Changing Impulses in Scriptnode.
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@d-healey yes. If you‘re using an envelope in your synth you‘ll have to enable HasTail before compiling, but this concept is still under construction...
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@Christoph-Hart I can't seem to compile DSP that contains the convolution node. Issue reported on github scriptnode_testsuite
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@dustbro latest develop? The Dorian Marko piano uses a convolution node in a compiled node so it definitely works (at least in my case). Are you using external slots?
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@Christoph-Hart latest develop. External slots used. Maybe it's an issue in Linux? I'll try PC
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@dustbro Ive also been having this issue! Ive tried on Mac and PC, when I go to compile the node, the compilation process works, but when I go to open the project again, HISE crashes, (I think might've described this same problem on another thread which you also responded to). Seems like im not alone!
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@Christoph-Hart I can't even wrap the node. It disappears when I reload.
If I try to unload/reload the DSP, I get an error:
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It was indeed a small bug that I introduced when I ADDED SUPPORT FOR THIRD PARTY C++ NODES.
Should be fixed now.
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@Christoph-Hart I'm unable to wrap/export a DLL that contains the oversample node. I'm getting the error:
c:\users\dan\documents\github\hise\hi_dsp_library\node_api\nodes\containers.h(116): error C2039: 'isPolyphonic': is not a member of 'scriptnode::wrap::oversample<0,ReverbChain_impl::oversample_t_,scriptnode::scriptnode_initialisers::overs ample>' (compiling source file ..\..\Source\Main.cpp)
What is the proper way to integrate oversampling with nodes that I'll be using in the HardcodedMasterFX?
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@dustbro Are you able to compile the convolution network without the oversample node?
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@JL-LV yes
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@dustbro It's fixed now.
BTW, I have a few suggestions for your workflow (according to your video):
- Do not use the wrap functionality if you want to make a node (this should only be used if you want to extract parts of an existing network into a separate network. Use the "New network" button in the scriptnode "Home Screen" and enter the name directly - you'll have to manually enable the
AllowCompilation
flag but then you don't have to do the weird closing and restarting. - If you use the pen icon in the module tree, you can add modules without having to open the module popup. One click less :)
- Do not use the wrap functionality if you want to make a node (this should only be used if you want to extract parts of an existing network into a separate network. Use the "New network" button in the scriptnode "Home Screen" and enter the name directly - you'll have to manually enable the
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@Christoph-Hart Thanks so much for the fix and tips!
Can you check one more thing?Compiled DSP networks aren't available in HardcodedMasterFX for Mac OS. This project works fine in Windows.It's not finding the definition of my hardcodedmasterFX from the windows project as well
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@dustbro Erm, have you compiled them in macOS?
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@Christoph-Hart When I try to compile on MacOS:
And I'm not sure that would help this:
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@Christoph-Hart oK, I got it. I have to add a scriptFX, load the dsp, recompile as dll. After that it's available in my hardcodescriptFX.
Did we have to do that before? I slightly remember compiling dsp on windows and it just worked on mac. -
@dustbro You need to add a script fx and create an embedded network, or open one of your network XMLs, you don't need to to anything with it, just make sure it's present. Then the compile won't give you that message.
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I slightly remember compiling dsp on windows and it just worked on Mac.
No that was just you dreaming of a world where there is no difference between macOS and Windows binaries.
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@Christoph-Hart so.... my mac project probably wasn't using compiled nodes then.
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