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    [bug] SlotFX.setBypassed no worky

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    • d.healeyD
      d.healey
      last edited by

      This function is shown in the API browser but when I try it I get a function not found error.

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      • d.healeyD
        d.healey
        last edited by

        Bump Bump

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        • OrvillainO
          Orvillain
          last edited by

          @d-healey Did this ever get resolved?

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          • d.healeyD
            d.healey @Orvillain
            last edited by

            @Orvillain said in [bug] SlotFX.setBypassed no worky:

            @d-healey Did this ever get resolved?

            Nope, but here's a workaround

            HiseSnippet 893.3oc2V0saaaCElzIpnVaqXEnXWqkqTFJBrSbs8Pwv5hi8lwVRMlyJ5cAzTGESDJROJprYLz61avdf1qzdC1NTTtVtIHK0X8loKDHOmyGOe57G0DilC44ZCgFd9xE.g9wASWpryGLmITjwmPnOJ3TVtELQdQGubAKOGRHT5NeqS.s4tjxm+5qOlIYJNrVDg7JsfC+fHSXWKcxK9dgTNhk.mKxpYcmWLlqUCzRcAxmcBZQVv3WwtDNi4LqQ.46X4yIzuH3ndcYoG1qG.oca8k85k1sGmcH.cNpSmYIrYG1uOu+y50mPevvDgUalZYVHGOzi0IKmNW+KJuCdkHWLSBtMsISQO6ESFLWHSlrJ3jSHzcmrNTsiOT8jfSEIh2JecH6SKUDsFQ8fFswcQo1uGThViR65oziClxMhE10Zb74iBFqvLXJCyM0oh2VRi+jFLPiVnrGjwtBFYvMuEQb2VsdZD9Z+mGFh4mbaz0LSzvzTfamJ011QeUTYMyAWBkBF85387piJ0umCYnPIEJHJsPwsBsJRqNtvZ0p1NWazxXtNagVgj3onCjEv9g+VXSolyjQ.5hZNz4nAEFCZqWZL5glvA4fc0mW7m6OimG9Fz4q95b3V4k38p7+d66.VwhALobFV0E+tzCOoZT+LsEdoJtjhguIL5cUkldq5pNKIXtU0t1AycALVUjMCL0CPNCwz+l0TO39USw8gkZFpUiUB6KW.U6GokItZE25aVARphq3peZ7ILKyUTVICsaAXrBGcnm.WiiA7knMCNAxuxpWTZaUxfPCrkZeTUArO3SDIN.UYBxuhlQ+czaKcK9CbQN6ZXrZhAvLnqhlbyVBrYTmTHY1M6PcytpTfg3MZKbk9pbgcY8YauGsssty116KEebvDgkO+14XiagiXv+CAGqF18IA9Vs0Db2fQudamr059OYqx+OLvOZo5No5yW1jD67gX7ZvpZWbry0vvetjEe1Fr3hUppylyJxFIj3jzbWEqKGMZz4CULjA+2xVxOpKrB0kmxrFgqOA87T7dTNfILkBjkDngqm0uu0JBMETIka9a7oRYa2dZkx1qT9+Fejw3F8Eb+LUWp9gkRvXqp7OMZh+xCtOpMobNa8VrL7h8K37MOpa.7vsE3QaKvNaKvmss.6ts.6ss.6+uCz8eWeSgUm4mXRHmNYX4ESTZstNx+7zfVH.
            

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            • OrvillainO
              Orvillain
              last edited by

              @d-healey said in [bug] SlotFX.setBypassed no worky:

              @Orvillain said in [bug] SlotFX.setBypassed no worky:

              @d-healey Did this ever get resolved?

              Nope, but here's a workaround

              Oh crikey. I see what you're doing there. Yeahhh that shouldn't really be necessary if you already have a reference to the slotFX object in question. But okay... yeah, it works here.

              @Christoph-Hart - minor thing I guess, but it just seems a bit non-standard compared to the rest of HISE ??

              d.healeyD 1 Reply Last reply Reply Quote 0
              • d.healeyD
                d.healey @Orvillain
                last edited by

                @Orvillain You can also grab a reference to the slot effect as an Effect rather than as a SlotFX

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                • OrvillainO
                  Orvillain @d.healey
                  last edited by

                  @d-healey slotFX works for me right now, so I'll just stick with that, but yeah cheers!!

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                  • d.healeyD
                    d.healey @Orvillain
                    last edited by

                    @Orvillain You can have both

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                    • HISEnbergH
                      HISEnberg @d.healey
                      last edited by

                      @d-healey I believe this is how the HardcodedMaster Fx is meant to be used, referencing it both as a SlotFx and as an Effect, then using whichever API is necessary for your use case. I typically try to do this and stick to a particular naming convention (ex. SlotDelay, EffectDelay)....

                      Sonic Architect && Software Mercenary

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                      • d.healeyD
                        d.healey @HISEnberg
                        last edited by d.healey

                        @HISEnberg It might be useful to have an .asEffect() function like we have for samplers

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                        • HISEnbergH
                          HISEnberg @d.healey
                          last edited by HISEnberg

                          @d-healey Nice that is good suggestion and I agree. Or the inverse .asSlot ?

                          Sonic Architect && Software Mercenary

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                          • OrvillainO
                            Orvillain @HISEnberg
                            last edited by

                            @HISEnberg said in [bug] SlotFX.setBypassed no worky:

                            @d-healey I believe this is how the HardcodedMaster Fx is meant to be used, referencing it both as a SlotFx and as an Effect, then using whichever API is necessary for your use case. I typically try to do this and stick to a particular naming convention (ex. SlotDelay, EffectDelay)....

                            I have a namespace called ModuleManager. At instantiation of the plugin, it collects all references to all required modules, and stores them in a SharedData namespace reg variable. The reason I do that is because I noticed early on that a lot of Synth.xxxx calls would complain about being run outside of the init function. Okay. Cool. Fair enough. That all works, and I get my references and the plugin works.

                            It just seems really kooky that I'd have to do a getCurrentEffect() on a slotFX reference that already exists. The documentation does state that setBypassed can be run on a slotFX object. So I spent quite a bit of time trying to solve this before coming to the forum and being shown Dave's snippet.

                            Is all just a bit inconsistent is all.

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                            • d.healeyD
                              d.healey @Orvillain
                              last edited by

                              @Orvillain said in [bug] SlotFX.setBypassed no worky:

                              reg variable

                              Use const

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                              • OrvillainO
                                Orvillain @d.healey
                                last edited by Orvillain

                                @d-healey said in [bug] SlotFX.setBypassed no worky:

                                @Orvillain said in [bug] SlotFX.setBypassed no worky:

                                reg variable

                                Use const

                                As I understand it, regs are more performant and are mutable. Perfect for tracking modes or current effects or effect orders, etc etc.

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                                • d.healeyD
                                  d.healey @Orvillain
                                  last edited by d.healey

                                  @Orvillain
                                  reg should be used for variables declared in onInit whose data needs to be editable.

                                  const should be used for all fixed data - arrays, objects, component references, module references, etc.

                                  reg is more performant in real time callbacks than var but you should avoid using var anyway.

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                                  • OrvillainO
                                    Orvillain @d.healey
                                    last edited by Orvillain

                                    @d-healey said in [bug] SlotFX.setBypassed no worky:

                                    @Orvillain
                                    reg should be used for variables declared in onInit whose data needs to be editable.

                                    const should be used for all fixed data - arrays, objects, component references, module references, etc.

                                    reg is more performant in real time callbacks than var but you should avoid using var any way.

                                    All of the data inside my custom SharedData namespace needs to be editable.

                                    I don't use var anywhere.

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                                    • d.healeyD
                                      d.healey @Orvillain
                                      last edited by

                                      @Orvillain said in [bug] SlotFX.setBypassed no worky:

                                      All of the data inside my custom SharedData namespace needs to be editable.

                                      If you're using Synth.getEffect() or similar they should be const and shouldn't change.

                                      Checkout this post by Christoph - https://forum.hise.audio/topic/79/scripting-best-practices/2

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                                      • OrvillainO
                                        Orvillain @d.healey
                                        last edited by Orvillain

                                        This post is deleted!
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                                        • d.healeyD
                                          d.healey @Orvillain
                                          last edited by d.healey

                                          @Orvillain said in [bug] SlotFX.setBypassed no worky:

                                          Inside that is reg engines = {blahblahblah}

                                          It's an object so should be const engines = {}

                                          You can still add to the object and change the data within it, you just can't change the variable itself.

                                          For example this would give an error

                                          const engines = {};
                                          
                                          engines = 10;
                                          

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                                          • OrvillainO
                                            Orvillain
                                            last edited by Orvillain

                                            @d-healey said in [bug] SlotFX.setBypassed no worky:

                                            @Orvillain said in [bug] SlotFX.setBypassed no worky:

                                            Inside that is reg engines = {blahblahblah}

                                            It's an object so should be const engines = {}

                                            You can still add to the object and change the data within it, you just can't change the variable itself.

                                            Yes I'm aware of that.

                                            For example this would give an error

                                            const engines = {};
                                            
                                            engines = 10;
                                            

                                            I'm aware of that too.

                                            What is the benefit of using const, in my situation? The only thing I can come up with is it gives me a guard against overwriting engines. But nothing is attempting to do that anyway. Nor will it.

                                            To my mind, reg gives me access performance benefits. Maybe that is wrong.

                                            d.healeyD 1 Reply Last reply Reply Quote 0
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