Forum
    • Categories
    • Register
    • Login

    Global Cables Don't Work when compiled

    Scheduled Pinned Locked Moved Solved Bug Reports
    27 Posts 6 Posters 8.8k Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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.

              https://github.com/kunitoki/yup

              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.

              Sonic Architect && Software Mercenary

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

                @griffinboy yeah that was also my initial assessment.

                griffinboyG ustkU 3 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
                    • ustkU
                      ustk @Christoph Hart
                      last edited by ustk

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

                      you are correct Global Cables DONT work in compiled scriptnode

                      ...

                      I think the issue that @griffinboy is having is if you load these networks into another scriptnode network (instead of loading the compiled effect into a hardcoded effect), but that's another problem and (potentially exotic edge case which you can easily work around).

                      I don't understand why it would be "exotic edge case" here, and how you can work around this... Seems rather a normal workflow to me...

                      I have a compiled node in a network, that is (I think) busy enough to justify a compilation too...
                      And then my global cables won't work...

                      What can I do?

                      Hise made me an F5 dude, any other app just suffers...

                      1 Reply Last reply Reply Quote 0
                      • ustkU
                        ustk @Christoph Hart
                        last edited by ustk

                        @Christoph-Hart And aside of this we still have some nodes like cable_expr that are requiring the network to be compiled for the plugin to export.

                        I could transform it into a C++ node with another global_cable, but since it prevents the network to be compilable...

                        This causes quite annoying frictions

                        Hise made me an F5 dude, any other app just suffers...

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

                          @ustk can you rearrange your setup so that the global cables are in the outermost network that you compile?

                          I haven‘t checked / tested the global cable initialisation in C++ nodes to be recursive so it might fail if you try to wrap another node that uses a global cable. Can you check with a simple two level nest test if that‘s the case?

                          1 Reply Last reply Reply Quote 0
                          • First post
                            Last post

                          25

                          Online

                          2.5k

                          Users

                          13.9k

                          Topics

                          120.9k

                          Posts