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    Scripnode 101

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    • Dan KorneffD
      Dan Korneff @Christoph Hart
      last edited by

      @christoph-hart said in Scripnode 101:

      However I would rather add a dynamic oversample node that exposes the oversampling factor as parameter that can be modulated like any other knob.

      @Christoph-Hart Just checking to see if this is still on your radar.

      Dan Korneff - Producer / Mixer / Audio Nerd

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      • C
        crd
        last edited by crd

        Has anyone here had any success trying to compile a scriptFX with global mod node in the network? Details about what I am trying to do are here:
        https://github.com/christophhart/scriptnode_testsuite/issues/5

        I understand what Christoph is saying but there seems to be no way to disable global nodes from compiling.

        Also, are there any actual performance gains to be had by compiling in this specific case??

        Matt_SFM 1 Reply Last reply Reply Quote 0
        • Matt_SFM
          Matt_SF @crd
          last edited by Matt_SF

          @crd You don' compile just nodes, you compile networks.
          Regarding your problem, as Christoph suggested, try to create 2 separated scriptFX, the one with the global mod node (which won't be compiled) and the one with the Math.expr (which will be).

          To enable/disable network compiling, click on this icon :

          acea0573-b4e9-48da-87ce-df820c9ab438-image.png

          And simply allow the compilation of the 'math' network.
          When you'll create the DLL, only this network will be compiled.

          If you're using Math.expr nodes (and similar) you have to compile the network first before being able to compile your plugin.
          But - AFAIK - there's no (real) performance gain to be had by compiling 'classic' networks, except maybe for real complicated ones.

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

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          • C
            crd @Matt_SF
            last edited by

            @Matt_SF Are the two scriptfx just for the purpose of creating the dll? I’m away from my rig st the moment but am sure the edit properties window is not giving the option to disallow compiling global mod nodes in a network.

            The network isn’t complicated but does involve many nodes so maybe there are no performance gains to be had by doing this anyways…

            Matt_SFM 1 Reply Last reply Reply Quote 0
            • Matt_SFM
              Matt_SF @crd
              last edited by Matt_SF

              @crd no no, you must compile any network containing Math nodes in a dll in order to be able to compile your plugin. Otherwise HISE will throw an error while creating your plugin.

              But since HISE can't compile global mod nodes into a dll, you have to split your network in 2 separated networks, disallow compilation of the network containing the global mod node and allow compilation of the one containing the math node.
              (When we speak of 'networks' it means 'scriptFX' because 1 scriptFX = 1 network.)

              So the math network will be embedded into the dll and the other will not. But when compiling your plugin, HISE will embed the dll and the other network directly into the plugin.

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

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              • C
                crd @Matt_SF
                last edited by

                @Matt_SF How does that help in the case of a network that needs a global mod node to interact with a math.expr node?

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                • C
                  crd @crd
                  last edited by

                  This is what I see when I edit the properties of a global node:Screen Shot 2022-04-05 at 8.44.30 PM.png

                  It makes since to me that I would need to disallow these nodes from compiling into dll's but I do not see a way to do that. (but once again, I might just be spinning wheels here if there are no actual performance gains to be had by compiling these types of networks.)

                  ulrikU 1 Reply Last reply Reply Quote 0
                  • ulrikU
                    ulrik @crd
                    last edited by

                    @crd I'm not sure this is what you're looking for but, to be able to enable/disable compiling of script FX you can't have anything in the module area selected because then you will see the properties of the selected node, if you press esc nothing will be selected and you will be able to enable/disable the compilation.

                    nodes.gif

                    Hise Develop branch
                    MacOs 15.3.1, Xcode 16.2
                    http://musikboden.se

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                    • C
                      crd @ulrik
                      last edited by

                      @ulrik Thanks - I did not notice that!

                      Still, it seems impossible to compile a network with global mod nodes which means you can never use a global mod node and math.expr in an exported plugin...

                      C 1 Reply Last reply Reply Quote 0
                      • C
                        crd @crd
                        last edited by

                        @Christoph-Hart

                        Am I wrong or is not currently possible to compile a dll for a network that contains a global_mod node in it?

                        Christoph HartC 1 Reply Last reply Reply Quote 0
                        • Christoph HartC
                          Christoph Hart @crd
                          last edited by

                          @crd it will never be possible, a compiled network must not have any dependencies to outside stuff.

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                          • C
                            crd @Christoph Hart
                            last edited by

                            @Christoph-Hart Got it. Thanks

                            1 Reply Last reply Reply Quote 0
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