Compiled Network Fixed Channel Count?
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Little spin off from another thread.
It seems when I compile a network I have to decide exactly how many audio channels it will use.
For example if I make a network that I want to reuse in multiple projects that each have a different number of channels, I need to maintain multiple versions of the same network just with different channel amounts.
Is this correct or am I missing something obvious?
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Hi David, I am new to HISE i am adding the core.faust scriptnode to script fx and its crashing HISE, looks like its trying to recompile faust code.
when I click on any one of the dsp networks HISE shuts down instantly.
Any help would be greatly appreciated.


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@Stuart-Cochrane Make a separate thread
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@David-Healey Yes that is the case - the optimization possibilities that come from assuming a fixed channel were too tempting.
IIRC Faust also assumes some kind of known channel set, no?
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@Christoph-Hart Would it be possible to make it still work with fewer channels without sacrificing optimisation? For my framework I want to support projects from 2 to 16 channels but I don't want to maintain that many versions of each effect. If I could just make a 16 channel version that would be good.
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@David-Healey what's the effect? just a mixer?
If you use it in different projects we might solve this by allowing FixChannelAmount to be a preprocessor, then it can pull in the actual channel count from the project it compiles the DLL too? So if Project A needs 6 channels, but Project B needs 16, you can just enter
NUM_PLUGIN_CHANNELS(or whatever preprocessor you define) and it should cleanly pass that through to the C++ code generator. -
@Christoph-Hart said in Compiled Network Fixed Channel Count?:
what's the effect? just a mixer?
I have my multi-channel simple gain thingy and a couple of filters (until the stock filter is fixed anyway).
I'd prefer to stay clear of scriptnode but I have some releases upcoming and it seems like the best way to get around the current issues I'm having.
@Christoph-Hart said in Compiled Network Fixed Channel Count?:
If you use it in different projects we might solve this by allowing FixChannelAmount to be a preprocessor
I don't think that will work because my projects are all expansions for Rhapsody, so the count will be fixed at the player level.
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@David-Healey but with rhapsody you cannot pull in compiled effects anyway unless you embed them in the player binary - that's the one hard restriction that comes with the full player expansion system.
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@Christoph-Hart My plan is to embed them in the binary since I need them in almost every project
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@David-Healey ah ok. BTW are you sure you need to compile them? If you're just using a simple multi channel DSP network with multiple gain modules in a container.multi container, then the DSP overhead is negligible - definitely lower than the old scripting approach.
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@Christoph-Hart said in Compiled Network Fixed Channel Count?:
definitely lower than the old scripting approach.
In that case no I probably don't need to compile them, so that solves it :)