Compiled networks disappear in Script FX
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So I'm experimenting a lot with script fx and Faust at the moment and it works very well to a certain point. I'm using Faust nodes and the new pack writer to use the generated values outside of compiled networks.
I didn't figure 100% what actually is causing the problem but this is what I could observe so far:
As long as I work in a fresh project folder with one preset I can compile the networks and reimport them so I can actually use them.
At some point all the compiled networks (not the compiled nodes only the full networks) disappear in scriptnode.
I can't find them in the projects tab in scriptnode anymore and they are also gone if I have an imported network in a script fx. They still are visible in the Hardcoded FX.
Any idea what could cause this? It's pretty frustrating because once this happens I basically have to make a new project and carefully start from scratch -
@ps are the .xml files in DspNetworks/Networks still there? It seems like it can‘t find those.
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@Christoph-Hart yes they are - as said they also still appear in the HardcodedFX Module if I load one up. But I can't tell if they work as I just have nodes with the writer pack right now to test. Very strange.
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@Christoph-Hart oh and what I forgot - I'm pretty sure it happens after compiling the networks again - most probably if I started a new preset in the same project
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as said they also still appear in the HardcodedFX Module if I load one up
The list in the hardcoded FX module just takes the content from the dll, but the
project
tab in scriptnode compares it against existing .xml files (so you can switch between compiled and interpreted versions for debugging).There's probably something wrong with the function that tries to combine the .xml network files and the content from the DLL but it's pretty hard to guess what that might be. If you send over an example project where the networks don't show up anymore, I'll debug it.
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@Christoph-Hart I was just about to send you a project when I realized that the project that basically has only a couple of lines of code and no external resources like audio files or images is 700mb big (binary folder). All of my latest test projects including "nothing" are about 1 gb.
First of all why are they that big??? haha and secondly should I remove the build folder or send you the full one to make sure it is representing the problem. -
@ps Yes remove the
Builds
folder, it just contains intermediate object files from the compiler (and yes they get pretty big). -
@Christoph-Hart ok makes sense. here you go :)
It's just a (pretty random) test project folder including 2 presets - the first one I made was "vtest.hip" which worked fine, after that I tried something different "pitchtest.hip" once I compiled the networks to try it, I couldn't only find the network that should have been created but also the other networks have been gone. Going back to the first preset - the scriptfx holding the compiled networks are suddenly empty and not in the projects anymore here as well.https://philspeiser.box.com/s/34uk3443yns584amrppb28mdb6q9avg9
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@ps - oh wow - I think we all avoid .hip files like its the plague dont we?
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@Lindon I use .hip for testing things within a project, but for the actual main project file it's .xml all the way.
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@d-healey said in Compiled networks disappear in Script FX:
@Lindon I use .hip for testing things within a project, but for the actual main project file it's .xml all the way.
-wow I dont even do that - I cant recall I intentionally saved a hip file - must have been about 2 years ago I'd imagine...
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@Lindon I'm also using it for intermediate states and dummy patches where I develop features without dragging the big patches around, but yeah the main project should always be a XML file.