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    Scriptnode Compilation – How to get compiled nodes to appear in HardcodedMasterFX

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    • Casey KolbC
      Casey Kolb
      last edited by Casey Kolb

      Hi all! Scriptnode noob over here. I'm trying to figure out why my networks aren't showing up in the HardcodedMasterFX module after I compile them. I restart HISE after compiling, and the compilations are successful. I also see the xml files in the "Networks" folder and set the network to "Allow Compilation".

      Am I missing a step?

      Screen Shot 2022-06-09 at 10.51.26 AM.png

      Screen Shot 2022-06-09 at 10.51.49 AM.png

      Casey Kolb
      Founder & CEO of Lunacy Audio
      Composer | Producer | Software Developer

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

        @Casey-Kolb The .xml files are the DspNetworks networks, check in the DspNetworks/Binaries/Source folder, there should be a .h file for every node.

        You need to enable AllowCompilation for each network. If you start the compilation it will show all nodes that are to be compiled:

        267d2fb9-ebb0-49d1-b521-3882af66ef7a-image.png

        Make sure to use the correct build config (Debug/Release) that matches your HISE build configuration. After the compilation and restarting HISE you can verify that the nodes are compiled with Tools -> Show DLL info. It should look something like this:

        9199cf3b-f69f-4141-869b-d9cb5befa11a-image.png

        Casey KolbC orangeO StraticahS 4 Replies Last reply Reply Quote 3
        • Casey KolbC
          Casey Kolb @Christoph Hart
          last edited by

          @Christoph-Hart Nice one! Will give that a shot

          Casey Kolb
          Founder & CEO of Lunacy Audio
          Composer | Producer | Software Developer

          1 Reply Last reply Reply Quote 0
          • Casey KolbC
            Casey Kolb @Christoph Hart
            last edited by

            @Christoph-Hart Getting closer! I was able to load it up in the HardcodedMasterFX module, but the parameter is appearing as "plainUnNamed" with the wrong Min/Max.

            Screen Shot 2022-06-09 at 11.18.05 AM.png

            Casey Kolb
            Founder & CEO of Lunacy Audio
            Composer | Producer | Software Developer

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

              @Casey-Kolb Yeah that happens if you have no parameter at the root. Your pan parameter must be on the root chain:

              cec1848b-a860-4b5c-95d6-8118f6d1ec31-image.png

              Casey KolbC 1 Reply Last reply Reply Quote 0
              • Casey KolbC
                Casey Kolb @Christoph Hart
                last edited by

                @Christoph-Hart Ok, got it! I figured that might be the issue. Thank you!

                Casey Kolb
                Founder & CEO of Lunacy Audio
                Composer | Producer | Software Developer

                Christoph HartC 1 Reply Last reply Reply Quote 1
                • Christoph HartC
                  Christoph Hart @Casey Kolb
                  last edited by

                  @Casey-Kolb BTW, I also fixed the wrong default build configuration (so if you're running in Release mode, it will use this as default). One roadblock less...

                  1 Reply Last reply Reply Quote 1
                  • orangeO
                    orange @Christoph Hart
                    last edited by orange

                    @Christoph-Hart
                    Is the HardcodedMasterFX the only way for swapping the process chain of the custom nodes? For example:

                    • Node A > Node B > Node C

                    • Node B > Node C > Node A

                    • Node C > Node A > Node B

                    ... etc.

                    develop Branch / XCode 13.1
                    macOS Monterey / M1 Max

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

                      @orange It's definitely the most robust way and you can do it via script using the same API as with the older Slot FX module.

                      orangeO 1 Reply Last reply Reply Quote 2
                      • orangeO
                        orange @Christoph Hart
                        last edited by

                        @Christoph-Hart That's fantastic!

                        develop Branch / XCode 13.1
                        macOS Monterey / M1 Max

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                        • StraticahS
                          Straticah @Christoph Hart
                          last edited by Straticah

                          @Christoph-Hart @orange [SOLVED] - relinking xcode to the terminal via xcode/settings/locations

                          i am having the same issue on mac, i moved my project from win to mac, everything seems to work i cleared the win dlls and build new mac dylibs but i cant load them into my HardcodedMasterFX Error, No DLL Loaded. (no network shows up)

                          This is an error I get on compiling the dlls:

                          even after xcode-select-p is right

                          xcode-select: error: tool 'xcodebuild' requires Xcode, but active developer directory '/Library/Developer/CommandLineTools' is a command line tools instance
                          
                          Saving session...
                          ...copying shared history...
                          ...saving history...truncating history files...
                          ...completed.
                          

                          building user interfaces in HISE :)
                          web: www.vst-design.com

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