AudioLoopPlayer load
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@MikeB Are you going to Include The Audiofiles into Dll?
Or ship With Zip File? -
Beaware!
This, Engine.loadAudioFilesIntoPool();
And include Audio Files in resources Will Add Weight to Your Components, Dll, Vst3 Files.
And You easily Will get Out Of Heap error. -
@Natan I think you can ship the audio files as a separate data file.
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@d-healey @Natan
I have asked several times in this forum whether the audio files for the AudioLoopPlayer can be installed separately and - more importantly - whether they are protected.Both were answered with no.
Above all, there is no protection such as Monolith for samples used in the AudioLoopPlayer. - Or?
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@MikeB said in AudioLoopPlayer load:
there is no protection such as Monolith for samples
Monolith isn't "protection" it's compression. HISE is open source, it wouldn't take an experienced programmer very long to reverse the compression.
But yes it is possible to ship asset files as a separate data file
Export Pooled Files to Binary Resource Will collect all pooled Audio-, Image-, MIDI files and SampleMaps and save them as .dat files in a newly created PooledResources folder in your project.
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@d-healey
I'll leave it David. It's not enough for you to throw me little nibbles and then smugly say - now try a few hours.
I know you mean well - but sorry -
@d-healey
I know that Monolith is not a protection - but a big obstacle against the use of the samples by the normal user - orSince it is not possible to protect the samples for the AudioLooPlayer against further use the only possibility at the moment is
is to embed them. -
@MikeB Well the audio files will be put into a .dat file, which I think is similar to a monolith. I could be wrong though.
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@d-healey
Where and when are the audio files inserted into a dat.file????
Is there a description? -
It's in the export menu, this is all it says in the docs:
Export Pooled Files to Binary Resource
Will collect all pooled Audio-, Image-, MIDI files and SampleMaps and save them as .dat files in a newly created PooledResources folder in your project. -
@MikeB said in AudioLoopPlayer load:
It's not enough for you to throw me little nibbles
Which part do you need? We've figured out how to get an array of audio file names, I've shown you how to use string functions to get the folders from those names, and you can use the same string functions with a slight adjustment to get the file names.
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This is my status
in reg myList are 500 samples in this form"{PROJECT_FOLDER}Kick/Dumpy.wav",
"{PROJECT_FOLDER}Snare/Dryer.wav",
"{PROJECT_FOLDER}Perc/Bongos.wav", etc.reg myList = Engine.loadAudioFilesIntoPool(); Console.print(trace(myList)); const ss = myList.substring(s.indexOf("}") + 1, s.indexOf("/")); Knob 1 - Select Folder Synth.getAudioSampleProcessor("Audio Loop Player_S1").setFile Knob 2 - Select Sample Synth.getAudioSampleProcessor("Audio Loop Player_S1").setFile
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You need to create two new arrays. One for the folder, and one for the sample.
Then you loop through the master array (myList). And using the string functions you extrac the folder and push it to the folder array and you extract the file name and put it to the sample array. Then the rest of your code is just like you were doing before with your two handwritten arrays.
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@d-healey let it go - I don't understand you!!!!
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Although my samples have 40 MB at the moment (not yet cleaned up) and 4 MB images, the compiled VSTi plug-in has a whopping 146 MB.
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@d-healey I can adapt what I have seen - I am a graphic designer - I see things and try to understand and adapt them.
I can't do much with text creaming of complex programming processes. Since I can't find the beginning.
I need to see examples - see the code then I can understand ahhh this is how it's meant to be or ohh this is easy.
That's why 5 lines of code are more useful than page-long descriptions of what to do.
I'm about to throw everything away after 7 months anyway.
Every day the same sh... I can't do that. The programme crashes all the time. You first have to write a script for this.
You can't write a script for this - because the function doesn't exist. (AudioWaveForm Start/End) etc.No sooner have you spent 5 hours solving a simple pipifax problem than the next one comes along the next day.
Actually, I only wanted to create a small drum plug-in.
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@MikeB I try to design around the features that are available then I don't hit limits so often, of course sometimes I want new things, then I nag Christoph :)
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Can you write the lines I need in this example
So that I can get an idea of it and understand it.
That would be nicereg myList = Engine.loadAudioFilesIntoPool(); //Console.print(trace(myList)); const ss = myList.substring(s.indexOf("}") + 1, s.indexOf("/")); Knob 1 - Select Folder Synth.getAudioSampleProcessor("Audio Loop Player_S1").setFile Knob 2 - Select Sample Synth.getAudioSampleProcessor("Audio Loop Player_S1").setFile
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@MikeB I often find my self in very simmilar situations, and not only in working with HISE :)
In my case i found out that leaving projects aside for a while helps me understand them better and often rethink the initial ideas and find solutions. Also i work on at least 7 or 8 other projects in paralel and sometimes problems/solutions relate between them.But, i doubt i would have gotten anywhere without the help from community here in HISE forum. Especialy since i know almost nothing in regards to scripting and i can therefore easely relate to your problems and frustration.
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@MikeB Take a break Mike