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    template or tutorial for custom c++ scriptnode?

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    • MorphoiceM
      Morphoice @ustk
      last edited by

      @ustk are all nodes generally on? I've read about a hasTail parameter that stops processing when the note is done etc. probably in my case it needs to work only a few ms after a note was fired

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

      ustkU 1 Reply Last reply Reply Quote 0
      • ustkU
        ustk @Morphoice
        last edited by

        @Morphoice I reckon hasTail is for the case where DAWs cut the plugin processing between the clips to save CPU on big projects. hastTail allows your plugin to still read the buffers until a minimum threshold has been reached before effectively cutting the sound (i.e. for reverbs, etc...)

        If your node is optimised, you shouldn't need to bypass it. If the heavy processing is done then you can just do nothing in the process callback to save CPU using just one branching (if statement)

        I don't know how your system is built, but if your sound is triggered with MIDI you can use midi events in C++ node with handleHiseEvent, but if it's just reacting to audio then...

        Can't help pressing F5 in the forum...

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

          @ustk don't VST3 plugins in general only waste cpu when they detect the presence of an audio signal?

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

          Christoph HartC 1 Reply Last reply Reply Quote 0
          • Christoph HartC
            Christoph Hart @Morphoice
            last edited by

            @Morphoice might be true but you canβ€˜t rely on every host to implement this, also there are other plugin formats which you need to factor in.

            S 1 Reply Last reply Reply Quote 1
            • S
              sletz @Christoph Hart
              last edited by sletz

              In the meantime, written in Faust: https://faustlibraries.grame.fr/libs/basics/#bamulaw_bitcrusher
              and the code here https://github.com/grame-cncm/faustlibraries/blob/a222717339e5f528787080e5e5438ffef8da22a9/basics.lib#L2429 and https://github.com/grame-cncm/faustlibraries/blob/a222717339e5f528787080e5e5438ffef8da22a9/basics.lib#L2371

              1 Reply Last reply Reply Quote 1
              • griffinboyG
                griffinboy @Morphoice
                last edited by griffinboy

                @Morphoice

                Yes there are a few ways. The best is probably to use the built in flags at the top of the c++ node. But you can do custom detection too, which I sometimes use if I need specific behaviour.

                You'll probably want to optimise the nodes in the first place, I see you've got all the random example scripts (smooth gain ect) that aren't super necessary for your use case. I can give you a more simple template if you want one.

                I intend to go back and cover this c++ node stuff better and in more detail but I'm short on time currently. I will be releasing a proper template in the future, with a lightweight library to go along with it, containing efficient approximations of math functions (rather useful for your bitcrusher script), automatic lookuptable creation, and hopefully some tools for SIMD.

                And yes - you are progressing really quickly! I get the feeling that you are going to do really well. I don't think I'll have a plugin released until at least two years time 🀦 Too much perfectionism

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

                  @griffinboy thanks man! a simpler template would be awesome, I also figured It would make sense to do the calculations only if samples[i] isnt zero, that should take most of the load in my case.

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

                  griffinboyG 2 Replies Last reply Reply Quote 0
                  • griffinboyG
                    griffinboy @Morphoice
                    last edited by

                    @Morphoice

                    Yep that makes sense, since you don't need to process the zero crossings for your effect.

                    Link Preview Image
                    C++ Node Templates – Google Drive

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                    Google Drive (drive.google.com)

                    Here's a more up to date version of the template. You'll have to wait until I've got time, for me to release the official version of this, which will have many more improvements

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                    • griffinboyG
                      griffinboy @Morphoice
                      last edited by

                      @Morphoice Did a small fix there was an error in the template

                      Link Preview Image
                      C++ Node Templates – Google Drive

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                      Google Drive (drive.google.com)

                      MorphoiceM LindonL 3 Replies Last reply Reply Quote 0
                      • MorphoiceM
                        Morphoice @griffinboy
                        last edited by

                        @griffinboy said in template or tutorial for custom c++ scriptnode?:

                        Link Preview Image
                        C++ Node Templates – Google Drive

                        favicon

                        Google Drive (drive.google.com)

                        thanks so much! I'll use this wisely to make new nodes ;))

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

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                        • MorphoiceM
                          Morphoice @griffinboy
                          last edited by

                          @griffinboy btw just tried compiling the node on PC but that didnt work at all it's throwing a ton of errors. you wont happen to have any idea what I did wrong?

                          // ==========================| muLawBitCrusher v1.0 by Morphoice |==========================
                          
                          #pragma once
                          #include <JuceHeader.h>
                          #include <cmath>
                          
                          
                          namespace project
                          {
                              using namespace juce;
                              using namespace hise;
                              using namespace scriptnode;
                          
                              template <typename T> int sgn(T val) {
                                  return (T(0) < val) - (val < T(0));
                              }
                          
                              template <int NV>
                              // --- Replace with Name
                              struct muLawBitCrusher : public data::base
                              {   // ------ Replace with Name
                                  SNEX_NODE(muLawBitCrusher);
                          
                                  struct MetadataClass
                                  { // --------- Replace with "Name"
                                      SN_NODE_ID("muLawBitCrusher");
                                  };
                          
                                  // ==========================| Node Properties |==========================
                                  static constexpr bool isModNode() { return false; }
                                  static constexpr bool isPolyphonic() { return NV > 1; }
                                  static constexpr bool hasTail() { return false; }
                                  static constexpr bool isSuspendedOnSilence() { return false; }
                                  static constexpr int getFixChannelAmount() { return 2; }
                          
                                  static constexpr int NumTables = 0;
                                  static constexpr int NumSliderPacks = 0;
                                  static constexpr int NumAudioFiles = 0;
                                  static constexpr int NumFilters = 0;
                                  static constexpr int NumDisplayBuffers = 0;
                          
                                  // ==========================| Global Variables |==========================
                          
                                  // ==========================| Prepare |==========================
                                  // Called on init, and when sample rate changes
                                  void prepare(PrepareSpecs specs)
                                  {
                                      float sampleRate = specs.sampleRate;
                                      float numChannels = specs.numChannels;
                          
                                      leftChannelEffect.prepare(sampleRate, 5.0); // 5ms smoothing on the gain parameter
                                      rightChannelEffect.prepare(sampleRate, 5.0);
                                  }
                          
                                  // ==========================| Reset |==========================
                                  // Called when the plugin is reloaded
                                  void reset() {}
                          
                                  // ==========================| Process |==========================
                                  // Blocks of audio enter the script here
                                  template <typename ProcessDataType>
                                  void process(ProcessDataType& data)
                                  {
                                      // Convert the audio data to a fixed-channel format for efficient processing
                                      auto& fixData = data.template as<ProcessData<getFixChannelAmount()>>();
                          
                                      // Get pointers to each channel's audio data
                                      // Changes to these variables will now directly modify the original audio buffer
                                      auto audioBlock = fixData.toAudioBlock();
                                      auto* leftChannelData = audioBlock.getChannelPointer(0);
                                      auto* rightChannelData = audioBlock.getChannelPointer(1);
                          
                                      // Get the number of samples (one channel) for this block
                                      int numSamples = data.getNumSamples();
                          
                                      // Pass each channel's audio to the appropriate AudioEffect class
                                      leftChannelEffect.process(leftChannelData, numSamples);
                                      rightChannelEffect.process(rightChannelData, numSamples);
                                  }
                          
                                  // ==========================| AudioEffect Class |==========================
                                  class AudioEffect
                                  {
                                  public:
                                      AudioEffect(float initialGain = 1.0f)
                                      {
                                          smoothGain.set(initialGain); // Initialize sfloat with initial gain
                                      }
                          
                                      void prepare(double sampleRate, double timeInMilliseconds)
                                      {
                                          smoothGain.prepare(sampleRate, timeInMilliseconds);
                                      }
                          
                                      void process(float* samples, int numSamples)
                                      {
                                          for (int i = 0; i < numSamples; ++i)
                                          {
                                              float val = samples[i];
                                              
                                              if (val!=0) {
                                                  
                                                  // mu-law compress signal
                                                  int max = 255;
                                                  float valmu  = sgn(val) * log( 1.0f + max * abs(val) ) / log( 1.0f + max);
                                                  
                                                  // Quantize to 8 bits
                                                  float valmu8 = valmu - fmodf(valmu, 1.0f / max);
                                                  
                                                  // mu-law expand signal
                                                  float valex = sgn(valmu8) * (1.0f / max) * ( pow(max + 1.0f, abs(valmu8)) - 1.0f );
                                                  
                                                  // Apply Demo Gain
                                                  samples[i] = valex * smoothGain.advance();
                                                  
                                              }
                                              /*
                                               float rem = fmodf(val,1/max);
                                               
                                               // Linear quantized to 8 bits
                                               float val8 = val - rem;
                          
                                               */
                                              
                                          }
                                      }
                          
                                      void updateGain(float newGain)
                                      {
                                          smoothGain.set(newGain);
                                      }
                          
                                  private:
                                      sfloat smoothGain; // Declare smoothGain variable, using sfloat type for smoothing
                                  };
                          
                                  // ==========================| Set Parameter |==========================
                                  template <int P>
                                  void setParameter(double v)
                                  {
                                      if (P == 0)
                                          leftChannelEffect.updateGain(static_cast<float>(v)); // Update gain for left channel
                                      else if (P == 1)
                                          rightChannelEffect.updateGain(static_cast<float>(v)); // Update gain for right channel
                                  }
                          
                                  // ==========================| Create Parameters |==========================
                                  void createParameters(ParameterDataList& data)
                                  {
                          
                                      {   //                             { min, max,  step }                 { id }
                                          parameter::data p("LeftGain", { 0.1, 2.0, 0.01 }); registerCallback<0>(p);
                                          p.setDefaultValue(1.0);
                                          data.add(std::move(p));
                                      }
                                      {
                                          parameter::data p("RightGain", { 0.1, 2.0, 0.01 });
                                          registerCallback<1>(p);
                                          p.setDefaultValue(1.0);
                                          data.add(std::move(p));
                                      }
                                  }
                          
                                  // ==========================| External Data |==========================
                                  void setExternalData(const ExternalData& data, int index) {}
                          
                                  // ==========================| Handle HISE Event |==========================
                                  void handleHiseEvent(HiseEvent& e) {}
                          
                                  // ==========================| Modulation Slot |==========================
                                  // ( first enable isModNode() at the top of script )
                                  /*
                                      ModValue modValue;
                                      int handleModulation(double& value)
                                      {
                                          return modValue.getChangedValue(value);
                                      }
                                      // Creates callback so that altering the 'modValue' var elsewhere will now update the mod slot
                                      modValue.setModValue(0);
                                  */
                          
                                  // processFrame: Needed for compiler, does nothing
                                  template <typename FrameDataType>
                                  void processFrame(FrameDataType& data) {}
                          
                              private:
                                  AudioEffect leftChannelEffect;
                                  AudioEffect rightChannelEffect;
                              };
                          }
                          
                          
                          

                          what works on mac doesn't on PC

                          error C3203: 'muLawBitCrusher':
                          unspecialized class template can't be used as a template argument for template parameter 'T', expected a real type
                          

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

                          griffinboyG 1 Reply Last reply Reply Quote 0
                          • griffinboyG
                            griffinboy @Morphoice
                            last edited by griffinboy

                            @Morphoice

                            it compiles on my end.
                            Did you make sure to name the .h file as follows:

                            muLawBitCrusher.h
                            

                            The c++ file always needs to share the same name as the node.
                            Also by the way, your effect has a heck ton of aliasing.

                            Edit: *facepalm, aliasing is the point, please ignore me lol

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

                              @griffinboy ;-))) yes it's named correctly, the VS compiler seems to take offense of my sgn function I got off the webs which is weird as it works fine on mac

                              template <typename T> int sgn(T val) {
                                      return (T(0) < val) - (val < T(0));
                                  }
                              

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

                              griffinboyG 1 Reply Last reply Reply Quote 0
                              • griffinboyG
                                griffinboy @Morphoice
                                last edited by

                                @Morphoice

                                Yeah it works on my machine... try a fresh hise project.
                                You could also always try recompiling the latest hise.
                                If those two things don't fix it, then it's a tricky one

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

                                  @griffinboy i'm getting rid of that template thing for that stupid sign function, which is a syntax beyond my c++ knowledge

                                  this should work too, at least on mac it compiles fine, gotta try on the pc later

                                                          // mu-law compress signal
                                                          int max      = 255;
                                                          int sign     = (0 < val) - (val < 0);
                                                          float valmu  = sign * log( 1.0f + max * abs(val) ) / log( 1.0f + max);
                                                          
                                                          // Quantize to 8 bits
                                                          float valmu8 = valmu - fmodf(valmu, 1.0f / max);
                                                          
                                                          // mu-law expand signal
                                                          float valex = sign * (1.0f / max) * ( pow(max + 1.0f, abs(valmu8)) - 1.0f );
                                  

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

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

                                    @griffinboy on second thought sign probably only needs to calculate once and should be the same on compressing and expanding a sample so even more calculations can be avoided

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

                                    griffinboyG 1 Reply Last reply Reply Quote 0
                                    • LindonL
                                      Lindon @griffinboy
                                      last edited by

                                      @griffinboy said in template or tutorial for custom c++ scriptnode?:

                                      @Morphoice Did a small fix there was an error in the template

                                      Link Preview Image
                                      C++ Node Templates – Google Drive

                                      favicon

                                      Google Drive (drive.google.com)

                                      Sadly this is pretty unusable - as it blocks chrome from looking at it if adblockers are turned on...

                                      HISE Development for hire.
                                      www.channelrobot.com

                                      griffinboyG 1 Reply Last reply Reply Quote 0
                                      • griffinboyG
                                        griffinboy @Lindon
                                        last edited by

                                        @Lindon

                                        Thanks for the heads up

                                        1 Reply Last reply Reply Quote 0
                                        • griffinboyG
                                          griffinboy @Morphoice
                                          last edited by

                                          @Morphoice

                                          Doesn't even need to be used once. There are approximations or lookup tables that can be used.

                                          1 Reply Last reply Reply Quote 0
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