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

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    • 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

                      1 Reply Last reply Reply Quote 0
                      • 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

                        1 Reply Last reply Reply Quote 0
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