HISE plugins crasshing DAWs
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@HISEnberg So the next thing is to recompile your project (and networks) as debug builds. Build the standalone version and run it in xcode and use xcode's debugging tools to try and find the source of the issue.
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Hmm the build succeeded at first, with a warning flag to update the mac deployment target from 10.13 to 15.
So i updated this in XCode and I started receiving this error:
/Users/ernest/HISE/JUCE/modules/juce_gui_basics/native/juce_mac_Windowing.mm:688:33 'CGWindowListCreateImage' is unavailable: obsoleted in macOS 15.0 - Please use ScreenCaptureKit instead.
So I checked the projucer and the macOS deployment target setting is defaulted to 10.13, however apparently the minimum supported version is 10.7
I will try to rebuild HISE from 10.7 to see what happens and will reply here with any updates. Thanks for the debugging tips @d-healey .
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@HISEnberg said in HISE plugins crasshing DAWs:
with a warning flag to update the mac deployment target from 10.13 to 15.
Ignore warnings.
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@d-healey thanks. Usually I do, but in this scenario the project builds, but the application still crashes when I open it. XCode isnt giving me any errors during the build process
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@HISEnberg said in HISE plugins crasshing DAWs:
but the application still crashes when I open it
Are you opening it within xcode's debugger?
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@HISEnberg All plugins crash for me if scriptnode is involved. Everything I ever did only ever worked when the scriptfx is compiled into a DLL and then removed from the project and used as HardcodedFX.
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@Morphoice interesting! It shouldn't matter if it's scriptfx or hardcoded but I am going to try it.
@d-healey no I haven't done this before so I will try again
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@HISEnberg I too thought it shouldn't matter, but it was only ever when I kicked the scriptfx node that anything started working at all after compilation... I'm not sure if this is how it's supposed to be but that's the workflow I adapted to get anything done for weeks now
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@HISEnberg Are you sure that it is macOS specific? What about Windows?
Might be related:
https://forum.hise.audio/topic/2826/debugging-with-reaper/23?_=1732328738621
https://forum.hise.audio/topic/3677/multi-instance-daw-crash-issue-guide?_=1732328397399
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@HISEnberg said in HISE plugins crasshing DAWs:
So something is buggy, I will start going back a few commits but this very simple delay plugin is causing my DAWs to crash.
If someone is kind enough to take the time to compile this project and let me know their results I will appreciate it!
I compiled this project and I had no problems to load it in to Logic, Ableton Live or Reaper, on Mac OS
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@d-healey Okay now I am running debug standalone builds in XCode and using the debugger. This is based off of the master branch of HISE. Here is what I am seeing:
/Users/.../HISE/JUCE/modules/juce_core/containers/juce_ArrayBase.h
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@HISEnberg Try going back a bit through the stack trace and see if you can find out the function that is calling that function, keep working your way back until you get to something meaningful and then step through the code bit by bit and see if any variables have unexpected values.
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@d-healey unfortunately for me I wasn't able to discover much of value. As far as I can tell,
numUsed
might be pointing to an invalid memory address or uninitialized memory. The ArrayBase object is either improperly constructed or has been corrupted. This is as far as I could get. -
@Morphoice I am thinking it could be what you mentioned here, something fishy about using the Script Fx node. I experienced the same issues on Windows.
I just recompiled my wonderful delay example I posted her, moved it into a hardcoded fx node and it actually opened for me and works inside of Ableton.
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@HISEnberg i had this issue aswell when saving scriptnodes.
I think i fixed it by deleting the saved scriptnode and recompiling without the saved node again.
I guess you tried that already but there is definitely some error potential when saving scriptnodes instead of them being saved by HISE project.
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@Straticah Right, interesting. Is this causing the plugins to crash, or the HISE project to fail? Everything works fine for me inside of HISE, it's just compiled plugins that won't work
This is a pretty serious issue for me at the moment, I was surprised to find the issue has only come up for a few developers so far.
@Christoph-Hart I hate to bug you without having more information for you, but I thought you should be aware that I am experiencing consistent crashes across platforms/DAWs with scriptnode based projects. The hardcoded slot seems to be somewhat more stable but I haven't looked into this too much.
This is true on both the develop and master branch, I've rebuilt hise quite a number of times today.
David was kind enough to lead me in debugging in XCode but I couldn't find much useful information past what I have posted above. I'll post more if I can find anything.
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@HISEnberg the HISE compilation worked fine. Its just when you open it in your DAW it gets an error and shows no UI at all. Cleaning build directory, deleting all saved scriptnodes (if there are any inside the
DspNetworks\Networks
folder) and compiling dlls (without saving nodes - only project).Usually this fixed it for me most of the time. I only had this issue when using multiple saved or compiled nodes inside other nodes or when going from hardcodedFX back to scriptnode.
Question, do you save the scriptnode before compiling and this might cause the error?
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@HISEnberg super weird. i'm trying a few experiments with the scriptnodes turned off, on, different nodes and report back, but so far it looks like whenever there is scriptfx it crashes... I remember weeks ago I read somewhere that scriptnodes always have to be compiled into a DLL and used as hardcoded in order to work properly but I could be mistaken as many people stated it would work just as fine without... is there an official statement from christoph somewhere?
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@Morphoice said in HISE plugins crasshing DAWs:
@HISEnberg super weird. i'm trying a few experiments with the scriptnodes turned off, on, different nodes and report back, but so far it looks like whenever there is scriptfx it crashes... I remember weeks ago I read somewhere that scriptnodes always have to be compiled into a DLL and used as hardcoded in order to work properly but I could be mistaken as many people stated it would work just as fine without... is there an official statement from christoph somewhere?
if this were the case then routing.global_send would be a pointless node to have added, as it wont work inside a compiled network/hardcodedFX -- no you cna leave your scriptnode network uncompiled - its just a less efficient that way, or if you are using the global send/receive nodes then - well- cause you have to...