Compiled plugin with Faust not opening
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@klaytonrangel tried it, but it still crashes for me, must be something with the current develop branch of HISE
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@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.
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@Morphoice Complicated, I hope I can fix it soon.
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@klaytonrangel scriptfx can be compiled in the plugin, I've done this in the past.
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@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.
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@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.
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@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 -
@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.
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@HISEnberg thank you.