Scripnode 101
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- Could anyone explain to my what is the "playground" "snex" and all that jazz ?
- Can I build CPP withing the scriptnode to include/build in HISE for future use ?
- What is this DLL business I see in this thread ?
- Am I supposed to build scriptnode fx in the "playground/Snex" rather then within HISE ?
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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- Can I build CPP withing the scriptnode to include/build in HISE for future use ?
- 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.
- 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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@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 ? -
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.
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@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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@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
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@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)."
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@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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@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 :
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Has anyone been able to compile a scriptnode network on Mac OS Mojave?
Tried here on Catalina : workbench is not crashing, wrapping is ok but it fails to compile the network.
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@matt_sf Thanks... Yeah. It wraps then I get an instant crash when trying to compile it.
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@crd I faced that kind of issues with some previous commit of the develop branch, but it can be anything... Are you using the latest version of develop ?
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@matt_sf The build from the 27th. The latest is not building for me. I've been trying to narrow down what this could be for a couple weeks without much luck.
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Are there any general rules to follow when using Oversampling in scriptnode? I wrapped a chain that contains send/receive nodes in 4X oversampling, and the receive node is complaining about sample rate mismatch.
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@dustbro It happens a lot. Did you try to delete/re-create the node ? It should solve the problem.
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@matt_sf ha! I've had to remove and add a bunch of stuff to get everything to behave. I ended up taking this node out of the oversampling container for a quick fix.
Do we have access to individual nodes via script? I can't seem to find a way to bypass the oversampling. . -
@dustbro to my knowledge, there is no way to acces individual nodes or bypass a container via script -except for the
container.bypass
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Maybe with this? I don't see it in the docs so I'm unsure how to use it.
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@dustbro I've never used these function... and won't be able to tell how they work But I guess, if you can do the bypass connection in the network graph, you can't do it by script...