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    Compiled Network Fixed Channel Count?

    Scheduled Pinned Locked Moved ScriptNode
    scriptnodechannelcompilednetwork
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    • David HealeyD
      David Healey
      last edited by

      Little spin off from another thread.

      It seems when I compile a network I have to decide exactly how many audio channels it will use.

      For example if I make a network that I want to reuse in multiple projects that each have a different number of channels, I need to maintain multiple versions of the same network just with different channel amounts.

      Is this correct or am I missing something obvious?

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      • S
        Stuart Cochrane
        last edited by

        Hi David, I am new to HISE i am adding the core.faust scriptnode to script fx and its crashing HISE, looks like its trying to recompile faust code.
        when I click on any one of the dsp networks HISE shuts down instantly.
        Any help would be greatly appreciated.
        faustest1.png

        faustest.png

        David HealeyD 1 Reply Last reply Reply Quote 0
        • David HealeyD
          David Healey @Stuart Cochrane
          last edited by

          @Stuart-Cochrane Make a separate thread

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          • Christoph HartC
            Christoph Hart @David Healey
            last edited by

            @David-Healey Yes that is the case - the optimization possibilities that come from assuming a fixed channel were too tempting.

            IIRC Faust also assumes some kind of known channel set, no?

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            • David HealeyD
              David Healey @Christoph Hart
              last edited by

              @Christoph-Hart Would it be possible to make it still work with fewer channels without sacrificing optimisation? For my framework I want to support projects from 2 to 16 channels but I don't want to maintain that many versions of each effect. If I could just make a 16 channel version that would be good.

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              • Christoph HartC
                Christoph Hart @David Healey
                last edited by Christoph Hart

                @David-Healey what's the effect? just a mixer?

                If you use it in different projects we might solve this by allowing FixChannelAmount to be a preprocessor, then it can pull in the actual channel count from the project it compiles the DLL too? So if Project A needs 6 channels, but Project B needs 16, you can just enter NUM_PLUGIN_CHANNELS (or whatever preprocessor you define) and it should cleanly pass that through to the C++ code generator.

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                • David HealeyD
                  David Healey @Christoph Hart
                  last edited by

                  @Christoph-Hart said in Compiled Network Fixed Channel Count?:

                  what's the effect? just a mixer?

                  I have my multi-channel simple gain thingy and a couple of filters (until the stock filter is fixed anyway).

                  I'd prefer to stay clear of scriptnode but I have some releases upcoming and it seems like the best way to get around the current issues I'm having.

                  @Christoph-Hart said in Compiled Network Fixed Channel Count?:

                  If you use it in different projects we might solve this by allowing FixChannelAmount to be a preprocessor

                  I don't think that will work because my projects are all expansions for Rhapsody, so the count will be fixed at the player level.

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                  • Christoph HartC
                    Christoph Hart @David Healey
                    last edited by

                    @David-Healey but with rhapsody you cannot pull in compiled effects anyway unless you embed them in the player binary - that's the one hard restriction that comes with the full player expansion system.

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                    • David HealeyD
                      David Healey @Christoph Hart
                      last edited by

                      @Christoph-Hart My plan is to embed them in the binary since I need them in almost every project

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                      • Christoph HartC
                        Christoph Hart @David Healey
                        last edited by

                        @David-Healey ah ok. BTW are you sure you need to compile them? If you're just using a simple multi channel DSP network with multiple gain modules in a container.multi container, then the DSP overhead is negligible - definitely lower than the old scripting approach.

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

                          @Christoph-Hart said in Compiled Network Fixed Channel Count?:

                          definitely lower than the old scripting approach.

                          In that case no I probably don't need to compile them, so that solves it :)

                          Free HISE Bootcamp Full Course for beginners.
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