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?
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@voxuer1 Is this the video you're referring to?
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@dannytaurus Yes, However, the same patch no longer compiles in HISE due to errors in main.cpp. It worked fine with Max 8/RNBO 1.3, but fails with RNBO 1.4.2 in Max 9.
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@voxuer1 I'd suggest rolling back your RNBO in that case. I'm on Max 9.09, not sure which version of RNBO - where does it state that? But I can compile the patches ok
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@DanH I'm having no luck rolling back RNBO; it just won't work on Max 9.1.2
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@DanH Just to be sure — are your Max 9 RNBO patches actually running inside HISE
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@voxuer1 100%
Have you tried rolling Max back?
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@DanH Yes — I tested this.
I installed Max 9.0.9 (RNBO 1.4.0) and tried the same RNBO patch.
No change: the patch compiles in Max, but fails in HISE with errors in main.cpp, same as with newer Max 9 versions.
The exact same patch works when authored with Max 8 / RNBO 1.3.x. -
@voxuer1 are on Hise Develop branch?
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@DanH said in RNBO Integration in HISE 4.1.0: Updated Workflow for Hardcoded-style DSP Networks?:
are on Hise Develop branch?
HISE 4.1.0, custom GitHub build (no branch info available)
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@voxuer1 perhaps try with develop: https://github.com/christophhart/HISE/tree/develop
How can I check my RNBO version?
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@DanH in the Package Manager

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@DanH Thanks!
Just to be sure — which HISE version / branch are you using exactly (master vs develop), and on which OS?
I want to match the setup before testing further. -
@voxuer1 I sent you the link above, and I'm on OSX.
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@voxuer1 so I'm on RNBO 1.4.2 and everything works fine
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@DanH said in RNBO Integration in HISE 4.1.0: Updated Workflow for Hardcoded-style DSP Networks?:
so I'm on RNBO 1.4.2 and everything works fine
ok, wau good to hear.
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@voxuer1 Hi everyone,
I’ve been trying to get RNBO 1.4.2 to compile with HISE on macOS for an entire day, but unfortunately without success.
What I already tried:
Clean reinstall of HISE
Regenerating the JUCE project multiple times
Fresh builds in Xcode
No custom modifications to the generated projectCreate files
Sorting include dependencies
Copying third party files
Compiling dll plugin
Re-saving file: /Users/thomaszalud/Documents/HISE Projects/0/DspNetworks/Binaries/AutogeneratedProject.jucer
Finished saving: Visual Studio 2022
Finished saving: Xcode (macOS)
Finished saving: Linux Makefile
Compiling 0 ...
** BUILD FAILED **The following build commands failed:
CompileC /Users/thomaszalud/Documents/HISE\ Projects/0/DspNetworks/Binaries/Builds/MacOSX/build/0.build/Debug/0\ -\ Dynamic\ Library.build/Objects-normal/arm64/Main.o /Users/thomaszalud/Documents/HISE\ Projects/0/DspNetworks/Binaries/Source/Main.cpp normal arm64 c++ com.apple.compilers.llvm.clang.1_0.compiler (in target '0 - Dynamic Library' from project '0')
(1 failure) -
@voxuer1 are you building networks at the same time as the nodes? if so remove the networks from the compile process and just build the nodes first. If it succeeds add the networks back in and compile again.