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    Compiled plugin with Faust not opening

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    • clevername27C
      clevername27 @HISEnberg
      last edited by

      @HISEnberg For me it's OK - is there something I can test for you?

      d744f43a-6fdd-474e-b3cb-9e184e765bf4-image.png

      HISEnbergH 1 Reply Last reply Reply Quote 0
      • HISEnbergH
        HISEnberg @clevername27
        last edited by

        @clevername27 it's all sorted but thanks 👍

        P 1 Reply Last reply Reply Quote 0
        • P
          parabuh @HISEnberg
          last edited by

          @HISEnberg how'd you fixed this issue?

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

            @parabuh Update Faust! I was working from an old version on my Mac so I had to run an update. Sounds like we had different issues. Do you get errors when building different projects (is the issue project specific or happen across different projects)?

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

              Good evening, I had a similar problem, it happened that I referenced ScriptFx in interface.js and forgot to remove and reference HardcodedMasterFX, so the plugin did not appear in Daw, try to see if anything is not going unnoticed.

              MorphoiceM 1 Reply Last reply Reply Quote 0
              • 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!

                    K 2 Replies Last reply Reply Quote 0
                    • 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!

                        K 1 Reply Last reply Reply Quote 0
                        • 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.

                          1 Reply Last reply Reply Quote 0
                          • 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!

                                1 Reply Last reply Reply Quote 1
                                • 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. 🙃

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

                                        @HISEnberg thank you.

                                        1 Reply Last reply Reply Quote 0
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