si tu crées tes presets avec le standalone et/ou les vst ils sont enregistré dans la zone que tu as cité (c/users/etc. ...) mais pas dans ton projet; Donc quand tu compiles tu ne les a pas. il faudra les copier et les coller dans le dossier user presets de ton projet
Si tu crées tes presets dans ton projet avant de compiler, ils inclus dans ton VST/standalone. Au premier lancement de ton vst/standalone il seront copiés dans c/users/etc....
PS: moi je compile d'abord sans presets. je teste le vst dans les DAW et en profite pour creer les presets dedans (pour voir aussi ce que ça donne en rajoutant d'autres effets VST). ensuite je copie les presets créé (du dossiers users) dans mon projet. je recompile et remplace la .dll dans mes dossiers vst. et voilà.
Pour Mac je ne sais pas, je n'utilise que windows.
If you create presets with compiled vst/standalone, presets are stored in c/user/etc... directly but not in your project. You must copy it in the user preset folder of the project before compiling.
if you create preset inside your project (hise) it's embedded with your compiled vst/standalone and stored at c/user/etc... at the first launch.
I don't think the MultiMic concept is suitable for your use case as you can't use different LFOs/ modulators on different mic channels. The idea behind this is exactly to prevent having multiple LFOs and envelopes when you only need one. There are more limitations (the loop points must be equal) etc. so it's really only usable for multi-mic configurations (hence the name).
Just use multiple samplers, the overhead of having multiple instances should not be a big problem (or in your special case use multiple JUCE synthesisers which load the streaming sampler sounds).
You might want to experiment with the SynthesiserGroup module which basically allows to coallescate multiple samplers on the voice level which allows stuff like having one envelope for all AHDSR. But after all since you want to go full C++ anyway, you can just hardcode this structure and get the exact signal flow you want.
I solved it. I thought the auto sample mapper was setting the number of round robin groups for me but it turns out it wasn't. So I set the number of RRs and remapped the samples and it all worked smoothly.
Yes it looks like it's real time. If it isn't then the analysis must be done before hand so that it can be morphed in real time (which would also work for dynamics or other morphing effects). Sample libraries with morphing like this would be a game changer.
for now another new problem.
i have a synth group with 3 waveforms osc (osc1 & 2 for fm, 1subosc) & 1 noise osc.
if i enable FM (with scirpt on OnControl) i can enable osc1 & osc2 as carrier and modulator controled via on/off button in interface.
if i put off the button the Synth Group is soloed to Osc1 only.
is there a way to enable FM, osc1 and osc2 with button ON, and enable all synths when button is off ?
ok found that the synthesizer group has changed; and i hate the new one. Definitively. deactivate FM let just 1 waveform generator ON. The old one when deactivated let ALL the generators in it playing.
i also work with RackAfx (some times ago with WDL OL) and in this case using a lot of "if" and "else if" or "case" with the functions to do.
but it's pure C++
here it's JSON.
i must learn again how to work with C++ codes in hise before doing this.
i actually make the synth in hise and the BDD Juno/Dimension-D in Rackafx.
This is exactly the kind of articule I was looking for. Thank you
To answer the other question, I no longer use OnControl from the thread on the forum "the value on the label", or I understood, that Oncontrol posed problems as soon as we had parameters a little less basic. As well as using Script right now, anyway it works as well. Correct me if I'm wrong.
@Christoph: sorry but i resampled it (so erased the old ones and replaced it). the new works. So the problem was the wav file for sure.
@Alexaudio : Maybe just use 4 layer and use the velocity modulator to control this 4 layer like it could have 9 layer. not sure it will be as good as real 9 layers. remember that old Roland MKS-20/RD 1000 piano had beetween 4 and 8 layers and a velocity layer to map the all 0 - 128 velocity steps. that was causing (in parts) his particular sound and velocity response for a 80's digital piano.
But maybe with your real piano it will sound as a "digital" piano. So not sure.... just an idea...
i just edited my previous message to say like you that i place all codes in OnInit. Stupid i am !!!
no, you can post entire script, but not for a "Forrest gump" like me :D
ok. try to replace by .png filmstrip image now
ok, working with .png images. at this time it's a knob. So i have a question. Modwheel and Pitchwhell are not the same. For modwheel i will create a wheel starting to 0 (down) and going to 127 (up). that's ok. But for the pitch i must do another wheel starting at center or the same wheel will be "centered" (like the knob ?)
I might have stumbled across a bug but as yet I haven't been able to repeat it reliably. It occurs when I load some samples into a sampler, run trim start, then decide I'm not happy with the threshold I chose so I reset the start time of all the samples to 0 and run trim start again with a different threshold. What happens is some of the samples end up with their start time being set to the same as their end time.