Expansion User Presets
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@Christoph-Hart said in Expansion User Presets:
It might be possible that
ExpansionHandler::createAvailableExpansions()
is being executed after the deferred script execution.I did some simple tests and it seems that everything is fine, I also haven't noticed the problem in my project happening again so I think it was some mistake I was making.
Get list always seems to be called after create available :)
CREATE AVAILABLE EXPANSIONS GET LIST OF EXPANSIONS GET LIST OF EXPANSIONS Resizing interface Change scale factor GET LIST OF EXPANSIONS
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I think I might have solved the samplemap thing.
I was loading the sample map as
{EXP::Kazbek}duduk_staccato.xml
in my script. But it seems that I only needduduk_staccato.xml
and HISE automatically works out that it's a sample map that belongs to the active expansion and fills in the rest.So in my HISE project I need to specify the full sample map name but when I export I don't need to.
There's still some other funny stuff going on in my exported app but at least I seem to have figured out this one :)
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So in my HISE project I need to specify the full sample map name but when I export I don't need to.
Well that's bad. You definitely shouldn't branch the script logic whether you're in HISE or in the compiled plugin. I'll take a look why it doesn't work.
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Also it seems I was premature when I said my test show everything as fine. I've now tested it with my larger project (probably should have done that before) and the scripts are being called before create expansions. I'll look into this some more.
This is the same with deferred callbacks enabled or disabled (which makes sense I guess since it's the init and control callbacks).
Compiling all scripts Unknown function 'loadDataFile' This expression is not a function! no iterable type Adding plugin parameters Restoring global settings Setting disk mode Samples are validated. Skipping reference check Loading samples CREATE AVAILABLE EXPANSIONS
Edit: Actually the get list function is being called first. I'll shut up now until I figure this out :p
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Ok, after lots of poking around and head-scratching, I figured it out (as you thought)
createAvailableExpansions()
isn't being called until aftergetExpansionList()
. So what I've done is put a call torebuildExpansions();
inside the expansion handler constructor, do you think it would be more appropriate/better to call it from thegetExpansionList()
function, or somewhere else?The other piece of the puzzle was I had
HISE_ENABLE_EXPANSIONS=1
but notHI_ENABLE_EXPANSION_EDITING
. So theHelpers::isValidExpansion
was returning false. I've modified this to check for file based expansions as well as encrypted without needing editing enabled. Let me know if there is a better way to handle this too.Also now I got around this issue I noticed my sample maps weren't loading again :( so I reverted to the previous format and it works, so not sure what was going on before but the correct format both in HISE and the exported app is
"{EXP::" + expansionName + "}" + sampleMap + ".xml"
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I've created a pull request. I noticed that my text editor seems to have saved every blank line as a change which unfortunately clogs up the changelog a bit :( I'm assuming this is due to the line ending difference between Windows and GNU/Linux so next time I make edits I'll switch to Windows style line endings and see if that solves it.
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Yeah I try to figure out how to show the actual diffs, because I can‘t check in stuff into the precious codebase without reviewing it ;)
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Not sure if you noticed, but I merged the request and ran the API generator over it so you can use your script functions now in the "official" branch.
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@Christoph-Hart Oh excellent, I noticed the merge but forgot about the API generator :) I shall rebuild.
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Almost have my player plugin working, abusing the expansion system to the fullest!
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I’m having trouble inheriting the presetbrowser class from the expansion handler(to show the updated user presets from the expansion folder) Would somebody be willing to help me in the right direction. Thank you lots!
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This is in the scriptnode branch, no need to tinker with the C++
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Im waiting for tutorial tutorial :D
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Where do we find these settings in Scriptnode ?
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@Dalart Yes. You need to compile with these options
HI_ENABLE_EXPANSION_EDITING
&HISE_ENABLE_EXPANSIONS
. This is an unofficial feature though currently so you'll need to create your own method for users to install expansions. Once Christoph is back from his music writing vacation I hope we might see some of the expansion handling stuff from PercX make its way into HISE. -
@d-healey Thanks again David, more stuff to tinker with. I appreciate the responses and help you give !
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@d-healey said in Expansion User Presets:
HI_ENABLE_EXPANSION_EDITING
I was able to find HISE_ENABLE_EXPANSIONS in the Projucer project file, I was unable to locate the HI_ENABLE_EXPANSION_EDITING setting though. Is there another location I need to look in ?
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@Dalart You have to add it as a Preprocessor definition.
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@d-healey how i can get list of expansions? I tried something like this
const var Viewport1 = Content.getComponent("Viewport1"); var expList = Engine.getExpansionList(); Viewport1.set("items", expList.join("\n"));
It's not work for me, instead exp list im getting object code ;P
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@arminh You need to loop through the result. I'll make a video about the expansion system for next month.