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    Monitor changes inside Scriptfx - the correct method? (broadcasters listeners)

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    • griffinboyG
      griffinboy @Christoph Hart
      last edited by griffinboy

      @Christoph-Hart

      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));
              }
          }
      };
      }
      
      Christoph HartC 1 Reply Last reply Reply Quote 0
      • Christoph HartC
        Christoph Hart @griffinboy
        last edited by

        @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).

        griffinboyG 3 Replies Last reply Reply Quote 0
        • griffinboyG
          griffinboy @Christoph Hart
          last edited by griffinboy

          @Christoph-Hart

          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.

          c9381eb4-c796-46ef-8908-b43d05e733f7-image.png

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

            This post is deleted!
            1 Reply Last reply Reply Quote 0
            • griffinboyG
              griffinboy @griffinboy
              last edited by

              @griffinboy

              Bump

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

                @Christoph-Hart

                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.

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

                  @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.

                  Christoph HartC griffinboyG 2 Replies Last reply Reply Quote 0
                  • Christoph HartC
                    Christoph Hart @Christoph Hart
                    last edited by

                    Alright, please check it again, now it should work.

                    griffinboyG 1 Reply Last reply Reply Quote 2
                    • griffinboyG
                      griffinboy @Christoph Hart
                      last edited by

                      @Christoph-Hart

                      I'll check it! Thanks for the update.

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

                        @Christoph-Hart

                        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.

                        ustkU 1 Reply Last reply Reply Quote 0
                        • griffinboyG griffinboy has marked this topic as solved on
                        • ustkU
                          ustk @griffinboy
                          last edited by

                          @griffinboy @Christoph-Hart What is the way to send the value to the node from the UI?
                          Is there a callback that should be defined?

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

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

                            @ustk

                            Global cables can be used.

                            
                            // Griffin_Node.h
                            // -----------------------------------------------------------------------------
                            
                            #pragma once
                            #include <JuceHeader.h>
                            
                            //#include "src/.h"
                            //#include "src/.h"
                            //#include "src/.h"
                            //#include "src/.h"
                            
                            //#include "src/Utils_DelayInterpolation.h"
                            //#include "src/Utils_General.h"
                            //#include "src/Utils_XSimd.h"
                            
                            namespace project
                            {
                            
                                #ifndef M_PI
                                #define M_PI 3.14159265358979323846
                                #endif
                            
                                using namespace juce;
                                using namespace hise;
                                using namespace scriptnode;
                            
                            
                                /*
                                    Griffin_Node
                                    -----------
                                    Description of entire program + specs
                                */
                            
                            
                                /*
                            
                                // Global Cable Example (communicate arbitrary data to Hise)
                                enum class GlobalCables
                                {
                                    dataCable = 0
                                };
                                using cable_manager_t = routing::global_cable_cpp_manager<SN_GLOBAL_CABLE(-389806413)>;
                            
                                // Template the node with this
                                template <int NV> struct Griffin_Node: public data::base,
                                                                public cable_manager_t
                            {
                            
                                // In c++ we can then:    
                                // create a json object
                                hise::JSONObject obj;
                                // write values into the JSON object
                                obj["thingies"] = [0,1,2,3,4];
                                // send the object back to HISE
                                this->sendDataToGlobalCable<GlobalCables::dataCable>(obj);
                                // thus we can send any type of data to Hise
                            
                                // then in Hise we can do:
                                const var rm = Engine.getGlobalRoutingManager();
                                const var cableName = rm.getCable("cableName");
                                cableName.registerDataCallback(function(data)
                                {
                                    Console.print("DATA: " + trace(data));
                                });
                                
                            
                                */
                            
                            
                                // pre C++20
                                // You cannot change the way this node is templated
                                template <int NV>
                                // name
                                struct Griffin_Node : public data::base
                                {          // name
                                    SNEX_NODE(Griffin_Node);
                            
                                    struct MetadataClass
                                    {              // name
                                        SN_NODE_ID("Griffin_Node");
                                    };
                            
                                    // name
                                    Griffin_Node()
                                    {
                                        // Callback for global cables
                                        // (from HISE to your C++ node, this is the way to register callbacks).
                                        //this->registerDataCallback<GlobalCables::dataCable>([](const var& funky)
                                        //{
                                        //    jassertfalse;
                                        //});
                                    }
                            
                            
                                    //==============================================================================
                                    // 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; }
                            
                                    // Add external data slots to the node UI
                                    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;
                            
                            
                                    /*
                                        AudioEffect
                                        -----------
                                        Description
                                    */
                            
                                    class AudioEffect
                                    {
                                    public:
                                        AudioEffect(float initiaParam = 5000.0f)
                                        {
                                            localParam = initiaParam;
                                        }
                            
                                        // Initialize the effect if needed
                                        void prepare(double sampleRate)
                                        {
                            
                                        }
                            
                                        // Process a block of samples
                                        inline void process(float* samples, int numSamples)
                                        {
                                            // Iterate over the samples
                                            for (int i = 0; i < numSamples; ++i)
                                            {
                            
                                            }
                                        }
                            
                                        // Update the parameters
                                        inline void updateParam1(float newParam)
                                        {
                                            localParam = newParam;
                                        }
                            
                                    private:
                                        float localParam;
                                    };
                            
                            
                                    /*
                                        Main Node
                                        -----------
                                        Description
                                    */
                            
                                    // Initialize the effect
                                    void prepare(PrepareSpecs specs)
                                    {
                                        float sampleRate = specs.sampleRate;
                                        float numChannels = specs.numChannels;
                            
                                        // Initialize both effects (does nothing by default)
                                        leftChannelEffect.prepare(sampleRate);
                                        rightChannelEffect.prepare(sampleRate);
                                    }
                            
                                    // Reset (called when the plugin is reloaded)
                                    void reset() {}
                            
                                    // Process audio blocks (audio enters the node here)
                                    template <typename PD>
                                    inline void process(PD& d)
                                    {
                                        auto& fix = d.template as<ProcessData<2>>();
                                        auto  blk = fix.toAudioBlock();
                                        float* L = blk.getChannelPointer(0);
                                        float* R = blk.getChannelPointer(1);
                                        int    n = d.getNumSamples();
                            
                                        // Process each channel separately through their own audioEffect instance
                                        leftChannelEffect.process(L, n);
                                        rightChannelEffect.process(R, n);
                                    }
                            
                                    /*
                                        Parameter Handling
                                        -----------
                                        Description
                                    */
                            
                                    // Update parameters
                                    template <int P>
                                    inline void setParameter(double v)
                                    {
                                        if (P == 0) {
                                            leftChannelEffect.updateParam1(static_cast<float>(v));
                                            rightChannelEffect.updateParam1(static_cast<float>(v));
                                        }
                                        if (P == 1) {
                                            // Do something with value (v)
                                        }
                            
                                    }
                            
                                    // Create GUI parameters
                                    void createParameters(ParameterDataList& data)
                                    {
                                        {
                                            parameter::data p("Param", { 0.0, 1.0, 0.01 });
                                            registerCallback<0>(p);
                                            p.setDefaultValue(5000.0);
                                            data.add(std::move(p));
                                        }
                                        {
                                            parameter::data p("Param2", { 0.0, 1.0, 0.01 });
                                            registerCallback<0>(p);
                                            p.setDefaultValue(5000.0);
                                            data.add(std::move(p));
                                        }
                            
                                    }
                            
                                    // When this header file gets run for the first time, setParameter gets called with the default knob values
                            
                            
                                    /*
                                        External Data
                                        -----------
                                        Description
                                    */
                            
                                    // span<dyn<float>, NUM_CHANNELS> externalBuffer;
                            
                                    void setExternalData(const ExternalData& ed, int index)
                                    {
                                        /*
                            
                                        if(data.isNotEmpty())
                                        {
                                
                                            // ExternalData data = ed;
                                
                                            // float audioSampleRate = data.sampleRate;
                                            // float audioNumChannels = data.numChannels;
                                            // float audioNumSamples = data.numSamples;
                                
                                            // ed.referBlockTo(externalBuffer[0], 0);
                                            // ed.referBlockTo(externalBuffer[1], 1);
                            
                                            // Alternatively convert the data to the juce::AudioSampleBuffer class
                                            // auto buffer = data.toAudioSampleBuffer();
                                
                                        }
                            
                                        */
                                    }
                            
                                    /*
                                        Hise Event
                                        -----------
                                        Description
                                    */
                            
                                    void handleHiseEvent(HiseEvent& e)
                                    {
                                        /*
                            
                                        if (e.isNoteOn())
                                        {
                                            float note = e.getNoteNumber();
                                        }
                            
                                        */
                                    }
                            
                            
                                    /*
                                        Modulation Output
                                        -----------
                                        To enable, set isModNode() to true)
                                    */
                            
                                    // ModValue modOut;
                            
                                   // bool handleModulation(double& value)
                                   // {
                                       // return modOut.getChangedValue(value);
                                   // }
                            
                                    // Use this to call handleModulation
                                    // modOut.setModValueIfChanged( set mod to something );
                            
                                    //==============================================================================
                                    // Unused Functions (Required by compiler)
                                    //==============================================================================
                            
                                    SN_EMPTY_PROCESS_FRAME;
                            
                                  	//SN_EMPTY_HANDLE_EVENT;
                                  	//SN_EMPTY_SET_EXTERNAL_DATA;
                                    //SN_EMPTY_CREATE_PARAM;
                            
                                private:
                                    AudioEffect leftChannelEffect;
                                    AudioEffect rightChannelEffect;
                                };
                            }
                            
                            
                            ustkU 1 Reply Last reply Reply Quote 1
                            • ustkU
                              ustk @griffinboy
                              last edited by

                              @griffinboy Yeah cable is what I am trying to use, I need to receive JSON data from UI.

                              Thanks for your template code it's awesome! Well... when I'll be able to make it work lol

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

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

                                @ustk

                                Christoph wrote an example for exactly that somewhere... I wonder where it was I'm not sure, search for global cable posts!

                                That template above has a version of it. Use GPT to untangle my comments itll understand mostly what I was writing there

                                ustkU 2 Replies Last reply Reply Quote 1
                                • ustkU
                                  ustk @griffinboy
                                  last edited by

                                  @griffinboy I tried many keywords already with no luck...

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

                                  Christoph HartC 1 Reply Last reply Reply Quote 0
                                  • ustkU
                                    ustk @griffinboy
                                    last edited by ustk

                                    @griffinboy Cool I got it to compile with the callback! ☺
                                    Now it's a matter of properly reading the JSON I am sending... -> Working

                                    UI code:

                                    const var RoutingManager = Engine.getGlobalRoutingManager();
                                    const var DataCable = RoutingManager.getCable("dataCable");
                                    
                                    const var data = {level: 0.0};
                                    
                                    
                                    inline function onKnob1Control(component, value)
                                    {
                                    	data.level = value;
                                    	
                                    	DataCable.sendData(data);
                                    };
                                    

                                    C++

                                        global_cable_data()
                                        {
                                            // Register a data callback for the global cable
                                            this->registerDataCallback<GlobalCables::dataCable>([this](const var& data)
                                            {
                                                if (auto* obj = data.getDynamicObject())
                                                {
                                                    const var& levelVar = obj->getProperty("level");
                                    
                                                    //if (levelVar.isDouble() || levelVar.isInt())
                                                    //{
                                                        gain = static_cast<float>(static_cast<double>(levelVar));
                                                    //}
                                                }
                                            });
                                        }
                                    

                                    This doesn't seem to update gain

                                    EDIT: my bad... wasn't listening on the right set of speakers lol 🤣 WORKING LKE A CHARM!!!
                                    Thanks a lot @griffinboy !

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

                                    griffinboyG 1 Reply Last reply Reply Quote 3
                                    • griffinboyG
                                      griffinboy @ustk
                                      last edited by

                                      @ustk

                                      Nice thanks for posting the working answer

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

                                        @ustk said in Monitor changes inside Scriptfx - the correct method? (broadcasters listeners):

                                        @griffinboy I tried many keywords already with no luck...

                                        In the docs:

                                        Link Preview Image
                                        HISE | ScriptNode | global_cable

                                        Send a double precision float value anywhere to HISE

                                        favicon

                                        (docs.hise.dev)

                                        What is the way to send the value to the node from the UI?
                                        Is there a callback that should be defined?

                                        For UI -> Node communication, just use the stock parameter system. Only for Node -> UI communication (eg. reporting back analysis values from your C++ class) you need to use the global cables - and then you can choose between a realtimesafe single value or any arbitrary data that will be allocated and copied around over the DLL boundaries (which is not realtime safe).

                                        ustkU 1 Reply Last reply Reply Quote 2
                                        • ustkU
                                          ustk @Christoph Hart
                                          last edited by

                                          @Christoph-Hart hmmm... have to look at this ! I made it to work UI -> global cable -> node, but I'll try with standard parameter to send an array of JSON

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

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

                                            @ustk

                                            GCs are the only way to send an array into a node, unless you encode it as audio or other.

                                            ustkU 1 Reply Last reply Reply Quote 1
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