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

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    • ChazroxC
      Chazrox
      last edited by Chazrox

      Screenshot 2026-06-03 at 4.55.29 PM.png

      Im just trying to compile network to dll. Does anyone know what im doing wrong?
      When I click 'ok' on the dialog box Hise crashes.

      griffinboyG 1 Reply Last reply Reply Quote 0
      • ChazroxC Chazrox marked this topic as a question
      • griffinboyG
        griffinboy @Chazrox
        last edited by

        @Chazrox

        Could you give more info on what you are trying to compile?

        A scriftFX Chain network?

        Or something like a C++ file?

        Wider screenshot that captures more info please!

        ChazroxC 3 Replies Last reply Reply Quote 1
        • ChazroxC
          Chazrox @griffinboy
          last edited by

          @griffinboy anytime I try to compile a ScriptFx chain it crashes. I was actually trying to test out the ‘effects slot’ modules and I think you have to have the network compiled to show up in the list im assuming so thats what I was trying to do but just getting this error repeatedly then crash.

          1 Reply Last reply Reply Quote 0
          • ChazroxC
            Chazrox @griffinboy
            last edited by

            @griffinboy I have some custom Snex nodes I want to compile and add to the effects slot modules.

            griffinboyG 1 Reply Last reply Reply Quote 0
            • ChazroxC
              Chazrox @griffinboy
              last edited by

              @griffinboy said in "Error at node: chain" while 'compiling network to dll':

              Wider screenshot that captures more info please!

              Trying to compile DSP to dll....
              Screenshot 2026-06-04 at 3.05.29 AM.png

              When I click 'OK' Hise crashes.

              1 Reply Last reply Reply Quote 0
              • griffinboyG
                griffinboy @Chazrox
                last edited by

                @Chazrox

                I think it might be a bug, either that or you haven't enabled compilation on the thing you are compiling?

                397b0048-2687-4826-847c-35d0ba88c406-image.png

                This scriftFX chain compiles fine. Its got a container, and a hise filter.
                I haven't tried it with snex, maybe it could even be something specific you've done in your snex node that it doesn't like?

                dba6d83e-3a22-41c7-abbb-0e8050928555-image.png

                ChazroxC 1 Reply Last reply Reply Quote 0
                • ChazroxC
                  Chazrox @griffinboy
                  last edited by

                  @griffinboy
                  I have all of the nodes set to Allow compilation. Still gives me the same error.

                  I havent been able to compile any dsp networks before either. Dave suggested I had multiple source codes. I've tried re-installing/re-building Hise and still nothing so maybe I dont know how to find the duplicate files well enough. Im not sure at this point.

                  Screenshot 2026-06-04 at 3.09.56 AM.png

                  griffinboyG HISEnbergH 2 Replies Last reply Reply Quote 0
                  • griffinboyG
                    griffinboy @Chazrox
                    last edited by griffinboy

                    @Chazrox

                    Yeah it seems like a deeper issue with your setup.

                    If youre not even able to compile simple ones (forget snex, just say, a container and a hise filter) then you've got something wrong with your Hise setup.

                    It might be as David says.

                    ChazroxC 1 Reply Last reply Reply Quote 0
                    • ChazroxC
                      Chazrox @griffinboy
                      last edited by

                      @griffinboy Before I bug Dave about it again, would you have any suggestions where I can look and what im looking for as far as 'source codes'? Maybe im not sure what that even means. I remember him saying that JUCE is looking for source codes when it goes to compile these networks and maybe I have doubles somewhere but I cant seem to find any with a finder search. Im looking for the Hise build folder that JUCE puts out when we compile Hise right? Thanks for the help regardless 🙏

                      griffinboyG 1 Reply Last reply Reply Quote 0
                      • griffinboyG
                        griffinboy @Chazrox
                        last edited by

                        @Chazrox

                        You're looking for

                        Hise Develop

                        Snag_a7c86c5.png

                        The insides look like this.

                        Snag_a7c9684.png

                        It's the thing you download / pull from github, and contains all the source for building Hise.

                        ChazroxC 1 Reply Last reply Reply Quote 1
                        • HISEnbergH
                          HISEnberg @Chazrox
                          last edited by

                          @Chazrox Just FYI sometimes you ned to "resave" the networks before compiling. The Scriptnode Network exists in DspNetworks/Networks/*.xml . It's similar to how the user interface is saved and restored. There is an autosave feature which can overwrite these. Very often the network data has changed and is not being fully restored correctly, so it's necessary to overwrite them by resaving.

                          So best course of action is to set the "AllowCompilation" flag off on all networks, resave them. Then one at a time go back in, set AllowCompilation to true, resave, and recompile individually.

                          Sonic Architect && Software Mercenary

                          ChazroxC 1 Reply Last reply Reply Quote 0
                          • ChazroxC
                            Chazrox @griffinboy
                            last edited by

                            @griffinboy Ok Thank you. Let me look.

                            1 Reply Last reply Reply Quote 0
                            • ChazroxC
                              Chazrox @HISEnberg
                              last edited by

                              @HISEnberg said in "Error at node: chain" while 'compiling network to dll':

                              recompile individually.

                              How do you do this?

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

                                @Chazrox Save icon up here:

                                Screenshot 2026-06-04 at 6.46.03 AM.png

                                Anytime you make changes to your networks it's necessary to resave them before compiling to DLL. Often you'll get warnings like the one's you have been getting unless this is done.

                                Sonic Architect && Software Mercenary

                                griffinboyG HISEnbergH 2 Replies Last reply Reply Quote 1
                                • griffinboyG
                                  griffinboy @HISEnberg
                                  last edited by

                                  @HISEnberg

                                  Ah missed that! It slipped my mind somehow. thx for mentioning.

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

                                    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

                                    Sonic Architect && Software Mercenary

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