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    dspnetwork not compiled, sanity check failed

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    • LindonL
      Lindon @jeffd
      last edited by

      @jeffd from AdditionalSourceCode and from DspNetworks

      HISE Development for hire.
      www.channelrobot.com

      J 1 Reply Last reply Reply Quote 0
      • J
        jeffd @Lindon
        last edited by

        @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.

        J 1 Reply Last reply Reply Quote 0
        • J
          jeffd @jeffd
          last edited by

          @jeffd

          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"

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          • HISEnbergH
            HISEnberg @jeffd
            last edited by

            @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

            Link Preview Image
            Can't find effects in DLL (Sanity check failed)

            @Christoph-Hart said in Can't find effects in DLL (Sanity check failed): @Lindon there‘s a API version check that prevents loading a DLL with a HISE version...

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            Forum (forum.hise.audio)

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            • J
              jeffd @HISEnberg
              last edited by

              @HISEnberg
              delete in the standalone editor,
              or in all the folders and files?

              HISEnbergH 1 Reply Last reply Reply Quote 0
              • HISEnbergH
                HISEnberg @jeffd
                last edited by

                @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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                • J
                  jeffd @HISEnberg
                  last edited by

                  @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

                  HISEnbergH 1 Reply Last reply Reply Quote 0
                  • HISEnbergH
                    HISEnberg @jeffd
                    last edited by

                    @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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                    • J
                      jeffd @HISEnberg
                      last edited by

                      @HISEnberg

                      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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                      • J
                        jeffd @jeffd
                        last edited by

                        @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.

                        HISEnbergH 1 Reply Last reply Reply Quote 0
                        • HISEnbergH
                          HISEnberg @jeffd
                          last edited by

                          @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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                          • J
                            jeffd @HISEnberg
                            last edited by

                            @HISEnberg
                            got it

                            1 Reply Last reply Reply Quote 0
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