• Switching presets w/ button loads slowly

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    ustkU

    @BWSounds are the buttons saveInPreset disabled? Though I'm not sure this would have an impact on your particular problem…

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  • is already signed

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    orangeO

    @d-healey The Hardened Runtime is only for the APP, not for the plugins.
    Also on the KVR, the dedicated suggestion that you've mentioned is for the APP. I am using the same code signing procedure on the KVR.

    So I am not sure that this issue is related to the hardened runtime.

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  • Sound from AUv3 plugin to host on iOS

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    bthjB

    @d-healey Haven't yet tried another host, been stubbornly trying to get this to work with GarageBand: Kids with access to (school) iPads might be an audience for this experiment, so it would be great to have this working in a freely available AUv3 host like that. It's inspiring to know they sometimes get to play with GB Live Loops in music class (in my neighbourhood), so I thought: "Why not some (free) AUv3 plugins, too?" - but I'll try in a host like AUM and report back.

  • Skew Factor Scriptnode

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    DanHD

    @Matt_SF Great, just what I was looking for, thanks!

  • Routing Matrix Q

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    DanHD

    @Christoph-Hart thanks, will do :thumbs_up:

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  • Keyboard LAF

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    LindonL

    @d-healey -okay thanks.

  • Curved monitors

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    Christoph HartC

    It just gave up because I leaked its master plan.

  • Access Read Violation

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    ?

    So I think it has to do with loading too many paths & images on init/compile.

    I've been using placeholder rectangles for my expansion selection buttons, and once I replaced them with the proper artwork it started crashing again

    is there a limit or general guideline to loading numerous images/paths on init?

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  • Which Xcode version on the M1 Mac?

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    ustkU

    @Steve-Mohican It starts from 12.1
    https://developer.apple.com/support/xcode/

  • Tempo Synced Attack Time? How?

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    NatanN

    @Matt_SF No Idea ho it works :/

  • Dynamically load instruments over the Internet?

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    bthjB

    Made a couple of changes which solve this issue on iOS, discussed here:

    Link Preview Image Dynamically download samples on iOS · Issue #265 · christophhart/HISE

    Downloading samples into the FileSystem.Samples directory doesn't work on an iOS device (though it works on a simulator), where the Samples folder seems to be part of the read-only app bundle. A couple of changes solve this particular is...

    favicon

    GitHub (github.com)

  • Sampler and Unison

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    DanHD

    @ulrik Thanks, I'll give it a go. It seems the unisono control is hard wired to change the voice count though so I'm unsure of being able to script it succesfully

  • Script FX Issue

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    Matt_SFM

    @DanH said in Script FX Issue:

    @Matt_SF Thanks, I tried to set max values like you suggested before, which were either 0.3 or 0.12, and it wasn't having it 😆

    I tried with only one set as well, but no joy.

    I have tried with setting the values to full as well, but HISE doesn't crash. Only in the plugin does it do that. I can live without them for now, the change in sound is super subtle...

    Try pushing the audio input level into your fx to see if something happens...

  • Exporting as VSTi/AUi on M1

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    d.healeyD

    @DanH said in Exporting as VSTi/AUi on M1:

    @d-healey ah xcode 12 is the missing link. Do you know if I can use it on mojave?

    I don't think, but I'm no Apple expert. Here are the docs - https://developer.apple.com/documentation/apple-silicon/building-a-universal-macos-binary

    Actually those docs aren't too useful for us, just check the app store and see if xcode 12.2 or higher is available.

  • Develop my sample and MIDI products

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  • iOS app with HISE

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    bthjB

    Found an Internet Archive snapshot of the page at
    http://hise.audio/manual/ios.php
    which currently displays some error. There I found helpful information on the missing pieces:

    wasn't using the Xcode project generated at Binaries/Builds/iOS/ needed to add the Apple Team Development ID in the HISE User Settings and an App Group ID in the Project Settings

    Now the same basic project, which I've previously built as a desktop standalone and -plugin application, runs on an iOS simulator and an iPhone device, which is quite amazing.

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