Noob question about scriptnodes.
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@ustk not the combobox you can see in the gif ?
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@lalalandsynth Nope, this one:
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@ustk
Thanks , working now .-
I see I can Export as Base64 snippet ,can I use that to make my own little modules and then import them into an existing scriptnode , wondering if I can say make a filter config and then import that into a wet/dry Reverb config ?
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If I am right about the snippet , how can I import it ?
3.What are the unusednodes that are left when I delete a node ? can I not remove it fully ?
4, What is the "create screenshot" for ?
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Can I create another row of parameter controls ? At some point I run out of horizontal space :)
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Can I make my own Meta nodes ?
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I don't really know. Might be to import in a C++ context? No other idea...
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...
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I don't know what you mean by unused nodes... Maybe a screenshot, please?
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Here's the corresponding code, but it seems to be broken (or there's a subtle subtlety...)
if (result == (int)MenuActions::CreateScreenShot) { auto mc = node->getScriptProcessor()->getMainController_(); auto docRepo = dynamic_cast<GlobalSettingManager*>(mc)->getSettingsObject().getSetting(HiseSettings::Documentation::DocRepository).toString(); if (docRepo.isNotEmpty()) { auto targetDirectory = File(docRepo).getChildFile("images/scriptnode/"); auto imageFile = targetDirectory.getChildFile(node->getId()).withFileExtension("png"); targetDirectory.createDirectory(); auto g = findParentComponentOfClass<DspNetworkGraph>(); auto imgBounds = g->getLocalArea(this, getLocalBounds()); auto img = g->createComponentSnapshot(imgBounds, true); PNGImageFormat pngFormat; FileOutputStream fos(imageFile); if (pngFormat.writeImageToStream(img, fos)) { PresetHandler::showMessageWindow("Screenshot added to repository", "The screenshot was saved at " + imageFile.getFullPathName()); } } }
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I'd like that too but it's not possible at the moment. It would be a cool addition, I myself got around 120 knobs...
Having them automatically go to another line based on the graph's width would be cool. Also, having the possibility to re-arrange them on the fly would be an absolute killer! (even if it's possible by editing the XML...) Finger crossed @Christoph-Hart! -
Sure you can: https://docs.hise.audio/scriptnode/manual/cpp_generator.html#create-meta-nodes
Although keep in mind there will be a procedure to re-import previous patches...
https://forum.hise.audio/topic/2555/scriptnode-breaking-changes/3
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Yes, I was aware of the CPP export , I was hoping you could make your own Meta nodes within HISE , would be nice to be able to save a Node config as a meta node and recall from the module selector.
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Here is the Unused node list.
When I delete a node it appears there.
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@lalalandsynth said in Noob question about scriptnodes.:
Yes, I was aware of the CPP export , I was hoping you could make your own Meta nodes within HISE , would be nice to be able to save a Node config as a meta node and recall from the module selector.
That's the purpose of the CPP class, unless I don't entirely grasp what you need...
Here is the Unused node list.
When I delete a node it appears there.Oh sorry, I don't use the node list...
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Yes , but that needs a recompile, right ?
i mean just r-click "Save as meta" or something like that and then it appears in the module list , after all its just a compilation of node modules.I am aware of the cpu cost but in that case you could go the cpp route.
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@lalalandsynth Yes you need to recompile so the custom node is made available on the list.
You can always copy the node in question with CMD+C (since you can't copy from right-click)
The copied node will appear at the top of the list so you can insert it in another project easily -
@ustk have you done it and does it work?
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@lalalandsynth I confirm ;)
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The idea of SNEX is that it will create these meta nodes on the fly by JIT compiling the Cpp code that is generated, so that recompile cycle will be not be necessary anymore.
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@Christoph-Hart That's a game-changer
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Indeed , sweet !
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@Natanr said in Noob question about scriptnodes.:
HiseSnippet 761.3ocwU0saSCCE1tsFVqFHPhGfncUmzXpg+uiQ+CUw5HZYL1cSdNdqVMwNxwYi.hWHd53M.NNIcIkVgPUBHW4ymOeNeme7wdZEimjnzHb6Sxh4H71D+LoY1fYTgDMYHBeexTZhgqcJf5mESSR3AHLt4as.31sP4ee+08ogTIiWAgPmpDL9ghHgoB06f2IBCGSC3mHhp48yNXBSIGnBUofdZR5ghor4zq3GQst0ffv2YTfvnz9Fpgm.9zWEj4OScirv+SEIhKB4VCWjObPEvnAyDgAdKh0DDB2xqJxaVD4OhLUDHtEuJC7f7MbpXTOGfarrjZsjjbqKod0jzXUXf8.rtrp7P0TWqB0AhPEjFRMKqLaInbCgZ4pyDogKSDlr5kn+qx8gDOggMa85swZzKTn9aq2xh+8Hit7RNyTI1VjwmsoUZ20Jk01HhWM20g3yzhXC7+sBY6RSmwm4tjfJfQ3uQbFIuRH46yzbPaCShOhatQom2cmnrlC881YWmKSkLaJ2IVyioZ9IJuPZV2DZTbH+Xf0dNWDpXy8Eeluamuzocmu1oNobQ125QW1LpTxCSV0M6sWoQqB6JSitfq2y4ZZXZ04sxE369mkCUxIRg48w7R2VJFV.CiKpoxJzaEUEzZZINVkZDxqlRMZwmPXxQoQ9vbHFePYzBX3FHK0b6dVaaGpOWFja7C3qbSWqMtbS2Eahr5fKM.dY8IuAnbMrxVs2hTTxranBfLwVioLHik4QMyrWgfQjFnGkq2mcauZ6RRtHP1+pfODxFKAiaZO4EyYKhhApnHqzrSYKW+QQf8ORv6AdTz2cLzsXmYOMo9TabC64keuhpgQ0viEViOLYH0PsQXYbC46Xt1HrEd7P90vKCEM7sIC4IyMp3+MkgHJSqNmUzTXKAaki.sFx7GZZCu3A1Ntn7tWfGo298PQvi.myX1ICOFlprdNOYC37zMfyy1.NOeC37hMfyK2.Nu52xw996aRMpnhWM..uQ4MWX7HIEFXjOOD8SjnpbwJ
I get the error : Script FX1:! Line 1, column 25: Function / constant not found: Engine.createDspNetwork {U2NyaXB0IEZYMXx8MjR8MXwyNQ==}
ScDo I need to compile and use the scriptnode branch of the git repository? or does this work in the v 2.0.0 posted
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@MacroMachines Need to be using the latest version.
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@d-healey I figured it out. The "latest" release version doesn't seem to work, but the "scriptnode" branch in the git when I compiled it seems to work. Is that how you got the version you are using?
I'm exploring this a bit, but I have been having quite a few crashes. Seems incredibly powerful and I love the design of it.
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@Natan I somehow don't see that interface! Pretty much a noob here but really interested in the possibilities of the scriptnodes! I have a HISE scripnode version compiled here on my system... Shouldn't it work? I loaded up your snippet but I don't see anything other than Engine.createDspNetwork("dsp") ; in the script editor... Thx, Urs
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@vewilya Click this button in the sidebar of the script editor:
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@d-healey Will try later as soon as I get back! Thanks!!!