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    How to use NUM_HARDCODED_FX_MODS & NUM_HARDCODED_POLY_FX_MODS?

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    • oskarshO
      oskarsh
      last edited by

      Hey I am exploring the scriptnode modulation especially for synths.

      I compiled my HISE with the
      NUM_HARDCODED_FX_MODS=4
      NUM_HARDCODED_POLY_FX_MODS=4
      flags.

      I get the moduation slots to show up when using a hardcoded network .
      How am I supposed to fetch that modulation value with the index in the actual scriptnode?

      I do not wanna setup modulation inside the scriptnode I want to use the global mod system.

      any help is much appreciated.

      HISE Developer for hire :)

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

        @oskarsh create your Global Modulators - in a Global Modulator container...

        in each FX Modulation tab add a Global Modulator, i.e. if you have a set of Global LFOs add a Global Time variant modulator - and there you can (programmatically) select the Global LFO you wish to use...the (4 in your case) FX Mods will be applied to each of the first 4 (in your case) controls in your Hardcoded FX..

        HISE Development for hire.
        www.channelrobot.com

        LindonL oskarshO 2 Replies Last reply Reply Quote 2
        • LindonL
          Lindon @Lindon
          last edited by

          @Lindon
          quick and dirty video...

          HISE Development for hire.
          www.channelrobot.com

          1 Reply Last reply Reply Quote 3
          • oskarshO
            oskarsh @Lindon
            last edited by

            @Lindon thank you so much! That was the info I was missing :)

            HISE Developer for hire :)

            1 Reply Last reply Reply Quote 0
            • LindonL Lindon referenced this topic on
            • bendursoB
              bendurso
              last edited by

              Do we need to use a some flag for exporting the plugin with this?

              It works in Hise, but I'm not sure why it doesn't work in my compiled plugin.

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

                @bendurso

                NUM_HARDCODED_FX_MODS=4
                NUM_HARDCODED_POLY_FX_MODS=4

                in both your HISE build AND your plugin build..

                HISE Development for hire.
                www.channelrobot.com

                bendursoB 1 Reply Last reply Reply Quote 1
                • bendursoB
                  bendurso @Lindon
                  last edited by

                  @Lindon Nice thanks, I though it was only for compiling Hise :)

                  B 1 Reply Last reply Reply Quote 0
                  • B
                    bfaudio @bendurso
                    last edited by

                    @bendurso @Lindon
                    After doing some digging about global mods and hardcoded fx after having trouble with exported plugins I found this thread.
                    Can I just ask, do you just open the projucer file after exporting from HISE, add the hardcoded mods in and then save/open in ide? No other steps?
                    Have tried that without success is all so just wondering. Also have the ‘enable sound generator fx’ ticked.
                    Thanks.
                    Chris.

                    oskarshO 1 Reply Last reply Reply Quote 0
                    • oskarshO
                      oskarsh @bfaudio
                      last edited by

                      @bfaudio You will need to compile HISE with that and the plugin with it too.

                      Just put it in the HISE extra pre processor definitions in projucer, compile HISE.
                      Setup your networks in HISE and add the same definitions to your plugin before compiling.

                      HISE Developer for hire :)

                      B 1 Reply Last reply Reply Quote 0
                      • B
                        bfaudio @oskarsh
                        last edited by

                        This post is deleted!
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