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    Compiled plugin with Faust not opening

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    • MorphoiceM
      Morphoice @klaytonrangel
      last edited by

      @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?

      https://instagram.com/morphoice - 80s inspired Synthwave Music, Arcade & Gameboy homebrew!

      K 1 Reply Last reply Reply Quote 0
      • K
        klaytonrangel @Morphoice
        last edited by

        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.

        MorphoiceM 2 Replies Last reply Reply Quote 0
        • MorphoiceM
          Morphoice @klaytonrangel
          last edited by

          @klaytonrangel seems pretty straight forward, what if I have to make changes to the dsp network though?

          https://instagram.com/morphoice - 80s inspired Synthwave Music, Arcade & Gameboy homebrew!

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          • K
            klaytonrangel @Morphoice
            last edited by

            This post is deleted!
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            • MorphoiceM
              Morphoice @klaytonrangel
              last edited by

              @klaytonrangel tried it, but it still crashes for me, must be something with the current develop branch of HISE

              https://instagram.com/morphoice - 80s inspired Synthwave Music, Arcade & Gameboy homebrew!

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              • K
                klaytonrangel @Morphoice
                last edited by

                @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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                • K
                  klaytonrangel @Morphoice
                  last edited by

                  @Morphoice Complicated, I hope I can fix it soon.

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

                    @klaytonrangel scriptfx can be compiled in the plugin, I've done this in the past.

                    MorphoiceM K 2 Replies Last reply Reply Quote 0
                    • MorphoiceM
                      Morphoice @HISEnberg
                      last edited by

                      @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.

                      https://instagram.com/morphoice - 80s inspired Synthwave Music, Arcade & Gameboy homebrew!

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                      • K
                        klaytonrangel @HISEnberg
                        last edited by

                        @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.

                        MorphoiceM 1 Reply Last reply Reply Quote 0
                        • MorphoiceM
                          Morphoice @klaytonrangel
                          last edited by Morphoice

                          @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

                          https://instagram.com/morphoice - 80s inspired Synthwave Music, Arcade & Gameboy homebrew!

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

                            @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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                            • K
                              klaytonrangel @HISEnberg
                              last edited by

                              @HISEnberg thank you.

                              1 Reply Last reply Reply Quote 0
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