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    Global Cables Don't Work when compiled

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    • 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

        1 Reply Last reply Reply Quote 1
        • 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.

                  1 Reply Last reply Reply Quote 0
                  • 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.

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

                            @Christoph-Hart

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

                            well, all hope is not lost lol

                            1 Reply Last reply Reply Quote 0
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