• Orv's ScriptNode+SNEX Journey

    9
    1 Votes
    9 Posts
    2k Views
    OrvillainO

    Been a long time since I put anything in here. I've learned so much in the last year. I've been building custom c++ nodes, but also here's a really naff tanh based snex_shaper node:

    template <int NumVoices> struct snex_shaper2 { SNEX_NODE(snex_shaper2); float drive = 10.5; float mix = 0.8; float outputGain = 0.9; // Implement the Waveshaper here... inline float fastTanh(float x) { if (x < -3.0f) return -1.0f; if (x > 3.0f) return 1.0f; float x2 = x * x; return x * (27.0f + x2) / (27.0f + 9.0f * x2); } float getSample(float input) { float driven = input * drive; float shaped = fastTanh(driven); return mix * shaped + (1.0f - mix) * input; } // These functions are the glue code that call the function above template <typename T> void process(T& data) { for(auto ch: data) { for(auto& s: data.toChannelData(ch)) { s = getSample(s); } } } template <typename T> void processFrame(T& data) { for(auto& s: data) s = getSample(s); } void reset() { } void prepare(PrepareSpecs ps) { } void setExternalData(const ExternalData& d, int index) { } template <int P> void setParameter(double v) { if (P == 0) drive = v; } }; ![3d6ae461-1bbf-42ca-adbd-20612c42104b-image.png](/assets/uploads/files/1751896285077-3d6ae461-1bbf-42ca-adbd-20612c42104b-image.png)
  • SuspendOnSilence Missing

    Solved
    9
    0 Votes
    9 Posts
    849 Views
  • Colvolution module in Scriptnode - Gate

    1
    0 Votes
    1 Posts
    191 Views
    No one has replied
  • Do global_send nodes work polyphonically?

    4
    0 Votes
    4 Posts
    432 Views
    modularsamplesM

    @Christoph-Hart Thanks for the detailed response, the future looks bright! Global envelopes (and compilable cables) were a huge improvement, especially for more complex projects.

  • This topic is deleted!

    1
    0 Votes
    1 Posts
    36 Views
    No one has replied
  • wet/dry template adds extra "attack" when inside a poly script fx network

    Solved
    7
    0 Votes
    7 Posts
    548 Views
    YinxiY

    @Orvillain
    Oh ok, my bad then. Maybe it’s your sample that’s below 0dB, so it goes up and then drops back down. Anyway, glad it’s working for you now! 😊

  • How to make a crystilizer effect similar to SoundToys using scriptnodes

    2
    0 Votes
    2 Posts
    252 Views
    griffinboyG

    @vyexx
    Crystallizer is a real time granular delay.
    You may not be able to do that in pure scriptnode I think you'll need to code c++

  • Scriptnode Bypass button/slider

    6
    0 Votes
    6 Posts
    588 Views
    B

    @Lindon
    @Christoph-Hart

    Ahhhh ! Amazing guys. Thank you so much !

  • Templates

    1
    0 Votes
    1 Posts
    121 Views
    No one has replied
  • This topic is deleted!

    1
    0 Votes
    1 Posts
    8 Views
    No one has replied
  • HV-Compiler + HISE

    9
    0 Votes
    9 Posts
    1k Views
    dannytaurusD

    +1 here too 😀

  • This topic is deleted!

    7
    0 Votes
    7 Posts
    13 Views
  • Best way to do wet dry volume compensation?

    3
    0 Votes
    3 Posts
    318 Views
    L

    @griffinboy This was it! For some reason I never even noticed the drop down on the wet/dry gain! Thanks as always :)

  • This topic is deleted!

    2
    0 Votes
    2 Posts
    46 Views
  • CPU usage difference for Windows and Mac (FX Plugin)

    Unsolved
    11
    0 Votes
    11 Posts
    1k Views
    Christoph HartC

    @obolig usually there is not too much overhead of running inside HISE, except for the debugging tools that might cause some UI lags - the audio rendering path is almost identical between HISE and the compiled plugin - unless you do something weird.

  • ScriptNode Compilation Workflow and What to Do About It

    73
    5 Votes
    73 Posts
    30k Views
    A

    @Christoph-Hart Haha that's not at all what that requirement says.

    The requirement says that if I input MIDI or audio into HISE and it spits something out, then pressing export should result in that same plugin.

    Faust nodes need the compilation step before they can work? Alright ,throw a warning and tell me to enable Allow Compilation. If I didn't ask again on export. But then it should compile to a plugin that works. Because it works in the HISE IDE.

    I can, in HISE, have a single .dsp file that I use in 10 different networks at 30 different places in Fasut nodes and it'll work in the IDE. I can make changes and it'll work. But just pressing export wont.

    So what, I should now first compile that faust dsp file in a lone network that exists just for compiling lone faust files, replace all existing faust nodes that are used for development because I cannot just branch, as the nodes cannot be in there when exporting, connect all the cables for 30 instances across 10 networks and then compile? And then when I have to make a change, what then? Git discard all the changes to the networks, make changes, and then replace and reconnect 30 nodes again just to run pluginval?

    Come on, man 😄

  • Oversampling Softclipper

    5
    0 Votes
    5 Posts
    803 Views
    Christoph HartC

    @xander my guess is your faust code works with a fix expected samplerate so that when you‘re oversampling it shifts the normalised frequency ratio.

  • This topic is deleted!

    6
    0 Votes
    6 Posts
    211 Views
  • Scriptnode Synth Crackling with Chords

    20
    0 Votes
    20 Posts
    4k Views
    AxiomCruxA

    @Christoph-Hart said in Scriptnode Synth Crackling with Chords:

    What might be possible at some point is to use the routing.send / routing.receive nodes WITHIN a polyphonic network to implement polyphonic feedback delay lines (for stuff like resonators etc).

    yes, exactly.

    At least for me this was the expected behavior. I kept flipping on and off the polyphonic setting for the chain, expecting that to be a fix, or the number of channels, but nothing solved it.

    For the time being I will try out using Faust for my comb filter / physical modeling elements and see what I can do.

  • This topic is deleted!

    1
    0 Votes
    1 Posts
    65 Views
    No one has replied

34

Online

2.1k

Users

13.0k

Topics

113.2k

Posts