template or tutorial for custom c++ scriptnode?
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Yep that makes sense, since you don't need to process the zero crossings for your effect.
https://drive.google.com/drive/folders/1bVj_MhnwYv5HSFpXa4-0ZUIknswYuRBX?usp=sharing
Here's a more up to date version of the template. You'll have to wait until I've got time, for me to release the official version of this, which will have many more improvements
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@Morphoice Did a small fix there was an error in the template
https://drive.google.com/drive/folders/1bVj_MhnwYv5HSFpXa4-0ZUIknswYuRBX?usp=sharing
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@griffinboy said in template or tutorial for custom c++ scriptnode?:
https://drive.google.com/drive/folders/1bVj_MhnwYv5HSFpXa4-0ZUIknswYuRBX?usp=sharing
thanks so much! I'll use this wisely to make new nodes ;))
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@griffinboy btw just tried compiling the node on PC but that didnt work at all it's throwing a ton of errors. you wont happen to have any idea what I did wrong?
// ==========================| muLawBitCrusher v1.0 by Morphoice |========================== #pragma once #include <JuceHeader.h> #include <cmath> namespace project { using namespace juce; using namespace hise; using namespace scriptnode; template <typename T> int sgn(T val) { return (T(0) < val) - (val < T(0)); } template <int NV> // --- Replace with Name struct muLawBitCrusher : public data::base { // ------ Replace with Name SNEX_NODE(muLawBitCrusher); struct MetadataClass { // --------- Replace with "Name" SN_NODE_ID("muLawBitCrusher"); }; // ==========================| 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; } 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; // ==========================| Global Variables |========================== // ==========================| Prepare |========================== // Called on init, and when sample rate changes void prepare(PrepareSpecs specs) { float sampleRate = specs.sampleRate; float numChannels = specs.numChannels; leftChannelEffect.prepare(sampleRate, 5.0); // 5ms smoothing on the gain parameter rightChannelEffect.prepare(sampleRate, 5.0); } // ==========================| Reset |========================== // Called when the plugin is reloaded void reset() {} // ==========================| Process |========================== // Blocks of audio enter the script here template <typename ProcessDataType> void process(ProcessDataType& data) { // Convert the audio data to a fixed-channel format for efficient processing auto& fixData = data.template as<ProcessData<getFixChannelAmount()>>(); // Get pointers to each channel's audio data // Changes to these variables will now directly modify the original audio buffer auto audioBlock = fixData.toAudioBlock(); auto* leftChannelData = audioBlock.getChannelPointer(0); auto* rightChannelData = audioBlock.getChannelPointer(1); // Get the number of samples (one channel) for this block int numSamples = data.getNumSamples(); // Pass each channel's audio to the appropriate AudioEffect class leftChannelEffect.process(leftChannelData, numSamples); rightChannelEffect.process(rightChannelData, numSamples); } // ==========================| AudioEffect Class |========================== class AudioEffect { public: AudioEffect(float initialGain = 1.0f) { smoothGain.set(initialGain); // Initialize sfloat with initial gain } void prepare(double sampleRate, double timeInMilliseconds) { smoothGain.prepare(sampleRate, timeInMilliseconds); } void process(float* samples, int numSamples) { for (int i = 0; i < numSamples; ++i) { float val = samples[i]; if (val!=0) { // mu-law compress signal int max = 255; float valmu = sgn(val) * log( 1.0f + max * abs(val) ) / log( 1.0f + max); // Quantize to 8 bits float valmu8 = valmu - fmodf(valmu, 1.0f / max); // mu-law expand signal float valex = sgn(valmu8) * (1.0f / max) * ( pow(max + 1.0f, abs(valmu8)) - 1.0f ); // Apply Demo Gain samples[i] = valex * smoothGain.advance(); } /* float rem = fmodf(val,1/max); // Linear quantized to 8 bits float val8 = val - rem; */ } } void updateGain(float newGain) { smoothGain.set(newGain); } private: sfloat smoothGain; // Declare smoothGain variable, using sfloat type for smoothing }; // ==========================| Set Parameter |========================== template <int P> void setParameter(double v) { if (P == 0) leftChannelEffect.updateGain(static_cast<float>(v)); // Update gain for left channel else if (P == 1) rightChannelEffect.updateGain(static_cast<float>(v)); // Update gain for right channel } // ==========================| Create Parameters |========================== void createParameters(ParameterDataList& data) { { // { min, max, step } { id } parameter::data p("LeftGain", { 0.1, 2.0, 0.01 }); registerCallback<0>(p); p.setDefaultValue(1.0); data.add(std::move(p)); } { parameter::data p("RightGain", { 0.1, 2.0, 0.01 }); registerCallback<1>(p); p.setDefaultValue(1.0); data.add(std::move(p)); } } // ==========================| External Data |========================== void setExternalData(const ExternalData& data, int index) {} // ==========================| Handle HISE Event |========================== void handleHiseEvent(HiseEvent& e) {} // ==========================| Modulation Slot |========================== // ( first enable isModNode() at the top of script ) /* ModValue modValue; int handleModulation(double& value) { return modValue.getChangedValue(value); } // Creates callback so that altering the 'modValue' var elsewhere will now update the mod slot modValue.setModValue(0); */ // processFrame: Needed for compiler, does nothing template <typename FrameDataType> void processFrame(FrameDataType& data) {} private: AudioEffect leftChannelEffect; AudioEffect rightChannelEffect; }; }
what works on mac doesn't on PC
error C3203: 'muLawBitCrusher': unspecialized class template can't be used as a template argument for template parameter 'T', expected a real type
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it compiles on my end.
Did you make sure to name the .h file as follows:muLawBitCrusher.h
The c++ file always needs to share the same name as the node.
Also by the way, your effect has a heck ton of aliasing.Edit: *facepalm, aliasing is the point, please ignore me lol
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@griffinboy ;-))) yes it's named correctly, the VS compiler seems to take offense of my sgn function I got off the webs which is weird as it works fine on mac
template <typename T> int sgn(T val) { return (T(0) < val) - (val < T(0)); }
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Yeah it works on my machine... try a fresh hise project.
You could also always try recompiling the latest hise.
If those two things don't fix it, then it's a tricky one -
@griffinboy i'm getting rid of that template thing for that stupid sign function, which is a syntax beyond my c++ knowledge
this should work too, at least on mac it compiles fine, gotta try on the pc later
// mu-law compress signal int max = 255; int sign = (0 < val) - (val < 0); float valmu = sign * log( 1.0f + max * abs(val) ) / log( 1.0f + max); // Quantize to 8 bits float valmu8 = valmu - fmodf(valmu, 1.0f / max); // mu-law expand signal float valex = sign * (1.0f / max) * ( pow(max + 1.0f, abs(valmu8)) - 1.0f );
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@griffinboy on second thought sign probably only needs to calculate once and should be the same on compressing and expanding a sample so even more calculations can be avoided
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@griffinboy said in template or tutorial for custom c++ scriptnode?:
@Morphoice Did a small fix there was an error in the template
https://drive.google.com/drive/folders/1bVj_MhnwYv5HSFpXa4-0ZUIknswYuRBX?usp=sharing
Sadly this is pretty unusable - as it blocks chrome from looking at it if adblockers are turned on...
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Thanks for the heads up
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Doesn't even need to be used once. There are approximations or lookup tables that can be used.