@d-healey You were right, it was the bundle identifier.
Best posts made by trillbilly
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RE: AU Compiles but not visible
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RE: Apple altool vs notarytool
For anyone doing it it manually, here is the code.
Thanks @d-healey as always!
Codesigning Plugin
codesign --remove-signature "MacHD/User/Desktop/PluginName.vst3"
codesign --remove-signature "MacHD/User/Desktop/PluginName.component"
codesign -s "Developer ID Application: YOURTEAMID" "MacHD/User/Desktop/PluginName.vst3" --timestamp
codesign -s "Developer ID Application: YOURTEAMID" "MacHD/User/Desktop/PluginName.component" --timestampBuild Installer
Sign Installer
productsign --sign "Developer ID Installer: YOURTEAMID" "MacHD/User/Desktop/PluginName.pkg" "MacHD/User/Desktop/Signed/PluginName.pkg"Notarize Installer
xcrun notarytool submit --apple-id "YOURAPPLEID" --password "App-Specific-Password" --team-id "YOURTEAMID" "MacHD/User/Desktop/Signed/PluginName.pkg"Wait For Upload To Complete
Staple Installer
xcrun stapler staple "MacHD/User/Desktop/Signed/PluginName.pkg"Check Status (Accepted)
spctl --assess -vvv --type install "MacHD/User/Desktop/Signed/PluginName.pkg"FYI: Just a tip coming from the altool manual notarizing. I used to have to enter my TEAMID including my name like "My Name (GD78YHD87G)" but with the notarytool, it seems you just need the actual TEAMID Number, not the name as well.
Also, I dont think this way sends the Notarization Email Confirmation. I did a fairly small upload a while ago and have yet to receive it. I've had it take hours before, but for a much larger file. Typically it sent the email within 10 or so minutes with altool. (it does not send the email. Once the upload is complete, youre good to go).
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RE: Preset Crashes DAW
@Lindon @d-healey @Dan-Korneff @Matt_SF @DanH I did another rebuild and managed to get things saving correctly (so it seems). I messed with a few settings and properties so Im not 100% sure what it was but it's working so thats that. I appreciate all the help and input fellers!
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RE: Making a Simple Rompler?
@daniel89ep Ya, @d-healey videos are great. I think this is with a Sound Generator but essentially you do the same with the Sampler.
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RE: Notarisation for dummies
@orange Ive gotten to waiting for the email. Ill post update after.
UPDATE: Success. Thanks again!
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RE: Export Error - JUCE VST3 Wrapper
@orange it looked a little different as I had downloaded the newest SDK. It had some extra folders but everything else looked the same.
@d-healey Thanks for the Password. Now that I am able to use the included sdk.zip contents, it has completed an export of VST3.
The help is much appreciated!
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RE: Get Sample Filename from Sampler using custom Sample Maps.
@d-healey I know, I can feel you've basically given me the answer and yet its like I'm blind, deaf & dumb. However, of those may be true. I'm looking right over it. I'll go back and figure it out. I need to take a HISE break to work on another HISE project. The cycle...
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RE: Get Sample Filename from Sampler using custom Sample Maps.
@d-healey Ive got it working with this minor change. Does this look better?
inline function onSampleViewer1Control(component, value) { Sampler1.loadSampleMap(list[value]); SampleName1.setValue(list[value]); }; Content.getComponent("SampleViewer1").setControlCallback(onSampleViewer1Control);
This works when using the viewport to change sample. Now the issue is if I use my randomize samplemap button, which does change the sample selected in the viewport, it doesnt update the label.
I'll dive into the button code and see if I cant figure that out as well.
Latest posts made by trillbilly
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RE: Samplemap 1 not loading - other load fine
@Lindon I always forget to do this. Thanks. I'll be back in the studio later.
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RE: Samplemap 1 not loading - other load fine
@d-healey Hi David, thanks for your reply.
My original code did not have these IF statements but as I mentioned, it prevented me from saving presets with custom samples. Like this, custom samples work within saving presets.
Is there another way to call an IF statement to keep the correct functionality?
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Samplemap 1 not loading - other load fine
Hey Gang,
Im using a variation of the CustomSampleImport template. Im having a strange problem with my Samplers loading a particular sample map.
I have this code:
const var Sampler1 = Synth.getSampler("Sampler1"); //Sampler const var list = Sampler.getSampleMapList(); //Samplemap List const var SampleViewer1 = Content.getComponent("SampleViewer1");//Viewport const var SampleName1 = Content.getComponent("SampleName1");//Label SampleViewer1.set("useList", true); SampleViewer1.set("items", list.join("\n")); inline function onSampleViewer1Control(component, value) { if (value) { Sampler1.loadSampleMap(list[value]); SampleName1.setValue(list[value]); } }; Content.getComponent("SampleViewer1").setControlCallback(onSampleViewer1Control);
This works great except it will not load the first samplemap listed in my viewport. All others load fine including custom samples.
If I remove the "IF" statement above, the samplemaps, including the finicky first one, all load fine BUT now custom samples will not save to presets.
Where am I going wrong with this? Any help or direction would be appreciated.
All the best.
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RE: Get Sample Filename from Sampler using custom Sample Maps.
@Lindon Hi Lindon. I used this now and its working as expected.
inline function onSampleViewer1Control(component, value) { if (value > 0) { local id = Sampler1.getSampleMapList()[value - 1]; Sampler1.loadSampleMap(list[value]); SampleName1.setValue(list[value]); Sampler1.loadSampleMap(id); } }; Content.getComponent("SampleViewer1").setControlCallback(onSampleViewer1Control);
If I take out the part you said was incorrect, then it stops working again.
Is there a different way I should go about this now?
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RE: Get Sample Filename from Sampler using custom Sample Maps.
@Lindon Hi Lindon, thanks for the help! You're right, I should be doing this long before I come to the forum. I will for items like this going forward.
As for the issue, the Dynamic Sample loading seems to be working perfect, it just calling the samplemap name from the viewport that isnt correct,
When I use the console.print command, it does print a value that I know but it always just prints the first Samplemap name, no matter which I have selected in the viewport. Its just catching me off guard because we had it working previously with this exact code structure. I quadruple checked to insure I didnt change anything, and it all looks correct.
I'll keep looking over it again and try a few different things to see what the results are.
Again, I appreciate the help and time!
Best.
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RE: Get Sample Filename from Sampler using custom Sample Maps.
@d-healey Hi David, I had to rebuild my plugin and now am having issues with this again. Could you take a look at this?
I have this in my onInit:
const var Sampler1 = Synth.getSampler("Sampler1"); const var list = Sampler.getSampleMapList(); const var SampleViewer1 = Content.getComponent("SampleViewer1");//viewport const var SampleName1 = Content.getComponent("SampleName1");//label SampleViewer1.set("useList", true); SampleViewer1.set("items", list.join("\n")); inline function onSampleViewer1Control(component, value) { Sampler1.loadSampleMap(list[value]); SampleName1.setValue(list[value]); }; Content.getComponent("SampleViewer1").setControlCallback(onSampleViewer1Control);
This is loading Samplemaps via the Viewport. It is supposed to update the label with the name of the Samplemap as well but fails to do so upon clicking the Samplemap in the Viewport.
I have this in the SampleLoadSave.js:
const var samplepanel = Content.addPanel("SamplePanel", 0, 0); samplepanel.setLoadingCallback(function(isPreloading) { if (!isPreloading && isCustomMap) { var s = Sampler1.createSelection(".*")[0]; SampleName1.set("text", s.get(Sampler1.FileName)); } });
This is the code you kindly provided me above. It sets the name of the label to the Custom Sample Filename/Path.
Everything works as it should except the Label not updating upon clicking the Samplemap in the Viewport.
Can you spot an issue?
All the best!
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RE: Undo/Redo with Randomization?
@clevername27 no biggie, thanks for getting me going. I do think this is it, just not sure how to get there. I'll keep chugging away.
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RE: Undo/Redo with Randomization?
@clevername27 So I've tried this in the Callback of the Randomize Button. I've also tried placing it in the Callback of the Undo Button.
Engine.performUndoAction({ "obj": Stepsknb1, // the object that will be modified "newValue": [Math.randInt(0, 16)], // the new state "oldValue": Stepsknb1.clone() // the old state (we need to clone it or it will not keep the old values) }, function(isUndo) { this.obj.clear(); // pick the values from the old or new state for(v in isUndo ? this.oldValue : this.newValue) this.obj.push(v); }); // new state Console.print(trace(myList)); Engine.undo(); // old state Console.print(trace(myList)); Engine.redo(); // new state Console.print(trace(myList));
It recalls the number of times the Randomize Button was pressed, but does not recall the correct settings for the Steps knob. Instead, it just randomizes the number again.
Do you know where I'm going wrong?
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RE: Undo/Redo with Randomization?
@clevername27 I was attempting to see if
performUndoAction
was it but I couldn't figure it out from the article in the documentation. I'll also check outsetValueWithUndo
, thanks for pointing that out.I'll just be in trial and error mode until I get somewhere. God help me...
Best and thanks again.
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RE: SOLVED: Arp skipping steps?
Solved.
I didnt realize having the "note length" of the arp set to the highest setting would cause this but sure enough that was it. If anyone else comes across this, insure your Note Length is below maximum value.