Quick ScriptNode Tutorial
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I haven't seen this documented, so thought I'd lay this out quick.
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Add a ScriptNode effect to your Module Tree.
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Create your network.
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Right-click on the header of the outer-most element. (This will be on at the top of the screen. )
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Select the option for compilation. (Also select if you want to the Poly or Tail options.)
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Save your Network, if you haven't already.
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Select Compile DSP networks as dll in the Export menu.
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Wait for compilation. Check the terminal to ensure compilation finished successfully.
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Remove the ScriptNode effect from your Module Tree. (This will delete your Network, unless you saved it.)
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Compile all Scripts, and save the XML file.
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Quit and Relaunch HISE.
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In the place of where your ScriptNode Effects were, add Hard-Coded Effects. (Also, choose Master or poly, depending what you chose when compiling them.)
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When you open the Hard-Coded Effect, you should see your compiled Network(s) as options to choose. Make your selection.
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EDIT: To those saying this isn't necessary because there are videos about this, so it's not necessary - look at the second comment. Videos are great, but not everyone knows about them, and they're not written documentation.
Here's is @d-healey's video on the subject. (Rule 35 - for any HISE topic, Dave has a video.)
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@clevername27 Pretty much yes, but Step 7 must come before Step 5 - the exporter takes the XML file to create the C++ code, not the currently loaded network, so if you haven't saved the network between ticking the Allow Compilation flag and Export to Dll, it won't show up in the export popup.
Also I think there are 1-2 videos floating around somewhere that show how this works.
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Thank you for the tutorial. As someone new to this, I'd like to understand a few things. Apart from when we need to export script nodes to other projects, when exactly is it necessary to compile script nodes? Sometimes, I find that I need to compile the script node to get the sound output, while other times everything works smoothly without needing to compile
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@clevername27 I think @d-healey pretty well covers almost all of this in this video https://www.youtube.com/watch?v=24vH-oxX1m4
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@Mighty23 said in Quick ScriptNode Tutorial:
Thank you for the tutorial. As someone new to this, I'd like to understand a few things. Apart from when we need to export script nodes to other projects, when exactly is it necessary to compile script nodes? Sometimes, I find that I need to compile the script node to get the sound output, while other times everything works smoothly without needing to compile
you should always be getting the same rtesult in compiled and uncompiled node sets. Several reasons to compile:
- CPU
- convivence
- a truck load more...
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@Lindon said in Quick ScriptNode Tutorial:
CPU
Are we talking about CPU performance in HISE or in compiled files?
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@Mighty23 both
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@Christoph-Hart Thank you, Chris. Fixed.
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@Mighty23 You don't need to compile them at all. But I'd suggest compiling them as soon as possible because things will run faster, including while you're still working on the plugin.
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@clevername27 said in Quick ScriptNode Tutorial:
You don't need to compile them at all.
The non-compilation requirement for Script Node also applies in cases where there are Faust nodes?
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@Mighty23 I believe so, yes. But, the genius thing about ScriptNode is that it compiles to C++ code, so do compile everything.
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@Mighty23 said in Quick ScriptNode Tutorial:
@clevername27 said in Quick ScriptNode Tutorial:
You don't need to compile them at all.
The non-compilation requirement for Script Node also applies in cases where there are Faust nodes?
no, you should compile your ScriptNode graphs that include Faust modules...if you can.