Monitor changes inside Scriptfx - the correct method? (broadcasters listeners)
-
What am I misunderstanding?
I don't think I am doing it right lol.
(My c++ knowdege has a lot of holes, I need to take a deep dive and really get to know some of these features)// ==================================| Third Party Node Template |================================== #pragma once #include <JuceHeader.h> namespace project { using namespace juce; using namespace hise; using namespace scriptnode; // Use this enum to refer to the cables enum class GlobalCables { GC1 = 0 }; // Subclass your node from this using cable_manager_t = routing::global_cable_cpp_manager<SN_GLOBAL_CABLE(70357)>; // ==========================| The node class with all required callbacks |========================== template <int NV> struct testnode: public data::base, public cable_manager_t { // Metadata Definitions ------------------------------------------------------------------------ SNEX_NODE(testnode); struct MetadataClass { SN_NODE_ID("testnode"); }; // set to true if you want this node to have a modulation dragger static constexpr bool isModNode() { return false; }; static constexpr bool isPolyphonic() { return NV > 1; }; // set to true if your node produces a tail static constexpr bool hasTail() { return false; }; // set to true if your doesn't generate sound from silence and can be suspended when the input signal is silent static constexpr bool isSuspendedOnSilence() { return false; }; // Undefine this method if you want a dynamic channel count static constexpr int getFixChannelAmount() { return 2; }; // Define the amount and types of external data slots you want to use 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; // Scriptnode Callbacks ------------------------------------------------------------------------ void prepare(PrepareSpecs specs) { } void reset() { } void handleHiseEvent(HiseEvent& e) { } template <typename T> void process(T& data) { static constexpr int NumChannels = getFixChannelAmount(); // Cast the dynamic channel data to a fixed channel amount auto& fixData = data.template as<ProcessData<NumChannels>>(); // Create a FrameProcessor object auto fd = fixData.toFrameData(); while(fd.next()) { // Forward to frame processing processFrame(fd.toSpan()); } } template <typename T> void processFrame(T& data) { } int handleModulation(double& value) { return 0; } void setExternalData(const ExternalData& data, int index) { } // Parameter Functions ------------------------------------------------------------------------- template <int P> void setParameter(double v) { if (P == 0) { // Use the parameter to control GC1 this->setGlobalCableValue<GlobalCables::GC1>(v); } } void createParameters(ParameterDataList& data) { { // Rename the parameter to "GC1 Control 2" parameter::data p("GC1 Control", { 0.0, 1.0 }); registerCallback<0>(p); p.setDefaultValue(0.5); data.add(std::move(p)); } } }; }
-
@griffinboy Actually that looks exactly what I have been doing in my test project. What's the problem here? Does it not compile or does it not work?
Remember you have to initialize and create the global cable with the exact ID you used when creating this code snippet BEFORE you load the effect (or use Recompile all scripts to reinitialize the connections afterwards).
-
The global cable doesn't update when you move the knob.
Maybe my Ui code is at fault?
Content.makeFrontInterface(300, 300); const var rm = Engine.getGlobalRoutingManager(); // Create the global cable const var mc = rm.getCable("GC1"); // Add another panel. This will just display a circle with the alpha value modulated const var P2 = Content.addPanel("P2", 110, 50); // Now instead of the timer we use the asynchronous UI callback provided by the cable. mc.registerCallback(function(value) { // Write the value into the data object and repaint the panel P2.data.val = value; P2.repaint(); }, AsyncNotification); P2.setPaintRoutine(function(g) { g.fillAll(0x22FFFFFF); g.setColour(Colours.withAlpha(Colours.white, this.data.val)); // Rawdogging the area like a pro... g.fillEllipse([25, 0, 50, 50]); });
Yeah, recompile all scripts didn't work, and also there is a glitch that has developed where when you click to add a new scriptnode to the tree, you cannot close the dialogue box.
-
This post is deleted! -
Bump
-
Anything I can do to help debug it?
*edit, I saw that a while ago you uploaded a new build, I'll install it in the morning and see if maybe I just caught an in-between build.
-
@griffinboy I looked into yesterday because it worked for me but then I realized that we're talking about different things. I was checking the Hardcoded FX and you are probably loading the node in a network (because there it doesn't work yet).
I tried to fix it but there is one nasty persistent crash when unloading the nodes that connect to a cable that I still have to fix. In the meantime you can check the procedure with the hardcoded FX module, there it should work.
-
Alright, please check it again, now it should work.
-
I'll check it! Thanks for the update.
-
It works! Thank you!
I'll do a video on this soon in my scriptnode c++ series. I've been remaking the first few videos to make more sense and go into better depth. -