RNBO Integration in HISE 4.1.0: Updated Workflow for Hardcoded-style DSP Networks?
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Hi everyone,
I’m currently migrating my workflow to HISE 4.1.0 and I’m looking for clarity on the recommended way to integrate RNBO patches.
In previous versions, I used to integrate my RNBO patches as hardcoded effects. I’ve been following the classic tutorial ([link to video]), which relies on placing the RNBO export into DspNetworks/ThirdParty/rnbo and using the “Compile DSP networks as dll” command.
However, in 4.1.0 (built from the latest GitHub source), I’m hitting a wall:
My Setup:
HISE: 4.1.0 (Custom build from GitHub, Standalone)
Max/RNBO: 9.1 / 1.4.2
OS: macOS
Path: Project/DspNetworks/ThirdParty/rnbo (contains adapters, src, RNBO.cpp/h, etc.)
The Confusion:
Hardcoded vs. Scriptnode: Since I previously used the hardcoded route, I’m struggling to see RNBO appearing in the FX/Processor list. I understand that HISE now leans heavily towards the DSP Network / Scriptnode approach.
Workflow Step: Does the "Compile DSP networks as dll" function now require an existing .jnode file within a DSP Network before it recognizes the RNBO source?
Manual Node Creation: How do I properly "expose" the RNBO patch inside the DSP Network Editor in 4.1.0 so I can compile it as a high-performance DLL?
My Questions:
Is the "Hardcoded Master FX" route still the way to go, or is the Scriptnode/DSP Network approach now the mandatory path for RNBO integration?
Could someone clarify the exact sequence for 4.1.0: Do I need to create a Script FX first, open the DSP Network Editor, and then add a specific RNBO node?
I want to avoid the "Projucer stress" and stick to the internal C++ compilation if possible. Any guidance on the current "Best Practice" would be greatly appreciated!
Thanks a lot!
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@voxuer1 said in RNBO Integration in HISE 4.1.0: Updated Workflow for Hardcoded-style DSP Networks?:
DspNetworks/ThirdParty/rnbo
Should be DspNetworks/ThirdParty/src for the c++ rnbo file and the rbno folder goes in there too. Then compile DSP networks as dll. restart Hise and it should appear in the Hardcoded FX list. If not check it exists in Scriptnode. Open a Script FX effect module, open up the patch and click anywhere to open the node menu, click project tab and look if it's in there.
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@DanH said in RNBO Integration in HISE 4.1.0: Updated Workflow for Hardcoded-style DSP Networks?:
Should be DspNetworks/ThirdParty/src for the c++ rnbo file and the rbno folder goes in there too. Then compile DSP networks as dll. restart Hise and it should appear in the Hardcoded FX list. If not check it exists in Scriptnode. Open a Script FX effect module, open up the patch and click anywhere to open the node menu, click project tab and look if it's in there.
Thanks for the suggestion, but the standard workflow is currently failing with newer RNBO versions.
While this approach works perfectly for older exports (Max 8 / RNBO 1.3), it fails with RNBO 1.4.2. Even with the correct folder structure (DspNetworks/ThirdParty/src/) and the "Create C++ template" tool, the compiler throws errors in Xcode.
The main culprit seems to be a change in RNBO's code generation:
Error: Use of class template 'RNBO::Volume' requires template arguments.
Result: HISE fails to find members like prepare and process because the generated wrapper doesn't match the new template-based structure of RNBO 1.4.2.
It seems RNBO changed its C++ export format, and the HISE 4.1.0 template generator isn't handling these new class templates correctly yet. Has anyone found a workaround for this specific version mismatch?