• Build error in latest commit

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    d.healeyD

    @DanH Version 3 is a tag - https://github.com/christophhart/HISE/tags

    Master and Develop are both ahead of V3. For our purposes ignore the tags and just stick with develop.

  • Block-Based Processing in Third Party Node

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    ?

    Yeah RTNeural supports floats. I think the issue is with the type of Model I'm using -> I can get a guitar amp black box model working just fine, but the whole "predict the future" version isn't playing very nice :)

    I'll keep messing around

  • Little trouble with nested includes

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    ?

    @Christoph-Hart Does the parameter class not support step size? I need whole numbers so it isn't calling a randomize method every .01 steps

    0831bd64-041a-4331-b48c-850c7c721f2c-image.png

  • External global scripts

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    Matt_SFM

    @d-healey said in External global scripts:

    I'm making a video about global scripts

    Content.spoilerAlert() 😁

  • Getting Crash in HISE Debug but not Release

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    langermarc19L

    @d-healey There was a Debug one and a Release one

  • How to get the combo box font?

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  • A Quick Note for Third Party Nodes:

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  • Efficient Debugging in DAW?

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    langermarc19L

    @Christoph-Hart for this one I don't have rubberband included no. But that's good to know I guess, it's not so far out of range if it's taking me ~5 minutes

  • SNEX C++ Template template arguments

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    langermarc19L

    Actually I think I may have found the answer in hi_dsp_library/snex_basics/snex_ProcessDataTypes

  • SNEX + Juce

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  • ScriptBuilder class

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    Christoph HartC

    @d-healey No, only in the onInit callback - and even then it's only ~95% stable, but it's enough to build repetitive module trees programmatically.

  • Multiple MainController's/SynthChain's

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    E

    @Christoph-Hart Makes sense, I investigated more about having multiple MainController's and it was definitely the wrong route. Pretty satisfied with FRONTEND_IS_PLUGIN for my use-case.
    Thanks!

  • Previewing segments of the same sample

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    E

    Note that I had to disable the pool "search mode" when loading the same sample over a range of MIDI notes, otherwise updating the start/end positions would be mirrored on every sample.

    auto pool = sampler->getSampleMap()->getCurrentSamplePool(); jassert(pool); pool->setDeactivatePoolSearch(true);

    I believe this is why this pool mode exists, @Christoph-Hart, i.e.: to allow each duplicate sample entry to have its own properties?

    E.

  • Storing extra properties within ModulatorSamplerSound

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    E

    @Christoph-Hart Hi! Thanks for the quick reply. Yeah, that's what I came down to, I'll base64 encode my properties to avoid adding a child ValueTree. That'll work even though it's not really optimal.

  • How to fold function list by default?

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    d.healeyD

    @Christoph-Hart Thanks. I just gave it a go but the outcome is weird, I think there is more to it. I'll keep poking around.

  • Adding floating tile colours to LAF

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    d.healeyD

    @Christoph-Hart Thanks for the tip! Still all the colours are coming through as 0. I assume I'm misunderstanding where the floating tile's colour data is stored.

  • Convolution on Raw API

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    hisefiloH

    @Christoph-Hart YEAHHHHH that was it. Helped me also to find out I need to add a Convolution Reverb Module on HISE and to load the IR to be pooled (yes... fool of me)
    Thanks man! Now we can go for some amp sims for my instruments!

  • getSystemStats

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  • Any easy way to communicate from/to C++ and Javascript

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    jonhallurJ

    Just for future documentation and forum searches, this here code works in the other direction, that is calling into the Javascript from C++ from an inline function handed to C++, I image it would work for inline functions added to the Globals object as well.

    _global->setMethod({ "set_callback" }, [&](const var::NativeFunctionArgs& args) -> var { auto *obj = args.arguments->getDynamicObject(); if (obj) { if (auto p = _ref.getProcessor()) { juce::Result* res; var fVar(obj); var args[2] = { 42, 13 }; LockHelpers::SafeLock sl(getMainController(), LockHelpers::ScriptLock); p->getScriptEngine()->maximumExecutionTime = RelativeTime(3.0); p->getScriptEngine()->executeInlineFunction(fVar, args, res); } } return { 0 }; });

    Obviously this is not safe, and if you don't use an inline function, it will crash your C++ code.

    This is rougly the code from

    void ProcessorWithScriptingContent::customControlCallbackIdle(ScriptingApi::Content::ScriptComponent *component, const var& controllerValue, Result& r)
  • Can I pipe the Console output to std out

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    Christoph HartC

    You're right (I keep forgetting about the layers I've added to the debug handling). All Console.xxx() calls are ignored in the compiled plugin (in fact they are thrown away by the HiseScript compiler when parsing the Javascript code). This is to prevent that any residual debugging code ends up clogging the finished product.

    You can remove this by removing everything inside this preprocessing definition:

    https://github.com/christophhart/HISE/blob/2da59a219ce25c10b6d9d9ee3e1ca0da18850940/hi_scripting/scripting/engine/JavascriptEngineParser.cpp#L379

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