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    Project Sharing for FX Plugin

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    • HISEnbergH
      HISEnberg
      last edited by

      I am currently developing an FX Plugin using HISE and am experiencing some difficulty sharing the project with a collaborator. The issue is that we are using a series of hardcoded Scriptnode effects, the GUI contains external images and fonts, and we are trying to develop presets for it is as well, etc.

      I am just wondering if anyone has advice or experience on how to share a project on this scale via Github. Is it as simple as simple as incorporating a .gitignore file which contains the Binaries, Installer, Presets, PooledResources, *build, */dev . Currently we have jsut been exchanging HISE snippets and dropbox folders to get around excluding these.

      My main concern is that is it necessary to build of the effects (compile as .dll) each time we make changes to one of the effects, and do we need to share the images, fonts and presets separate of Github and put them in their respective folders?

      I am only asking since I have only been working with Github for around a year and am wondering if there is something simple I may be overlooking. Any help or advice on how to streamline this process is appreciated!

      d.healeyD Matt_SFM 2 Replies Last reply Reply Quote 0
      • d.healeyD
        d.healey @HISEnberg
        last edited by d.healey

        @HISEnberg Sounds like you have the right idea. Stick it all on github and ignore the folders you mentioned. Everyone who is pulling from the github repo will need to rebuild the dll each time there is a change to one of the networks.

        If the dll is small and you are collaborating with people who are not able/willing to compile, you could share the dll on github too.

        Libre Wave - Freedom respecting instruments and effects
        My Patreon - HISE tutorials
        YouTube Channel - Public HISE tutorials

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        • Matt_SFM
          Matt_SF @HISEnberg
          last edited by

          @HISEnberg The Hardcoded modules are only useful to optimize the modules performances. My advice would be to stick with ScriptFX modules during development phase, this way you won't have to bother about rebuilding the dll each time you make a change, and you only have to built it at the end.

          Once you're done, simply replace the ScriptFX modules with hardcodedFX ones.

          +1 for GitHub

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

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

            @Matt_SF said in Project Sharing for FX Plugin:

            The Hardcoded modules are only useful to optimize the modules performances

            It depends on the project. One I'm working on allows the user to swap out FX from the hardcoded module, it also makes use of the hardcoded module's modulator slots. This can't be done without compiling the networks.

            Libre Wave - Freedom respecting instruments and effects
            My Patreon - HISE tutorials
            YouTube Channel - Public HISE tutorials

            Matt_SFM 1 Reply Last reply Reply Quote 0
            • Matt_SFM
              Matt_SF @d.healey
              last edited by

              @d-healey Ah, you got me there 😛

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

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