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    Scriptnode pitch-shift a signal

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      ps @Christoph Hart
      last edited by

      @Christoph-Hart can you point me in the direction how you included the library? i fail drastically somehow.

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      • Christoph HartC
        Christoph Hart @ps
        last edited by

        @ps I added a third party node, included all files in there and then fought an epic battle until all compile errors went away.

        You need to use a replacement for std::span (I ended up with tcb::span) as this is a C++20 feature.

        However I'm really not convinced about the quality here - the CPU usage is 2-3 times as high as signalsmith and the sound is super bad. The latency is a bit better, but that's really the only thing that this library has going for them.

        Also the coding style is super counterintuitive - I literally had to copy the entire plugin code into the node and write a wrapper because I couldn't figure out how it expects the different buffer sizes to work.

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          ps @Christoph Hart
          last edited by ps

          @Christoph-Hart can you share the node template with me? I'm doing something wrong - I get 2000% cpu even though I'm pretty confident I do the processing in buffers haha

          btw in general It would be interesting to see how you write a wrapper around a juce plugin code and integrate it as node :)

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          • Christoph HartC
            Christoph Hart @ps
            last edited by

            @ps Are you using the debug build? If you don't build the release configuration it also maxes out my CPU here with a single instance.

            btw in general It would be interesting to see how you write a wrapper around a juce plugin code and integrate it as node :)

            Sure, here you go:

            ThirdParty.zip

            This is definitely not anything I'm proud of - I just want to get this thing to work so the coding style is all over the place. If this would make it into HISE it would require a almost 100% rewrite including swapping out whatever weird thing they are using for the FFT with the proper libraries (IPP / vDSP) etc, but I'm rather sceptical at the moment that it's worth the hassle.

            You might have to set the USE_JUCE_PROCESSOR preprocessor to true and manually add a few JUCE modules to the DLL Projucer project (I think audio_processor & hi_streaming are missing).

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              ps @Christoph Hart
              last edited by

              @Christoph-Hart haha thank you - I will have a completely non-judgmental look :)

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                ps @Christoph Hart
                last edited by

                @Christoph-Hart one last thing - what is the magic trick to make it find the files referencing each other?

                '../stftPitchShift-main/cpp\StftPitchShift/RFFT.h' file not found

                #include "../stftPitchShift-main/cpp\StftPitchShift/RFFT.h"

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                • Christoph HartC
                  Christoph Hart @ps
                  last edited by

                  @ps There's a backslash in the path (after cpp. Try if changint this to a normal path helps, otherwise just make sure that the relative paths from wherever you call that works.

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                  • P
                    ps @Christoph Hart
                    last edited by

                    @Christoph-Hart ok i managed to compile it - and if this is what you have heard I understand now why you are not impressed. I downloaded the vst and tested it and it sounds pretty different and has also a completely different performance. I'll do some digging.

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