• One shared Script Voice Start Modulator for many Samplers?

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  • How does builder.connectToScript() work?

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    observantsoundO

    @Christoph-Hart I'm also still encountering this issue.
    I've also tried all kinds of formats
    "{PROJECT_FOLDER}/Scripts/test.js"
    "{PROJECT_FOLDER}/Scripts/ScriptProcessors/test.js"
    "{PROJECT_FOLDER}/test.js"

    I also get onControl cannot be parsed.
    My test.js is a file I saved after adding a blank script processor to my container.

    1:
    "Right-click/connect to external script": Works!
    "Rick-click/reload connected script": Works!

    2:
    Adding script via Builder.connecttoScript: On Control cannot be parsed.
    "Rick-click/reload connected script": Does not work "because connected script is not a valid HISE script. OnControl( cannot be parsed"

    function onVoiceStart(voiceIndex) { "Hallo"; } function onVoiceStop(voiceIndex) { } function onController() { } function onControl(number, value) { }
  • Custom Loop Player loading

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    David HealeyD

    @svkpowa Aha ok, just took a look at it and it's probably not needed for new projects.

  • How do I port DspNetworks ---> NewProject file ?

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    ChazroxC

    @HISEnberg @David-Healey Yup that works! I get it now. I've been compiling like a mad man lol

  • Dsp network wont compile: // <--Changed to more relevant title :)

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    ChazroxC

    FIXED!!!!!! 😭 😭

    Screenshot 2026-06-05 at 7.22.38 PM.png

    @David-Healey @HISEnberg @dannytaurus OMG! A Year of trying and it was a stale template file....I wanna cry. lol

    Finally made it to this window:

    Screenshot 2026-06-05 at 7.25.10 PM.png

    and compiled dll successfully !

    Screenshot 2026-06-05 at 7.37.24 PM.png

  • synth.playnote

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    D

    @David-Healey :Hahaha 👍

  • "Error at node: chain" while 'compiling network to dll'

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    HISEnbergH

    I'm looking for documents and examples to guide you and I am seeing this is rather poorly documented.

    Basically DspNetworks folder works like this:

    DspNetworks/Binaries: The compiled DLL. When you compile networks to .dll, HISE is launching and creating a mini-project of just your FX networks, so it contains a .jucer, XCode or VisualStudio file, etc. DLL (Dynamic Link Library) is, to put it crudely, a pre-written and formatted library that contains the DSP code which HISE can load at runtime (for example, load into the HardcodedMasterFx). You can simply delete the entire Binaries folder before compile to DLL for a fresh start (in fact it is a good idea). More info here: https://docs.hise.dev/scriptnode/manual/third_party.html

    DspNetworks/CodeLibrary: I don't look here much, but it's usually where a lot of the faust and snex networks are saved to.

    DspNetworks/Networks: Where scriptnode networks are saved as .xml. So you can actually look at these in a code editor and see the same structure flow and module settings (it is fairly human readable). This is what is saved and recalled when you are launching networks (it's very similar to how a User Preset works).

    DspNetworks/ThirdParty: Mainly for C++ files if you are working that way. I think Snex headers are stashed here as well (I can't remember). You'll also notice HISE will autogenerate headers depending on what you are using, example for Faust.

    AdditionalSourceCode/nodes: This is also important. When you go to compile networks you see the menu below. Basically it is autogenerating some headers that are stashed here for when you are ready to compile the entire project. They help link the compiler to the necessary DSP files. You don't really ever need to bother with this folder, but for a completely fresh build, you can just delete the "nodes" folder before compiling the networks to DLL.

    Screenshot 2026-06-04 at 6.58.44 AM.png

  • Get Panel Attributes - Colours

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    ustkU

    @David-Healey There might be a bad parsing at some point. Without really knowing, the hex might be first parsed as string by the property editor...

  • Stupid Quotation marks behavior....

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    ChazroxC

    @Christoph-Hart I can breathe again....and move much faster now lol

  • Issues with Panel.repaint() and Panel.repaintImmediately() - laggy user interface

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    Oli UllmannO

    @Christoph-Hart
    Here is a demo gif.
    It's about the blue animation above the magician, which changes based on the large knob.
    Everything works perfectly in HISE. However, it's still unstable in the compiled plug-in.

    webViewDemo.gif

    PS. I also want to build a xy-pad with a web view...

  • 0 Votes
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    David HealeyD

    @emmanuelbuccheri Loading a sample map always stops the audio engine.

    To cross fade load the sample maps into two samplers at the start and crossfade between them. Or load the samples into multiple groups in the same sampler and use the group xfade feature.

    I have an old video that shows some techniques here: https://youtu.be/0cn1l8231n4

  • VST3 Plugin not readable

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    David HealeyD

    @MicheleBonventre What's different between the test plugin and the original project?

    Also you might try with PluginVal to see if it gives any hints about the issue.

  • More Full Expansion issues.....

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    LindonL

    @Lindon well there was a problem in one of my includes, that neither HISE player nor HISE expansion projects was prepared to report.... so moving on for a bit...

  • sync multiple instances of the same VSTi

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  • suck notes with keyassigner script in silent synth

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    MorphoiceM

    @David-Healey no they need to ring out. i will probably limit it around 16 voice cards or something like a real synth would have

  • Combobox not syncing Presets properly

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    D

    I don't want the user to see the combobox it's just to have presets stored correctly

  • How to retrieve settings from ScriptFX in onInit when the plugin starts?

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    J

    @David-Healey Ah very nice, thank you! I will give that a try!

  • 0 Votes
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    David HealeyD

    @duma It will appear near the top of the list - not in alphabetical order.

    These are custom fonts I've loaded (below Source Code Pro)

    20adaa6a-fa7b-4e6a-921b-2a4e779c37fe-image.png

  • "Relay" Mouse Event to component below [UI]

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    G

    @David-Healey Well, then it gets way more tedious to adjust the position of each element. But fair, that's probably the easiest solution. Thanks :)

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