I'm looking for documents and examples to guide you and I am seeing this is rather poorly documented.
Basically DspNetworks folder works like this:
DspNetworks/Binaries: The compiled DLL. When you compile networks to .dll, HISE is launching and creating a mini-project of just your FX networks, so it contains a .jucer, XCode or VisualStudio file, etc. DLL (Dynamic Link Library) is, to put it crudely, a pre-written and formatted library that contains the DSP code which HISE can load at runtime (for example, load into the HardcodedMasterFx). You can simply delete the entire Binaries folder before compile to DLL for a fresh start (in fact it is a good idea). More info here: https://docs.hise.dev/scriptnode/manual/third_party.html
DspNetworks/CodeLibrary: I don't look here much, but it's usually where a lot of the faust and snex networks are saved to.
DspNetworks/Networks: Where scriptnode networks are saved as .xml. So you can actually look at these in a code editor and see the same structure flow and module settings (it is fairly human readable). This is what is saved and recalled when you are launching networks (it's very similar to how a User Preset works).
DspNetworks/ThirdParty: Mainly for C++ files if you are working that way. I think Snex headers are stashed here as well (I can't remember). You'll also notice HISE will autogenerate headers depending on what you are using, example for Faust.
AdditionalSourceCode/nodes: This is also important. When you go to compile networks you see the menu below. Basically it is autogenerating some headers that are stashed here for when you are ready to compile the entire project. They help link the compiler to the necessary DSP files. You don't really ever need to bother with this folder, but for a completely fresh build, you can just delete the "nodes" folder before compiling the networks to DLL.
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