Compiled plugin with Faust not opening
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@clevername27 it's all sorted but thanks
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@HISEnberg how'd you fixed this issue?
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@parabuh Update Faust! I was working from an old version on my Mac so I had to run an update. Sounds like we had different issues. Do you get errors when building different projects (is the issue project specific or happen across different projects)?
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Good evening, I had a similar problem, it happened that I referenced ScriptFx in interface.js and forgot to remove and reference HardcodedMasterFX, so the plugin did not appear in Daw, try to see if anything is not going unnoticed.
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@klaytonrangel I'm having the same problem. is It actually mandatory to remove the scriptfx and turn it into a hardcoded fx before a plugin can work compiled? isnt the scriptfx compiled with the plugin?
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ScriptFx does not compile with the plugin, I spent 2 days on this, enable compilation on the main ScriptFX node, compile the dsp into dll, then add HardcodedMasterFX, and link the dll with the name of the main node, then you can remove ScriptFX , and does not link any knob to ScriptFx but to HardcodedMasterFX. That's how it worked for me.
When I started creating it, I had linked everything to ScriptFx, but I forgot to remove it from the interface.js code where it was referenced, so it didn't appear in the DAW even though VST3 was generated.
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@klaytonrangel seems pretty straight forward, what if I have to make changes to the dsp network though?
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@klaytonrangel tried it, but it still crashes for me, must be something with the current develop branch of HISE
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@Morphoice Every time you need to edit the dsp, you will put scriptfx, open the effect already created and edit, then do the process again of compiling the dsp, here it worked like this.
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@Morphoice Complicated, I hope I can fix it soon.
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@klaytonrangel scriptfx can be compiled in the plugin, I've done this in the past.
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@HISEnberg somehow I've got it to work now, with the approach @klaytonrangel suggested, I'll have to try and test if it works without a hardcoded dsp, that would be awesome.
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@HISEnberg I don't know, sorry for my ignorance, could you explain how to do it? Everything I read said it wasn't possible, if you passed it on to us it would be cool. Thanks.
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@klaytonrangel @HISEnberg I can't confirm it works with a simple scriptfx node, that actually crashes the thing, so removing it and replacing it with the hardcoded network might have been the solution.
This might however be specific to me using faust in the scriptnode -
@Morphoice @klaytonrangel if HISE is operating properly, the scriptfx will work just the same as the hardcoded fx. The only real difference as I've understood it is that the hardcoded fx slot operates as part of the effect slot (or Slot Fx, I can't recall right now) API. It's designed to swap effects networks out so you can rearrange their order. Other than that they should both compile the same in your plugin. If the hardcoded fx is working better for you, then I recommend just sticking with that.
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@HISEnberg thank you.