Lunacy Audio presents CUBE
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@beatskilz I use knobman for my knobs... Can I say that I created my plugin entirely with HISE? :grinning_squinting_face:
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I use knobman for my knobs... Can I say that I created my plugin entirely with HISE?
KnobMan,After effects,Photoshops are the supporting softwares for GUI. They can't make Plugins ;)
HISE is coming from JUCE. So if you say entirely it indicates only with HISE ( only Java scripting)
@DanH It was better to say Made with HISE with help of JUCE (additional Source code or what ever) . Rather made entirely with HISE.
No doubt the plugins is awesome but first it confused me how it was built only with HISE !! Now clear. -
@beatskilz I hear you, but the product is actually 99% HISE Script (about 45k lines of it!), and the only part that isn't HISE is purely visual, not audio-related, so you could absolutely build the entire plugin with just HISE script if you didn't include the OpenGL graphics. We actually had a full version of the plugin built in HISE with just vector graphics at one point.
My point is simply to praise the HISE platform for its flexibility, and in particular, its DSP. You can do a remarkable number of things without needing any custom JUCE modules. But to satiate your semantic nitpicking, I just edited my original post to say "almost entirely with HISE".
And welcome to the forum! I see you joined yesterday and you're off to a good start
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@d-healey :face_screaming_in_fear:
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@Casey-Kolb said in Lunacy Audio presents CUBE:
99% HISE Script (about 45k lines of it!),
Congrats ! For your immense hard work ,passion and dedication. Wish you a very happy sales journey. Best of luck.
And welcome to the forum! I see you joined yesterday and you're off to a good start
Thank you. I am a JUCE and Iplug developer. Wanna see more beautiful stuffs from all HISE Audio Plugins developers. Congrats to all of you guys for investing time, effort on it.
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It looks and sounds amazing! Congrats on this milestone!
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Great Work at all levels! I wish great success!
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wow...just wow, very inspiring.
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This what I call audiovisual experience..
Not from earth! -
Congratulations man. Really outstanding! Please can I ask you made the sample editor in the GUI ? Thanks
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I'd love to learn more about the Orbits system, are they made using Timers? Have you encountered any stability issues with Orbits in the compiled plugins? I'm working on something similar, but far simpler for my player, it's a lot of fun :)
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@nesta99 Thank you! Are you asking who designed the sample editor or how we programmed the sample editor?
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@iamlamprey Yup! The Orbits system is only timers and so far we haven't had any stability issues related to the Orbits system. We're running a fast timer in the
onTimer
callback. The key for us was to really optimize any calls in the timer because every extra call can bump the processing up substantially. Use local variables, don't create new objects, avoid unnecessary API calls, etc. Also you'll want to make sure you setSynth.deferCallbacks(false)
so that the timer is in real-time and not deferred. -
@Casey-Kolb I find the deferCallbacks thing confusing. Can someone point me to a situation where you do want it and one where you don't want it? And why :grinning_squinting_face:
(I know there's an example above but how would the timer being deferred actually impact real-world usage)
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@DanH said in Lunacy Audio presents CUBE:
@Casey-Kolb I find the deferCallbacks thing confusing. Can someone point me to a situation where you do want it and one where you don't want it? And why :grinning_squinting_face:
If you want to update the UI when the user presses a key but you don't want it to cause latency then you use it.
If you want to change the velocity of an incoming MIDI note then don't use it.
Generally your UI script should be deferred.
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@d-healey Thanks David. So any animations I want to leave alone right?
My script is, in the words of the great @Christoph-Hart, " a gargantuan script sausage ".
Assuming I wish to keep it this way (all in oninit) where would I place the deferred command in relation to my animation timers?
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@DanH said in Lunacy Audio presents CUBE:
So any animations I want to leave alone right?
Generally you don't want animations to cause latency so you would defer your callbacks, panel and engine timers are deferred anyway though so if you're using them it doesn't make a difference. It's only the synth timer that runs in the realtime thread.
Assuming I wish to keep it this way (all in oninit)
Is there another way?
where would I place the deferred command in relation to my animation timers
In the on init callback.
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@d-healey said in Lunacy Audio presents CUBE:
Is there another way?
@DanH Are you using a text editor like Sublime? Or are you editing everything in one single file within HISE? The
include
file call is your best friend here You can make your scripts more modular that way. -
@Casey-Kolb said in Lunacy Audio presents CUBE:
The include file call is your best friend here You can make your scripts more modular that way.
This is the way to go, but everything is still in the on init callback, it just looks pretty and you can work with it like it's all separate.