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    RNBO effect bypassed in exported VST3 (works perfectly in HISE editor via Script FX / Global Cables)

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    • voxuer1V
      voxuer1
      last edited by

      Hi everyone,
      I'm having a strange issue with a exported VST3 plugin containing a Max RNBO patch inside a scriptnode network.
      My Setup & What works:
      Previously, I always compiled my RNBO patches successfully as a Hardcoded Master FX, and everything worked flawlessly upon export.
      In my current project, I moved the RNBO patch into a Script FX (using a scriptnode workspace) because I wanted to implement a peak meter.
      I successfully set up a global_cable inside the scriptnode network called peak to send the meter data back to the main UI.
      Inside the HISE editor, everything works 100% perfectly: If I put a noise generator in front of it, the RNBO effect processes the audio correctly, the parameters react, and the peak meter in the UI shows the data via the global cable.
      The Problem:
      After exporting the project as a VST3 plugin and loading it into my DAW:
      The audio signal passes through the plugin (it is not silent!).
      However, the RNBO effect itself does not engage at all. The audio signal remains completely dry/unprocessed.
      Bildschirmfoto 2026-05-21 um 12.10.24.png "Allow Compilation" is Enabled on the network. The DSP networks compiled successfully before exporting the VST3.
      It seems like the exported VST3 completely bypasses or ignores the internal RNBO processing node within the Script FX wrapper, even though the audio path itself is open.
      What am I missing here? Why does the compiled C++ version of the scriptnode network lose its processing inside the exported VST, while working perfectly inside HISE?
      Any help or pointing me to the right forum thread would be highly appreciated!
      Thanks in advance!

      Oli UllmannO 1 Reply Last reply Reply Quote 0
      • Oli UllmannO
        Oli Ullmann @voxuer1
        last edited by

        @voxuer1
        You have a Dry/Wet knob. Is the default value for that knob set to “Wet”? For example, 1.0 or 100.0?

        Other things I had to do to get my effects plugin to work:

        • Enable Sound Generator FX
        • Force Stereo Output
        • Project Type: FX Plugin

        Does it work without a Global Cable?

        In your image, you didn't load the effect as a hardcoded effect; you can only see the ScriptFX. Are you sure you loaded the effect as a hardcoded effect before compiling?

        voxuer1V 1 Reply Last reply Reply Quote 0
        • voxuer1V
          voxuer1 @Oli Ullmann
          last edited by

          @Oli-Ullmann already tried all of that exactly as you suggested, but unfortunately no success yet — neither as AU nor as VST3.
          Current setup:
          Project Type = FX Plugin
          Force Stereo Output = enabled
          Enable Sound Generator FX = enabled
          Dry/Wet default is set to Wet
          I even added an extra global bypass button for testing
          The GUI works, but the audio signal just passes through unchanged in the exported plugin.
          The reason I’m not using a hardcoded effect is because I need to read data back from RNBO via outports for my peak meter. That only works for me through Global Cables / Script FX. As soon as I hardcode the network, I lose the outport communication.
          So currently the RNBO patch is loaded directly inside a Script FX on purpose.
          Inside HISE everything works perfectly, including:
          RNBO processing
          Global Cable communication
          Peak meter
          parameter control
          Only the exported plugin loses the DSP processing.

          Oli UllmannO 1 Reply Last reply Reply Quote 0
          • Oli UllmannO
            Oli Ullmann @voxuer1
            last edited by

            @voxuer1
            Oh, okay. I've encountered this issue before, where something worked in HISE within a network but didn't work in the compiled plug-in. It worked fine as a hardcoded effect, though. I never figured out why, but I didn't look into it further since I was able to work with the hardcoded effect.

            You could try moving your RNBO patch into a frame block. I don't know if that will help, but it solved some performance issues for me.

            1 Reply Last reply Reply Quote 0
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