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    Global Cables Don't Work when compiled

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    • LindonL
      Lindon @Christoph Hart
      last edited by

      @Christoph-Hart said in Global Cables Don't Work when compiled:

      you are correct Global Cables DONT work in compiled scriptnode

      Wrong. This was the case, but now they work and you can even send arbitrary data through it (which will get copied though so it might not be the fastest option).

      well that's good news.

      HISE Development for hire.
      www.channelrobot.com

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      • O
        Orvillain @Christoph Hart
        last edited by

        @Christoph-Hart said in Global Cables Don't Work when compiled:

        That's precisely what the global cables are made for. The only thing you have to watch out for is that you "create" them in your script before using them in the compiled effect.

        Lovely stuff. Yeah, it did baffle me a bit the idea they wouldn't work, because I've been using them in a compiled plugin. But I haven't been compiling my networks when doing so.

        Which brings up possibly a n00b question - when I compile a plugin, does that automatically compile networks, or only if the network has the allowCompilation flag enabled?

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

          @Orvillain said in Global Cables Don't Work when compiled:

          when I compile a plugin, does that automatically compile networks, or only if the network has the allowCompilation flag enabled?

          It does not compile any networks automatically - we've been over this a few times and there is literally no solution that won't mess up any workflow.

          If you're writing C++ nodes, you shouldn't touch any scriptnode network at all but directly add it into the hardcoded FX modules, this way you have no overhead & the best development experience.

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

            @Christoph-Hart

            Thanks for clearing that up.
            The reason I had to have my node inside another network was that I am feeding it event data.

            Is there a way to pick up event data callbacks (event data reader node) directly inside of a c++ node? That would solve my issue

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            • griffinboyG
              griffinboy @Orvillain
              last edited by griffinboy

              @Orvillain

              My workaround was to create a communication node. This node was left uncompiled.

              Because the c++ nodes all exist in the same namespace you can communicate between them. So I created an interface where I can send data from my compiled node over to the communication node, which would then send it down a global cable.
              Since global cables are 'slow' from my understanding, the extra step probably doesn't hurt. I'm throttling the update speed of the cables anyway because GCs copy all the data so if your data is big it'll be doing lots of work.

              But from what christoph has shared, it seems that you can get GCs working in a compiled node, by loading your c++ node by itself into a hard coded network.

              Christoph HartC 1 Reply Last reply Reply Quote 1
              • griffinboyG griffinboy marked this topic as a question
              • griffinboyG griffinboy has marked this topic as solved
              • Christoph HartC
                Christoph Hart @griffinboy
                last edited by

                Is there a way to pick up event data callbacks (event data reader node) directly inside of a c++ node?

                Yes:

                // instantiate this as a class member and forward those callbacks to it:
                // -prepare()
                // -reset()
                // -handleHiseEvent()
                scriptnode::routing::event_data_reader<NV> obj;
                
                // somewhere where you want to check if there is a new event data value:
                double mv;
                if(obj.getWrappedObject().handleModulation(mv))
                {
                	// there's a change in the event data
                	// do something here...
                }
                

                }

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

                  @Christoph-Hart

                  Based.

                  I've been gradually working my way through the scriptnode / snex source.
                  And the amount of stuff in there is incredible.
                  It really makes me think that so much is possible. You've built out so many nice systems indeed

                  I started my own fork of juce to try and get around graphics limitations in Hise (using visage), but looking at your source, I could never flesh out something so expansive 😂 makes me want to just wait for an eventual future update haha

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

                    @griffinboy said in Global Cables Don't Work when compiled:

                    I started my own fork of juce to try and get around graphics limitations in Hise (using visage)

                    Have you found a way to embed a Visage component into a JUCE UI? That's the new UI framework from the Vital guy, right? If that's possible then we could talk about a "HighPerformencePanel" component powered by this framework...

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

                      @Christoph-Hart

                      oof, yeah that would be really great wouldn't it.
                      I haven't, but i'll look into it. I may have to pester him about it directly : )
                      I've been having some silly dependency issues, even getting it work normally. I'm new to cmake and it's not super fun to learn it xD

                      I'll see if I can get that to happen.

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                      • griffinboyG
                        griffinboy @Christoph Hart
                        last edited by

                        @Christoph-Hart

                        mmm, the people in the Audio Programmer Discord aren't recommending it XD
                        It does look like a big amount of pain

                        HISEnbergH Christoph HartC 2 Replies Last reply Reply Quote 0
                        • HISEnbergH
                          HISEnberg @griffinboy
                          last edited by HISEnberg

                          @griffinboy What about the yup framework as an alternative? I imagine the integration to HISE would be somewhat complicated as well.

                          Link Preview Image
                          GitHub - kunitoki/yup: YUP is an open-source library dedicated to empowering developers with advanced tools for cross-platform application development.

                          YUP is an open-source library dedicated to empowering developers with advanced tools for cross-platform application development. - kunitoki/yup

                          favicon

                          GitHub (github.com)

                          I have been meaning to get my hands dirty with it but I have only scratched the surface so far.

                          I definitely like the idea of a High-Performance Panel however, it would let us experiment with more advanced graphics without requiring a complete overhaul of HISE's graphic's framework.

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                          • Christoph HartC
                            Christoph Hart @griffinboy
                            last edited by

                            @griffinboy yeah that was also my initial assessment.

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

                              @Christoph-Hart

                              They said it would be better to overhaul using bgfx directly xD
                              Yeah, not a small task probably. Ah well.

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                              • griffinboyG
                                griffinboy @Christoph Hart
                                last edited by

                                @Christoph-Hart

                                08acaf42-bb5e-4882-9a57-48678a5a5f49-image.png

                                well, all hope is not lost lol

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