ALARM ALARM - I have big problem I think....
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@Christoph-Hart said in ALARM ALARM - I have big problem I think....:
pls downlaod the snippet I posted above to see I am using a hardcoded dspnetwork.
The crash report you posted says something different. You'll definitely initialising a DspNetwork from a script FX and it crashes at the parameter initialisation.
well download the snippet I posted and you will see Im not doing that - ..or I dont think I am....
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@Lindon heres a screen shot - no code no widgets nothing except these HardcodedFX
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@Lindon Print that on your T-Shirt:
:)
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@Christoph-Hart said in ALARM ALARM - I have big problem I think....:
@Lindon Print that on your T-Shirt:
:)
hmm, thers enough on my t-shirt already - but hey ho one more thing wont harm...
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@Christoph-Hart said in ALARM ALARM - I have big problem I think....:
@Lindon Print that on your T-Shirt:
:)
So just so we are clear - the bypassed ScriptFX is this Faust NLDist thing, so are you saying:
- its this NLDist thing - which generally is my finding..
or
- I cant have a bypassed scriptNode version of something if I have also got a compiled version running in a HardCodedFX
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@Lindon Having a non-compiled faust node in a compiled plugin is a nononononononono even if you have bypassed it (which doesn't change anything except for skipping the rendering).
- Develop the faust code
- Export it to a hardcoded FX
- Remove the scriptnode network that you've used for developing the faust code and kill every person that saw you do it.
- Export and enjoy a working plugin.
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@Christoph-Hart said in ALARM ALARM - I have big problem I think....:
Having a non-compiled faust node in a compiled plugin is a nononononononono
Maybe it would be good to add this to the export sanity checks
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@Christoph-Hart said in ALARM ALARM - I have big problem I think....:
@Lindon Having a non-compiled faust node in a compiled plugin is a nononononononono even if you have bypassed it (which doesn't change anything except for skipping the rendering).
- Develop the faust code
- Export it to a hardcoded FX
- Remove the scriptnode network that you've used for developing the faust code and kill every person that saw you do it.
- Export and enjoy a working plugin.
Okay after quite a bit of cleaning up - this advice certainly helped got to a consistent and reliable compile that also passes pluginval, and after some fiddling, auval so thanks for this
and
@sletz - you can ignore me about the non linear distortion(thankfully) as it seems to be working fine now...
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@Lindon So in the end were you able to compile your project successfully with the Faust Distortion's Offset control? I wouldn't mind seeing how you did this. If not I found another solution where I created a separate Faust node for phase offset that, once I find it, I can share with you.
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@Hisenberb said in ALARM ALARM - I have big problem I think....:
@Lindon So in the end were you able to compile your project successfully with the Faust Distortion's Offset control? I wouldn't mind seeing how you did this. If not I found another solution where I created a separate Faust node for phase offset that, once I find it, I can share with you.
yes I used the cubicnl_nodc in my compile.... the requirement was to remove all refences to this - rebuild it and make sure there was no scriptFX node left in my product hierarchy - replacing all of them with HardCodedFX modules...
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@Lindon Fantastic thanks for sharing!