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    Compiling C++ nodes and Scriptnode Networks

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    • HISEnbergH
      HISEnberg @Christoph Hart
      last edited by

      @Christoph-Hart I do recall these warnings popping up, but this is currently what the compilation process will look like for me (both Windows and Mac). It "compiles fine" no warnings or errors.

      example.gif

      I.e. the compiler doesn't seem to care about the IsPolyphonic flag.

      node_properties.json:

      {
        "mynewnode": []
      }
      

      C++ file:

      #pragma once
      #include <JuceHeader.h>
      
      namespace project
      {
      using namespace juce;
      using namespace hise;
      using namespace scriptnode;
      
      template <int NV> struct mynewnode: public data::base
      {
      	SNEX_NODE(mynewnode);
      	
      	struct MetadataClass
      	{
      		SN_NODE_ID("mynewnode");
      	};
      	
      	// set to true if you want this node to have a modulation dragger
      	static constexpr bool isModNode() { return false; };
      	static constexpr bool isPolyphonic() { return NV > 1; };
      
      // etc....
      
      Christoph HartC 1 Reply Last reply Reply Quote 0
      • Christoph HartC
        Christoph Hart @HISEnberg
        last edited by

        @HISEnberg untoggling the isPolyphonic flag is shooting yourself in the foot here. Why?

        HISEnbergH 1 Reply Last reply Reply Quote 0
        • HISEnbergH
          HISEnberg @Christoph Hart
          last edited by

          @Christoph-Hart That was just to show you that there is no warning or that the compiler doesn't fail when toggling the isPolyphonic flag! Just to be clear I don't usually do this, I just uncheck AllowPolyphonic.

          Perhaps some misunderstanding on my part about what you were asking. I recall there used to be a warning that would say you need to have this flag checked if you are working from the autogenerated template.

          So to be clear I believe you've solved my initial inquiry: Delete the Binaries folder, make sure the flags are set correctly!

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

            @HISEnberg ah ok. But if you delete the binary folder, and compile the C++ network without the flags being set then it will fail, right?

            HISEnbergH 1 Reply Last reply Reply Quote 0
            • HISEnbergH
              HISEnberg @Christoph Hart
              last edited by HISEnberg

              @Christoph-Hart Wrong this is what I am trying to show. The isPolyphonic flag, in so far as a single C++ node is concerned, doesn't trigger any warnings or build errors (Though I can certainly remember their were warnings not too long ago).

              Hopefully this shows the process, I cut-out the compilation waiting time in this gif, but I think this is what you are suggesting.

              I create the node, compile it with the flags. I then delete the Binaries folder, disable the flags and compile again.
              This should be producing an error, but it isn't:

              newnew.gif

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

                @HISEnberg are you referencing the c++ nodes in a compiled network?

                HISEnbergH 1 Reply Last reply Reply Quote 0
                • HISEnbergH
                  HISEnberg @Christoph Hart
                  last edited by

                  @Christoph-Hart No not in this example though I suppose that would bring us back to the original topic!

                  So if this C++ node is placed in a Scriptnode network and I compile both simultaneously:

                  Without the isPolyphonic flag: FAILS
                  ScreenRecording2025-09-18at1.19.01PM-ezgif.com-video-to-gif-converter.gif

                  With the isPolyphonic flag: SUCCEEDS
                  ScreenRecording2025-09-18at1.19.30PM-ezgif.com-video-to-gif-converter.gif

                  So you identified my issue exactly:

                  1. Delete the Binaries folder
                  2. Set isPolyphonic to enabled (if it's designed on the template).

                  I'll give it a go in a project I have where all the C++ nodes I made are using the template and are embedded in their own Scriptnode Networks. I'm pretty sure it is going to work this time.

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

                    @HISEnberg ah ok now that's as expected. I think the irritation here is that if there is already a successfully compiled version of the C++ node that is being loaded into the network when you compile the network, it supersedes the isPolyphonic flag (which makes the compilation succeed despite the flag being wrong but as soon as you clean out the Binaries folder the compilation will fail the next time.

                    TLDR: just set the isPolyphonic flag correctly (as it's also described in the help popup of the dialog) and then the compilation should succeed in all cases / series of events.

                    HISEnbergH 1 Reply Last reply Reply Quote 1
                    • HISEnbergH
                      HISEnberg @Christoph Hart
                      last edited by HISEnberg

                      @Christoph-Hart Ya I will admit that was pretty ignorant of me to overlook that, clicking the help popup immediately clarifies what its for. I suppose that the flag being named isPolyphonic made me think I just didn't need it if the effect isn't polyphonic, but I see how it relates to them template of the node (voice count) now!

                      Thanks for your help by the way I really appreciate that!

                      HISEnbergH 1 Reply Last reply Reply Quote 0
                      • HISEnbergH
                        HISEnberg @HISEnberg
                        last edited by HISEnberg

                        @Christoph-Hart seems to work in real world projects I have with some C++ external nodes and Scriptnode Networks. The behaviour isn't consistent, on Windows it's not fully working but I'm chalking that up to something I may have done in one of the C++ nodes.

                        As a side note, is it possible to add a toggle on the compiler menu for selecting which nodes to compile? I think this could really speed up development time if we want to just compile and focus on one node, or skip a bunch of Scriptnode Networks we don't intend to use. Basically just a checkmark box to "AllowCompilation" before compiling.

                        If I'm being petty you can just ignore this feature request, I see a lot of value in this but I don't want to burden you with unimportant features. 😉

                        Screenshot 2025-09-22 at 7.02.13 PM.png

                        oskarshO d.healeyD ulrikU 3 Replies Last reply Reply Quote 4
                        • oskarshO
                          oskarsh @HISEnberg
                          last edited by

                          @HISEnberg I can second this feature.

                          Checking which network to compile would be such a time saver

                          1 Reply Last reply Reply Quote 0
                          • d.healeyD
                            d.healey @HISEnberg
                            last edited by

                            @HISEnberg I also think it's a good idea, often when debugging issues the problem is just with a single network, but if you have lots of networks you have to keep recompiling to test them and using a check box instead of having to shuffle xml files around would be much nicer.

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                            • ulrikU
                              ulrik @HISEnberg
                              last edited by

                              @HISEnberg I agree

                              Hise Develop branch
                              MacOs 15.3.1, Xcode 16.2
                              http://musikboden.se

                              DanHD 1 Reply Last reply Reply Quote 0
                              • DanHD
                                DanH @ulrik
                                last edited by

                                @Christoph-Hart ok I'm back in compile fail land.... I tried to add in a c++ sampler that compiles fine outside of this project and recompile all my (previously working!) scriptnodes etc...

                                Fails reliably every time with same errors. Removed c++ samper, same erros (so potentially not that).

                                Set all to non-polyphonic, deleted binaries folder. At this point I'd go through the networks and remove allow compilation, compile the nodes, then re-allow network compilation one by one (there are a few).

                                Is there anything else I should be trying?

                                At least I have a working dll to fall back to... (minus the new bits of course)

                                DHPlugins / DC Breaks | Artist / Producer / DJ / Developer
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                                London, UK

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

                                  @DanH what's the error?

                                  The old DLL will not load any longer as I've changed the API.

                                  Christoph HartC DanHD 2 Replies Last reply Reply Quote 0
                                  • Christoph HartC
                                    Christoph Hart @Christoph Hart
                                    last edited by

                                    As a side note, is it possible to add a toggle on the compiler menu for selecting which nodes to compile? I think this could really speed up development time if we want to just compile and focus on one node, or skip a bunch of Scriptnode Networks we don't intend to use. Basically just a checkmark box to "AllowCompilation" before compiling.

                                    I don't see a real use case to be honest. Either stuff compiles or it doesn't and if it doesn't then you can throw out the node by moving it into another folder or delete it. On the other hand I would have to keep another list around that contains basically the same information as the AllowCompilation flag.

                                    d.healeyD 1 Reply Last reply Reply Quote 0
                                    • d.healeyD
                                      d.healey @Christoph Hart
                                      last edited by

                                      @Christoph-Hart The problem is if you have a lot of networks you don't always know which one(s) is causing the issue, so you have to remove all the xmls from the project and add them back one at a time between each compile until you figure it out - or maybe there's a better way I don't know about.

                                      Free HISE Bootcamp Full Course for beginners.
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                                      • DanHD
                                        DanH @Christoph Hart
                                        last edited by

                                        @Christoph-Hart in which commit? I'm one behind current.

                                        I've just gone through the motions of compiling the network list one by one and it's finally built them all. Let me see if I can recreate the error, but in Xcode there were 'too many'. In general there was a lot of pma node needs extra arguments style errors

                                        DHPlugins / DC Breaks | Artist / Producer / DJ / Developer
                                        https://dhplugins.com/ | https://dcbreaks.com/
                                        London, UK

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

                                          The problem is if you have a lot of networks you don't always know which one(s) is causing the issue,

                                          That's what the compiler error messages are there for. If they don't show up in the export dialog (which happens on macOS under some circumstances), you can always open the Xcode project and compile it there, then it should give you the error message.

                                          Let me see if I can recreate the error

                                          Yes let me know if you can pinpoint this, I'll rather add another safe check that will popup during the compilation process.

                                          ulrikU DanHD 2 Replies Last reply Reply Quote 1
                                          • ulrikU
                                            ulrik @Christoph Hart
                                            last edited by

                                            @Christoph-Hart said in Compiling C++ nodes and Scriptnode Networks:

                                            That's what the compiler error messages are there for. If they don't show up in the export dialog (which happens on macOS under some circumstances), you can always open the Xcode project and compile it there, then it should give you the error message.

                                            Ok, that is what happens to me, I have not tried the Xcode way, thank you for the tip

                                            Hise Develop branch
                                            MacOs 15.3.1, Xcode 16.2
                                            http://musikboden.se

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