connect 7 0 5 0;
#X connect 8 0 7 0;
#X connect 9 0 10 0;
