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    • Christoph HartC
      Christoph Hart
      last edited by

      I am sure there is one step in the whole monolith export process that I am doing that isn't obvious which is required for it to work, otherwise I would have tons of complaints with HEXERACT, which uses monolith formats.

      If anyone can upload a minimal example project including a detailed list of every step, then I can retrace it and see where the problem is.

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      • Dan KorneffD
        Dan Korneff @d.healey
        last edited by

        @d-healey I get it on all platforms.

        @Christoph-Hart I actually cant even make a monolith now. The latest update crashes HISE.

        video:
        https://youtu.be/xDNZnLn9apY

        link to project:
        https://we.tl/MNMHp3COD8

        Dan Korneff - Producer / Mixer / Audio Nerd

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        • Dan KorneffD
          Dan Korneff
          last edited by

          The crash is from HLAC compression. Setting to no compression works.

          Dan Korneff - Producer / Mixer / Audio Nerd

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          • Dan KorneffD
            Dan Korneff
            last edited by

            and here's a video showing successful creation of monolith, but crashes plugin host.

            Dan Korneff - Producer / Mixer / Audio Nerd

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            • Christoph HartC
              Christoph Hart
              last edited by

              Ah I think I got the problem now.

              After you export as Monolith, you have to reload the Samplemap, otherwise it is in a weird intermediate state (the SaveMode is set to 2 which means Monolith, but there is no information about the Monolith sample cues).

              I'll fix this, but you can already try to just load the Samplemap again just after exporting as Monolith.

              I didn't encounter this because I am constantly swapping the sample maps (in fact, it is good practice to remove every samplemap from the initial project so that it doesn't load samples twice, that's what the Tools -> Clear all Samplemaps command is for). If you have setup a script control that somehow loads samplemaps, it will be loaded when the preset state is restored.

              Dan KorneffD 1 Reply Last reply Reply Quote 1
              • Dan KorneffD
                Dan Korneff @Christoph Hart
                last edited by

                @christoph-hart thanks for the reply.
                I forgot the reload step... but unfortunately, it still does the same thing.
                Updated video:
                https://youtu.be/5XEVFESpl3M

                Dan Korneff - Producer / Mixer / Audio Nerd

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                • Christoph HartC
                  Christoph Hart
                  last edited by

                  Alright, it should work now.

                  The problem was indeed that when directly exporting the project after converting to Monolith, the XML file looks like this:

                  <?xml version="1.0" encoding="UTF-8"?>
                  
                  <Processor Type="StreamingSampler" ID="Sampler" Bypassed="0" Gain="1" Balance="0"
                             VoiceLimit="256" KillFadeTime="20" IconColour="0" PreloadSize="8192"
                             BufferSize="4096" VoiceAmount="256" SamplerRepeatMode="-842150464"
                             RRGroupAmount="1" PitchTracking="1" OneShot="0" CrossfadeGroups="0"
                             Purged="0" Reversed="0" NumChannels="1" Group0Table="24...............vO...f+....9C...vO"
                             Group1Table="24...............vO...f+....9C...vO" Group2Table="24...............vO...f+....9C...vO"
                             Group3Table="24...............vO...f+....9C...vO" Group4Table="24...............vO...f+....9C...vO"
                             Group5Table="24...............vO...f+....9C...vO" Group6Table="24...............vO...f+....9C...vO"
                             Group7Table="24...............vO...f+....9C...vO" SampleMap="">
                    <EditorStates BodyShown="1" Visible="1" Solo="0" MapPanelShown="1" BigSampleMap="1"
                                  GainModulationShown="1" CrossfadeTableShown="0" WaveformShown="1"/>
                    [...]
                   
                    <RoutingMatrix NumSourceChannels="2" Channel0="0" Send0="-1" Channel1="1" Send1="-1"/>
                    <channels>
                      <channelData enabled="1" level="0" suffix=""/>
                    </channels>
                    <samplemap ID="S" SaveMode="2" RRGroupAmount="1" MicPositions=";">
                      <sample ID="0" FileName="{PROJECT_FOLDER}SN_UP_V6-08_111_127_D1.wav"
                              Root="29" HiKey="29" LoKey="29" LoVel="0" HiVel="127" RRGroup="1"
                              Volume="0" Pan="0" Normalized="0" Pitch="0" SampleStart="0" SampleEnd="197451"
                              SampleStartMod="0" LoopStart="0" LoopEnd="197451" LoopXFade="0"
                              LoopEnabled="0" LowerVelocityXFade="0" UpperVelocityXFade="0"
                              SampleState="0" NormalizedPeak="-1" Duplicate="0"/>
                    </samplemap>
                  </Processor>
                  

                  What's missing is the MonolithOffset and MonolithLength property in the sample element, which caused the sample loading in the compiled plugin to load a zero length sample and crash.

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                  • Christoph HartC
                    Christoph Hart
                    last edited by

                    Please try again (you need to rebuild HISE too).

                    If this doesn't solve the issue, you need to debug the compiled plugin:

                    1. Open TEST/Binaries/Builds/VisualStudio2017/TEST.sln in Visual Studio
                    2. Set the build configuration to Debug 64bit (it's a dropdown in the top icon bar)
                    3. Go to Project -> Properties and change the Debug executable to the AudioPlugin host binary (In the Debug tab it's called something like Target path)
                    4. Now compile the plugin from within Visual Studio. When it's finished, it should open the plugin host. Now drag the TEST x64 Debug.dll file to the host and it should point you to the crash location.
                    5. Please post a screenshot of the stack trace as well as the crash location, this is the most helpful information.
                    Dan KorneffD 2 Replies Last reply Reply Quote 1
                    • Dan KorneffD
                      Dan Korneff @Christoph Hart
                      last edited by

                      @christoph-hart u da man! Gonna check it now.

                      Dan Korneff - Producer / Mixer / Audio Nerd

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                      • Dan KorneffD
                        Dan Korneff @Christoph Hart
                        last edited by

                        @christoph-hart Back to square one. Debug version loads okay. Release crashes. ☹

                        Dan Korneff - Producer / Mixer / Audio Nerd

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                        • Dan KorneffD
                          Dan Korneff
                          last edited by

                          I don't know if it's useful, but here's what happens when I debug the release version:
                          0_1524583677703_release debug.png

                          Dan Korneff - Producer / Mixer / Audio Nerd

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                          • Christoph HartC
                            Christoph Hart
                            last edited by

                            Can you post the exact state before you export (as HISE snippet) then I try to reproduce it.

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                            • Dan KorneffD
                              Dan Korneff
                              last edited by

                              HiseSnippet 1254.3oc4W07baSDEeUbT.GJeTldfYfC9.vjNjlwJMeTldnNwNtMD6XOVId5MOakWauSj1UypUNX5zANxeNbmCv+LbO+G.uUqUzphSH5PBc.cvi22W526812Gpqf6Qhh3BjU4SlERPV2y1cFSNo9DLkgNrAxZEaIIRh1eVHNJhLDYYU54JdVkWFk7bwy1G6iYdjLRHTeN0izhFPkYTCqcD02uIdH4DZfgzaU6PONqN2mGC3njcUTH16L7XxwXkXKYirrOXHUxEtRL.Fj0x6yGNycB+blV99zH5q7IpCNHWvPZxM49CUHVQEUeB0eX2T+MBAFsal2WR68OvtMcH8R5YQgOIgQkLMLiGVKccvywDdUu4vyx.dKqg28sc8DzPYFGE19.6CYRhXDFRAlvRKKx5WsqyAAXxMBvmQZJfCWpvZ6Ts55U1tZ0G9zQwLOIkypvYGykjNr0d3pud0xq9lUeaNiFsHVpWhf66SDKhqJkKtF0ViEG7JhX8JSw9wjT4.OOen09pCslYdOsCaHHmcHiJ6DRXWU.GMOJA+6zCafkXUNXNMPtPhPRUPvpAYJb4VmQJa2fDcljGhP+8zEbogOL1GKyeSRU9LmADBxkxT4EVDUNyr75V450MEt22tKU5MYw3coEfWHpcai24Eqen8AiFQ7jYfcY6lu71uxzDJegFJepsqTPvAT1XWbPHTCjfmx1omtSae1UP743gtzevPreu19wP3Rjm5uTK4UsW.Olk6cMG38HgDrDx9Y5D9w60q2yE73v2VqKdVxckSDP6aHRXxnCi.gcooOVWvihFAtShshLY0MVLVEqxnziLkHhxS633.H0yXDeUiAKKfThopdBNIm9U1at0F4el1A9Yz2n962VO4rVEmhqxlEWkGWbU1p3prcwUYmhqxtERE8so13vENN+8tYM0A06hgrsgj6SGaXZEkrR2pY2vRvpw9BKXZ6JuSuLvc2vkR2L39OruR4TL5RUYmCXSgNR.E8DkFjQ3Xe4kTMAYaNiGNgynd4K+kB53wDgIzWn+rmTBcexn7fZ8H9DbjQOuurVKJifE45pUrPgyMOTbcoqOyVC2JpN5U9uwNAk9e+NAWWn6iluQPE3sKjuimmumcRq9JpcN92Bp83wRXWh1XnAv2CSNfg9tvhNdDyQ+KoVmPetp5rBPtD1vjC+I7LmoS5dBJlNoLQdolB7s4+OY+eqRDlZxQxpt9vFH9lWoif0oTPBFnghRRpApgPKq+jrrwRt3oDcqFMPuxkmZS85xgnJTPo59X+T30pMLx5yUVU6XMo9y+x30sec2dc9tCpexflcZ03fduw83Am1cP+cdT0mLvwwYfyl6NngyFmimBAR05W1VeMXhWPOhLK8PKdtC8Udo9M8B57C+XFrSif849wA41YElMmp3wbQ.1GVzL41RRyBSI0wFcEPZ1BqmSLTQ3nRkLkABdoh0hyCyomhfgVpiuL45ZN9oIwRs3mSDfSw8fKu4D7zvvqfykHQRTlHy25RvFCZt32Tit7oxIv2GGQTY1URc3TNsHrwRUnXEEXyLduDaqszO8y+QsFwg9Tu4uv6jRf.rmfOvS+s3pBg2OgBbMjkbUqrca04JNnjuOWW5F.aAMvyS0i8QPw6h0XyBqwiKrFaUXM1tvZrSg0X2BqwStFMTqbtWrjGnm3hP+00lLQY

                              Dan Korneff - Producer / Mixer / Audio Nerd

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                              • Dan KorneffD
                                Dan Korneff
                                last edited by

                                hopefully I did that correctly

                                Dan Korneff - Producer / Mixer / Audio Nerd

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                                • Dan KorneffD
                                  Dan Korneff
                                  last edited by

                                  @Christoph-Hart any luck with this?

                                  Dan Korneff - Producer / Mixer / Audio Nerd

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                                  • Christoph HartC
                                    Christoph Hart
                                    last edited by Christoph Hart

                                    Unfortunately no, I can't reproduce the crash. Debugging the release version is the right way, but you need to manually enable the debug symbols, then it should point you to the faulty spot (it's a bit less verbose and accurate because of compiler optimisations though):

                                    1. Export the plugin from HISE, but abort the command line compilation
                                    2. Open the autogenerated projucer file with the Projucer
                                    3. Go to the Exporter tab, select the Visual Studio Exporter -> Release Configuration (there are two of them, one for 32bit, one for 64bit). Do the next step for both.
                                    4. Tick the box that says ("Force generation of debug symbols")
                                    5. Press Save and open in IDE
                                    6. Switch the configuration in VS to Release 64bit (it's a drop down in the top bar).
                                    7. Repeat these steps from above:
                                    • Go to Project -> Properties and change the Debug executable to the AudioPlugin host binary (In the Debug tab it's called something like Target path)
                                    • Now compile the plugin from within Visual Studio. When it's finished, it should open the plugin host. Now drag the TEST x64.dll file to the host and it should point you to the crash location.
                                    • Please post a screenshot of the stack trace as well as the crash location, this is the most helpful information.
                                    Dan KorneffD 1 Reply Last reply Reply Quote 1
                                    • Dan KorneffD
                                      Dan Korneff @Christoph Hart
                                      last edited by

                                      @christoph-hart compiling release via VS2017 works 🤔

                                      Dan Korneff - Producer / Mixer / Audio Nerd

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                                      • Christoph HartC
                                        Christoph Hart
                                        last edited by

                                        And can you run the plugin outside of Visual Studio (not having attached it)?

                                        Dan KorneffD 1 Reply Last reply Reply Quote 0
                                        • Dan KorneffD
                                          Dan Korneff @Christoph Hart
                                          last edited by

                                          @christoph-hart yup. What's the difference between compiling in HISE and VS?

                                          Dan Korneff - Producer / Mixer / Audio Nerd

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                                          • Christoph HartC
                                            Christoph Hart
                                            last edited by

                                            Actually, nothing that should matter. HISE is calling the command line version of the compiler used by Visual Studio.

                                            Can you post the batchCompile.bat file, maybe you're calling an deprecated version of msbuild (there are multiple versions of this and maybe you call the one belonging to an old VS2015 install.

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