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    Global Cables Don't Work when compiled

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    • Christoph HartC
      Christoph Hart @griffinboy
      last edited by

      Is there a way to pick up event data callbacks (event data reader node) directly inside of a c++ node?

      Yes:

      // instantiate this as a class member and forward those callbacks to it:
      // -prepare()
      // -reset()
      // -handleHiseEvent()
      scriptnode::routing::event_data_reader<NV> obj;
      
      // somewhere where you want to check if there is a new event data value:
      double mv;
      if(obj.getWrappedObject().handleModulation(mv))
      {
      	// there's a change in the event data
      	// do something here...
      }
      

      }

      griffinboyG 1 Reply Last reply Reply Quote 1
      • griffinboyG
        griffinboy @Christoph Hart
        last edited by griffinboy

        @Christoph-Hart

        Based.

        I've been gradually working my way through the scriptnode / snex source.
        And the amount of stuff in there is incredible.
        It really makes me think that so much is possible. You've built out so many nice systems indeed

        I started my own fork of juce to try and get around graphics limitations in Hise (using visage), but looking at your source, I could never flesh out something so expansive 😂 makes me want to just wait for an eventual future update haha

        Christoph HartC 1 Reply Last reply Reply Quote 0
        • Christoph HartC
          Christoph Hart @griffinboy
          last edited by

          @griffinboy said in Global Cables Don't Work when compiled:

          I started my own fork of juce to try and get around graphics limitations in Hise (using visage)

          Have you found a way to embed a Visage component into a JUCE UI? That's the new UI framework from the Vital guy, right? If that's possible then we could talk about a "HighPerformencePanel" component powered by this framework...

          griffinboyG 2 Replies Last reply Reply Quote 1
          • griffinboyG
            griffinboy @Christoph Hart
            last edited by

            @Christoph-Hart

            oof, yeah that would be really great wouldn't it.
            I haven't, but i'll look into it. I may have to pester him about it directly : )
            I've been having some silly dependency issues, even getting it work normally. I'm new to cmake and it's not super fun to learn it xD

            I'll see if I can get that to happen.

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

              @Christoph-Hart

              mmm, the people in the Audio Programmer Discord aren't recommending it XD
              It does look like a big amount of pain

              HISEnbergH Christoph HartC 2 Replies Last reply Reply Quote 0
              • HISEnbergH
                HISEnberg @griffinboy
                last edited by HISEnberg

                @griffinboy What about the yup framework as an alternative? I imagine the integration to HISE would be somewhat complicated as well.

                https://github.com/kunitoki/yup

                I have been meaning to get my hands dirty with it but I have only scratched the surface so far.

                I definitely like the idea of a High-Performance Panel however, it would let us experiment with more advanced graphics without requiring a complete overhaul of HISE's graphic's framework.

                Sonic Architect && Software Mercenary

                1 Reply Last reply Reply Quote 0
                • Christoph HartC
                  Christoph Hart @griffinboy
                  last edited by

                  @griffinboy yeah that was also my initial assessment.

                  griffinboyG 2 Replies Last reply Reply Quote 0
                  • griffinboyG
                    griffinboy @Christoph Hart
                    last edited by

                    @Christoph-Hart

                    They said it would be better to overhaul using bgfx directly xD
                    Yeah, not a small task probably. Ah well.

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

                      @Christoph-Hart

                      08acaf42-bb5e-4882-9a57-48678a5a5f49-image.png

                      well, all hope is not lost lol

                      1 Reply Last reply Reply Quote 0
                      • ustkU
                        ustk @Christoph Hart
                        last edited by ustk

                        @Christoph-Hart said in Global Cables Don't Work when compiled:

                        you are correct Global Cables DONT work in compiled scriptnode

                        ...

                        I think the issue that @griffinboy is having is if you load these networks into another scriptnode network (instead of loading the compiled effect into a hardcoded effect), but that's another problem and (potentially exotic edge case which you can easily work around).

                        I don't understand why it would be "exotic edge case" here, and how you can work around this... Seems rather a normal workflow to me...

                        I have a compiled node in a network, that is (I think) busy enough to justify a compilation too...
                        And then my global cables won't work...

                        What can I do?

                        Hise made me an F5 dude, any other app just suffers...

                        1 Reply Last reply Reply Quote 0
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