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    Adventures in ScriptNode - compiling nodes (part 2)

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

      @Lindon I think I should make a video :)

      When you compile your network, every single XML in your project that had allow compilation enabled will be compiled into a single DLL. Then you restart HISE and add a hardcoded fx module to your module tree and your network should be available from within it's drop down.

      The hardcoded fx is basically a slot effect for compiled script node effects.

      LindonL 1 Reply Last reply Reply Quote 1
      • LindonL
        Lindon @d.healey
        last edited by Lindon

        @d-healey - yeah but really really no, no no...

        First this sort of runs contrary to your first post, but even then....

        look at the image I posted above. I'm using a network called DirtModule, and I'm using it in 4 different places (basically each "listening" on a stereo pair 1&2, 3&4, 5&6, 7&8)....then I'm using a network called "distortionModule" and again its used 4 times, (again to "listen" to the channel I want it to be (optionally enabled) on).

        So perhaps your approach makes sense to you but what you said doesnt make sense to me - t-shirt time perhaps...

        oh hang on - perhaps its this:

        lets say I make the first Dirt module "Allow Compile" and the first "Distortion" module "Allow Compile.

        Then I run the compile, it makes a single DLL - but this DDL Contains both my networks, and I get to load them with the HardCodedmasterFX

        -- is that it?

        HISE Development for hire.
        www.channelrobot.com

        d.healeyD Christoph HartC 2 Replies Last reply Reply Quote 0
        • d.healeyD
          d.healey @Lindon
          last edited by

          @Lindon I'll try to find a bit of time to make a video this evening, can you send me a couple of your networks or a snippet to demonstrate with?

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

            @Lindon If its the same module but just with different (public) parameters, then you just need to create three different networks (one shaper, one bitcrusher and one distorter), compile them to the dll and then create 12 hardcoded FX modules where you load up the corresponding network.

            That being said, it's probably smarter to merge them all into one FX per band, but that would just be my preferred design and I don't know the rest of the project and how you interact with the modules.

            LindonL Matt_SFM 3 Replies Last reply Reply Quote 0
            • LindonL
              Lindon @Christoph Hart
              last edited by

              @Christoph-Hart said in Adventures in ScriptNode - compiling nodes (part 2):

              @Lindon If its the same module but just with different (public) parameters, then you just need to create three different networks (one shaper, one bitcrusher and one distorter), compile them to the dll and then create 12 hardcoded FX modules where you load up the corresponding network.

              That being said, it's probably smarter to merge them all into one FX per band, but that would just be my preferred design and I don't know the rest of the project and how you interact with the modules.

              -- yeah merging them is one approach but then I need to have everybody in separate soft-bypass containers, and have separate bypass params for each - so the number of params gets out of control pretty quickly...

              HISE Development for hire.
              www.channelrobot.com

              1 Reply Last reply Reply Quote 0
              • LindonL
                Lindon @Christoph Hart
                last edited by

                @Christoph-Hart said in Adventures in ScriptNode - compiling nodes (part 2):

                @Lindon If its the same module but just with different (public) parameters, then you just need to create three different networks (one shaper, one bitcrusher and one distorter), compile them to the dll and then create 12 hardcoded FX modules where you load up the corresponding network.

                That being said, it's probably smarter to merge them all into one FX per band, but that would just be my preferred design and I don't know the rest of the project and how you interact with the modules.

                so let me see if I get this right...from where I am above....

                for a single bitcrusher module, and a single distortion module I set them to Allow Compile...

                I run the compile to get a DLL,

                then I go round replacing each ScriptNodeFX with a HardCodedMasterFX, and select my required network from the drop down list?

                HISE Development for hire.
                www.channelrobot.com

                1 Reply Last reply Reply Quote 1
                • LindonL
                  Lindon @d.healey
                  last edited by

                  @d-healey said in Adventures in ScriptNode - compiling nodes (part 2):

                  @Lindon I'll try to find a bit of time to make a video this evening, can you send me a couple of your networks or a snippet to demonstrate with?

                  -- sent you a snippet....

                  HISE Development for hire.
                  www.channelrobot.com

                  1 Reply Last reply Reply Quote 1
                  • Matt_SFM
                    Matt_SF @Christoph Hart
                    last edited by Matt_SF

                    @Christoph-Hart said in Adventures in ScriptNode - compiling nodes (part 2):

                    That being said, it's probably smarter to merge them all into one FX per band, but that would just be my preferred design and I don't know the rest of the project and how you interact with the modules.

                    @Christoph-Hart In your opinion, what would be the best way to do it : one FX per band as you said or only one FX with an insane amount of parameters ? (because why not ?)

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

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

                      @Matt_SF cpu wise it might be a bit more efficient to have them all in one FX but from a development perspective I would choose the layout with the least amount of redudancy which would be the one FX per band approach.

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

                        @Christoph-Hart noted 👍thank you!

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

                        1 Reply Last reply Reply Quote 0
                        • d.healeyD
                          d.healey
                          last edited by

                          This post is deleted!
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                          • d.healeyD
                            d.healey
                            last edited by

                            @Lindon I've just put a video up on Patreon https://www.patreon.com/posts/how-to-compile-72159610?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator

                            Christoph HartC LindonL 2 Replies Last reply Reply Quote 5
                            • Christoph HartC
                              Christoph Hart @d.healey
                              last edited by

                              Great video. Just a minor remark: you don't have to press Escape anymore to get to the root properties, I've tucked them under the node-specific properties so they should be accessible when a node is selected too - it was super-bad UX having to press escape so that the green thing goes away...)

                              d.healeyD 1 Reply Last reply Reply Quote 2
                              • d.healeyD
                                d.healey @Christoph Hart
                                last edited by

                                @Christoph-Hart Aha that's good to know! I will cut that part out before making the public video.

                                1 Reply Last reply Reply Quote 0
                                • LindonL
                                  Lindon @d.healey
                                  last edited by

                                  @d-healey said in Adventures in ScriptNode - compiling nodes (part 2):

                                  @Lindon I've just put a video up on Patreon https://www.patreon.com/posts/how-to-compile-72159610?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator

                                  yep - great video. Well done. Thanks...

                                  HISE Development for hire.
                                  www.channelrobot.com

                                  1 Reply Last reply Reply Quote 1
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