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    Load DLL from some else's Scriptnode export?

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    • A
      alobassmann
      last edited by

      My teammates and I are figuring out how to work with a compiled effect ported from C++ into a scriptnode module and I was wondering if it is possible for one of us to compile the scriptnode and be able to port the DLL to a different project and have it load as a Hardcoded Master FX?

      for context, we manage to compile and use the effect as a script FX but we're trying to avoid having to recompile it in every system we use it

      A HISEnbergH 2 Replies Last reply Reply Quote 1
      • A
        alobassmann @alobassmann
        last edited by

        @alobassmann Can anyone point me in the right direction, or perhaps I'm phrasing the question poorly?

        1 Reply Last reply Reply Quote 0
        • HISEnbergH
          HISEnberg @alobassmann
          last edited by

          @alobassmann Why not just recompile it? It only takes a few minutes at most, and is a much more stable way of sharing files (that way you only need to share the ThirdParty folder contents).

          That being said the easiest way would be to zip the full HISE project and send it over. (assuming you have similar OS). Alternatively you could just send the DspNetworks and AdditionalSourceCode folder, though you are most likely going to have issues.

          Sonic Architect && Software Mercenary

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          • A
            alobassmann @HISEnberg
            last edited by

            @HISEnberg Thanks for replying! I guess I wanted to hold off on getting the Git version of HISE for as long as I could since I'm not a programmer and was hoping to do as much as I could before getting into the weeds of figuring that out.

            So I assume I can't compile using the pre-compiled version of HISE so I have to just get on with it and use the Git version for this.

            thank you!

            HISEnbergH 1 Reply Last reply Reply Quote 0
            • HISEnbergH
              HISEnberg @alobassmann
              last edited by

              @alobassmann you don't need Git necessarily, but it is very helpful to build HISE on your own system. I may be mistaken, but I believe you should be able to use the precompiled version of HISE and still compile Scriptnode Networks. Just to clarify, there is a difference between HISE itself--the application and it's source code--and the HISE project you are working in. When sharing Third Party C++ nodes, all of that is contained in the HISE project and you recompile those from within HISE.

              @David-Healey is the person to clarify here, but I believe his program will walk you through the steps of building HISE, both from the installer and from Github: https://audiodevschool.com/courses/

              Sonic Architect && Software Mercenary

              David HealeyD 1 Reply Last reply Reply Quote 1
              • David HealeyD
                David Healey @HISEnberg
                last edited by David Healey

                You need the source code on your system in order to be able to compile scriptnode networks and you should compile HISE first so that it's built with the same version of the source code.

                The simplest way to download the source code is to use git, otherwise you're going to have to manually download the JUCE module separately and make sure it's in the correct location, and there is more room for error.

                Also give this a try, it simplifies the process: https://setup.hise.dev/ (unless you want to use FFTW)

                Free HISE Bootcamp Full Course for beginners.
                YouTube Channel - Public HISE tutorials
                My Patreon - HISE tutorials

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                • A
                  alobassmann @David Healey
                  last edited by

                  @David-Healey Thank you! Thats very helpful

                  1 Reply Last reply Reply Quote 0
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