dspnetwork not compiled, sanity check failed
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Noob question,
but how is it that i already compiled the scripfx dll with faust, and i can use it in the hardcodedmasterfx module, but when i try to export the plugin as a vst, i get that error:
dspnetwork not compiled, sanity check failedfurthermore, how can i delete dspnetworks in my project?
if anyone knows maybe just an answer to this last question, perhaps i can start over.
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ok, i figure out one problem.
I had all these dsp networks that wouldnt compile from before, that I thought were not still being looked at becuase they werent being used. so i moved the files out of the folderBut im still getting an error about the network being #include nested too deeply
is there anyway i can move my project over to a new one and not include the dsp network delay i compiled with faust?
feel like this isnt worth it, maybe rnbo works better for effects?
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@jeffd faust works fine for effects - its probably not the faust node that's your problem. Try removing all the nodes you are not using...
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@Lindon
So under AdditionalSourceCode>nodes yes? -
@Lindon
I am getting a number of errors that look like this/Users/jeffdavis/Desktop/Hise Projects/tabbedInterface/AdditionalSourceCode/nodes/includes.h:12:10: #include nested too deeply
#include "FaustDly.h"
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@jeffd
or this:
/Users/jeffdavis/Desktop/Hise Projects/tabbedInterface/AdditionalSourceCode/nodes/factory.cpp:8:10: 'includes.h' file not found#include "includes.h"
^~~~~~~~~~~~ -
@jeffd from AdditionalSourceCode and from DspNetworks
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@Lindon
Unfortunately, i cant seem to get anything to work.Keeps asking for this headerfile: includes.h.
which is there but still reads as missing when compiling. -
should i change the contents of the headerfile ?
this is the contents. have all these networks that i thought didnt compile, but it looks like they did even though hise said they didnt. I was just trying over and over again to get the faust dll to compile.
// Include third party header files ----------------
#include "FaustDly.h"
#include "includes.h"// Include compiled network files ------------------
#include "DspNetwork_networkdata.h"
#include "HPFILTER_networkdata.h"
#include "polyphonic_script_fx1_networkdata.h"
#include "ScriptFX2_networkdata.h"
#include "Script_fx1_networkdata.h"
#include "_networkdata.h" -
@jeffd this might solve your original issue, delete and re-add your hardcoded fx. They only work on the same version of HISE so if you update you will get that error
https://forum.hise.audio/topic/7752/can-t-find-effects-in-dll-sanity-check-failed/7
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@HISEnberg
delete in the standalone editor,
or in all the folders and files? -
@jeffd just in your project, you can re add them and name them the same after they just need to be updated. Sorry I didn't read your whole post though so I don't know if there are other issues you are having.
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@HISEnberg
i think i fd up my project bad lol.
but ill try it.I might have to just start from scartch and make everything over again.
ouch -
@jeffd I mean as long as your DSP and XML are intact you can migrate those and rebuild the FX no problem. Also keep in mind you can just use the sxriptFX in the project, I think the hard-coded master fx are just for swapping out DSO networks.
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you know, i thought i needed to hardcode for faust, because i wasnt getting any sound with the latest update. Thought it was user error, and after i hardcoded it, the effect worked. but i did about a dozen times with different dsp network names etc, not realizing it was actually coding some of it.
so here we are.
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@jeffd
ok update,I deleted the hardcoded fx from the project and any files related to additional sourcecode and dsp networks.
Plugin compiled and works as audio unit and vst.
phew!ill just create the faust effect again and keep as sxriptFX in the project for now.
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@jeffd Congrats, I know the feeling!
Honestly you should be fine to add the hardcodedFx back in, just any time you update HISE to a new version remember to remove and add back in the HardcodedFx.
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@HISEnberg
got it