Now we know our Push can generate data and respond to messages (see Part 1 & Part 2), we can dive further into the pure max4live patching side of things, as we attempt to feed the pad data coming from the Push out to a synth in Live.
To begin, I've loaded up the device we finished with last time (it will be saved in User Library - Max MIDI effect), and placed a noise-maker - in this case an Operator synth - after it. This is set to a simple plinky preset, as we don't want anything with any confusing delay or reverb.
I've also deleted a couple of bits we won't be needing (select the object and hit delete, or select multiple objects by first lassoing them), and changed the text in the feedback message to fbStyle 1 0 (double click the message object to edit the text).
To ensure this message is always sent to the p push_grid when the device is loaded, we need to add a loadbang object. To do this - and to add any other objects as we progress - position your pointer where you want the object to appear, then type n. Now start typing loadbang and an autocomplete window will appear - either finish typing or select the loadbang from the list.
Feed the bottom output of this loadbang into the top-left input of the fbStyle message. The loadbang generates a special type of message - namely a 'bang' - when the device loads, which in turn tells the messagebox to output its text into the p push_grid and sets us up with colour feedback on the pads.
Aside: As ever there's more than one way to add new objects. You can also select them from the Object Explorer (right click to show it, or type Ctrl-Shift-O/Cmd-Shift-O, or open the sidebar using the bottom-right toolbar icon in a max patcher window), and this is a good way of finding what objects are available. However, for now, the type-n-and-autocomplete method is by far the quickest!
Colin Benders explains the philosophy and point behind Studio Stekker