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    • DanHD
      DanH @Matt_SF
      last edited by

      @matt_sf did you get a .dll file after compilation? And do you get one when you compile an expr.node?

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      • DanHD
        DanH @Matt_SF
        last edited by

        @matt_sf I get this message at the end of compilation, doesn't look quite right to me!

        Screenshot 2021-11-30 at 14.16.03.png

        DHPlugins / DC Breaks | Artist / Producer / DJ / Developer
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        • Matt_SFM
          Matt_SF @DanH
          last edited by

          @danh I do get a dll file for both networks but only the one with expr.node seems to use the actual dll... Don't know why

          Develop branch
          Win10 & VS17 / Ventura & Xcode 14. 3

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          • Matt_SFM
            Matt_SF @DanH
            last edited by

            @danh said in Scripnode 101:

            @matt_sf I get this message at the end of compilation, doesn't look quite right to me!

            Screenshot 2021-11-30 at 14.16.03.png

            Not quite right indeed :D
            You should see something like this :
            alt text

            Did you "Allow compilation" of your network ?
            (Deselect everything an press "P")
            alt text

            Develop branch
            Win10 & VS17 / Ventura & Xcode 14. 3

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            • DanHD
              DanH @Matt_SF
              last edited by

              @matt_sf I haven't done that , no. Where do I access that menu?

              DHPlugins / DC Breaks | Artist / Producer / DJ / Developer
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              • DanHD
                DanH @DanH
                last edited by

                @danh found it!

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                • DanHD
                  DanH @Matt_SF
                  last edited by DanH

                  @matt_sf Ok I've jumped through a few more hoops...

                  I rebuilt the script fx and now I get this error when trying to compile:

                  ❌  /Users/DANH/Documents/HISEPROJECTS/TEST copy/DspNetworks/Binaries/Source/Main.cpp:18:25: no member named 'CHORUSNEW' in namespace 'project'
                  
                                  registerNode<project::CHORUSNEW>();
                  

                  I named the script fx 'CHORUSNEW' but that hasn't made any difference. I can see the script fx properly referenced in my project XML file... Any ideas?

                  DHPlugins / DC Breaks | Artist / Producer / DJ / Developer
                  https://dhplugins.com/ | https://dcbreaks.com/
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                  • DanHD
                    DanH @DanH
                    last edited by

                    @danh Right, CHORUSNEW.h has finally appeared in the source folder... Now a bunch of new errors when trying to compile 😆

                    ❌  /Users/DANH/Documents/HISEPROJECTS/TEST copy/DspNetworks/Binaries/Source/CHORUSNEW.h:82:41: use of class template 'jdsp::jpanner' requires template arguments
                    
                                                      jdsp::jpanner, 
                    

                    Any ideas?!

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                    London, UK

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                    • Matt_SFM
                      Matt_SF @DanH
                      last edited by

                      @danh I won't be of any help on that matter... 🙁 What I noticed is that once you start messing around with compiling, changing names/nodes, compiling again, etc... It messes up the whole project and produces errors even after cleaning the build directory...

                      At the moment it's like : do it right the first time or don't do it 😆
                      What you can try is to export your network, create a new project folder and start anew...

                      Develop branch
                      Win10 & VS17 / Ventura & Xcode 14. 3

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                      • DanHD
                        DanH @Matt_SF
                        last edited by

                        @matt_sf This is pretty much my experience! Will make it again and see!

                        DHPlugins / DC Breaks | Artist / Producer / DJ / Developer
                        https://dhplugins.com/ | https://dcbreaks.com/
                        London, UK

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                        • lalalandsynthL
                          lalalandsynth
                          last edited by

                          1. Could anyone explain to my what is the "playground" "snex" and all that jazz ?
                          2. Can I build CPP withing the scriptnode to include/build in HISE for future use ?
                          3. What is this DLL business I see in this thread ?
                          4. Am I supposed to build scriptnode fx in the "playground/Snex" rather then within HISE ?

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                          • d.healeyD
                            d.healey @lalalandsynth
                            last edited by d.healey

                            @lalalandsynth

                            Could anyone explain to my what is the "playground" "snex" and all that jazz ?

                            https://docs.hise.audio/scriptnode/manual/snex.html
                            https://docs.hise.audio/scriptnode/index.html

                            1. Can I build CPP withing the scriptnode to include/build in HISE for future use ?
                            2. What is this DLL business I see in this thread ?

                            You can (and probably should) export your node networks as a dynamic library (DLL on Windows) that will be compiled into your HISE project. This converts the scriptnode patch to C++/Assembly which will also improve efficiency.

                            1. Am I supposed to build scriptnode fx in the "playground/Snex" rather then within HISE ?

                            You should use the SNEX Workbench.

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                            • lalalandsynthL
                              lalalandsynth @d.healey
                              last edited by lalalandsynth

                              @d-healey said in Scripnode 101:

                              You can (and probably should) export your node networks as a dynamic library (DLL on Windows) that will be compiled into your HISE project. This converts the scriptnode patch to C++/Assembly which will also improve efficiency.

                              Why , does it not end up the same when I export my plugin ? Not too concerned about performance while making it ...yet , anyways.

                              "You should use the SNEX Workbench."
                              So is SNEX Workbench meant for programming rather then a NODE environment ?

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                              • d.healeyD
                                d.healey @lalalandsynth
                                last edited by

                                Why , does it not end up the same when I export my plugin

                                No it has to be compiled separately first.

                                @lalalandsynth said in Scripnode 101:

                                So is SNEX Workbench meant for programming rather then a NODE environment ?

                                It's for both.

                                Libre Wave - Freedom respecting instruments and effects
                                My Patreon - HISE tutorials
                                YouTube Channel - Public HISE tutorials

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                                • lalalandsynthL
                                  lalalandsynth @d.healey
                                  last edited by lalalandsynth

                                  @d-healey said in Scripnode 101:

                                  No it has to be compiled separately first.

                                  Interesting, I was sure I read that it was the same in the end.

                                  So what is the difference between making a dll and exporting as cpp ?
                                  And what is the benefit of building an FX in SNEX Workbench rather then within Hise where I can make them In context ?

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                                  C DanHD Matt_SFM 3 Replies Last reply Reply Quote 0
                                  • C
                                    crd @lalalandsynth
                                    last edited by

                                    This post is deleted!
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                                    • DanHD
                                      DanH @lalalandsynth
                                      last edited by DanH

                                      @lalalandsynth said in Scripnode 101:

                                      what is the benefit of building an FX in SNEX Workbench rather then within Hise where I can make them In context ?

                                      You can only compile the FX in the workbench. But like you I think it seems preferable to create the FX in a HISE project rather than the workbench, and then compile it when finished

                                      DHPlugins / DC Breaks | Artist / Producer / DJ / Developer
                                      https://dhplugins.com/ | https://dcbreaks.com/
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                                      • DanHD
                                        DanH @crd
                                        last edited by DanH

                                        @crd I don't think that's the case actually, I think you're better off compiling all scriptnode fx for better cpu usage.

                                        "Be aware that this is another contender for worst CPU usage for a simple effect (if you compile it the CPU usage will drop significantly)."

                                        DHPlugins / DC Breaks | Artist / Producer / DJ / Developer
                                        https://dhplugins.com/ | https://dcbreaks.com/
                                        London, UK

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                                        • C
                                          crd @DanH
                                          last edited by crd

                                          @danh Got it. I guess I am confusing "wrapping" with compiling. Trying to compile anything for me right now crashes scriptnode_workbench for me...

                                          Has anyone been able to compile a scriptnode network on Mac OS Mojave?

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                                          • Matt_SFM
                                            Matt_SF @lalalandsynth
                                            last edited by

                                            @lalalandsynth said in Scripnode 101:

                                            So what is the difference between making a dll and exporting as cpp ?

                                            In older versions of HISE you had to export as cpp and compile HISE again to include your network into you plugin. It's in the doc but it's outdated.
                                            With latest versions you can compile a dll with the workbench, then just compile your plugin with HISE and the dll network will be embedded into your plugin.

                                            And what is the benefit of building an FX in SNEX Workbench rather then within Hise where I can make them In context ?

                                            @christoph-hart said in Snex_node Needs to be wrapped into a compileable DSP Network:

                                            Everything that is using the SNEX compiler in HISE must be compiled to a C++ class for the exported plugin (the JIT compiler is not included in the codebase of a exported plugin). This includes:

                                            • list itemany SNEX node
                                            • list itemany expression node (control.cable_expr and math.expr)
                                            • list itemany expression in a parameter connection (the Expression property)

                                            So if you use the SNEX compiler you must compile your network first with the workbench. Also if you're working on big projects it's "lighter" to use the workbench to design your network(s) : once created, they are available here :

                                            alt text

                                            Develop branch
                                            Win10 & VS17 / Ventura & Xcode 14. 3

                                            Dan KorneffD 1 Reply Last reply Reply Quote 0
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