• The definitive feature request & bug fix roadmap

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    Christoph HartC

    Alright, I'm gonna close that now. @ustk can you make a dedicated thread for these scriptnode issues (with an example snippet that demonstrates the latest problems).

  • Setting Loop point (step number) in a step based modulator...

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  • Lottie vector animation

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    R

    @Rognvald

    To answer my own question.. :)

    To add another Lottie animation in a HISE project, you'll need to first create a new Lottie panel on the UI and then assign a different JSON or B64 string to this new panel using the set animation function. This is done by adding a second animation element and using a distinct variable to hold its data, as HISE's set animation command expects to be assigned a unique animation element.

    // Example for assigning the new animation to the panel
    const secondAnimationData = "PASTE_YOUR_NEW_B64_STRING_OR_JSON_HERE"; // Replace with your actual data
    const myLottiePanel2 = Content.getComponent("MyNewLottiePanel"); // Assuming your new panel is named "MyNewLottiePanel"
    myLottiePanel2.set animation(secondAnimationData);

  • Flex AHDSR Sustain: Normalized vs dB Values

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    Christoph HartC

    @bendurso yes and if you have problems with existing user presets from a previous version, you can add a user preset pre processing step that converts the sustain value when the user preset from an older version is loaded.

    Be aware that the attack and decay times will also not translate 100% between the envelopes too.

  • Feature request: extract XYZ data metadata

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    DanHD

    @Christoph-Hart client was me 😬

  • Feature Request: Crossfade in Audio Loop Player

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    dannytaurusD

    @candlefields said in Feature Request: Crossfade in Audio Loop Player:

    @paper_lung If the release knob is adjusted correctly the clicks and pops are vanished...I mean minor knob movements..so as at the end of the sample you somehow fade it down...Have you tried it?

    Using a AHDSR on an Audio Loop player won't fix clicks and pops when the sample loops during playback.

    A crossfade option on the Audio Loop Player itself would fix it.

    I'm using audio loops as background textures so they don't need perfect looping but crossfades would be super useful. Currently I have to hardcode a crossfade before I bring the sample into HISE. Not great when I want to keep trying different samples.

  • ScriptEditor: better CSS styling

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    d.healeyD

    @Christoph-Hart What's the reason we can't have both regular laf and css playing together on a single control?

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    d.healeyD

    @Christoph-Hart said in The Sample Map of The Future: Escaping the 20th Century Sample Mapping Paradigm:

    why you struggled so much with the pen icon

    Yeah just me being dumb.

    I think all my other questions are answered in the documentation :)

  • MIDI list

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  • Forum - Disable fuzzy search

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    D

    @d-healey great, thanks!

  • Project-Specific Debug Logging Directory Structure

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    HISEnbergH

    @Dan-Korneff Nice thanks for sharing!

  • XY Pad to Control 4 Gains

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    J

    @d-healey & @Lindon thanks for the info guys I knew the solution would exist and likely be fairly simple!

    I think it is an idea I will come back to for sure, just need to do some more simple things first to get my head round HISE itself etc

  • Controlling LFOs

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    LindonL

    @Christoph-Hart thanks _ I'll give it a go...

  • Legato, the Achillies heel of HISE.

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    Christoph HartC

    oooh is there a way that some kind of analysis of each sample in the map could be done so the sampler is aware of the phase?

    yes, theoretically that would somehow be possible (and I started doing this when working on the integrated legato transition engine which picks up the zero crossings to line up the phase between sustain and transition sample), but if the samples are not pitch & phase locked perfectly this falls apart plus there is a significant complexity of making this work with the streaming engine for a very narrow set of use case - if you squash your samples to be perfectly phaselocked, then it's just a minor step to transform them into wavetables and use the "proper" sound generator concept for the job at hand.

  • get playback position from waveform component

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  • Suspend On Silence as a scriptnode container

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    A

    I use this with a simple 4-node setup. It's pretty good and useful if you also link it up with other compare nodes so you can have dynamic logic that doesn't need explicit parameter setting but can react to various states in the network. Honestly no idea how ScriptNode went as long as it did without the compare node.

    HiseSnippet 1719.3oc6X0sTaaDEVByZBljzjNzI8hdgtnWP5jgw17SBSu.yuILECdPTR5ULKRqw6Xoc0HsBvsSuuuBo2z9Zz65iPeD5i.uAomckDVqsKX6DBscJYlLdO+r62d9aO5zHj6Phh3gFlkNrS.wv79H6NLQqMZgoLic1zv7gn53HAIzJgz5cBvQQDWCSyBuTRvb5IMT+c4pqi8vLGRWRFFGwoNjco9TQWpMp8MTOuswtjCo94jdwZ63vYav83w.dJfJaDfcZiOkrGVJ1DHiWgiZYX9UnkptfyhtO2sZ0kVYYG7xjUZha1rxBtKt3xuXkJKrBdwWrLo7RFlE2xkJ3g1BrfDAa55b2N1s3myRNfinQzS7HxEULrgSNgrwFsndtMxLNQFFlnFcMUERLUyhpScoWQuqI6QJFVc0HuQybhqCRUFAHYlCRSl.oGircBoAhtbj3YFzNLvC1DC9l7PIQVCyeGsAGDfIl2G2lrcHr3JEla4xkelE7eO8qaFybDTNyhy1iKH6yl6ok9gRSW5GKY0KqlMGHO4wDx87HgCjsLbH75TbNVr+IjvmYcF1Klbkfv0W2lVb3roNI25bBxY6vnh8CHoq2l64JsUxe2uGvH0rA+5a2YSr.KcJoz.4BHgBpDNlaRNCRCRbQSi1jD0VvCfDg97ePjC2M1CKzCmjIZoL.6glOT5nXQTQm7IhiPLV4qMFaXg3iQMnBmVCFiSL.LBVpaCLllY9.zVMaRbDcA3jnsey3lFVdjSCKklFBmo7vue5RqseSkAl.9SntA6Agj.bH4PdCObm4hv9AdjC.L9LqS73NssoeOo+LjfDHrtTh4bZgYLhWz3jHU7CTwIiC3wBJ6z5XQH8Bn74dw91PccGxFonCnYNgLGJYcY4ZYbgMg4pV7N3uTlUjqMSYVIiYtzu8Hhy4gsUtizeaXNUhsORYjOt4EULVyyie9Fb+.ZZTJ3CTzZv85DzhynNRRIRjgz074wvgjBW3InCwTOYXscbDTnvcelMHr5cOyBGQBiTa7TnxyC+CBy2i6BrJtM1ALrcZfEsj4KxZOPvIIbdmqBR0vZ93jjG.0XK20rmJSLb.p8kVC4CklExU+IIDUtBR.mH4f1I5HIWGrmwQxP.48QsmIlvDHKEcJTB9tA32OZmEkZer1mYkYgtMQcpgV40uWBpqL5v9gHa5oLrGztCwo8M.3rmGLm38C5SlyfWDEPvs0A9L.vCIyqXzOjS03FrsSlGfFcqTeHN7ThHJ8oKFwIIwPYM2wU9dkCjN.UjLZfCgyC5KPRtHZWRSg5LfBTWj852lzn.nt05wP82jpiZTjlClK4hrT3sfpPtfITodVZ8UmiDn4rLcQx.7pPQs4yX2uIpqpiRD3HXkJh.LGzqI5kPUTCs6Cb.Yqfnz5TVZvP22EqiunGZWtpsfDHK7mWN61jySrC4kLIBR4Z5am2jzDG6I5i9ZwBtOfTUfrQN7M0sC9lBc.8zVi..GCL8E05GS.N+awz8QanBPjs0LB.SKuUEALn7VEiAk2pXbKk2VJKjuxcRhqVfduNse8su82VsOmVseoWmlRtqyo0fDR4tpOiru8ZvNsuq1GgH7YP6x4APSTg8Eke4pCST9sVkAUEogDRWtpdkgbA64BtF4Zw4z8VpX7CPQ7lhiOQcz5Q+kPWAn+ut7vUWd3hXuCpKeuZ2Lv51BgpuP8HCsP2mjq4v7B0e.r9lLjcHVnmNDmX35PrGo9DjsOmKZAeYU9hdHyYydMp292S6Dt5n2I7TnMi886ncAmt3idzO+tOn8sq6qFxEqy4s8wpO368dzKOIg4LnWiOinF9o5iw9L05l7PeqWR.6jLBrx0L9y+XXG+YvPO9y8cD.DNLDyhB3QP8x7owDe5gbFIRiZOZTcfZTUu3iHlou0IjzjRZJ1FLEUxm8kQrZdhMvLsMCVqsS0kSCHa4et5VL7IdDaBbyc2OxALL3dpBzH1Kh7ZpqnUk7J1kb07jeENzE7gNZSZpf9PMlb3Fpg9P2xI+.lATw6foC+gYxc2gCWTaxYSmgQapruzsXmQ7fzXEF+TTZg9Lp54g04Ld1va550OfHBomdJQ+IkAcgVSHvvm5eEkYqc.wifixka9k01EpUhCqqJrNV1hQeX9Cze84nD3ZIKdX8u2gBW3+zCEd3y9f5g+y1K9DDTWtpkxUZc23K+XLK4OFmgO1Ijeb5WHIS5umhBbuYoSoptbsUEiy5siVe3Iiicbz2p9Tr53p3BiqhKNtJtz3p3xiqhOebU7E2rhxWzS+bMYtAzlSisRFMhYRGNpzDi+B.BVVDB

    Precisely because you can plug more compare nodes into the logic and chain them up, this is more flexible than what Chris could do.

    bddee853-f3eb-44ee-b4f3-51d158e90e08-image.png

    When expanded:
    d8f359a1-ac66-440d-9540-75f1bbaaa880-image.png

  • Expanded AudioPlayHead functionality

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    SimonS

    @d-healey OnBeatChanged gives you the position in beats, Engine.getPlayHead().ppqPosition I think is the most accurate and probably the one you want (and works regardless of transport state)

  • Synth.addModulator(sample start, "Constant", "SampleStartMod")

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  • JSFX/EEL2 implementation

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    d.healeyD

    JSFX is now open source - https://github.com/justinfrankel/jsfx

  • Dynamic ScriptModulationMatrix Targeting

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